2 * Copyright 2002-2004 Jason Edmeades
3 * Copyright 2003-2004 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
31 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
33 /* The driver names reflect the lowest GPU supported
34 * by a certain driver, so DRIVER_AMD_R300 supports
35 * R3xx, R4xx and R5xx GPUs. */
36 enum wined3d_display_driver
38 DRIVER_AMD_RAGE_128PRO,
47 DRIVER_NVIDIA_GEFORCE2MX,
48 DRIVER_NVIDIA_GEFORCEFX,
49 DRIVER_NVIDIA_GEFORCE6,
53 enum wined3d_driver_model
61 enum wined3d_gl_vendor
71 /* The d3d device ID */
72 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
74 /* Extension detection */
77 const char *extension_string;
78 enum wined3d_gl_extension extension;
84 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
85 {"GL_APPLE_fence", APPLE_FENCE, 0 },
86 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
87 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
88 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
89 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
92 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
93 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
94 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
95 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
96 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
97 {"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX, 0 },
98 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
99 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
100 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
101 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
102 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
103 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
104 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
105 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
106 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
107 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
108 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
109 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
110 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
111 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
112 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
113 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
114 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
115 {"GL_ARB_shadow", ARB_SHADOW, 0 },
116 {"GL_ARB_sync", ARB_SYNC, 0 },
117 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
118 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
119 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
120 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
121 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
122 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
123 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
124 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
125 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
126 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
127 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
128 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
129 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
130 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
131 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
132 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
133 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
136 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
137 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
138 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
139 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
140 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
143 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
144 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
145 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
146 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
147 {"GL_EXT_blend_subtract", EXT_BLEND_SUBTRACT, 0 },
148 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
149 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
150 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
151 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
152 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
153 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
154 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
155 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
156 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
157 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
158 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
159 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
160 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
161 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
162 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
163 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
164 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
165 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
166 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
167 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
168 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
169 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
170 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
171 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
172 {"GL_EXT_texture_sRGB_decode", EXT_TEXTURE_SRGB_DECODE, 0 },
173 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
176 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
177 {"GL_NV_fence", NV_FENCE, 0 },
178 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
179 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
180 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
181 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
182 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
183 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
184 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
185 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
186 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
187 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
188 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
189 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
190 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
191 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
192 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
193 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
194 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
195 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
198 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
201 /**********************************************************
202 * Utility functions follow
203 **********************************************************/
205 const struct min_lookup minMipLookup[] =
207 /* NONE POINT LINEAR */
208 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
209 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
210 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
213 const struct min_lookup minMipLookup_noFilter[] =
215 /* NONE POINT LINEAR */
216 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
217 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
218 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
221 const struct min_lookup minMipLookup_noMip[] =
223 /* NONE POINT LINEAR */
224 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
225 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
226 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
229 const GLenum magLookup[] =
231 /* NONE POINT LINEAR */
232 GL_NEAREST, GL_NEAREST, GL_LINEAR,
235 const GLenum magLookup_noFilter[] =
237 /* NONE POINT LINEAR */
238 GL_NEAREST, GL_NEAREST, GL_NEAREST,
241 /* drawStridedSlow attributes */
242 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
243 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
244 glAttribFunc specular_func_3ubv;
245 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
246 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
247 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
250 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
251 * i.e., there is no GL Context - Get a default rendering context to enable the
252 * function query some info from GL.
255 struct wined3d_fake_gl_ctx
261 HGLRC restore_gl_ctx;
264 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
266 TRACE_(d3d_caps)("Destroying fake GL context.\n");
268 if (!pwglMakeCurrent(NULL, NULL))
270 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
273 if (!pwglDeleteContext(ctx->gl_ctx))
275 DWORD err = GetLastError();
276 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
279 ReleaseDC(ctx->wnd, ctx->dc);
280 DestroyWindow(ctx->wnd);
282 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
284 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
288 /* Do not call while under the GL lock. */
289 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
291 PIXELFORMATDESCRIPTOR pfd;
294 TRACE("getting context...\n");
296 ctx->restore_dc = pwglGetCurrentDC();
297 ctx->restore_gl_ctx = pwglGetCurrentContext();
299 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
300 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
301 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
304 ERR_(d3d_caps)("Failed to create a window.\n");
308 ctx->dc = GetDC(ctx->wnd);
311 ERR_(d3d_caps)("Failed to get a DC.\n");
315 /* PixelFormat selection */
316 ZeroMemory(&pfd, sizeof(pfd));
317 pfd.nSize = sizeof(pfd);
319 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
320 pfd.iPixelType = PFD_TYPE_RGBA;
322 pfd.iLayerType = PFD_MAIN_PLANE;
324 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
327 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
328 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
331 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
332 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
334 /* Create a GL context. */
335 ctx->gl_ctx = pwglCreateContext(ctx->dc);
338 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
342 /* Make it the current GL context. */
343 if (!context_set_current(NULL))
345 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
348 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
350 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
357 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
359 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
361 if (ctx->wnd) DestroyWindow(ctx->wnd);
363 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
365 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
371 /* Adjust the amount of used texture memory */
372 unsigned int WineD3DAdapterChangeGLRam(struct wined3d_device *device, int glram)
374 struct wined3d_adapter *adapter = device->adapter;
376 adapter->UsedTextureRam += glram;
377 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
378 return adapter->UsedTextureRam;
381 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
383 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
384 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
387 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
389 ULONG refcount = InterlockedIncrement(&wined3d->ref);
391 TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
396 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
398 ULONG refcount = InterlockedDecrement(&wined3d->ref);
400 TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
406 for (i = 0; i < wined3d->adapter_count; ++i)
408 wined3d_adapter_cleanup(&wined3d->adapters[i]);
410 HeapFree(GetProcessHeap(), 0, wined3d);
416 /* GL locking is done by the caller */
417 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
421 const char *testcode =
423 "PARAM C[66] = { program.env[0..65] };\n"
425 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
426 "ARL A0.x, zero.x;\n"
427 "MOV result.position, C[A0.x + 65];\n"
431 GL_EXTCALL(glGenProgramsARB(1, &prog));
433 ERR("Failed to create an ARB offset limit test program\n");
435 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
436 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
437 strlen(testcode), testcode));
440 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
441 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
443 } else TRACE("OpenGL implementation allows offsets > 63\n");
445 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
446 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
447 checkGLcall("ARB vp offset limit test cleanup");
452 static DWORD ver_for_ext(enum wined3d_gl_extension ext)
455 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
456 if(EXTENSION_MAP[i].extension == ext) {
457 return EXTENSION_MAP[i].version;
463 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
466 if (card_vendor != HW_VENDOR_AMD) return FALSE;
467 if (device == CARD_AMD_RADEON_9500) return TRUE;
468 if (device == CARD_AMD_RADEON_X700) return TRUE;
469 if (device == CARD_AMD_RADEON_X1600) return TRUE;
473 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
474 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
476 if (card_vendor == HW_VENDOR_NVIDIA)
478 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
479 device == CARD_NVIDIA_GEFORCEFX_5600 ||
480 device == CARD_NVIDIA_GEFORCEFX_5800)
488 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
489 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
491 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
492 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
493 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
495 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
496 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
497 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
498 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
499 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
500 * the chance that other implementations support them is rather small since Win32 QuickTime uses
501 * DirectDraw, not OpenGL.
503 * This test has been moved into wined3d_guess_gl_vendor()
505 if (gl_vendor == GL_VENDOR_APPLE)
512 /* Context activation is done by the caller. */
513 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
515 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
516 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
517 * all the texture. This function detects this bug by its symptom and disables PBOs
520 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
521 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
522 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
523 * read back is compared to the original. If they are equal PBOs are assumed to work,
524 * otherwise the PBO extension is disabled. */
526 static const unsigned int pattern[] =
528 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
529 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
530 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
531 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
533 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
535 /* No PBO -> No point in testing them. */
536 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
540 while (glGetError());
541 glGenTextures(1, &texture);
542 glBindTexture(GL_TEXTURE_2D, texture);
544 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
545 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
546 checkGLcall("Specifying the PBO test texture");
548 GL_EXTCALL(glGenBuffersARB(1, &pbo));
549 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
550 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
551 checkGLcall("Specifying the PBO test pbo");
553 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
554 checkGLcall("Loading the PBO test texture");
556 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
559 wglFinish(); /* just to be sure */
561 memset(check, 0, sizeof(check));
563 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
564 checkGLcall("Reading back the PBO test texture");
566 glDeleteTextures(1, &texture);
567 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
568 checkGLcall("PBO test cleanup");
572 if (memcmp(check, pattern, sizeof(check)))
574 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
575 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
576 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
580 TRACE_(d3d_caps)("PBO test successful.\n");
584 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
585 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
587 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
590 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
591 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
593 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
594 if (card_vendor != HW_VENDOR_AMD) return FALSE;
595 if (device == CARD_AMD_RADEON_X1600) return FALSE;
599 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
600 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
602 return gl_vendor == GL_VENDOR_FGLRX;
606 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
607 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
609 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
610 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
611 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
612 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
615 * dx10 cards usually have 64 varyings */
616 return gl_info->limits.glsl_varyings > 44;
619 /* A GL context is provided by the caller */
620 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
621 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
626 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
630 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
631 error = glGetError();
634 if(error == GL_NO_ERROR)
636 TRACE("GL Implementation accepts 4 component specular color pointers\n");
641 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
642 debug_glerror(error));
647 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
648 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
650 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
651 return gl_info->supported[NV_TEXTURE_SHADER];
654 /* A GL context is provided by the caller */
655 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
656 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
661 const char *testcode =
663 "OPTION NV_vertex_program2;\n"
664 "MOV result.clip[0], 0.0;\n"
665 "MOV result.position, 0.0;\n"
668 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
673 GL_EXTCALL(glGenProgramsARB(1, &prog));
676 ERR("Failed to create the NVvp clip test program\n");
680 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
681 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
682 strlen(testcode), testcode));
683 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
686 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
687 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
691 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
693 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
694 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
695 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
701 /* Context activation is done by the caller. */
702 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
703 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
705 char data[4 * 4 * 4];
709 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
711 memset(data, 0xcc, sizeof(data));
715 glGenTextures(1, &tex);
716 glBindTexture(GL_TEXTURE_2D, tex);
717 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
718 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
719 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
720 checkGLcall("glTexImage2D");
722 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
723 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
724 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
725 checkGLcall("glFramebufferTexture2D");
727 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
728 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
729 checkGLcall("glCheckFramebufferStatus");
731 memset(data, 0x11, sizeof(data));
732 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
733 checkGLcall("glTexSubImage2D");
735 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
736 glClear(GL_COLOR_BUFFER_BIT);
737 checkGLcall("glClear");
739 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
740 checkGLcall("glGetTexImage");
742 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
743 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
744 glBindTexture(GL_TEXTURE_2D, 0);
745 checkGLcall("glBindTexture");
747 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
748 glDeleteTextures(1, &tex);
749 checkGLcall("glDeleteTextures");
753 return *(DWORD *)data == 0x11111111;
756 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
758 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
759 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
760 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
761 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
764 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
766 quirk_arb_constants(gl_info);
767 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
768 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
769 * allow 48 different offsets or other helper immediate values. */
770 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
771 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
774 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
775 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
776 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
777 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
778 * most games, but avoids the crash
780 * A more sophisticated way would be to find all units that need texture coordinates and enable
781 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
782 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
784 * Note that disabling the extension entirely does not gain predictability because there is no point
785 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
786 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
788 if (gl_info->supported[ARB_POINT_SPRITE])
790 TRACE("Limiting point sprites to one texture unit.\n");
791 gl_info->limits.point_sprite_units = 1;
795 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
797 quirk_arb_constants(gl_info);
799 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
800 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
801 * If real NP2 textures are used, the driver falls back to software. We could just remove the
802 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
803 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
804 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
805 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
807 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
808 * has this extension promoted to core. The extension loading code sets this extension supported
809 * due to that, so this code works on fglrx as well. */
810 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
812 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
813 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
814 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
817 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
818 * it is generally more efficient. Reserve just 8 constants. */
819 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
820 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
823 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
825 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
826 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
827 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
828 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
829 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
830 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
832 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
833 * triggering the software fallback. There is not much we can do here apart from disabling the
834 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
835 * in wined3d_adapter_init_gl_caps).
836 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
837 * post-processing effects in the game "Max Payne 2").
838 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
839 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
840 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
841 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
844 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
846 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
847 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
848 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
849 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
850 * according to the spec.
852 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
853 * makes the shader slower and eats instruction slots which should be available to the d3d app.
855 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
856 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
857 * this workaround is activated on cards that do not need it, it won't break things, just affect
858 * performance negatively. */
859 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
860 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
863 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
865 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
868 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
870 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
873 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
875 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
876 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
879 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
881 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
884 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
886 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
891 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
892 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
893 void (*apply)(struct wined3d_gl_info *gl_info);
894 const char *description;
897 static const struct driver_quirk quirk_table[] =
900 match_amd_r300_to_500,
902 "AMD GLSL constant and normalized texrect quirk"
904 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
905 * used it falls back to software. While the compiler can detect if the shader uses all declared
906 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
907 * using relative addressing falls back to software.
909 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
912 quirk_apple_glsl_constants,
913 "Apple GLSL uniform override"
918 "Geforce 5 NP2 disable"
923 "Init texcoord .w for Apple Intel GPU driver"
926 match_apple_nonr500ati,
928 "Init texcoord .w for Apple ATI >= r600 GPU driver"
932 quirk_one_point_sprite,
933 "Fglrx point sprite crash workaround"
938 "Reserved varying for gl_ClipPos"
941 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
942 * GL implementations accept it. The Mac GL is the only implementation known to
945 * If we can pass 4 component specular colors, do it, because (a) we don't have
946 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
947 * passes specular alpha to the pixel shader if any is used. Otherwise the
948 * specular alpha is used to pass the fog coordinate, which we pass to opengl
949 * via GL_EXT_fog_coord.
951 match_allows_spec_alpha,
952 quirk_allows_specular_alpha,
953 "Allow specular alpha quirk"
956 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
961 "Apple NV_texture_shader disable"
964 match_broken_nv_clip,
965 quirk_disable_nvvp_clip,
966 "Apple NV_vertex_program clip bug quirk"
969 match_fbo_tex_update,
970 quirk_fbo_tex_update,
971 "FBO rebind for attachment updates"
975 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
976 * reporting a driver version is moot because we are not the Windows driver, and we have different
977 * bugs, features, etc.
979 * The driver version has the form "x.y.z.w".
981 * "x" is the Windows version the driver is meant for:
988 * "y" is the maximum Direct3D version the driver supports.
989 * y -> d3d version mapping:
998 * "z" is the subversion number.
1000 * "w" is the vendor specific driver build number.
1003 struct driver_version_information
1005 enum wined3d_display_driver driver;
1006 enum wined3d_driver_model driver_model;
1007 const char *driver_name; /* name of Windows driver */
1008 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
1009 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
1010 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
1013 /* The driver version table contains driver information for different devices on several OS versions. */
1014 static const struct driver_version_information driver_version_table[] =
1017 * - Radeon HD2x00 (R600) and up supported by current drivers.
1018 * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1019 * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1020 * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1021 {DRIVER_AMD_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1022 {DRIVER_AMD_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1023 {DRIVER_AMD_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1024 {DRIVER_AMD_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1025 {DRIVER_AMD_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1026 {DRIVER_AMD_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1029 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1030 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1031 * igxprd32.dll but the GMA800 driver was never updated. */
1032 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1033 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1034 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1035 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1036 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1037 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1040 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1041 * - GeforceFX support is up to 173.x on <= XP
1042 * - Geforce2MX/3/4 up to 96.x on <= XP
1043 * - TNT/Geforce1/2 up to 71.x on <= XP
1044 * All version numbers used below are from the Linux nvidia drivers. */
1045 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1046 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1047 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1048 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 12, 6658},
1049 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 12, 6658},
1052 struct gpu_description
1054 WORD vendor; /* reported PCI card vendor ID */
1055 WORD card; /* reported PCI card device ID */
1056 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1057 enum wined3d_display_driver driver;
1058 unsigned int vidmem;
1061 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1062 * found on a board containing a specific GPU. */
1063 static const struct gpu_description gpu_description_table[] =
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1081 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1082 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1083 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1084 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1085 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1086 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1087 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1088 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1089 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1090 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1091 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1092 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1093 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1094 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1095 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1096 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1097 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1098 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1099 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1100 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1101 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE6, 1024},
1102 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1103 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE6, 1024},
1104 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1105 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT420, "NVIDIA GeForce GT 420", DRIVER_NVIDIA_GEFORCE6, 2048},
1106 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT430, "NVIDIA GeForce GT 430", DRIVER_NVIDIA_GEFORCE6, 1024},
1107 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT440, "NVIDIA GeForce GT 440", DRIVER_NVIDIA_GEFORCE6, 1024},
1108 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS450, "NVIDIA GeForce GTS 450", DRIVER_NVIDIA_GEFORCE6, 1024},
1109 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1110 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1111 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1112 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1113 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560, "NVIDIA GeForce GTX 560 TI", DRIVER_NVIDIA_GEFORCE6, 1024},
1114 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX570, "NVIDIA GeForce GTX 570", DRIVER_NVIDIA_GEFORCE6, 1280},
1115 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX580, "NVIDIA GeForce GTX 580", DRIVER_NVIDIA_GEFORCE6, 1536},
1118 {HW_VENDOR_AMD, CARD_AMD_RAGE_128PRO, "ATI Rage Fury", DRIVER_AMD_RAGE_128PRO, 16 },
1119 {HW_VENDOR_AMD, CARD_AMD_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_AMD_R100, 32 },
1120 {HW_VENDOR_AMD, CARD_AMD_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_AMD_R100, 64 },
1121 {HW_VENDOR_AMD, CARD_AMD_RADEON_9500, "ATI Radeon 9500", DRIVER_AMD_R300, 64 },
1122 {HW_VENDOR_AMD, CARD_AMD_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_AMD_R300, 64 },
1123 {HW_VENDOR_AMD, CARD_AMD_RADEON_X700, "ATI Radeon X700 SE", DRIVER_AMD_R300, 128 },
1124 {HW_VENDOR_AMD, CARD_AMD_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_AMD_R300, 128 },
1125 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_AMD_R600, 256 },
1126 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_AMD_R600, 256 },
1127 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_AMD_R600, 512 },
1128 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_AMD_R600, 128 },
1129 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_AMD_R600, 256 },
1130 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_AMD_R600, 512 },
1131 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_AMD_R600, 512 },
1132 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_AMD_R600, 512 },
1133 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_AMD_R600, 512 },
1134 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_AMD_R600, 512 },
1135 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_AMD_R600, 512 },
1136 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_AMD_R600, 1024},
1137 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_AMD_R600, 1024},
1138 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6310, "AMD Radeon HD 6310 Graphics", DRIVER_AMD_R600, 1024},
1139 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6800, "AMD Radeon HD 6800 Series", DRIVER_AMD_R600, 1024},
1140 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6900, "AMD Radeon HD 6900 Series", DRIVER_AMD_R600, 2048},
1142 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1143 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1144 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1145 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1146 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1147 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1148 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
1149 {HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512}
1152 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1153 enum wined3d_driver_model driver_model)
1157 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1158 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1160 const struct driver_version_information *entry = &driver_version_table[i];
1162 if (entry->driver == driver && entry->driver_model == driver_model)
1164 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1165 entry->driver_name, entry->version, entry->subversion, entry->build);
1173 static void init_driver_info(struct wined3d_driver_info *driver_info,
1174 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1176 OSVERSIONINFOW os_version;
1177 WORD driver_os_version;
1179 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1180 enum wined3d_driver_model driver_model;
1181 const struct driver_version_information *version_info;
1183 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1185 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1186 vendor = wined3d_settings.pci_vendor_id;
1188 driver_info->vendor = vendor;
1190 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1192 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1193 device = wined3d_settings.pci_device_id;
1195 driver_info->device = device;
1197 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1198 * overrides the pci ids to a card which is not in our database. */
1199 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1201 memset(&os_version, 0, sizeof(os_version));
1202 os_version.dwOSVersionInfoSize = sizeof(os_version);
1203 if (!GetVersionExW(&os_version))
1205 ERR("Failed to get OS version, reporting 2000/XP.\n");
1206 driver_os_version = 6;
1207 driver_model = DRIVER_MODEL_NT5X;
1211 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1212 switch (os_version.dwMajorVersion)
1215 /* If needed we could distinguish between 9x and NT4, but this code won't make
1216 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1218 driver_os_version = 4;
1219 driver_model = DRIVER_MODEL_WIN9X;
1223 driver_os_version = 6;
1224 driver_model = DRIVER_MODEL_NT5X;
1228 if (os_version.dwMinorVersion == 0)
1230 driver_os_version = 7;
1231 driver_model = DRIVER_MODEL_NT6X;
1235 if (os_version.dwMinorVersion > 1)
1237 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1238 os_version.dwMajorVersion, os_version.dwMinorVersion);
1240 driver_os_version = 8;
1241 driver_model = DRIVER_MODEL_NT6X;
1246 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1247 os_version.dwMajorVersion, os_version.dwMinorVersion);
1248 driver_os_version = 6;
1249 driver_model = DRIVER_MODEL_NT5X;
1254 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1255 * This means that unless the ids are overriden, we will always find a GPU description. */
1256 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1258 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1260 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1262 driver_info->description = gpu_description_table[i].description;
1263 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1264 driver = gpu_description_table[i].driver;
1269 if (wined3d_settings.emulated_textureram)
1271 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1272 driver_info->vidmem = wined3d_settings.emulated_textureram;
1275 /* Try to obtain driver version information for the current Windows version. This fails in
1277 * - the gpu is not available on the currently selected OS version:
1278 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1279 * version information for the current Windows version is returned instead of faked info.
1280 * We do the same and assume the default Windows version to emulate is WinXP.
1282 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1283 * For now return the XP driver info. Perhaps later on we should return VESA.
1285 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1286 * This could be an indication that our database is not up to date, so this should be fixed.
1288 version_info = get_driver_version_info(driver, driver_model);
1291 driver_info->name = version_info->driver_name;
1292 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1293 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1297 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1300 driver_info->name = version_info->driver_name;
1301 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1302 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1306 driver_info->description = "Direct3D HAL";
1307 driver_info->name = "Display";
1308 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1309 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1311 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1312 vendor, device, driver_model);
1316 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1317 driver_info->version_high, driver_info->version_low);
1320 /* Context activation is done by the caller. */
1321 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1322 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1326 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1328 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1329 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1330 quirk_table[i].apply(gl_info);
1333 /* Find out if PBOs work as they are supposed to. */
1334 test_pbo_functionality(gl_info);
1337 static DWORD wined3d_parse_gl_version(const char *gl_version)
1339 const char *ptr = gl_version;
1343 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1345 while (isdigit(*ptr)) ++ptr;
1346 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1350 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1352 return MAKEDWORD_VERSION(major, minor);
1355 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1358 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1359 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1360 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1362 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1363 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1364 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1365 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1366 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1367 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1368 * DirectDraw, not OpenGL. */
1369 if (gl_info->supported[APPLE_FENCE]
1370 && gl_info->supported[APPLE_CLIENT_STORAGE]
1371 && gl_info->supported[APPLE_FLUSH_RENDER]
1372 && gl_info->supported[APPLE_YCBCR_422])
1373 return GL_VENDOR_APPLE;
1375 if (strstr(gl_vendor_string, "NVIDIA"))
1376 return GL_VENDOR_NVIDIA;
1378 if (strstr(gl_vendor_string, "ATI"))
1379 return GL_VENDOR_FGLRX;
1381 if (strstr(gl_vendor_string, "Intel(R)")
1382 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1383 || strstr(gl_renderer, "Intel")
1384 || strstr(gl_vendor_string, "Intel Inc."))
1385 return GL_VENDOR_INTEL;
1387 if (strstr(gl_vendor_string, "Mesa")
1388 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1389 || strstr(gl_vendor_string, "DRI R300 Project")
1390 || strstr(gl_vendor_string, "X.Org R300 Project")
1391 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1392 || strstr(gl_vendor_string, "VMware, Inc.")
1393 || strstr(gl_renderer, "Mesa")
1394 || strstr(gl_renderer, "Gallium"))
1395 return GL_VENDOR_MESA;
1397 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1398 debugstr_a(gl_vendor_string));
1400 return GL_VENDOR_UNKNOWN;
1403 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1405 if (strstr(gl_vendor_string, "NVIDIA")
1406 || strstr(gl_vendor_string, "nouveau"))
1407 return HW_VENDOR_NVIDIA;
1409 if (strstr(gl_vendor_string, "ATI")
1410 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1411 || strstr(gl_vendor_string, "X.Org R300 Project")
1412 || strstr(gl_renderer, "AMD")
1413 || strstr(gl_renderer, "R100")
1414 || strstr(gl_renderer, "R200")
1415 || strstr(gl_renderer, "R300")
1416 || strstr(gl_renderer, "R600")
1417 || strstr(gl_renderer, "R700"))
1418 return HW_VENDOR_AMD;
1420 if (strstr(gl_vendor_string, "Intel(R)")
1421 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1422 || strstr(gl_renderer, "Intel")
1423 || strstr(gl_vendor_string, "Intel Inc."))
1424 return HW_VENDOR_INTEL;
1426 if (strstr(gl_vendor_string, "Mesa")
1427 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1428 || strstr(gl_vendor_string, "VMware, Inc."))
1429 return HW_VENDOR_SOFTWARE;
1431 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1433 return HW_VENDOR_NVIDIA;
1436 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1440 if (gl_info->supported[ARB_MULTITEXTURE])
1442 if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1443 && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1444 && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1446 if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1447 && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1449 if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1450 && gl_info->supported[ARB_VERTEX_SHADER])
1452 if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1458 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1459 const char *gl_renderer)
1461 UINT d3d_level = d3d_level_from_gl_info(gl_info);
1464 if (d3d_level >= 10)
1468 const char *renderer;
1469 enum wined3d_pci_device id;
1473 {"GTX 580", CARD_NVIDIA_GEFORCE_GTX580}, /* Geforce 500 - highend */
1474 {"GTX 570", CARD_NVIDIA_GEFORCE_GTX570}, /* Geforce 500 - midend high */
1475 {"GTX 560 TI", CARD_NVIDIA_GEFORCE_GTX560}, /* Geforce 500 - midend */
1476 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1477 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1478 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1479 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1480 {"GTS 450", CARD_NVIDIA_GEFORCE_GTS450}, /* Geforce 400 - midend low */
1481 {"GT 440", CARD_NVIDIA_GEFORCE_GT440}, /* Geforce 400 - lowend */
1482 {"GT 430", CARD_NVIDIA_GEFORCE_GT430}, /* Geforce 400 - lowend */
1483 {"GT 420", CARD_NVIDIA_GEFORCE_GT420}, /* Geforce 400 - lowend */
1484 {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
1485 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1486 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1487 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1488 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1489 {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
1490 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1491 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1492 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1493 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1494 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1495 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1496 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1497 {"Geforce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1498 {"Geforce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1499 {"Geforce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1500 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1501 {"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1502 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1503 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1504 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1505 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1506 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1507 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1508 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1509 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1510 {"9300", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1511 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1512 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1513 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1514 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1515 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1516 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1517 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1518 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1519 {"8500", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1520 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1521 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1522 {"8200", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1523 {"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1526 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1528 if (strstr(gl_renderer, cards[i].renderer))
1532 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1533 return CARD_NVIDIA_GEFORCE_8300GS;
1536 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1537 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1539 if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1543 const char *renderer;
1544 enum wined3d_pci_device id;
1548 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1549 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1550 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1551 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1552 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1553 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1554 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1555 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1556 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1557 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1558 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1559 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1560 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1563 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1565 if (strstr(gl_renderer, cards[i].renderer))
1569 /* Geforce 6/7 - lowend */
1570 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1575 /* GeforceFX - highend */
1576 if (strstr(gl_renderer, "5800")
1577 || strstr(gl_renderer, "5900")
1578 || strstr(gl_renderer, "5950")
1579 || strstr(gl_renderer, "Quadro FX"))
1581 return CARD_NVIDIA_GEFORCEFX_5800;
1584 /* GeforceFX - midend */
1585 if (strstr(gl_renderer, "5600")
1586 || strstr(gl_renderer, "5650")
1587 || strstr(gl_renderer, "5700")
1588 || strstr(gl_renderer, "5750"))
1590 return CARD_NVIDIA_GEFORCEFX_5600;
1593 /* GeforceFX - lowend */
1594 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1599 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1601 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1604 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1609 if (strstr(gl_renderer, "GeForce4 MX"))
1611 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1614 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1616 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1619 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1621 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1624 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1627 if (strstr(gl_renderer, "TNT2"))
1629 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1632 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1635 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1636 const char *gl_renderer)
1638 UINT d3d_level = d3d_level_from_gl_info(gl_info);
1640 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1642 * Beware: renderer string do not match exact card model,
1643 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1644 if (d3d_level >= 10)
1650 const char *renderer;
1651 enum wined3d_pci_device id;
1656 {"HD 5870", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1657 {"HD 5850", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1658 {"HD 5800", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1659 {"HD 5770", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1660 {"HD 5750", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1661 {"HD 5700", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1662 {"HD 5670", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD XT */
1663 {"HD 5570", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1664 {"HD 5550", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */
1665 {"HD 5450", CARD_AMD_RADEON_HD5400}, /* Radeon EG CEDAR PRO */
1667 {"HD 4890", CARD_AMD_RADEON_HD4800}, /* Radeon RV790 */
1668 {"HD 4870", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1669 {"HD 4850", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1670 {"HD 4830", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1671 {"HD 4800", CARD_AMD_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1672 {"HD 4770", CARD_AMD_RADEON_HD4700}, /* Radeon RV740 */
1673 {"HD 4700", CARD_AMD_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1674 {"HD 4670", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1675 {"HD 4650", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1676 {"HD 4600", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1677 {"HD 4550", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1678 {"HD 4350", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1679 /* R600/R700 integrated */
1680 {"HD 3300", CARD_AMD_RADEON_HD3200},
1681 {"HD 3200", CARD_AMD_RADEON_HD3200},
1682 {"HD 3100", CARD_AMD_RADEON_HD3200},
1684 {"HD 3870", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1685 {"HD 3850", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1686 {"HD 2900", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1687 {"HD 3830", CARD_AMD_RADEON_HD2600}, /* China-only midend */
1688 {"HD 3690", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1689 {"HD 3650", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1690 {"HD 2600", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1691 {"HD 3470", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1692 {"HD 3450", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1693 {"HD 3430", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1694 {"HD 3400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1695 {"HD 2400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1696 {"HD 2350", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1699 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1701 if (strstr(gl_renderer, cards[i].renderer))
1705 /* Default for when no GPU has been found */
1706 return CARD_AMD_RADEON_HD3200;
1712 if (strstr(gl_renderer, "X1600")
1713 || strstr(gl_renderer, "X1650")
1714 || strstr(gl_renderer, "X1800")
1715 || strstr(gl_renderer, "X1900")
1716 || strstr(gl_renderer, "X1950"))
1718 return CARD_AMD_RADEON_X1600;
1721 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1722 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1723 if (strstr(gl_renderer, "X700")
1724 || strstr(gl_renderer, "X800")
1725 || strstr(gl_renderer, "X850")
1726 || strstr(gl_renderer, "X1300")
1727 || strstr(gl_renderer, "X1400")
1728 || strstr(gl_renderer, "X1450")
1729 || strstr(gl_renderer, "X1550")
1730 || strstr(gl_renderer, "X2300")
1731 || strstr(gl_renderer, "X2500")
1732 || strstr(gl_renderer, "HD 2300")
1735 return CARD_AMD_RADEON_X700;
1738 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1739 if (strstr(gl_renderer, "Radeon Xpress"))
1741 return CARD_AMD_RADEON_XPRESS_200M;
1745 return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1749 return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1752 return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1754 return CARD_AMD_RAGE_128PRO;
1757 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1758 const char *gl_renderer)
1760 if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1761 if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1763 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1764 return CARD_INTEL_X3100;
1767 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1769 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1770 return CARD_INTEL_I945GM;
1773 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1774 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1775 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1776 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1777 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1778 return CARD_INTEL_I915G;
1782 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1783 const char *gl_renderer)
1788 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1790 * Beware: renderer string do not match exact card model,
1791 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1792 if (strstr(gl_renderer, "Gallium"))
1794 /* 20101109 - These are never returned by current Gallium radeon
1795 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1797 * These are returned but not handled: RC410, RV380. */
1800 const char *renderer;
1801 enum wined3d_pci_device id;
1805 /* Northern Islands */
1806 {"CAYMAN", CARD_AMD_RADEON_HD6900},
1807 {"BARTS", CARD_AMD_RADEON_HD6800},
1808 {"PALM", CARD_AMD_RADEON_HD6310},
1810 {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1811 {"CYPRESS", CARD_AMD_RADEON_HD5800},
1812 {"JUNIPER", CARD_AMD_RADEON_HD5700},
1813 {"REDWOOD", CARD_AMD_RADEON_HD5600},
1814 {"CEDAR", CARD_AMD_RADEON_HD5400},
1816 {"R700", CARD_AMD_RADEON_HD4800}, /* HD4800 - highend */
1817 {"RV790", CARD_AMD_RADEON_HD4800},
1818 {"RV770", CARD_AMD_RADEON_HD4800},
1819 {"RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */
1820 {"RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */
1821 {"RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1822 /* R600/R700 integrated */
1823 {"RS880", CARD_AMD_RADEON_HD3200},
1824 {"RS780", CARD_AMD_RADEON_HD3200},
1826 {"R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1827 {"R600", CARD_AMD_RADEON_HD2900},
1828 {"RV670", CARD_AMD_RADEON_HD2900},
1829 {"RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1830 {"RV630", CARD_AMD_RADEON_HD2600},
1831 {"RV620", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1832 {"RV610", CARD_AMD_RADEON_HD2350},
1834 {"R580", CARD_AMD_RADEON_X1600},
1835 {"R520", CARD_AMD_RADEON_X1600},
1836 {"RV570", CARD_AMD_RADEON_X1600},
1837 {"RV560", CARD_AMD_RADEON_X1600},
1838 {"RV535", CARD_AMD_RADEON_X1600},
1839 {"RV530", CARD_AMD_RADEON_X1600},
1840 {"RV516", CARD_AMD_RADEON_X700}, /* X700 is actually R400. */
1841 {"RV515", CARD_AMD_RADEON_X700},
1843 {"R481", CARD_AMD_RADEON_X700},
1844 {"R480", CARD_AMD_RADEON_X700},
1845 {"R430", CARD_AMD_RADEON_X700},
1846 {"R423", CARD_AMD_RADEON_X700},
1847 {"R420", CARD_AMD_RADEON_X700},
1848 {"R410", CARD_AMD_RADEON_X700},
1849 {"RV410", CARD_AMD_RADEON_X700},
1850 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1851 {"RS740", CARD_AMD_RADEON_XPRESS_200M},
1852 {"RS690", CARD_AMD_RADEON_XPRESS_200M},
1853 {"RS600", CARD_AMD_RADEON_XPRESS_200M},
1854 {"RS485", CARD_AMD_RADEON_XPRESS_200M},
1855 {"RS482", CARD_AMD_RADEON_XPRESS_200M},
1856 {"RS480", CARD_AMD_RADEON_XPRESS_200M},
1857 {"RS400", CARD_AMD_RADEON_XPRESS_200M},
1859 {"R360", CARD_AMD_RADEON_9500},
1860 {"R350", CARD_AMD_RADEON_9500},
1861 {"R300", CARD_AMD_RADEON_9500},
1862 {"RV370", CARD_AMD_RADEON_9500},
1863 {"RV360", CARD_AMD_RADEON_9500},
1864 {"RV351", CARD_AMD_RADEON_9500},
1865 {"RV350", CARD_AMD_RADEON_9500},
1868 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1870 if (strstr(gl_renderer, cards[i].renderer))
1875 d3d_level = d3d_level_from_gl_info(gl_info);
1880 const char *renderer;
1881 enum wined3d_pci_device id;
1886 {"(R700", CARD_AMD_RADEON_HD4800}, /* HD4800 - highend */
1887 {"(RV790", CARD_AMD_RADEON_HD4800},
1888 {"(RV770", CARD_AMD_RADEON_HD4800},
1889 {"(RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */
1890 {"(RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */
1891 {"(RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1892 /* R600/R700 integrated */
1893 {"RS880", CARD_AMD_RADEON_HD3200},
1894 {"RS780", CARD_AMD_RADEON_HD3200},
1896 {"(R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1897 {"(R600", CARD_AMD_RADEON_HD2900},
1898 {"(RV670", CARD_AMD_RADEON_HD2900},
1899 {"(RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1900 {"(RV630", CARD_AMD_RADEON_HD2600},
1901 {"(RV620", CARD_AMD_RADEON_HD2350}, /* HD2300/HD2400/HD3400 - lowend */
1902 {"(RV610", CARD_AMD_RADEON_HD2350},
1905 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1907 if (strstr(gl_renderer, cards[i].renderer))
1913 return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1916 return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1918 return CARD_AMD_RAGE_128PRO;
1921 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1922 const char *gl_renderer)
1926 if (strstr(gl_renderer, "Gallium"))
1932 const char *renderer;
1933 enum wined3d_pci_device id;
1937 {"NVC8", CARD_NVIDIA_GEFORCE_GTX570},
1938 {"NVC4", CARD_NVIDIA_GEFORCE_GTX460},
1939 {"NVC3", CARD_NVIDIA_GEFORCE_GT440},
1940 {"NVC0", CARD_NVIDIA_GEFORCE_GTX480},
1941 {"NVAF", CARD_NVIDIA_GEFORCE_GT320M},
1942 {"NVAC", CARD_NVIDIA_GEFORCE_8200},
1943 {"NVAA", CARD_NVIDIA_GEFORCE_8200},
1944 {"NVA8", CARD_NVIDIA_GEFORCE_210},
1945 {"NVA5", CARD_NVIDIA_GEFORCE_GT220},
1946 {"NVA3", CARD_NVIDIA_GEFORCE_GT240},
1947 {"NVA0", CARD_NVIDIA_GEFORCE_GTX280},
1948 {"NV98", CARD_NVIDIA_GEFORCE_9200},
1949 {"NV96", CARD_NVIDIA_GEFORCE_9400GT},
1950 {"NV94", CARD_NVIDIA_GEFORCE_9600GT},
1951 {"NV92", CARD_NVIDIA_GEFORCE_9800GT},
1952 {"NV86", CARD_NVIDIA_GEFORCE_8500GT},
1953 {"NV84", CARD_NVIDIA_GEFORCE_8600GT},
1954 {"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */
1955 {"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */
1956 {"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */
1957 {"NV50", CARD_NVIDIA_GEFORCE_8800GTX},
1958 {"NV4E", CARD_NVIDIA_GEFORCE_6200}, /* 6100 Go / 6150 Go */
1959 {"NV4C", CARD_NVIDIA_GEFORCE_6200}, /* 6150SE */
1960 {"NV4B", CARD_NVIDIA_GEFORCE_7600},
1961 {"NV4A", CARD_NVIDIA_GEFORCE_6200},
1962 {"NV49", CARD_NVIDIA_GEFORCE_7800GT}, /* 7900 */
1963 {"NV47", CARD_NVIDIA_GEFORCE_7800GT},
1964 {"NV46", CARD_NVIDIA_GEFORCE_7400},
1965 {"NV45", CARD_NVIDIA_GEFORCE_6800},
1966 {"NV44", CARD_NVIDIA_GEFORCE_6200},
1967 {"NV43", CARD_NVIDIA_GEFORCE_6600GT},
1968 {"NV42", CARD_NVIDIA_GEFORCE_6800},
1969 {"NV41", CARD_NVIDIA_GEFORCE_6800},
1970 {"NV40", CARD_NVIDIA_GEFORCE_6800},
1971 {"NV38", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5950 Ultra */
1972 {"NV36", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5700/5750 */
1973 {"NV35", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5900 */
1974 {"NV34", CARD_NVIDIA_GEFORCEFX_5200},
1975 {"NV31", CARD_NVIDIA_GEFORCEFX_5600},
1976 {"NV30", CARD_NVIDIA_GEFORCEFX_5800},
1977 {"NV28", CARD_NVIDIA_GEFORCE4_TI4200},
1978 {"NV25", CARD_NVIDIA_GEFORCE4_TI4200},
1979 {"NV20", CARD_NVIDIA_GEFORCE3},
1980 {"NV1F", CARD_NVIDIA_GEFORCE4_MX}, /* GF4 MX IGP */
1981 {"NV1A", CARD_NVIDIA_GEFORCE2}, /* GF2 IGP */
1982 {"NV18", CARD_NVIDIA_GEFORCE4_MX},
1983 {"NV17", CARD_NVIDIA_GEFORCE4_MX},
1984 {"NV16", CARD_NVIDIA_GEFORCE2},
1985 {"NV15", CARD_NVIDIA_GEFORCE2},
1986 {"NV11", CARD_NVIDIA_GEFORCE2_MX},
1987 {"NV10", CARD_NVIDIA_GEFORCE},
1988 {"NV05", CARD_NVIDIA_RIVA_TNT2},
1989 {"NV04", CARD_NVIDIA_RIVA_TNT},
1990 {"NV03", CARD_NVIDIA_RIVA_128},
1993 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1995 if (strstr(gl_renderer, cards[i].renderer))
2000 FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
2002 d3d_level = d3d_level_from_gl_info(gl_info);
2004 return CARD_NVIDIA_GEFORCEFX_5600;
2006 return CARD_NVIDIA_GEFORCE3;
2008 return CARD_NVIDIA_GEFORCE;
2010 return CARD_NVIDIA_RIVA_TNT;
2011 return CARD_NVIDIA_RIVA_128;
2015 struct vendor_card_selection
2017 enum wined3d_gl_vendor gl_vendor;
2018 enum wined3d_pci_vendor card_vendor;
2019 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2020 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2023 static const struct vendor_card_selection vendor_card_select_table[] =
2025 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2026 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2027 {GL_VENDOR_APPLE, HW_VENDOR_AMD, "Apple OSX AMD/ATI binary driver", select_card_amd_binary},
2028 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
2029 {GL_VENDOR_FGLRX, HW_VENDOR_AMD, "AMD/ATI binary driver", select_card_amd_binary},
2030 {GL_VENDOR_MESA, HW_VENDOR_AMD, "Mesa AMD/ATI driver", select_card_amd_mesa},
2031 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2032 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
2033 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
2037 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2038 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2042 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2043 * different GPUs with roughly the same features. In most cases GPUs from a
2044 * certain family differ in clockspeeds, the amount of video memory and the
2045 * number of shader pipelines.
2047 * A Direct3D device object contains the PCI id (vendor + device) of the
2048 * videocard which is used for rendering. Various applications use this
2049 * information to get a rough estimation of the features of the card and
2050 * some might use it for enabling 3d effects only on certain types of
2051 * videocards. In some cases games might even use it to work around bugs
2052 * which happen on certain videocards/driver combinations. The problem is
2053 * that OpenGL only exposes a rendering string containing the name of the
2054 * videocard and not the PCI id.
2056 * Various games depend on the PCI id, so somehow we need to provide one.
2057 * A simple option is to parse the renderer string and translate this to
2058 * the right PCI id. This is a lot of work because there are more than 200
2059 * GPUs just for Nvidia. Various cards share the same renderer string, so
2060 * the amount of code might be 'small' but there are quite a number of
2061 * exceptions which would make this a pain to maintain. Another way would
2062 * be to query the PCI id from the operating system (assuming this is the
2063 * videocard which is used for rendering which is not always the case).
2064 * This would work but it is not very portable. Second it would not work
2065 * well in, let's say, a remote X situation in which the amount of 3d
2066 * features which can be used is limited.
2068 * As said most games only use the PCI id to get an indication of the
2069 * capabilities of the card. It doesn't really matter if the given id is
2070 * the correct one if we return the id of a card with similar 3d features.
2072 * The code below checks the OpenGL capabilities of a videocard and matches
2073 * that to a certain level of Direct3D functionality. Once a card passes
2074 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2075 * least a GeforceFX. To give a better estimate we do a basic check on the
2076 * renderer string but if that won't pass we return a default card. This
2077 * way is better than maintaining a full card database as even without a
2078 * full database we can return a card with similar features. Second the
2079 * size of the database can be made quite small because when you know what
2080 * type of 3d functionality a card has, you know to which GPU family the
2081 * GPU must belong. Because of this you only have to check a small part of
2082 * the renderer string to distinguishes between different models from that
2085 * The code also selects a default amount of video memory which we will
2086 * use for an estimation of the amount of free texture memory. In case of
2087 * real D3D the amount of texture memory includes video memory and system
2088 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2089 * HyperMemory). We don't know how much system memory can be addressed by
2090 * the system but we can make a reasonable estimation about the amount of
2091 * video memory. If the value is slightly wrong it doesn't matter as we
2092 * didn't include AGP-like memory which makes the amount of addressable
2093 * memory higher and second OpenGL isn't that critical it moves to system
2094 * memory behind our backs if really needed. Note that the amount of video
2095 * memory can be overruled using a registry setting. */
2099 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2101 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2102 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2104 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2105 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2108 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2109 *gl_vendor, *card_vendor);
2111 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2112 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2113 * them a good generic choice. */
2114 *card_vendor = HW_VENDOR_NVIDIA;
2115 d3d_level = d3d_level_from_gl_info(gl_info);
2117 return CARD_NVIDIA_GEFORCEFX_5600;
2119 return CARD_NVIDIA_GEFORCE3;
2121 return CARD_NVIDIA_GEFORCE;
2123 return CARD_NVIDIA_RIVA_TNT;
2124 return CARD_NVIDIA_RIVA_128;
2127 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2129 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2130 int vs_selected_mode, ps_selected_mode;
2132 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2133 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2134 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2135 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2136 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2137 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2138 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2139 else return &ffp_fragment_pipeline;
2142 static const struct wined3d_shader_backend_ops *select_shader_backend(struct wined3d_adapter *adapter)
2144 int vs_selected_mode, ps_selected_mode;
2146 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2147 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2148 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2149 return &none_shader_backend;
2152 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2154 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2155 int vs_selected_mode, ps_selected_mode;
2157 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2158 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2159 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2160 else return &ffp_blit;
2163 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2167 #define USE_GL_FUNC(type, pfn, ext, replace) \
2168 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2169 else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2170 else gl_info->pfn = NULL;
2175 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2180 /* Context activation is done by the caller. */
2181 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2183 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2184 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2185 const char *GL_Extensions = NULL;
2186 const char *WGL_Extensions = NULL;
2187 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2188 struct fragment_caps fragment_caps;
2189 enum wined3d_gl_vendor gl_vendor;
2190 enum wined3d_pci_vendor card_vendor;
2191 enum wined3d_pci_device device;
2193 GLfloat gl_floatv[2];
2199 TRACE_(d3d_caps)("(%p)\n", gl_info);
2203 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2204 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2205 if (!gl_renderer_str)
2208 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2212 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2213 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2217 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2221 /* Parse the GL_VERSION field into major and minor information */
2222 gl_version_str = (const char *)glGetString(GL_VERSION);
2223 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2224 if (!gl_version_str)
2227 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2230 gl_version = wined3d_parse_gl_version(gl_version_str);
2233 * Initialize openGL extension related variables
2234 * with Default values
2236 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2237 gl_info->limits.blends = 1;
2238 gl_info->limits.buffers = 1;
2239 gl_info->limits.textures = 1;
2240 gl_info->limits.fragment_samplers = 1;
2241 gl_info->limits.vertex_samplers = 0;
2242 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2243 gl_info->limits.sampler_stages = 1;
2244 gl_info->limits.glsl_vs_float_constants = 0;
2245 gl_info->limits.glsl_ps_float_constants = 0;
2246 gl_info->limits.arb_vs_float_constants = 0;
2247 gl_info->limits.arb_vs_native_constants = 0;
2248 gl_info->limits.arb_vs_instructions = 0;
2249 gl_info->limits.arb_vs_temps = 0;
2250 gl_info->limits.arb_ps_float_constants = 0;
2251 gl_info->limits.arb_ps_local_constants = 0;
2252 gl_info->limits.arb_ps_instructions = 0;
2253 gl_info->limits.arb_ps_temps = 0;
2255 /* Retrieve opengl defaults */
2256 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2257 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2258 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2260 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2261 gl_info->limits.lights = gl_max;
2262 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2264 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2265 gl_info->limits.texture_size = gl_max;
2266 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2268 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2269 gl_info->limits.pointsize_min = gl_floatv[0];
2270 gl_info->limits.pointsize_max = gl_floatv[1];
2271 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2273 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2274 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2278 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2284 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2286 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2288 while (*GL_Extensions)
2292 while (isspace(*GL_Extensions)) ++GL_Extensions;
2293 start = GL_Extensions;
2294 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2296 len = GL_Extensions - start;
2299 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2301 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2303 if (len == strlen(EXTENSION_MAP[i].extension_string)
2304 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2306 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2307 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2313 /* Now work out what GL support this card really has */
2314 load_gl_funcs( gl_info, gl_version );
2318 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2319 * loading the functions, otherwise the code above will load the extension entry points instead of the
2320 * core functions, which may not work. */
2321 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2323 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2324 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2326 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2327 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2331 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2333 if (gl_info->supported[APPLE_FENCE])
2335 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2336 * The apple extension interacts with some other apple exts. Disable the NV
2337 * extension if the apple one is support to prevent confusion in other parts
2339 gl_info->supported[NV_FENCE] = FALSE;
2341 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2343 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2345 * The enums are the same:
2346 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2347 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2348 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2349 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2350 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2352 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2354 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2355 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2357 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2359 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2360 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2363 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2365 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2366 * functionality. Prefer the ARB extension */
2367 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2369 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2371 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2372 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2374 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2376 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2377 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2379 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2381 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2382 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2384 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2386 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2387 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2389 if (gl_info->supported[NV_TEXTURE_SHADER2])
2391 if (gl_info->supported[NV_REGISTER_COMBINERS])
2393 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2394 * are supported. The nv extensions provide the same functionality as the
2395 * ATI one, and a bit more(signed pixelformats). */
2396 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2400 if (gl_info->supported[NV_REGISTER_COMBINERS])
2402 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2403 gl_info->limits.general_combiners = gl_max;
2404 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2406 if (gl_info->supported[ARB_DRAW_BUFFERS])
2408 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2409 gl_info->limits.buffers = gl_max;
2410 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2412 if (gl_info->supported[ARB_MULTITEXTURE])
2414 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2415 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2416 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2418 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2421 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2422 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2426 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2428 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2430 if (gl_info->supported[ARB_VERTEX_SHADER])
2433 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2434 gl_info->limits.vertex_samplers = tmp;
2435 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2436 gl_info->limits.combined_samplers = tmp;
2438 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2439 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2440 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2441 * shader is used with fixed function vertex processing we're fine too because fixed function
2442 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2443 * used we have to make sure that all vertex sampler setups are valid together with all
2444 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2445 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2446 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2447 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2448 * a fixed function pipeline anymore.
2450 * So this is just a check to check that our assumption holds true. If not, write a warning
2451 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2452 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2453 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2455 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2456 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2457 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2458 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2459 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2461 gl_info->limits.vertex_samplers = 0;
2466 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2468 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2469 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2471 if (gl_info->supported[ARB_VERTEX_BLEND])
2473 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2474 gl_info->limits.blends = gl_max;
2475 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2477 if (gl_info->supported[EXT_TEXTURE3D])
2479 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2480 gl_info->limits.texture3d_size = gl_max;
2481 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2483 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2485 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2486 gl_info->limits.anisotropy = gl_max;
2487 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2489 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2491 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2492 gl_info->limits.arb_ps_float_constants = gl_max;
2493 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2494 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2495 gl_info->limits.arb_ps_native_constants = gl_max;
2496 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2497 gl_info->limits.arb_ps_native_constants);
2498 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2499 gl_info->limits.arb_ps_temps = gl_max;
2500 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2501 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2502 gl_info->limits.arb_ps_instructions = gl_max;
2503 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2504 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2505 gl_info->limits.arb_ps_local_constants = gl_max;
2506 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2508 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2510 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2511 gl_info->limits.arb_vs_float_constants = gl_max;
2512 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2513 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2514 gl_info->limits.arb_vs_native_constants = gl_max;
2515 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2516 gl_info->limits.arb_vs_native_constants);
2517 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2518 gl_info->limits.arb_vs_temps = gl_max;
2519 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2520 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2521 gl_info->limits.arb_vs_instructions = gl_max;
2522 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2524 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2526 if (gl_info->supported[ARB_VERTEX_SHADER])
2528 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2529 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2530 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2532 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2534 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2535 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2536 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2537 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2538 gl_info->limits.glsl_varyings = gl_max;
2539 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2541 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2543 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2544 unsigned int major, minor;
2546 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2548 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2549 sscanf(str, "%u.%u", &major, &minor);
2550 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2552 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2554 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2558 gl_info->limits.shininess = 128.0f;
2560 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2562 /* If we have full NP2 texture support, disable
2563 * GL_ARB_texture_rectangle because we will never use it.
2564 * This saves a few redundant glDisable calls. */
2565 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2567 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2569 /* Disable NV_register_combiners and fragment shader if this is supported.
2570 * generally the NV extensions are preferred over the ATI ones, and this
2571 * extension is disabled if register_combiners and texture_shader2 are both
2572 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2573 * fragment processing support. */
2574 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2575 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2576 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2577 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2579 if (gl_info->supported[NV_HALF_FLOAT])
2581 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2582 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2584 if (gl_info->supported[ARB_POINT_SPRITE])
2586 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2590 gl_info->limits.point_sprite_units = 0;
2592 checkGLcall("extension detection");
2596 adapter->fragment_pipe = select_fragment_implementation(adapter);
2597 adapter->shader_backend = select_shader_backend(adapter);
2598 adapter->blitter = select_blit_implementation(adapter);
2600 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2601 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2602 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2604 /* In some cases the number of texture stages can be larger than the number
2605 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2606 * shaders), but 8 texture stages (register combiners). */
2607 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2609 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2611 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2612 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2613 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2614 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2615 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2616 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2617 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2618 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2619 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2620 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2621 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2622 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2623 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2624 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2625 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2626 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2627 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2628 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2629 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2633 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2635 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2636 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2637 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2638 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2639 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2640 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2641 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2642 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2643 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2644 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2645 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2646 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2647 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2648 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2649 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2650 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2651 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2653 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2655 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2656 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2658 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2660 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2662 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2664 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2668 /* MRTs are currently only supported when FBOs are used. */
2669 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2671 gl_info->limits.buffers = 1;
2674 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2675 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2676 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2678 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2679 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2681 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2682 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2683 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2684 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2685 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2686 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2687 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2688 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2690 /* Make sure there's an active HDC else the WGL extensions will fail */
2691 hdc = pwglGetCurrentDC();
2693 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2694 if(GL_EXTCALL(wglGetExtensionsStringARB))
2695 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2697 if (!WGL_Extensions)
2699 ERR(" WGL_Extensions returns NULL\n");
2703 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2704 while (*WGL_Extensions)
2709 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2710 Start = WGL_Extensions;
2711 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2713 len = WGL_Extensions - Start;
2714 if (!len || len >= sizeof(ThisExtn))
2717 memcpy(ThisExtn, Start, len);
2718 ThisExtn[len] = '\0';
2719 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2721 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2722 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2723 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2725 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2726 gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2727 TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2729 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2730 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2731 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2737 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2738 init_driver_info(driver_info, card_vendor, device);
2739 add_gl_compat_wrappers(gl_info);
2744 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2746 TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2747 wined3d, wined3d->adapter_count);
2749 return wined3d->adapter_count;
2752 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2754 FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2759 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2761 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2763 if (adapter_idx >= wined3d->adapter_count)
2766 return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2769 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2770 of the same bpp but different resolutions */
2772 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2773 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2774 enum wined3d_format_id format_id)
2776 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2778 if (adapter_idx >= wined3d->adapter_count)
2781 /* TODO: Store modes per adapter and read it from the adapter structure */
2784 const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2785 UINT format_bits = format->byte_count * CHAR_BIT;
2790 memset(&mode, 0, sizeof(mode));
2791 mode.dmSize = sizeof(mode);
2793 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2797 if (format_id == WINED3DFMT_UNKNOWN)
2799 /* This is for D3D8, do not enumerate P8 here */
2800 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2802 else if (mode.dmBitsPerPel == format_bits)
2808 TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2814 FIXME_(d3d_caps)("Adapter not primary display.\n");
2820 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2821 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2822 enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2824 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2825 wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2827 /* Validate the parameters as much as possible */
2828 if (!mode || adapter_idx >= wined3d->adapter_count
2829 || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2831 return WINED3DERR_INVALIDCALL;
2834 /* TODO: Store modes per adapter and read it from the adapter structure */
2837 const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2838 UINT format_bits = format->byte_count * CHAR_BIT;
2844 ZeroMemory(&DevModeW, sizeof(DevModeW));
2845 DevModeW.dmSize = sizeof(DevModeW);
2847 /* If we are filtering to a specific format (D3D9), then need to skip
2848 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2849 just count through the ones with valid bit depths */
2850 while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2852 if (format_id == WINED3DFMT_UNKNOWN)
2854 /* This is for D3D8, do not enumerate P8 here */
2855 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2857 else if (DevModeW.dmBitsPerPel == format_bits)
2865 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2866 return WINED3DERR_INVALIDCALL;
2870 /* Now get the display mode via the calculated index */
2871 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2873 mode->Width = DevModeW.dmPelsWidth;
2874 mode->Height = DevModeW.dmPelsHeight;
2875 mode->RefreshRate = DEFAULT_REFRESH_RATE;
2876 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2877 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2879 if (format_id == WINED3DFMT_UNKNOWN)
2880 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2882 mode->Format = format_id;
2886 TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2887 return WINED3DERR_INVALIDCALL;
2890 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2891 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2892 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2896 FIXME_(d3d_caps)("Adapter not primary display\n");
2902 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2903 WINED3DDISPLAYMODE *mode)
2905 TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2907 if (!mode || adapter_idx >= wined3d->adapter_count)
2908 return WINED3DERR_INVALIDCALL;
2915 ZeroMemory(&DevModeW, sizeof(DevModeW));
2916 DevModeW.dmSize = sizeof(DevModeW);
2918 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2919 mode->Width = DevModeW.dmPelsWidth;
2920 mode->Height = DevModeW.dmPelsHeight;
2921 bpp = DevModeW.dmBitsPerPel;
2922 mode->RefreshRate = DEFAULT_REFRESH_RATE;
2923 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2924 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2925 mode->Format = pixelformat_for_depth(bpp);
2929 FIXME_(d3d_caps)("Adapter not primary display\n");
2932 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2933 mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2937 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2938 and fields being inserted in the middle, a new structure is used in place */
2939 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2940 UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2942 const struct wined3d_adapter *adapter;
2945 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2946 wined3d, adapter_idx, flags, identifier);
2948 if (adapter_idx >= wined3d->adapter_count)
2949 return WINED3DERR_INVALIDCALL;
2951 adapter = &wined3d->adapters[adapter_idx];
2953 /* Return the information requested */
2954 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2956 if (identifier->driver_size)
2958 const char *name = adapter->driver_info.name;
2959 len = min(strlen(name), identifier->driver_size - 1);
2960 memcpy(identifier->driver, name, len);
2961 identifier->driver[len] = '\0';
2964 if (identifier->description_size)
2966 const char *description = adapter->driver_info.description;
2967 len = min(strlen(description), identifier->description_size - 1);
2968 memcpy(identifier->description, description, len);
2969 identifier->description[len] = '\0';
2972 /* Note that d3d8 doesn't supply a device name. */
2973 if (identifier->device_name_size)
2975 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2977 len = strlen(device_name);
2978 if (len >= identifier->device_name_size)
2980 ERR("Device name size too small.\n");
2981 return WINED3DERR_INVALIDCALL;
2984 memcpy(identifier->device_name, device_name, len);
2985 identifier->device_name[len] = '\0';
2988 identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2989 identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2990 identifier->vendor_id = adapter->driver_info.vendor;
2991 identifier->device_id = adapter->driver_info.device;
2992 identifier->subsystem_id = 0;
2993 identifier->revision = 0;
2994 memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
2995 identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2996 memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
2997 identifier->video_memory = adapter->TextureRam;
3002 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3003 const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3005 BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3007 /* Float formats need FBOs. If FBOs are used this function isn't called */
3008 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3010 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3011 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3013 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3017 if(cfg->redSize < redSize)
3020 if(cfg->greenSize < greenSize)
3023 if(cfg->blueSize < blueSize)
3026 if(cfg->alphaSize < alphaSize)
3032 /* Probably a RGBA_float or color index mode */
3036 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3037 const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3039 BYTE depthSize, stencilSize;
3040 BOOL lockable = FALSE;
3042 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3044 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3048 /* Float formats need FBOs. If FBOs are used this function isn't called */
3049 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3051 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3054 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3055 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3056 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3057 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3060 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3061 * allow more stencil bits than requested. */
3062 if(cfg->stencilSize < stencilSize)
3068 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3069 UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3070 enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3072 const struct wined3d_format *rt_format;
3073 const struct wined3d_format *ds_format;
3074 const struct wined3d_adapter *adapter;
3076 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3077 "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3078 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3079 debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3081 if (adapter_idx >= wined3d->adapter_count)
3082 return WINED3DERR_INVALIDCALL;
3084 adapter = &wined3d->adapters[adapter_idx];
3085 rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3086 ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3087 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3089 if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3090 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3092 TRACE_(d3d_caps)("Formats match.\n");
3098 const struct wined3d_pixel_format *cfgs;
3099 unsigned int cfg_count;
3102 cfgs = adapter->cfgs;
3103 cfg_count = adapter->nCfgs;
3104 for (i = 0; i < cfg_count; ++i)
3106 if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3107 && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3109 TRACE_(d3d_caps)("Formats match.\n");
3115 TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3116 debug_d3dformat(render_target_format_id),
3117 debug_d3dformat(depth_stencil_format_id));
3119 return WINED3DERR_NOTAVAILABLE;
3122 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3123 WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3124 WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3126 const struct wined3d_adapter *adapter;
3127 const struct wined3d_format *format;
3129 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3130 "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3131 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3132 windowed, multisample_type, quality_levels);
3134 if (adapter_idx >= wined3d->adapter_count)
3135 return WINED3DERR_INVALIDCALL;
3137 /* TODO: Handle windowed, add more quality levels. */
3139 if (WINED3DMULTISAMPLE_NONE == multisample_type)
3141 if (quality_levels) *quality_levels = 1;
3145 /* By default multisampling is disabled right now as it causes issues
3146 * on some Nvidia driver versions and it doesn't work well in combination
3148 if (!wined3d_settings.allow_multisampling)
3149 return WINED3DERR_NOTAVAILABLE;
3151 adapter = &wined3d->adapters[adapter_idx];
3152 format = wined3d_get_format(&adapter->gl_info, surface_format_id);
3153 if (!format) return WINED3DERR_INVALIDCALL;
3155 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3157 const struct wined3d_pixel_format *cfgs;
3158 unsigned int i, cfg_count;
3160 cfgs = adapter->cfgs;
3161 cfg_count = adapter->nCfgs;
3162 for (i = 0; i < cfg_count; ++i)
3164 if(cfgs[i].numSamples != multisample_type)
3167 if (!wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], format))
3170 TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3171 cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3173 if (quality_levels) *quality_levels = 1;
3178 else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3180 BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3181 const struct wined3d_pixel_format *cfgs;
3182 unsigned int i, cfg_count;
3184 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3186 ERR("Unable to get color bits for format %s, can't check multisampling capability.\n",
3187 debug_d3dformat(surface_format_id));
3188 return WINED3DERR_NOTAVAILABLE;
3191 cfgs = adapter->cfgs;
3192 cfg_count = adapter->nCfgs;
3193 for (i = 0; i < cfg_count; ++i)
3195 if(cfgs[i].numSamples != multisample_type)
3197 if(cfgs[i].redSize != redSize)
3199 if(cfgs[i].greenSize != greenSize)
3201 if(cfgs[i].blueSize != blueSize)
3203 /* Not all drivers report alpha-less formats since they use 32-bit
3204 * anyway, so accept alpha even if we didn't ask for it. */
3205 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3207 if (cfgs[i].colorSize != (format->byte_count << 3))
3210 TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3211 cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3213 if (quality_levels) *quality_levels = 1;
3218 return WINED3DERR_NOTAVAILABLE;
3221 /* Check if we support bumpmapping for a format */
3222 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3224 /* Ask the fixed function pipeline implementation if it can deal
3225 * with the conversion. If we've got a GL extension giving native
3226 * support this will be an identity conversion. */
3227 return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3228 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3231 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3232 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3233 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3237 /* Only allow depth/stencil formats */
3238 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3240 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3242 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3243 if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3247 /* Walk through all WGL pixel formats to find a match */
3248 for (it = 0; it < adapter->nCfgs; ++it)
3250 const struct wined3d_pixel_format *cfg = &adapter->cfgs[it];
3251 if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3252 && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3260 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3262 /* The flags entry of a format contains the filtering capability */
3263 if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3268 /* Check the render target capabilities of a format */
3269 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3270 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3272 /* Filter out non-RT formats */
3273 if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3274 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3276 BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3277 BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3278 const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3281 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3282 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3284 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3285 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3286 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3287 TRACE_(d3d_caps)("[FAILED]\n");
3291 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3292 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3293 for (it = 0; it < adapter->nCfgs; ++it)
3295 if (cfgs[it].windowDrawable
3296 && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[it], check_format))
3298 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3299 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3304 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3306 /* For now return TRUE for FBOs until we have some proper checks.
3307 * Note that this function will only be called when the format is around for texturing. */
3313 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3315 return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3318 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3320 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3321 * doing the color fixup in shaders.
3322 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3323 if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3325 int vs_selected_mode;
3326 int ps_selected_mode;
3327 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3329 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3330 TRACE_(d3d_caps)("[OK]\n");
3335 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3339 /* Check if a format support blending in combination with pixel shaders */
3340 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3341 const struct wined3d_format *format)
3343 /* The flags entry of a format contains the post pixel shader blending capability */
3344 if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3349 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3351 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3352 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3353 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3354 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3355 * capability anyway.
3357 * For now lets report this on all formats, but in the future we may want to
3358 * restrict it to some should games need that
3363 /* Check if a texture format is supported on the given adapter */
3364 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3366 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3371 * supported: RGB(A) formats
3373 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3374 case WINED3DFMT_B8G8R8A8_UNORM:
3375 case WINED3DFMT_B8G8R8X8_UNORM:
3376 case WINED3DFMT_B5G6R5_UNORM:
3377 case WINED3DFMT_B5G5R5X1_UNORM:
3378 case WINED3DFMT_B5G5R5A1_UNORM:
3379 case WINED3DFMT_B4G4R4A4_UNORM:
3380 case WINED3DFMT_A8_UNORM:
3381 case WINED3DFMT_B4G4R4X4_UNORM:
3382 case WINED3DFMT_R8G8B8A8_UNORM:
3383 case WINED3DFMT_R8G8B8X8_UNORM:
3384 case WINED3DFMT_B10G10R10A2_UNORM:
3385 case WINED3DFMT_R10G10B10A2_UNORM:
3386 case WINED3DFMT_R16G16_UNORM:
3387 TRACE_(d3d_caps)("[OK]\n");
3390 case WINED3DFMT_B2G3R3_UNORM:
3391 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3395 * Not supported: Palettized
3396 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3397 * Since it is not widely available, don't offer it. Further no Windows driver offers
3398 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3400 case WINED3DFMT_P8_UINT:
3401 case WINED3DFMT_P8_UINT_A8_UNORM:
3405 * Supported: (Alpha)-Luminance
3407 case WINED3DFMT_L8_UNORM:
3408 case WINED3DFMT_L8A8_UNORM:
3409 case WINED3DFMT_L16_UNORM:
3410 TRACE_(d3d_caps)("[OK]\n");
3413 /* Not supported on Windows, thus disabled */
3414 case WINED3DFMT_L4A4_UNORM:
3415 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3419 * Supported: Depth/Stencil formats
3421 case WINED3DFMT_D16_LOCKABLE:
3422 case WINED3DFMT_D16_UNORM:
3423 case WINED3DFMT_S1_UINT_D15_UNORM:
3424 case WINED3DFMT_X8D24_UNORM:
3425 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3426 case WINED3DFMT_D24_UNORM_S8_UINT:
3427 case WINED3DFMT_S8_UINT_D24_FLOAT:
3428 case WINED3DFMT_D32_UNORM:
3429 case WINED3DFMT_D32_FLOAT:
3432 case WINED3DFMT_INTZ:
3433 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3434 || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3439 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3440 * GL_NV_texture_shader). Emulated by shaders
3442 case WINED3DFMT_R8G8_SNORM:
3443 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3444 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3445 case WINED3DFMT_R8G8B8A8_SNORM:
3446 case WINED3DFMT_R16G16_SNORM:
3447 /* Ask the shader backend if it can deal with the conversion. If
3448 * we've got a GL extension giving native support this will be an
3449 * identity conversion. */
3450 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3452 TRACE_(d3d_caps)("[OK]\n");
3455 TRACE_(d3d_caps)("[FAILED]\n");
3458 case WINED3DFMT_DXT1:
3459 case WINED3DFMT_DXT2:
3460 case WINED3DFMT_DXT3:
3461 case WINED3DFMT_DXT4:
3462 case WINED3DFMT_DXT5:
3463 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3465 TRACE_(d3d_caps)("[OK]\n");
3468 TRACE_(d3d_caps)("[FAILED]\n");
3473 * Odd formats - not supported
3475 case WINED3DFMT_VERTEXDATA:
3476 case WINED3DFMT_R16_UINT:
3477 case WINED3DFMT_R32_UINT:
3478 case WINED3DFMT_R16G16B16A16_SNORM:
3479 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3480 case WINED3DFMT_R10G11B11_SNORM:
3481 case WINED3DFMT_R16:
3482 case WINED3DFMT_AL16:
3483 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3487 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3489 case WINED3DFMT_R8G8_SNORM_Cx:
3490 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3494 case WINED3DFMT_UYVY:
3495 case WINED3DFMT_YUY2:
3496 if (gl_info->supported[APPLE_YCBCR_422])
3498 TRACE_(d3d_caps)("[OK]\n");
3501 TRACE_(d3d_caps)("[FAILED]\n");
3503 case WINED3DFMT_YV12:
3504 TRACE_(d3d_caps)("[FAILED]\n");
3508 case WINED3DFMT_R16G16B16A16_UNORM:
3509 case WINED3DFMT_B2G3R3A8_UNORM:
3510 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3513 /* Floating point formats */
3514 case WINED3DFMT_R16_FLOAT:
3515 case WINED3DFMT_R16G16_FLOAT:
3516 case WINED3DFMT_R16G16B16A16_FLOAT:
3517 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3519 TRACE_(d3d_caps)("[OK]\n");
3522 TRACE_(d3d_caps)("[FAILED]\n");
3525 case WINED3DFMT_R32_FLOAT:
3526 case WINED3DFMT_R32G32_FLOAT:
3527 case WINED3DFMT_R32G32B32A32_FLOAT:
3528 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3530 TRACE_(d3d_caps)("[OK]\n");
3533 TRACE_(d3d_caps)("[FAILED]\n");
3536 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3537 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3538 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3539 * We can do instancing with all shader versions, but we need vertex shaders.
3541 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3542 * to enable instancing. WineD3D doesn't need that and just ignores it.
3544 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3546 case WINED3DFMT_INST:
3547 TRACE("ATI Instancing check hack\n");
3548 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3550 TRACE_(d3d_caps)("[OK]\n");
3553 TRACE_(d3d_caps)("[FAILED]\n");
3556 /* Some weird FOURCC formats */
3557 case WINED3DFMT_R8G8_B8G8:
3558 case WINED3DFMT_G8R8_G8B8:
3559 case WINED3DFMT_MULTI2_ARGB8:
3560 TRACE_(d3d_caps)("[FAILED]\n");
3563 /* Vendor specific formats */
3564 case WINED3DFMT_ATI2N:
3565 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3566 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3568 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3569 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3571 TRACE_(d3d_caps)("[OK]\n");
3575 TRACE_(d3d_caps)("[OK]\n");
3578 TRACE_(d3d_caps)("[FAILED]\n");
3581 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3582 * format MAKEFOURCC('N','V','D','B') is used.
3583 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3584 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3587 case WINED3DFMT_NVDB:
3588 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3590 TRACE_(d3d_caps)("[OK]\n");
3593 TRACE_(d3d_caps)("[FAILED]\n");
3596 case WINED3DFMT_NVHU:
3597 case WINED3DFMT_NVHS:
3598 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3599 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3600 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3601 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3602 * Applications have to deal with not having NVHS and NVHU.
3604 TRACE_(d3d_caps)("[FAILED]\n");
3607 case WINED3DFMT_NULL:
3608 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3612 case WINED3DFMT_UNKNOWN:
3616 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3622 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3623 const struct wined3d_format *adapter_format,
3624 const struct wined3d_format *check_format,
3625 WINED3DSURFTYPE SurfaceType)
3627 if (SurfaceType == SURFACE_GDI)
3629 switch (check_format->id)
3631 case WINED3DFMT_B8G8R8_UNORM:
3632 case WINED3DFMT_B8G8R8A8_UNORM:
3633 case WINED3DFMT_B8G8R8X8_UNORM:
3634 case WINED3DFMT_B5G6R5_UNORM:
3635 case WINED3DFMT_B5G5R5X1_UNORM:
3636 case WINED3DFMT_B5G5R5A1_UNORM:
3637 case WINED3DFMT_B4G4R4A4_UNORM:
3638 case WINED3DFMT_B2G3R3_UNORM:
3639 case WINED3DFMT_A8_UNORM:
3640 case WINED3DFMT_B2G3R3A8_UNORM:
3641 case WINED3DFMT_B4G4R4X4_UNORM:
3642 case WINED3DFMT_R10G10B10A2_UNORM:
3643 case WINED3DFMT_R8G8B8A8_UNORM:
3644 case WINED3DFMT_R8G8B8X8_UNORM:
3645 case WINED3DFMT_R16G16_UNORM:
3646 case WINED3DFMT_B10G10R10A2_UNORM:
3647 case WINED3DFMT_R16G16B16A16_UNORM:
3648 case WINED3DFMT_P8_UINT:
3649 TRACE_(d3d_caps)("[OK]\n");
3652 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3657 /* All format that are supported for textures are supported for surfaces as well */
3658 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3659 /* All depth stencil formats are supported on surfaces */
3660 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3662 /* If opengl can't process the format natively, the blitter may be able to convert it */
3663 if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3664 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3665 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3667 TRACE_(d3d_caps)("[OK]\n");
3671 /* Reject other formats */
3672 TRACE_(d3d_caps)("[FAILED]\n");
3676 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3677 const struct wined3d_format *format)
3679 return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3682 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3683 WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3684 WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3686 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3687 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3688 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3689 const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3690 DWORD usage_caps = 0;
3692 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3693 "resource_type %s, check_format %s, surface_type %#x.\n",
3694 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3695 debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3696 debug_d3dformat(check_format_id), surface_type);
3698 if (adapter_idx >= wined3d->adapter_count)
3699 return WINED3DERR_INVALIDCALL;
3701 switch (resource_type)
3703 case WINED3DRTYPE_CUBETEXTURE:
3704 /* Cubetexture allows:
3705 * - WINED3DUSAGE_AUTOGENMIPMAP
3706 * - WINED3DUSAGE_DEPTHSTENCIL
3707 * - WINED3DUSAGE_DYNAMIC
3708 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3709 * - WINED3DUSAGE_RENDERTARGET
3710 * - WINED3DUSAGE_SOFTWAREPROCESSING
3711 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3713 if (surface_type != SURFACE_OPENGL)
3715 TRACE_(d3d_caps)("[FAILED]\n");
3716 return WINED3DERR_NOTAVAILABLE;
3719 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3721 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3722 return WINED3DERR_NOTAVAILABLE;
3725 if (!CheckTextureCapability(adapter, format))
3727 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3728 return WINED3DERR_NOTAVAILABLE;
3731 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3733 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3734 /* When autogenmipmap isn't around continue and return
3735 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3736 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3738 usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3741 /* Always report dynamic locking. */
3742 if (usage & WINED3DUSAGE_DYNAMIC)
3743 usage_caps |= WINED3DUSAGE_DYNAMIC;
3745 if (usage & WINED3DUSAGE_RENDERTARGET)
3747 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3749 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3750 return WINED3DERR_NOTAVAILABLE;
3752 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3755 /* Always report software processing. */
3756 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3757 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3759 if (usage & WINED3DUSAGE_QUERY_FILTER)
3761 if (!CheckFilterCapability(adapter, format))
3763 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3764 return WINED3DERR_NOTAVAILABLE;
3766 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3769 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3771 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3773 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3774 return WINED3DERR_NOTAVAILABLE;
3776 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3779 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3781 if (!CheckSrgbReadCapability(adapter, format))
3783 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3784 return WINED3DERR_NOTAVAILABLE;
3786 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3789 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3791 if (!CheckSrgbWriteCapability(adapter, format))
3793 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3794 return WINED3DERR_NOTAVAILABLE;
3796 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3799 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3801 if (!CheckVertexTextureCapability(adapter, format))
3803 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3804 return WINED3DERR_NOTAVAILABLE;
3806 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3809 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3811 if (!CheckWrapAndMipCapability(adapter, format))
3813 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3814 return WINED3DERR_NOTAVAILABLE;
3816 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3820 case WINED3DRTYPE_SURFACE:
3822 * - WINED3DUSAGE_DEPTHSTENCIL
3823 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3824 * - WINED3DUSAGE_RENDERTARGET
3826 if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3828 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3829 return WINED3DERR_NOTAVAILABLE;
3832 if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3834 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3836 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3837 return WINED3DERR_NOTAVAILABLE;
3839 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3842 if (usage & WINED3DUSAGE_RENDERTARGET)
3844 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3846 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3847 return WINED3DERR_NOTAVAILABLE;
3849 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3852 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3854 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3856 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3857 return WINED3DERR_NOTAVAILABLE;
3859 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3863 case WINED3DRTYPE_TEXTURE:
3865 * - WINED3DUSAGE_AUTOGENMIPMAP
3866 * - WINED3DUSAGE_DEPTHSTENCIL
3867 * - WINED3DUSAGE_DMAP
3868 * - WINED3DUSAGE_DYNAMIC
3869 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3870 * - WINED3DUSAGE_RENDERTARGET
3871 * - WINED3DUSAGE_SOFTWAREPROCESSING
3872 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3873 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3875 if (surface_type != SURFACE_OPENGL)
3877 TRACE_(d3d_caps)("[FAILED]\n");
3878 return WINED3DERR_NOTAVAILABLE;
3881 if (!CheckTextureCapability(adapter, format))
3883 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3884 return WINED3DERR_NOTAVAILABLE;
3887 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3889 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3890 /* When autogenmipmap isn't around continue and return
3891 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3892 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3894 usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3897 /* Always report dynamic locking. */
3898 if (usage & WINED3DUSAGE_DYNAMIC)
3899 usage_caps |= WINED3DUSAGE_DYNAMIC;
3901 if (usage & WINED3DUSAGE_RENDERTARGET)
3903 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3905 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3906 return WINED3DERR_NOTAVAILABLE;
3908 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3911 /* Always report software processing. */
3912 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3913 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3915 if (usage & WINED3DUSAGE_QUERY_FILTER)
3917 if (!CheckFilterCapability(adapter, format))
3919 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3920 return WINED3DERR_NOTAVAILABLE;
3922 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3925 if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3927 if (!CheckBumpMapCapability(adapter, format))
3929 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3930 return WINED3DERR_NOTAVAILABLE;
3932 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3935 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3937 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3939 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3940 return WINED3DERR_NOTAVAILABLE;
3942 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3945 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3947 if (!CheckSrgbReadCapability(adapter, format))
3949 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3950 return WINED3DERR_NOTAVAILABLE;
3952 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3955 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3957 if (!CheckSrgbWriteCapability(adapter, format))
3959 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3960 return WINED3DERR_NOTAVAILABLE;
3962 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3965 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3967 if (!CheckVertexTextureCapability(adapter, format))
3969 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3970 return WINED3DERR_NOTAVAILABLE;
3972 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3975 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3977 if (!CheckWrapAndMipCapability(adapter, format))
3979 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3980 return WINED3DERR_NOTAVAILABLE;
3982 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3985 if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3987 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3989 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3990 return WINED3DERR_NOTAVAILABLE;
3992 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3994 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3995 return WINED3DERR_NOTAVAILABLE;
3997 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
4001 case WINED3DRTYPE_VOLUMETEXTURE:
4002 case WINED3DRTYPE_VOLUME:
4003 /* Volume is to VolumeTexture what Surface is to Texture, but its
4004 * usage caps are not documented. Most driver seem to offer
4005 * (nearly) the same on Volume and VolumeTexture, so do that too.
4007 * Volumetexture allows:
4008 * - D3DUSAGE_DYNAMIC
4009 * - D3DUSAGE_NONSECURE (d3d9ex)
4010 * - D3DUSAGE_SOFTWAREPROCESSING
4011 * - D3DUSAGE_QUERY_WRAPANDMIP
4013 if (surface_type != SURFACE_OPENGL)
4015 TRACE_(d3d_caps)("[FAILED]\n");
4016 return WINED3DERR_NOTAVAILABLE;
4019 if (!gl_info->supported[EXT_TEXTURE3D])
4021 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4022 return WINED3DERR_NOTAVAILABLE;
4025 if (!CheckTextureCapability(adapter, format))
4027 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4028 return WINED3DERR_NOTAVAILABLE;
4031 /* Filter formats that need conversion; For one part, this
4032 * conversion is unimplemented, and volume textures are huge, so
4033 * it would be a big performance hit. Unless we hit an application
4034 * needing one of those formats, don't advertize them to avoid
4035 * leading applications into temptation. The windows drivers don't
4036 * support most of those formats on volumes anyway, except for
4037 * WINED3DFMT_R32_FLOAT. */
4038 switch (check_format_id)
4040 case WINED3DFMT_P8_UINT:
4041 case WINED3DFMT_L4A4_UNORM:
4042 case WINED3DFMT_R32_FLOAT:
4043 case WINED3DFMT_R16_FLOAT:
4044 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4045 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4046 case WINED3DFMT_R16G16_UNORM:
4047 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4048 return WINED3DERR_NOTAVAILABLE;
4050 case WINED3DFMT_R8G8B8A8_SNORM:
4051 case WINED3DFMT_R16G16_SNORM:
4052 if (!gl_info->supported[NV_TEXTURE_SHADER])
4054 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4055 return WINED3DERR_NOTAVAILABLE;
4059 case WINED3DFMT_R8G8_SNORM:
4060 if (!gl_info->supported[NV_TEXTURE_SHADER])
4062 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4063 return WINED3DERR_NOTAVAILABLE;
4067 case WINED3DFMT_DXT1:
4068 case WINED3DFMT_DXT2:
4069 case WINED3DFMT_DXT3:
4070 case WINED3DFMT_DXT4:
4071 case WINED3DFMT_DXT5:
4072 /* The GL_EXT_texture_compression_s3tc spec requires that
4073 * loading an s3tc compressed texture results in an error.
4074 * While the D3D refrast does support s3tc volumes, at
4075 * least the nvidia windows driver does not, so we're free
4076 * not to support this format. */
4077 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4078 return WINED3DERR_NOTAVAILABLE;
4081 /* Do nothing, continue with checking the format below */
4085 /* Always report dynamic locking. */
4086 if (usage & WINED3DUSAGE_DYNAMIC)
4087 usage_caps |= WINED3DUSAGE_DYNAMIC;
4089 /* Always report software processing. */
4090 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4091 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4093 if (usage & WINED3DUSAGE_QUERY_FILTER)
4095 if (!CheckFilterCapability(adapter, format))
4097 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4098 return WINED3DERR_NOTAVAILABLE;
4100 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4103 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4105 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4107 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4108 return WINED3DERR_NOTAVAILABLE;
4110 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4113 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4115 if (!CheckSrgbReadCapability(adapter, format))
4117 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4118 return WINED3DERR_NOTAVAILABLE;
4120 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4123 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4125 if (!CheckSrgbWriteCapability(adapter, format))
4127 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4128 return WINED3DERR_NOTAVAILABLE;
4130 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4133 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4135 if (!CheckVertexTextureCapability(adapter, format))
4137 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4138 return WINED3DERR_NOTAVAILABLE;
4140 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4143 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4145 if (!CheckWrapAndMipCapability(adapter, format))
4147 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4148 return WINED3DERR_NOTAVAILABLE;
4150 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4155 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4156 return WINED3DERR_NOTAVAILABLE;
4159 /* When the usage_caps exactly matches usage return WINED3D_OK except for
4160 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4161 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4162 if (usage_caps == usage)
4164 if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4165 return WINED3DOK_NOAUTOGEN;
4167 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4168 usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4170 return WINED3DERR_NOTAVAILABLE;
4173 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4174 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4176 FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4177 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4178 debug_d3dformat(dst_format));
4183 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4184 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4189 TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4190 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4191 debug_d3dformat(backbuffer_format), windowed);
4193 if (adapter_idx >= wined3d->adapter_count)
4194 return WINED3DERR_INVALIDCALL;
4196 /* The task of this function is to check whether a certain display / backbuffer format
4197 * combination is available on the given adapter. In fullscreen mode microsoft specified
4198 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4199 * and display format should match exactly.
4200 * In windowed mode format conversion can occur and this depends on the driver. When format
4201 * conversion is done, this function should nevertheless fail and applications need to use
4202 * CheckDeviceFormatConversion.
4203 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4205 /* There are only 4 display formats. */
4206 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4207 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4208 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4209 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4211 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4212 return WINED3DERR_NOTAVAILABLE;
4215 /* If the requested display format is not available, don't continue. */
4216 mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4219 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4220 return WINED3DERR_NOTAVAILABLE;
4223 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4224 * it means 'reuse' the display format for the backbuffer. */
4225 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4227 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4228 return WINED3DERR_NOTAVAILABLE;
4231 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4232 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4233 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4235 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4236 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4237 return WINED3DERR_NOTAVAILABLE;
4240 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4241 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4242 * WINED3DFMT_B5G5R5A1_UNORM. */
4243 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4244 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4246 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4247 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4248 return WINED3DERR_NOTAVAILABLE;
4251 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4252 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4253 * WINED3DFMT_B8G8R8A8_UNORM. */
4254 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4255 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4257 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4258 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4259 return WINED3DERR_NOTAVAILABLE;
4262 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4263 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4264 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4265 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4267 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4268 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4269 return WINED3DERR_NOTAVAILABLE;
4272 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4273 hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4274 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4276 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4277 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4282 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4283 subset of a D3DCAPS9 structure. However, it has to come via a void *
4284 as the d3d8 interface cannot import the d3d9 header */
4285 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4286 WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4288 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4289 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4290 int vs_selected_mode;
4291 int ps_selected_mode;
4292 struct shader_caps shader_caps;
4293 struct fragment_caps fragment_caps;
4294 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4296 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4297 wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4299 if (adapter_idx >= wined3d->adapter_count)
4300 return WINED3DERR_INVALIDCALL;
4302 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4304 /* ------------------------------------------------
4305 The following fields apply to both d3d8 and d3d9
4306 ------------------------------------------------ */
4307 /* Not quite true, but use h/w supported by opengl I suppose */
4308 caps->DeviceType = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4309 caps->AdapterOrdinal = adapter_idx;
4312 caps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4313 WINED3DCAPS2_FULLSCREENGAMMA |
4314 WINED3DCAPS2_DYNAMICTEXTURES;
4315 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4316 caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4318 caps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4319 WINED3DCAPS3_COPY_TO_VIDMEM |
4320 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4322 caps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4323 WINED3DPRESENT_INTERVAL_ONE;
4325 caps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4326 WINED3DCURSORCAPS_LOWRES;
4328 caps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4329 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4330 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4331 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4332 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4333 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4334 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4335 WINED3DDEVCAPS_PUREDEVICE |
4336 WINED3DDEVCAPS_HWRASTERIZATION |
4337 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4338 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4339 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4340 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4341 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4342 WINED3DDEVCAPS_RTPATCHES;
4344 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4345 WINED3DPMISCCAPS_CULLCCW |
4346 WINED3DPMISCCAPS_CULLCW |
4347 WINED3DPMISCCAPS_COLORWRITEENABLE |
4348 WINED3DPMISCCAPS_CLIPTLVERTS |
4349 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4350 WINED3DPMISCCAPS_MASKZ |
4351 WINED3DPMISCCAPS_BLENDOP |
4352 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4354 WINED3DPMISCCAPS_NULLREFERENCE
4355 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4356 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4357 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4359 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4360 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4361 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4362 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4364 caps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4365 WINED3DPRASTERCAPS_PAT |
4366 WINED3DPRASTERCAPS_WFOG |
4367 WINED3DPRASTERCAPS_ZFOG |
4368 WINED3DPRASTERCAPS_FOGVERTEX |
4369 WINED3DPRASTERCAPS_FOGTABLE |
4370 WINED3DPRASTERCAPS_STIPPLE |
4371 WINED3DPRASTERCAPS_SUBPIXEL |
4372 WINED3DPRASTERCAPS_ZTEST |
4373 WINED3DPRASTERCAPS_SCISSORTEST |
4374 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4375 WINED3DPRASTERCAPS_DEPTHBIAS;
4377 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4379 caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4380 WINED3DPRASTERCAPS_ZBIAS |
4381 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4383 if (gl_info->supported[NV_FOG_DISTANCE])
4385 caps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4388 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4389 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4390 WINED3DPRASTERCAPS_ANTIALIASEDGES
4391 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4392 WINED3DPRASTERCAPS_WBUFFER */
4394 caps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4395 WINED3DPCMPCAPS_EQUAL |
4396 WINED3DPCMPCAPS_GREATER |
4397 WINED3DPCMPCAPS_GREATEREQUAL |
4398 WINED3DPCMPCAPS_LESS |
4399 WINED3DPCMPCAPS_LESSEQUAL |
4400 WINED3DPCMPCAPS_NEVER |
4401 WINED3DPCMPCAPS_NOTEQUAL;
4403 caps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4404 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4405 WINED3DPBLENDCAPS_DESTALPHA |
4406 WINED3DPBLENDCAPS_DESTCOLOR |
4407 WINED3DPBLENDCAPS_INVDESTALPHA |
4408 WINED3DPBLENDCAPS_INVDESTCOLOR |
4409 WINED3DPBLENDCAPS_INVSRCALPHA |
4410 WINED3DPBLENDCAPS_INVSRCCOLOR |
4411 WINED3DPBLENDCAPS_ONE |
4412 WINED3DPBLENDCAPS_SRCALPHA |
4413 WINED3DPBLENDCAPS_SRCALPHASAT |
4414 WINED3DPBLENDCAPS_SRCCOLOR |
4415 WINED3DPBLENDCAPS_ZERO;
4417 caps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4418 WINED3DPBLENDCAPS_DESTCOLOR |
4419 WINED3DPBLENDCAPS_INVDESTALPHA |
4420 WINED3DPBLENDCAPS_INVDESTCOLOR |
4421 WINED3DPBLENDCAPS_INVSRCALPHA |
4422 WINED3DPBLENDCAPS_INVSRCCOLOR |
4423 WINED3DPBLENDCAPS_ONE |
4424 WINED3DPBLENDCAPS_SRCALPHA |
4425 WINED3DPBLENDCAPS_SRCCOLOR |
4426 WINED3DPBLENDCAPS_ZERO;
4427 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4428 * according to the glBlendFunc manpage
4430 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4431 * legacy settings for srcblend only
4434 if (gl_info->supported[EXT_BLEND_COLOR])
4436 caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4437 caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4441 caps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4442 WINED3DPCMPCAPS_EQUAL |
4443 WINED3DPCMPCAPS_GREATER |
4444 WINED3DPCMPCAPS_GREATEREQUAL |
4445 WINED3DPCMPCAPS_LESS |
4446 WINED3DPCMPCAPS_LESSEQUAL |
4447 WINED3DPCMPCAPS_NEVER |
4448 WINED3DPCMPCAPS_NOTEQUAL;
4450 caps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4451 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4452 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4453 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4454 WINED3DPSHADECAPS_COLORFLATRGB |
4455 WINED3DPSHADECAPS_FOGFLAT |
4456 WINED3DPSHADECAPS_FOGGOURAUD |
4457 WINED3DPSHADECAPS_SPECULARFLATRGB;
4459 caps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4460 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4461 WINED3DPTEXTURECAPS_TRANSPARENCY |
4462 WINED3DPTEXTURECAPS_BORDER |
4463 WINED3DPTEXTURECAPS_MIPMAP |
4464 WINED3DPTEXTURECAPS_PROJECTED |
4465 WINED3DPTEXTURECAPS_PERSPECTIVE;
4467 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4469 caps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4470 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4473 if (gl_info->supported[EXT_TEXTURE3D])
4475 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4476 WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4477 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4479 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4483 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4485 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4486 WINED3DPTEXTURECAPS_MIPCUBEMAP;
4487 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4489 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4493 caps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4494 WINED3DPTFILTERCAPS_MAGFPOINT |
4495 WINED3DPTFILTERCAPS_MINFLINEAR |
4496 WINED3DPTFILTERCAPS_MINFPOINT |
4497 WINED3DPTFILTERCAPS_MIPFLINEAR |
4498 WINED3DPTFILTERCAPS_MIPFPOINT |
4499 WINED3DPTFILTERCAPS_LINEAR |
4500 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4501 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4502 WINED3DPTFILTERCAPS_MIPLINEAR |
4503 WINED3DPTFILTERCAPS_MIPNEAREST |
4504 WINED3DPTFILTERCAPS_NEAREST;
4506 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4508 caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4509 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4512 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4514 caps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4515 WINED3DPTFILTERCAPS_MAGFPOINT |
4516 WINED3DPTFILTERCAPS_MINFLINEAR |
4517 WINED3DPTFILTERCAPS_MINFPOINT |
4518 WINED3DPTFILTERCAPS_MIPFLINEAR |
4519 WINED3DPTFILTERCAPS_MIPFPOINT |
4520 WINED3DPTFILTERCAPS_LINEAR |
4521 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4522 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4523 WINED3DPTFILTERCAPS_MIPLINEAR |
4524 WINED3DPTFILTERCAPS_MIPNEAREST |
4525 WINED3DPTFILTERCAPS_NEAREST;
4527 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4529 caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4530 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4535 caps->CubeTextureFilterCaps = 0;
4538 if (gl_info->supported[EXT_TEXTURE3D])
4540 caps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4541 WINED3DPTFILTERCAPS_MAGFPOINT |
4542 WINED3DPTFILTERCAPS_MINFLINEAR |
4543 WINED3DPTFILTERCAPS_MINFPOINT |
4544 WINED3DPTFILTERCAPS_MIPFLINEAR |
4545 WINED3DPTFILTERCAPS_MIPFPOINT |
4546 WINED3DPTFILTERCAPS_LINEAR |
4547 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4548 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4549 WINED3DPTFILTERCAPS_MIPLINEAR |
4550 WINED3DPTFILTERCAPS_MIPNEAREST |
4551 WINED3DPTFILTERCAPS_NEAREST;
4555 caps->VolumeTextureFilterCaps = 0;
4558 caps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4559 WINED3DPTADDRESSCAPS_CLAMP |
4560 WINED3DPTADDRESSCAPS_WRAP;
4562 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4564 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4566 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4568 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4570 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4572 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4575 if (gl_info->supported[EXT_TEXTURE3D])
4577 caps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4578 WINED3DPTADDRESSCAPS_CLAMP |
4579 WINED3DPTADDRESSCAPS_WRAP;
4580 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4582 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4584 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4586 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4588 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4590 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4595 caps->VolumeTextureAddressCaps = 0;
4598 caps->LineCaps = WINED3DLINECAPS_TEXTURE |
4599 WINED3DLINECAPS_ZTEST |
4600 WINED3DLINECAPS_BLEND |
4601 WINED3DLINECAPS_ALPHACMP |
4602 WINED3DLINECAPS_FOG;
4603 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4604 * idea how generating the smoothing alpha values works; the result is different
4607 caps->MaxTextureWidth = gl_info->limits.texture_size;
4608 caps->MaxTextureHeight = gl_info->limits.texture_size;
4610 if (gl_info->supported[EXT_TEXTURE3D])
4611 caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4613 caps->MaxVolumeExtent = 0;
4615 caps->MaxTextureRepeat = 32768;
4616 caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4617 caps->MaxVertexW = 1.0f;
4619 caps->GuardBandLeft = 0.0f;
4620 caps->GuardBandTop = 0.0f;
4621 caps->GuardBandRight = 0.0f;
4622 caps->GuardBandBottom = 0.0f;
4624 caps->ExtentsAdjust = 0.0f;
4626 caps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4627 WINED3DSTENCILCAPS_INCRSAT |
4628 WINED3DSTENCILCAPS_INVERT |
4629 WINED3DSTENCILCAPS_KEEP |
4630 WINED3DSTENCILCAPS_REPLACE |
4631 WINED3DSTENCILCAPS_ZERO;
4632 if (gl_info->supported[EXT_STENCIL_WRAP])
4634 caps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4635 WINED3DSTENCILCAPS_INCR;
4637 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4639 caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4642 caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4644 caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4645 caps->MaxActiveLights = gl_info->limits.lights;
4647 caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4648 caps->MaxVertexBlendMatrixIndex = 0;
4650 caps->MaxAnisotropy = gl_info->limits.anisotropy;
4651 caps->MaxPointSize = gl_info->limits.pointsize_max;
4654 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4655 caps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4656 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4657 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4658 WINED3DVTXPCAPS_LOCALVIEWER |
4659 WINED3DVTXPCAPS_VERTEXFOG |
4660 WINED3DVTXPCAPS_TEXGEN;
4662 caps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4663 caps->MaxVertexIndex = 0xFFFFF;
4664 caps->MaxStreams = MAX_STREAMS;
4665 caps->MaxStreamStride = 1024;
4667 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4668 caps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4669 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4670 caps->MaxNpatchTessellationLevel = 0;
4671 caps->MasterAdapterOrdinal = 0;
4672 caps->AdapterOrdinalInGroup = 0;
4673 caps->NumberOfAdaptersInGroup = 1;
4675 caps->NumSimultaneousRTs = gl_info->limits.buffers;
4677 caps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4678 WINED3DPTFILTERCAPS_MAGFPOINT |
4679 WINED3DPTFILTERCAPS_MINFLINEAR |
4680 WINED3DPTFILTERCAPS_MAGFLINEAR;
4681 caps->VertexTextureFilterCaps = 0;
4683 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4684 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4686 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4687 caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4689 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4690 * Ignore shader model capabilities if disabled in config
4692 if (vs_selected_mode == SHADER_NONE)
4694 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4695 caps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4696 caps->MaxVertexShaderConst = 0;
4700 caps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4701 caps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4704 if (ps_selected_mode == SHADER_NONE)
4706 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4707 caps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4708 caps->PixelShader1xMaxValue = 0.0f;
4710 caps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4711 caps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4714 caps->TextureOpCaps = fragment_caps.TextureOpCaps;
4715 caps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4716 caps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4718 /* The following caps are shader specific, but they are things we cannot detect, or which
4719 * are the same among all shader models. So to avoid code duplication set the shader version
4720 * specific, but otherwise constant caps here
4722 if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4724 /* Where possible set the caps based on OpenGL extensions and if they
4725 * aren't set (in case of software rendering) use the VS 3.0 from
4726 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4728 caps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4729 /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4730 caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4731 caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4732 /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4733 caps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4735 caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4736 caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4738 else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4740 caps->VS20Caps.Caps = 0;
4741 caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4742 caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4743 caps->VS20Caps.StaticFlowControlDepth = 1;
4745 caps->MaxVShaderInstructionsExecuted = 65535;
4746 caps->MaxVertexShader30InstructionSlots = 0;
4750 caps->VS20Caps.Caps = 0;
4751 caps->VS20Caps.DynamicFlowControlDepth = 0;
4752 caps->VS20Caps.NumTemps = 0;
4753 caps->VS20Caps.StaticFlowControlDepth = 0;
4755 caps->MaxVShaderInstructionsExecuted = 0;
4756 caps->MaxVertexShader30InstructionSlots = 0;
4759 if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4761 /* Where possible set the caps based on OpenGL extensions and if they
4762 * aren't set (in case of software rendering) use the PS 3.0 from
4763 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4766 /* Caps is more or less undocumented on MSDN but it appears to be
4767 * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4768 * cards from Windows */
4769 caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4770 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4771 WINED3DPS20CAPS_PREDICATION |
4772 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4773 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4774 /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4775 caps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4776 caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4777 /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4778 caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4779 /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4780 caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4782 caps->MaxPShaderInstructionsExecuted = 65535;
4783 caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4784 adapter->gl_info.limits.arb_ps_instructions);
4786 else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4788 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4789 caps->PS20Caps.Caps = 0;
4790 caps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4791 caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4792 caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4793 /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4794 caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4796 caps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4797 caps->MaxPixelShader30InstructionSlots = 0;
4801 caps->PS20Caps.Caps = 0;
4802 caps->PS20Caps.DynamicFlowControlDepth = 0;
4803 caps->PS20Caps.NumTemps = 0;
4804 caps->PS20Caps.StaticFlowControlDepth = 0;
4805 caps->PS20Caps.NumInstructionSlots = 0;
4807 caps->MaxPShaderInstructionsExecuted = 0;
4808 caps->MaxPixelShader30InstructionSlots = 0;
4811 if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4813 /* OpenGL supports all the formats below, perhaps not always
4814 * without conversion, but it supports them.
4815 * Further GLSL doesn't seem to have an official unsigned type so
4816 * don't advertise it yet as I'm not sure how we handle it.
4817 * We might need to add some clamping in the shader engine to
4819 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4820 caps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4821 WINED3DDTCAPS_UBYTE4N |
4822 WINED3DDTCAPS_SHORT2N |
4823 WINED3DDTCAPS_SHORT4N;
4824 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4826 caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4827 WINED3DDTCAPS_FLOAT16_4;
4832 caps->DeclTypes = 0;
4835 /* Set DirectDraw helper Caps */
4836 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4837 WINEDDCKEYCAPS_SRCBLT;
4838 fx_caps = WINEDDFXCAPS_BLTALPHA |
4839 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4840 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4841 WINEDDFXCAPS_BLTROTATION90 |
4842 WINEDDFXCAPS_BLTSHRINKX |
4843 WINEDDFXCAPS_BLTSHRINKXN |
4844 WINEDDFXCAPS_BLTSHRINKY |
4845 WINEDDFXCAPS_BLTSHRINKXN |
4846 WINEDDFXCAPS_BLTSTRETCHX |
4847 WINEDDFXCAPS_BLTSTRETCHXN |
4848 WINEDDFXCAPS_BLTSTRETCHY |
4849 WINEDDFXCAPS_BLTSTRETCHYN;
4850 blit_caps = WINEDDCAPS_BLT |
4851 WINEDDCAPS_BLTCOLORFILL |
4852 WINEDDCAPS_BLTDEPTHFILL |
4853 WINEDDCAPS_BLTSTRETCH |
4854 WINEDDCAPS_CANBLTSYSMEM |
4855 WINEDDCAPS_CANCLIP |
4856 WINEDDCAPS_CANCLIPSTRETCHED |
4857 WINEDDCAPS_COLORKEY |
4858 WINEDDCAPS_COLORKEYHWASSIST |
4859 WINEDDCAPS_ALIGNBOUNDARYSRC;
4860 pal_caps = WINEDDPCAPS_8BIT |
4861 WINEDDPCAPS_PRIMARYSURFACE;
4863 /* Fill the ddraw caps structure */
4864 caps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4865 WINEDDCAPS_PALETTE |
4867 caps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4868 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4869 WINEDDCAPS2_PRIMARYGAMMA |
4870 WINEDDCAPS2_WIDESURFACES |
4871 WINEDDCAPS2_CANRENDERWINDOWED;
4872 caps->DirectDrawCaps.CKeyCaps = ckey_caps;
4873 caps->DirectDrawCaps.FXCaps = fx_caps;
4874 caps->DirectDrawCaps.PalCaps = pal_caps;
4875 caps->DirectDrawCaps.SVBCaps = blit_caps;
4876 caps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4877 caps->DirectDrawCaps.SVBFXCaps = fx_caps;
4878 caps->DirectDrawCaps.VSBCaps = blit_caps;
4879 caps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4880 caps->DirectDrawCaps.VSBFXCaps = fx_caps;
4881 caps->DirectDrawCaps.SSBCaps = blit_caps;
4882 caps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4883 caps->DirectDrawCaps.SSBFXCaps = fx_caps;
4885 caps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4886 WINEDDSCAPS_BACKBUFFER |
4888 WINEDDSCAPS_FRONTBUFFER |
4889 WINEDDSCAPS_OFFSCREENPLAIN |
4890 WINEDDSCAPS_PALETTE |
4891 WINEDDSCAPS_PRIMARYSURFACE |
4892 WINEDDSCAPS_SYSTEMMEMORY |
4893 WINEDDSCAPS_VIDEOMEMORY |
4894 WINEDDSCAPS_VISIBLE;
4895 caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4897 /* Set D3D caps if OpenGL is available. */
4898 if (adapter->opengl)
4900 caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE |
4901 WINEDDSCAPS_MIPMAP |
4902 WINEDDSCAPS_TEXTURE |
4903 WINEDDSCAPS_ZBUFFER;
4904 caps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4910 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4911 HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4912 struct wined3d_device **device)
4914 struct wined3d_device *object;
4917 TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4918 wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4920 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4921 * number and create a device without a 3D adapter for 2D only operation. */
4922 if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4923 return WINED3DERR_INVALIDCALL;
4925 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4928 ERR("Failed to allocate device memory.\n");
4929 return E_OUTOFMEMORY;
4932 hr = device_init(object, wined3d, adapter_idx, device_type,
4933 focus_window, flags, surface_alignment, device_parent);
4936 WARN("Failed to initialize device, hr %#x.\n", hr);
4937 HeapFree(GetProcessHeap(), 0, object);
4941 TRACE("Created device %p.\n", object);
4944 device_parent->ops->wined3d_device_created(device_parent, *device);
4949 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4951 TRACE("wined3d %p.\n", wined3d);
4953 return wined3d->parent;
4956 static void WINE_GLAPI invalid_func(const void *data)
4958 ERR("Invalid vertex attribute function called\n");
4962 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4964 ERR("Invalid texcoord function called\n");
4968 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4969 * the extension detection and are used in drawStridedSlow
4971 static void WINE_GLAPI position_d3dcolor(const void *data)
4973 DWORD pos = *((const DWORD *)data);
4975 FIXME("Add a test for fixed function position from d3dcolor type\n");
4976 glVertex4s(D3DCOLOR_B_R(pos),
4982 static void WINE_GLAPI position_float4(const void *data)
4984 const GLfloat *pos = data;
4986 if (pos[3] != 0.0f && pos[3] != 1.0f)
4988 float w = 1.0f / pos[3];
4990 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4998 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5000 DWORD diffuseColor = *((const DWORD *)data);
5002 glColor4ub(D3DCOLOR_B_R(diffuseColor),
5003 D3DCOLOR_B_G(diffuseColor),
5004 D3DCOLOR_B_B(diffuseColor),
5005 D3DCOLOR_B_A(diffuseColor));
5008 static void WINE_GLAPI specular_d3dcolor(const void *data)
5010 DWORD specularColor = *((const DWORD *)data);
5011 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5012 D3DCOLOR_B_G(specularColor),
5013 D3DCOLOR_B_B(specularColor)};
5015 specular_func_3ubv(d);
5018 static void WINE_GLAPI warn_no_specular_func(const void *data)
5020 WARN("GL_EXT_secondary_color not supported\n");
5023 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5025 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5026 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5027 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
5028 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5029 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5030 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5031 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5032 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
5033 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5034 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5035 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5036 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5037 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5038 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5039 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5040 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5041 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5043 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5044 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5045 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
5046 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
5047 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5048 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5049 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5050 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5051 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
5052 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5053 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
5054 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5055 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
5056 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5057 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5058 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5059 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5061 /* No 4 component entry points here */
5062 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5063 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5064 if (gl_info->supported[EXT_SECONDARY_COLOR])
5066 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5070 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5072 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5073 if (gl_info->supported[EXT_SECONDARY_COLOR])
5075 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5076 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5080 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5082 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5083 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5084 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5085 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5086 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5087 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5088 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5089 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5090 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5091 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5092 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5093 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5095 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5096 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5098 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5099 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5100 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5101 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5102 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5103 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5104 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5105 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5106 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5107 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5108 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5109 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5110 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5111 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5112 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5113 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5114 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5116 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5117 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5118 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5119 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5120 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5121 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5122 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5123 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5124 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5125 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5126 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5127 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5128 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5129 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5130 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5131 if (gl_info->supported[NV_HALF_FLOAT])
5133 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5134 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5135 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5137 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5138 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5142 /* Do not call while under the GL lock. */
5143 static BOOL InitAdapters(struct wined3d *wined3d)
5145 static HMODULE mod_gl;
5147 int ps_selected_mode, vs_selected_mode;
5149 /* No need to hold any lock. The calling library makes sure only one thread calls
5150 * wined3d simultaneously
5153 TRACE("Initializing adapters\n");
5156 #ifdef USE_WIN32_OPENGL
5157 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5158 mod_gl = LoadLibraryA("opengl32.dll");
5160 ERR("Can't load opengl32.dll!\n");
5164 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5165 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5166 mod_gl = GetModuleHandleA("gdi32.dll");
5170 /* Load WGL core functions from opengl32.dll */
5171 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5175 if(!pwglGetProcAddress) {
5176 ERR("Unable to load wglGetProcAddress!\n");
5180 /* Dynamically load all GL core functions */
5184 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5185 * otherwise because we have to use winex11.drv's override
5187 #ifdef USE_WIN32_OPENGL
5188 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5189 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5191 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5192 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5195 glEnableWINE = glEnable;
5196 glDisableWINE = glDisable;
5198 /* For now only one default adapter */
5200 struct wined3d_adapter *adapter = &wined3d->adapters[0];
5201 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5202 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5203 struct wined3d_pixel_format *cfgs;
5207 DISPLAY_DEVICEW DisplayDevice;
5210 TRACE("Initializing default adapter\n");
5211 adapter->ordinal = 0;
5212 adapter->monitorPoint.x = -1;
5213 adapter->monitorPoint.y = -1;
5215 if (!AllocateLocallyUniqueId(&adapter->luid))
5217 DWORD err = GetLastError();
5218 ERR("Failed to set adapter LUID (%#x).\n", err);
5221 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5222 adapter->luid.HighPart, adapter->luid.LowPart);
5224 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5226 ERR("Failed to get a gl context for default adapter\n");
5230 ret = wined3d_adapter_init_gl_caps(adapter);
5232 ERR("Failed to initialize gl caps for default adapter\n");
5233 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5236 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5238 ERR("Failed to init gl formats\n");
5239 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5243 hdc = fake_gl_ctx.dc;
5245 adapter->TextureRam = adapter->driver_info.vidmem;
5246 adapter->UsedTextureRam = 0;
5247 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5249 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5250 DisplayDevice.cb = sizeof(DisplayDevice);
5251 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5252 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5253 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5255 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5262 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5263 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5265 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs * sizeof(*adapter->cfgs));
5266 cfgs = adapter->cfgs;
5267 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5268 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5269 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5270 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5271 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5272 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5273 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5274 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5275 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5276 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5277 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5279 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5281 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5286 /* Cache the pixel format */
5287 cfgs->iPixelFormat = iPixelFormat;
5288 cfgs->redSize = values[0];
5289 cfgs->greenSize = values[1];
5290 cfgs->blueSize = values[2];
5291 cfgs->alphaSize = values[3];
5292 cfgs->colorSize = values[4];
5293 cfgs->depthSize = values[5];
5294 cfgs->stencilSize = values[6];
5295 cfgs->windowDrawable = values[7];
5296 cfgs->iPixelType = values[8];
5297 cfgs->doubleBuffer = values[9];
5298 cfgs->auxBuffers = values[10];
5300 cfgs->numSamples = 0;
5301 /* Check multisample support */
5302 if (gl_info->supported[ARB_MULTISAMPLE])
5304 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5306 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5307 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5308 * value[1] = number of multi sample buffers*/
5310 cfgs->numSamples = value[1];
5314 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5315 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5316 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5317 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5318 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5324 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5325 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5326 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5328 cfgs = adapter->cfgs;
5329 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5331 PIXELFORMATDESCRIPTOR ppfd;
5333 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5337 /* We only want HW acceleration using an OpenGL ICD driver.
5338 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5339 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5341 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5343 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5347 cfgs->iPixelFormat = iPixelFormat;
5348 cfgs->redSize = ppfd.cRedBits;
5349 cfgs->greenSize = ppfd.cGreenBits;
5350 cfgs->blueSize = ppfd.cBlueBits;
5351 cfgs->alphaSize = ppfd.cAlphaBits;
5352 cfgs->colorSize = ppfd.cColorBits;
5353 cfgs->depthSize = ppfd.cDepthBits;
5354 cfgs->stencilSize = ppfd.cStencilBits;
5355 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5356 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5357 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5358 cfgs->auxBuffers = ppfd.cAuxBuffers;
5359 cfgs->numSamples = 0;
5361 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5362 "depth=%d, stencil=%d, windowDrawable=%d\n",
5363 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5364 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5365 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5370 /* 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 */
5373 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5375 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5376 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5381 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5382 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5383 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5384 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5385 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5386 * driver is allowed to consume more bits EXCEPT for stencil bits.
5388 * Mark an adapter with this broken stencil behavior.
5390 adapter->brokenStencil = TRUE;
5391 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5393 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5394 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5395 adapter->brokenStencil = FALSE;
5400 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5402 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5403 fillGLAttribFuncs(&adapter->gl_info);
5404 adapter->opengl = TRUE;
5406 wined3d->adapter_count = 1;
5407 TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5412 /* Initialize an adapter for ddraw-only memory counting */
5413 memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5414 wined3d->adapters[0].ordinal = 0;
5415 wined3d->adapters[0].opengl = FALSE;
5416 wined3d->adapters[0].monitorPoint.x = -1;
5417 wined3d->adapters[0].monitorPoint.y = -1;
5419 wined3d->adapters[0].driver_info.name = "Display";
5420 wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5421 if (wined3d_settings.emulated_textureram)
5422 wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5424 wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5426 initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5428 wined3d->adapter_count = 1;
5432 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5434 const struct wined3d_parent_ops wined3d_null_parent_ops =
5436 wined3d_null_wined3d_object_destroyed,
5439 /* Do not call while under the GL lock. */
5440 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent)
5442 wined3d->dxVersion = version;
5444 wined3d->parent = parent;
5445 wined3d->flags = flags;
5447 if (!InitAdapters(wined3d))
5449 WARN("Failed to initialize adapters.\n");
5452 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);