2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
40 const char *extension_string;
41 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
109 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
110 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
111 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
112 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
113 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
114 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
115 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
116 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
117 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
118 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
119 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
120 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
121 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
122 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
123 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
124 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
125 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
126 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
127 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
128 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
129 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
130 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
131 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
132 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_fence", NV_FENCE, 0 },
137 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
138 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
139 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
143 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
144 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
145 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
146 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
147 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
148 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
149 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
150 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
151 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
152 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
153 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
154 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
157 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
160 /**********************************************************
161 * Utility functions follow
162 **********************************************************/
164 const struct min_lookup minMipLookup[] =
166 /* NONE POINT LINEAR */
167 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
168 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
172 const struct min_lookup minMipLookup_noFilter[] =
174 /* NONE POINT LINEAR */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
180 const struct min_lookup minMipLookup_noMip[] =
182 /* NONE POINT LINEAR */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
185 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
188 const GLenum magLookup[] =
190 /* NONE POINT LINEAR */
191 GL_NEAREST, GL_NEAREST, GL_LINEAR,
194 const GLenum magLookup_noFilter[] =
196 /* NONE POINT LINEAR */
197 GL_NEAREST, GL_NEAREST, GL_NEAREST,
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
209 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210 * i.e., there is no GL Context - Get a default rendering context to enable the
211 * function query some info from GL.
214 struct wined3d_fake_gl_ctx
220 HGLRC restore_gl_ctx;
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
225 TRACE_(d3d_caps)("Destroying fake GL context.\n");
227 if (!pwglMakeCurrent(NULL, NULL))
229 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
232 if (!pwglDeleteContext(ctx->gl_ctx))
234 DWORD err = GetLastError();
235 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
238 ReleaseDC(ctx->wnd, ctx->dc);
239 DestroyWindow(ctx->wnd);
241 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
243 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
250 PIXELFORMATDESCRIPTOR pfd;
253 TRACE("getting context...\n");
255 ctx->restore_dc = pwglGetCurrentDC();
256 ctx->restore_gl_ctx = pwglGetCurrentContext();
258 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
263 ERR_(d3d_caps)("Failed to create a window.\n");
267 ctx->dc = GetDC(ctx->wnd);
270 ERR_(d3d_caps)("Failed to get a DC.\n");
274 /* PixelFormat selection */
275 ZeroMemory(&pfd, sizeof(pfd));
276 pfd.nSize = sizeof(pfd);
278 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279 pfd.iPixelType = PFD_TYPE_RGBA;
281 pfd.iLayerType = PFD_MAIN_PLANE;
283 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
286 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
290 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
293 /* Create a GL context. */
294 ctx->gl_ctx = pwglCreateContext(ctx->dc);
297 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
301 /* Make it the current GL context. */
302 if (!context_set_current(NULL))
304 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
309 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
316 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
318 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
320 if (ctx->wnd) DestroyWindow(ctx->wnd);
322 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
324 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
333 struct wined3d_adapter *adapter = device->adapter;
335 adapter->UsedTextureRam += glram;
336 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337 return adapter->UsedTextureRam;
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
342 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
346 /**********************************************************
347 * IUnknown parts follows
348 **********************************************************/
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
352 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
354 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355 if (IsEqualGUID(riid, &IID_IUnknown)
356 || IsEqualGUID(riid, &IID_IWineD3DBase)
357 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358 IUnknown_AddRef(iface);
363 return E_NOINTERFACE;
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
368 ULONG refCount = InterlockedIncrement(&This->ref);
370 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375 IWineD3DImpl *This = (IWineD3DImpl *)iface;
377 TRACE("(%p) : Releasing from %d\n", This, This->ref);
378 ref = InterlockedDecrement(&This->ref);
384 for (i = 0; i < This->adapter_count; ++i)
386 wined3d_adapter_cleanup(&This->adapters[i]);
388 HeapFree(GetProcessHeap(), 0, This);
394 /**********************************************************
395 * IWineD3D parts follows
396 **********************************************************/
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
403 const char *testcode =
405 "PARAM C[66] = { program.env[0..65] };\n"
407 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408 "ARL A0.x, zero.x;\n"
409 "MOV result.position, C[A0.x + 65];\n"
413 GL_EXTCALL(glGenProgramsARB(1, &prog));
415 ERR("Failed to create an ARB offset limit test program\n");
417 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419 strlen(testcode), testcode));
422 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
425 } else TRACE("OpenGL implementation allows offsets > 63\n");
427 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429 checkGLcall("ARB vp offset limit test cleanup");
434 static DWORD ver_for_ext(GL_SupportedExt ext)
437 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438 if(EXTENSION_MAP[i].extension == ext) {
439 return EXTENSION_MAP[i].version;
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
448 if (card_vendor != HW_VENDOR_ATI) return FALSE;
449 if (device == CARD_ATI_RADEON_9500) return TRUE;
450 if (device == CARD_ATI_RADEON_X700) return TRUE;
451 if (device == CARD_ATI_RADEON_X1600) return TRUE;
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
458 if (card_vendor == HW_VENDOR_NVIDIA)
460 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461 device == CARD_NVIDIA_GEFORCEFX_5600 ||
462 device == CARD_NVIDIA_GEFORCEFX_5800)
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
473 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
477 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482 * the chance that other implementations support them is rather small since Win32 QuickTime uses
483 * DirectDraw, not OpenGL.
485 * This test has been moved into wined3d_guess_gl_vendor()
487 if (gl_vendor == GL_VENDOR_APPLE)
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
497 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499 * all the texture. This function detects this bug by its symptom and disables PBOs
502 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505 * read back is compared to the original. If they are equal PBOs are assumed to work,
506 * otherwise the PBO extension is disabled. */
508 static const unsigned int pattern[] =
510 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
515 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
517 /* No PBO -> No point in testing them. */
518 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
522 while (glGetError());
523 glGenTextures(1, &texture);
524 glBindTexture(GL_TEXTURE_2D, texture);
526 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528 checkGLcall("Specifying the PBO test texture");
530 GL_EXTCALL(glGenBuffersARB(1, &pbo));
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533 checkGLcall("Specifying the PBO test pbo");
535 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536 checkGLcall("Loading the PBO test texture");
538 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
541 wglFinish(); /* just to be sure */
543 memset(check, 0, sizeof(check));
545 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546 checkGLcall("Reading back the PBO test texture");
548 glDeleteTextures(1, &texture);
549 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550 checkGLcall("PBO test cleanup");
554 if (memcmp(check, pattern, sizeof(check)))
556 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
562 TRACE_(d3d_caps)("PBO test successful.\n");
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
569 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
575 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576 if (card_vendor != HW_VENDOR_ATI) return FALSE;
577 if (device == CARD_ATI_RADEON_X1600) return FALSE;
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
584 return gl_vendor == GL_VENDOR_FGLRX;
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
591 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
597 * dx10 cards usually have 64 varyings */
598 return gl_info->limits.glsl_varyings > 44;
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
608 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
612 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613 error = glGetError();
616 if(error == GL_NO_ERROR)
618 TRACE("GL Implementation accepts 4 component specular color pointers\n");
623 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624 debug_glerror(error));
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
632 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633 return gl_info->supported[NV_TEXTURE_SHADER];
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
643 const char *testcode =
645 "OPTION NV_vertex_program2;\n"
646 "MOV result.clip[0], 0.0;\n"
647 "MOV result.position, 0.0;\n"
650 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
655 GL_EXTCALL(glGenProgramsARB(1, &prog));
658 ERR("Failed to create the NVvp clip test program\n");
662 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664 strlen(testcode), testcode));
665 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
668 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
673 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
675 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
687 char data[4 * 4 * 4];
691 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
693 memset(data, 0xcc, sizeof(data));
697 glGenTextures(1, &tex);
698 glBindTexture(GL_TEXTURE_2D, tex);
699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702 checkGLcall("glTexImage2D");
704 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707 checkGLcall("glFramebufferTexture2D");
709 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711 checkGLcall("glCheckFramebufferStatus");
713 memset(data, 0x11, sizeof(data));
714 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715 checkGLcall("glTexSubImage2D");
717 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718 glClear(GL_COLOR_BUFFER_BIT);
719 checkGLcall("glClear");
721 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722 checkGLcall("glGetTexImage");
724 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726 glBindTexture(GL_TEXTURE_2D, 0);
727 checkGLcall("glBindTexture");
729 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730 glDeleteTextures(1, &tex);
731 checkGLcall("glDeleteTextures");
735 return *(DWORD *)data == 0x11111111;
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
740 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
748 quirk_arb_constants(gl_info);
749 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751 * allow 48 different offsets or other helper immediate values. */
752 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760 * most games, but avoids the crash
762 * A more sophisticated way would be to find all units that need texture coordinates and enable
763 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
766 * Note that disabling the extension entirely does not gain predictability because there is no point
767 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
770 if (gl_info->supported[ARB_POINT_SPRITE])
772 TRACE("Limiting point sprites to one texture unit.\n");
773 gl_info->limits.point_sprite_units = 1;
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
779 quirk_arb_constants(gl_info);
781 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783 * If real NP2 textures are used, the driver falls back to software. We could just remove the
784 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
789 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790 * has this extension promoted to core. The extension loading code sets this extension supported
791 * due to that, so this code works on fglrx as well. */
792 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
794 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
799 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800 * it is generally more efficient. Reserve just 8 constants. */
801 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
807 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
814 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815 * triggering the software fallback. There is not much we can do here apart from disabling the
816 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817 * in IWineD3DImpl_FillGLCaps).
818 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819 * post-processing effects in the game "Max Payne 2").
820 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
821 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
828 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832 * according to the spec.
834 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835 * makes the shader slower and eats instruction slots which should be available to the d3d app.
837 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839 * this workaround is activated on cards that do not need it, it won't break things, just affect
840 * performance negatively. */
841 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
847 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
852 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
857 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
863 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
868 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
873 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875 void (*apply)(struct wined3d_gl_info *gl_info);
876 const char *description;
879 static const struct driver_quirk quirk_table[] =
882 match_ati_r300_to_500,
884 "ATI GLSL constant and normalized texrect quirk"
886 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887 * used it falls back to software. While the compiler can detect if the shader uses all declared
888 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889 * using relative addressing falls back to software.
891 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
894 quirk_apple_glsl_constants,
895 "Apple GLSL uniform override"
900 "Geforce 5 NP2 disable"
905 "Init texcoord .w for Apple Intel GPU driver"
908 match_apple_nonr500ati,
910 "Init texcoord .w for Apple ATI >= r600 GPU driver"
914 quirk_one_point_sprite,
915 "Fglrx point sprite crash workaround"
920 "Reserved varying for gl_ClipPos"
923 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924 * GL implementations accept it. The Mac GL is the only implementation known to
927 * If we can pass 4 component specular colors, do it, because (a) we don't have
928 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929 * passes specular alpha to the pixel shader if any is used. Otherwise the
930 * specular alpha is used to pass the fog coordinate, which we pass to opengl
931 * via GL_EXT_fog_coord.
933 match_allows_spec_alpha,
934 quirk_allows_specular_alpha,
935 "Allow specular alpha quirk"
938 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
943 "Apple NV_texture_shader disable"
946 match_broken_nv_clip,
947 quirk_disable_nvvp_clip,
948 "Apple NV_vertex_program clip bug quirk"
951 match_fbo_tex_update,
952 quirk_fbo_tex_update,
953 "FBO rebind for attachment updates"
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958 * reporting a driver version is moot because we are not the Windows driver, and we have different
959 * bugs, features, etc.
961 * The driver version has the form "x.y.z.w".
963 * "x" is the Windows version the driver is meant for:
970 * "y" is the maximum Direct3D version the driver supports.
971 * y -> d3d version mapping:
980 * "z" is the subversion number.
982 * "w" is the vendor specific driver build number.
985 struct driver_version_information
987 enum wined3d_display_driver driver;
988 enum wined3d_driver_model driver_model;
989 const char *driver_name; /* name of Windows driver */
990 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
991 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
999 * - Radeon HD2x00 (R600) and up supported by current drivers.
1000 * - Radeon 9500 (R300) - X1*00 (R5xx) supported upto Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001 * - Radeon 7xxx (R100) - 9250 (RV250) supported upto Catalyst 6.11 (XP)
1002 * - Rage 128 supported upto XP, latest official build 6.13.3279 dated October 2001 */
1003 {DRIVER_ATI_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1004 {DRIVER_ATI_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1005 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1006 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1007 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1008 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1011 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013 * igxprd32.dll but the GMA800 driver was never updated. */
1014 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1015 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1016 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1017 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1018 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1019 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1022 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023 * - GeforceFX support is up to 173.x on <= XP
1024 * - Geforce2MX/3/4 up to 96.x on <= XP
1025 * - TNT/Geforce1/2 up to 71.x on <= XP
1026 * All version numbers used below are from the Linux nvidia drivers. */
1027 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1028 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1029 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1030 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1031 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1034 struct gpu_description
1036 WORD vendor; /* reported PCI card vendor ID */
1037 WORD card; /* reported PCI card device ID */
1038 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1039 enum wined3d_display_driver driver;
1040 unsigned int vidmem;
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044 * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1081 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1082 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1083 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1084 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1085 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1086 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1087 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1088 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1090 {HW_VENDOR_ATI, CARD_ATI_RAGE_128PRO, "ATI Rage Fury", DRIVER_ATI_RAGE_128PRO, 16 },
1091 {HW_VENDOR_ATI, CARD_ATI_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_ATI_R100, 32 },
1092 {HW_VENDOR_ATI, CARD_ATI_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_ATI_R100, 64 },
1093 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, 64 },
1094 {HW_VENDOR_ATI, CARD_ATI_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_ATI_R300, 64 },
1095 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, 128 },
1096 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, 128 },
1097 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, 256 },
1098 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, 256 },
1099 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, 512 },
1100 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_ATI_R600, 128 },
1101 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, 256 },
1102 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, 512 },
1103 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, 512 },
1104 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, 512 },
1105 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, 512 },
1106 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, 1024},
1108 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1109 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1110 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1111 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1112 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1113 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1114 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128}
1117 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1118 enum wined3d_driver_model driver_model)
1122 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1123 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1125 const struct driver_version_information *entry = &driver_version_table[i];
1127 if (entry->driver == driver && entry->driver_model == driver_model)
1129 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1130 entry->driver_name, entry->version, entry->subversion, entry->build);
1138 static void init_driver_info(struct wined3d_driver_info *driver_info,
1139 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1141 OSVERSIONINFOW os_version;
1142 WORD driver_os_version;
1144 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1145 enum wined3d_driver_model driver_model;
1146 const struct driver_version_information *version_info;
1148 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1150 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1151 vendor = wined3d_settings.pci_vendor_id;
1153 driver_info->vendor = vendor;
1155 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1157 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1158 device = wined3d_settings.pci_device_id;
1160 driver_info->device = device;
1162 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1163 * overrides the pci ids to a card which is not in our database. */
1164 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1166 memset(&os_version, 0, sizeof(os_version));
1167 os_version.dwOSVersionInfoSize = sizeof(os_version);
1168 if (!GetVersionExW(&os_version))
1170 ERR("Failed to get OS version, reporting 2000/XP.\n");
1171 driver_os_version = 6;
1172 driver_model = DRIVER_MODEL_NT5X;
1176 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1177 switch (os_version.dwMajorVersion)
1180 /* If needed we could distinguish between 9x and NT4, but this code won't make
1181 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1183 driver_os_version = 4;
1184 driver_model = DRIVER_MODEL_WIN9X;
1188 driver_os_version = 6;
1189 driver_model = DRIVER_MODEL_NT5X;
1193 if (os_version.dwMinorVersion == 0)
1195 driver_os_version = 7;
1196 driver_model = DRIVER_MODEL_NT6X;
1200 if (os_version.dwMinorVersion > 1)
1202 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1203 os_version.dwMajorVersion, os_version.dwMinorVersion);
1205 driver_os_version = 8;
1206 driver_model = DRIVER_MODEL_NT6X;
1211 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1212 os_version.dwMajorVersion, os_version.dwMinorVersion);
1213 driver_os_version = 6;
1214 driver_model = DRIVER_MODEL_NT5X;
1219 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1220 * This means that unless the ids are overriden, we will always find a GPU description. */
1221 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1223 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1225 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1227 driver_info->description = gpu_description_table[i].description;
1228 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1229 driver = gpu_description_table[i].driver;
1234 if (wined3d_settings.emulated_textureram)
1236 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1237 driver_info->vidmem = wined3d_settings.emulated_textureram;
1240 /* Try to obtain driver version information for the current Windows version. This fails in
1242 * - the gpu is not available on the currently selected OS version:
1243 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1244 * version information for the current Windows version is returned instead of faked info.
1245 * We do the same and assume the default Windows version to emulate is WinXP.
1247 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1248 * For now return the XP driver info. Perhaps later on we should return VESA.
1250 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1251 * This could be an indication that our database is not up to date, so this should be fixed.
1253 version_info = get_driver_version_info(driver, driver_model);
1256 driver_info->name = version_info->driver_name;
1257 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1258 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1262 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1265 driver_info->name = version_info->driver_name;
1266 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1267 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1271 driver_info->description = "Direct3D HAL";
1272 driver_info->name = "Display";
1273 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1274 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1276 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1277 vendor, device, driver_model);
1281 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1282 driver_info->version_high, driver_info->version_low);
1285 /* Context activation is done by the caller. */
1286 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1287 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1291 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1293 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1294 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1295 quirk_table[i].apply(gl_info);
1298 /* Find out if PBOs work as they are supposed to. */
1299 test_pbo_functionality(gl_info);
1302 static DWORD wined3d_parse_gl_version(const char *gl_version)
1304 const char *ptr = gl_version;
1308 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1310 while (isdigit(*ptr)) ++ptr;
1311 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1315 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1317 return MAKEDWORD_VERSION(major, minor);
1320 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1323 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1324 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1325 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1327 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1328 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1329 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1330 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1331 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1332 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1333 * DirectDraw, not OpenGL. */
1334 if (gl_info->supported[APPLE_FENCE]
1335 && gl_info->supported[APPLE_CLIENT_STORAGE]
1336 && gl_info->supported[APPLE_FLUSH_RENDER]
1337 && gl_info->supported[APPLE_YCBCR_422])
1338 return GL_VENDOR_APPLE;
1340 if (strstr(gl_vendor_string, "NVIDIA"))
1341 return GL_VENDOR_NVIDIA;
1343 if (strstr(gl_vendor_string, "ATI"))
1344 return GL_VENDOR_FGLRX;
1346 if (strstr(gl_vendor_string, "Intel(R)")
1347 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1348 || strstr(gl_renderer, "Intel")
1349 || strstr(gl_vendor_string, "Intel Inc."))
1350 return GL_VENDOR_INTEL;
1352 if (strstr(gl_vendor_string, "Mesa")
1353 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1354 || strstr(gl_vendor_string, "DRI R300 Project")
1355 || strstr(gl_vendor_string, "X.Org R300 Project")
1356 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1357 || strstr(gl_vendor_string, "VMware, Inc.")
1358 || strstr(gl_renderer, "Mesa")
1359 || strstr(gl_renderer, "Gallium"))
1360 return GL_VENDOR_MESA;
1362 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1363 debugstr_a(gl_vendor_string));
1365 return GL_VENDOR_UNKNOWN;
1368 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1370 if (strstr(gl_vendor_string, "NVIDIA"))
1371 return HW_VENDOR_NVIDIA;
1373 if (strstr(gl_vendor_string, "ATI")
1374 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1375 || strstr(gl_vendor_string, "X.Org R300 Project")
1376 || strstr(gl_renderer, "R100")
1377 || strstr(gl_renderer, "R200")
1378 || strstr(gl_renderer, "R300")
1379 || strstr(gl_renderer, "R600")
1380 || strstr(gl_renderer, "R700"))
1381 return HW_VENDOR_ATI;
1383 if (strstr(gl_vendor_string, "Intel(R)")
1384 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1385 || strstr(gl_renderer, "Intel")
1386 || strstr(gl_vendor_string, "Intel Inc."))
1387 return HW_VENDOR_INTEL;
1389 if (strstr(gl_vendor_string, "Mesa")
1390 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1391 || strstr(gl_vendor_string, "VMware, Inc."))
1392 return HW_VENDOR_SOFTWARE;
1394 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1396 return HW_VENDOR_NVIDIA;
1401 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1402 const char *gl_renderer)
1404 if (WINE_D3D10_CAPABLE(gl_info))
1406 /* Geforce 400 - highend */
1407 if (strstr(gl_renderer, "GTX 480"))
1409 return CARD_NVIDIA_GEFORCE_GTX480;
1412 /* Geforce 400 - midend high */
1413 if (strstr(gl_renderer, "GTX 470"))
1415 return CARD_NVIDIA_GEFORCE_GTX470;
1418 /* Geforce 400 - midend */
1419 if (strstr(gl_renderer, "GTX 465"))
1421 return CARD_NVIDIA_GEFORCE_GTX465;
1424 /* Geforce 400 - midend */
1425 if (strstr(gl_renderer, "GTX 460"))
1427 return CARD_NVIDIA_GEFORCE_GTX460;
1430 /* Geforce 300 highend mobile */
1431 if (strstr(gl_renderer, "GTS 350M")
1432 || strstr(gl_renderer, "GTS 360M"))
1434 return CARD_NVIDIA_GEFORCE_GTS350M;
1437 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1438 if (strstr(gl_renderer, "GT 325M")
1439 || strstr(gl_renderer, "GT 330M"))
1441 return CARD_NVIDIA_GEFORCE_GT325M;
1444 /* Geforce 200 - highend */
1445 if (strstr(gl_renderer, "GTX 280")
1446 || strstr(gl_renderer, "GTX 285")
1447 || strstr(gl_renderer, "GTX 295"))
1449 return CARD_NVIDIA_GEFORCE_GTX280;
1452 /* Geforce 200 - midend high */
1453 if (strstr(gl_renderer, "GTX 275"))
1455 return CARD_NVIDIA_GEFORCE_GTX275;
1458 /* Geforce 200 - midend */
1459 if (strstr(gl_renderer, "GTX 260"))
1461 return CARD_NVIDIA_GEFORCE_GTX260;
1463 /* Geforce 200 - midend */
1464 if (strstr(gl_renderer, "GT 240"))
1466 return CARD_NVIDIA_GEFORCE_GT240;
1469 /* Geforce 200 lowend */
1470 if (strstr(gl_renderer, "GT 220"))
1472 return CARD_NVIDIA_GEFORCE_GT220;
1474 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1475 if (strstr(gl_renderer, "Geforce 210")
1476 || strstr(gl_renderer, "G 210")
1477 || strstr(gl_renderer, "Geforce 305")
1478 || strstr(gl_renderer, "Geforce 310"))
1480 return CARD_NVIDIA_GEFORCE_210;
1483 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1484 if (strstr(gl_renderer, "9800")
1485 || strstr(gl_renderer, "GTS 150")
1486 || strstr(gl_renderer, "GTS 250"))
1488 return CARD_NVIDIA_GEFORCE_9800GT;
1491 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1492 if (strstr(gl_renderer, "9600")
1493 || strstr(gl_renderer, "GT 140"))
1495 return CARD_NVIDIA_GEFORCE_9600GT;
1498 /* Geforce9 - midend low / Geforce 200 - low */
1499 if (strstr(gl_renderer, "9500")
1500 || strstr(gl_renderer, "GT 120")
1501 || strstr(gl_renderer, "GT 130"))
1503 return CARD_NVIDIA_GEFORCE_9500GT;
1506 /* Geforce9 - lowend */
1507 if (strstr(gl_renderer, "9400"))
1509 return CARD_NVIDIA_GEFORCE_9400GT;
1512 /* Geforce9 - lowend low */
1513 if (strstr(gl_renderer, "9100")
1514 || strstr(gl_renderer, "9200")
1515 || strstr(gl_renderer, "9300")
1516 || strstr(gl_renderer, "G 100"))
1518 return CARD_NVIDIA_GEFORCE_9200;
1521 /* Geforce8 - highend high*/
1522 if (strstr(gl_renderer, "8800 GTX"))
1524 return CARD_NVIDIA_GEFORCE_8800GTX;
1527 /* Geforce8 - highend */
1528 if (strstr(gl_renderer, "8800"))
1530 return CARD_NVIDIA_GEFORCE_8800GTS;
1533 /* Geforce8 - midend mobile */
1534 if (strstr(gl_renderer, "8600 M"))
1536 return CARD_NVIDIA_GEFORCE_8600MGT;
1539 /* Geforce8 - midend */
1540 if (strstr(gl_renderer, "8600")
1541 || strstr(gl_renderer, "8700"))
1543 return CARD_NVIDIA_GEFORCE_8600GT;
1546 /* Geforce8 - mid-lowend */
1547 if (strstr(gl_renderer, "8400")
1548 || strstr(gl_renderer, "8500"))
1550 return CARD_NVIDIA_GEFORCE_8400GS;
1553 /* Geforce8 - lowend */
1554 if (strstr(gl_renderer, "8100")
1555 || strstr(gl_renderer, "8200")
1556 || strstr(gl_renderer, "8300"))
1558 return CARD_NVIDIA_GEFORCE_8300GS;
1561 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1562 return CARD_NVIDIA_GEFORCE_8300GS;
1565 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1566 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1568 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1570 /* Geforce7 - highend */
1571 if (strstr(gl_renderer, "7800")
1572 || strstr(gl_renderer, "7900")
1573 || strstr(gl_renderer, "7950")
1574 || strstr(gl_renderer, "Quadro FX 4")
1575 || strstr(gl_renderer, "Quadro FX 5"))
1577 return CARD_NVIDIA_GEFORCE_7800GT;
1580 /* Geforce7 midend */
1581 if (strstr(gl_renderer, "7600")
1582 || strstr(gl_renderer, "7700"))
1584 return CARD_NVIDIA_GEFORCE_7600;
1587 /* Geforce7 lower medium */
1588 if (strstr(gl_renderer, "7400"))
1590 return CARD_NVIDIA_GEFORCE_7400;
1593 /* Geforce7 lowend */
1594 if (strstr(gl_renderer, "7300"))
1596 return CARD_NVIDIA_GEFORCE_7300;
1599 /* Geforce6 highend */
1600 if (strstr(gl_renderer, "6800"))
1602 return CARD_NVIDIA_GEFORCE_6800;
1605 /* Geforce6 - midend */
1606 if (strstr(gl_renderer, "6600")
1607 || strstr(gl_renderer, "6610")
1608 || strstr(gl_renderer, "6700"))
1610 return CARD_NVIDIA_GEFORCE_6600GT;
1613 /* Geforce6/7 lowend */
1614 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1617 if (WINE_D3D9_CAPABLE(gl_info))
1619 /* GeforceFX - highend */
1620 if (strstr(gl_renderer, "5800")
1621 || strstr(gl_renderer, "5900")
1622 || strstr(gl_renderer, "5950")
1623 || strstr(gl_renderer, "Quadro FX"))
1625 return CARD_NVIDIA_GEFORCEFX_5800;
1628 /* GeforceFX - midend */
1629 if (strstr(gl_renderer, "5600")
1630 || strstr(gl_renderer, "5650")
1631 || strstr(gl_renderer, "5700")
1632 || strstr(gl_renderer, "5750"))
1634 return CARD_NVIDIA_GEFORCEFX_5600;
1637 /* GeforceFX - lowend */
1638 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1641 if (WINE_D3D8_CAPABLE(gl_info))
1643 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1645 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1648 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1651 if (WINE_D3D7_CAPABLE(gl_info))
1653 if (strstr(gl_renderer, "GeForce4 MX"))
1655 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1658 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1660 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1663 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1665 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1668 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1671 if (strstr(gl_renderer, "TNT2"))
1673 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1676 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1679 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1680 const char *gl_renderer)
1682 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1684 * Beware: renderer string do not match exact card model,
1685 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1686 if (WINE_D3D10_CAPABLE(gl_info))
1688 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1689 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1690 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1691 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1693 return CARD_ATI_RADEON_HD5800;
1696 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1697 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1698 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1699 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1701 return CARD_ATI_RADEON_HD5700;
1704 /* Radeon R7xx HD4800 - highend */
1705 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1706 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1707 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1708 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1709 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1711 return CARD_ATI_RADEON_HD4800;
1714 /* Radeon R740 HD4700 - midend */
1715 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1716 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1718 return CARD_ATI_RADEON_HD4700;
1721 /* Radeon R730 HD4600 - midend */
1722 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1723 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1724 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1726 return CARD_ATI_RADEON_HD4600;
1729 /* Radeon R710 HD4500/HD4350 - lowend */
1730 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1731 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1733 return CARD_ATI_RADEON_HD4350;
1736 /* Radeon R6xx HD2900/HD3800 - highend */
1737 if (strstr(gl_renderer, "HD 2900")
1738 || strstr(gl_renderer, "HD 3870")
1739 || strstr(gl_renderer, "HD 3850"))
1741 return CARD_ATI_RADEON_HD2900;
1744 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1745 if (strstr(gl_renderer, "HD 2600")
1746 || strstr(gl_renderer, "HD 3830")
1747 || strstr(gl_renderer, "HD 3690")
1748 || strstr(gl_renderer, "HD 3650"))
1750 return CARD_ATI_RADEON_HD2600;
1753 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1754 * Note HD2300=DX9, HD2350=DX10 */
1755 if (strstr(gl_renderer, "HD 2350")
1756 || strstr(gl_renderer, "HD 2400")
1757 || strstr(gl_renderer, "HD 3470")
1758 || strstr(gl_renderer, "HD 3450")
1759 || strstr(gl_renderer, "HD 3430")
1760 || strstr(gl_renderer, "HD 3400"))
1762 return CARD_ATI_RADEON_HD2350;
1765 /* Radeon R6xx/R7xx integrated */
1766 if (strstr(gl_renderer, "HD 3100")
1767 || strstr(gl_renderer, "HD 3200")
1768 || strstr(gl_renderer, "HD 3300"))
1770 return CARD_ATI_RADEON_HD3200;
1773 /* Default for when no GPU has been found */
1774 return CARD_ATI_RADEON_HD3200;
1777 if (WINE_D3D8_CAPABLE(gl_info))
1780 if (strstr(gl_renderer, "X1600")
1781 || strstr(gl_renderer, "X1650")
1782 || strstr(gl_renderer, "X1800")
1783 || strstr(gl_renderer, "X1900")
1784 || strstr(gl_renderer, "X1950"))
1786 return CARD_ATI_RADEON_X1600;
1789 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1790 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1791 if (strstr(gl_renderer, "X700")
1792 || strstr(gl_renderer, "X800")
1793 || strstr(gl_renderer, "X850")
1794 || strstr(gl_renderer, "X1300")
1795 || strstr(gl_renderer, "X1400")
1796 || strstr(gl_renderer, "X1450")
1797 || strstr(gl_renderer, "X1550")
1798 || strstr(gl_renderer, "X2300")
1799 || strstr(gl_renderer, "X2500")
1800 || strstr(gl_renderer, "HD 2300")
1803 return CARD_ATI_RADEON_X700;
1806 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1807 if (strstr(gl_renderer, "Radeon Xpress"))
1809 return CARD_ATI_RADEON_XPRESS_200M;
1813 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1816 if (WINE_D3D8_CAPABLE(gl_info))
1818 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1821 if (WINE_D3D7_CAPABLE(gl_info))
1823 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1826 return CARD_ATI_RAGE_128PRO;
1829 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1830 const char *gl_renderer)
1832 if (strstr(gl_renderer, "X3100"))
1834 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1835 return CARD_INTEL_X3100;
1838 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1840 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1841 return CARD_INTEL_I945GM;
1844 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1845 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1846 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1847 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1848 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1849 return CARD_INTEL_I915G;
1853 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1854 const char *gl_renderer)
1856 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1858 * Beware: renderer string do not match exact card model,
1859 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1860 if (strstr(gl_renderer, "Gallium"))
1862 /* Radeon R7xx HD4800 - highend */
1863 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1864 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1865 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1867 return CARD_ATI_RADEON_HD4800;
1870 /* Radeon R740 HD4700 - midend */
1871 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1873 return CARD_ATI_RADEON_HD4700;
1876 /* Radeon R730 HD4600 - midend */
1877 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1879 return CARD_ATI_RADEON_HD4600;
1882 /* Radeon R710 HD4500/HD4350 - lowend */
1883 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1885 return CARD_ATI_RADEON_HD4350;
1888 /* Radeon R6xx HD2900/HD3800 - highend */
1889 if (strstr(gl_renderer, "R600")
1890 || strstr(gl_renderer, "RV670")
1891 || strstr(gl_renderer, "R680"))
1893 return CARD_ATI_RADEON_HD2900;
1896 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1897 if (strstr(gl_renderer, "RV630")
1898 || strstr(gl_renderer, "RV635"))
1900 return CARD_ATI_RADEON_HD2600;
1903 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1904 if (strstr(gl_renderer, "RV610")
1905 || strstr(gl_renderer, "RV620"))
1907 return CARD_ATI_RADEON_HD2350;
1910 /* Radeon R6xx/R7xx integrated */
1911 if (strstr(gl_renderer, "RS780")
1912 || strstr(gl_renderer, "RS880"))
1914 return CARD_ATI_RADEON_HD3200;
1918 if (strstr(gl_renderer, "RV530")
1919 || strstr(gl_renderer, "RV535")
1920 || strstr(gl_renderer, "RV560")
1921 || strstr(gl_renderer, "R520")
1922 || strstr(gl_renderer, "RV570")
1923 || strstr(gl_renderer, "R580"))
1925 return CARD_ATI_RADEON_X1600;
1928 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1929 if (strstr(gl_renderer, "R410")
1930 || strstr(gl_renderer, "R420")
1931 || strstr(gl_renderer, "R423")
1932 || strstr(gl_renderer, "R430")
1933 || strstr(gl_renderer, "R480")
1934 || strstr(gl_renderer, "R481")
1935 || strstr(gl_renderer, "RV410")
1936 || strstr(gl_renderer, "RV515")
1937 || strstr(gl_renderer, "RV516"))
1939 return CARD_ATI_RADEON_X700;
1942 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1943 if (strstr(gl_renderer, "RS400")
1944 || strstr(gl_renderer, "RS480")
1945 || strstr(gl_renderer, "RS482")
1946 || strstr(gl_renderer, "RS485")
1947 || strstr(gl_renderer, "RS600")
1948 || strstr(gl_renderer, "RS690")
1949 || strstr(gl_renderer, "RS740"))
1951 return CARD_ATI_RADEON_XPRESS_200M;
1955 if (strstr(gl_renderer, "R300")
1956 || strstr(gl_renderer, "RV350")
1957 || strstr(gl_renderer, "RV351")
1958 || strstr(gl_renderer, "RV360")
1959 || strstr(gl_renderer, "RV370")
1960 || strstr(gl_renderer, "R350")
1961 || strstr(gl_renderer, "R360"))
1963 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1967 if (WINE_D3D9_CAPABLE(gl_info))
1969 /* Radeon R7xx HD4800 - highend */
1970 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1971 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1972 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1974 return CARD_ATI_RADEON_HD4800;
1977 /* Radeon R740 HD4700 - midend */
1978 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1980 return CARD_ATI_RADEON_HD4700;
1983 /* Radeon R730 HD4600 - midend */
1984 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1986 return CARD_ATI_RADEON_HD4600;
1989 /* Radeon R710 HD4500/HD4350 - lowend */
1990 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1992 return CARD_ATI_RADEON_HD4350;
1995 /* Radeon R6xx HD2900/HD3800 - highend */
1996 if (strstr(gl_renderer, "(R600")
1997 || strstr(gl_renderer, "(RV670")
1998 || strstr(gl_renderer, "(R680"))
2000 return CARD_ATI_RADEON_HD2900;
2003 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
2004 if (strstr(gl_renderer, "(RV630")
2005 || strstr(gl_renderer, "(RV635"))
2007 return CARD_ATI_RADEON_HD2600;
2010 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
2011 if (strstr(gl_renderer, "(RV610")
2012 || strstr(gl_renderer, "(RV620"))
2014 return CARD_ATI_RADEON_HD2350;
2017 /* Radeon R6xx/R7xx integrated */
2018 if (strstr(gl_renderer, "(RS780")
2019 || strstr(gl_renderer, "(RS880"))
2021 return CARD_ATI_RADEON_HD3200;
2025 if (WINE_D3D8_CAPABLE(gl_info))
2027 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2030 if (WINE_D3D7_CAPABLE(gl_info))
2032 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2035 return CARD_ATI_RAGE_128PRO;
2038 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2039 const char *gl_renderer)
2041 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2042 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2043 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2044 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2045 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2046 return CARD_NVIDIA_RIVA_128;
2050 struct vendor_card_selection
2052 enum wined3d_gl_vendor gl_vendor;
2053 enum wined3d_pci_vendor card_vendor;
2054 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2055 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2058 static const struct vendor_card_selection vendor_card_select_table[] =
2060 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2061 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2062 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
2063 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
2064 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2065 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2066 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2067 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
2068 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
2072 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2073 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2075 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2076 * different GPUs with roughly the same features. In most cases GPUs from a
2077 * certain family differ in clockspeeds, the amount of video memory and the
2078 * number of shader pipelines.
2080 * A Direct3D device object contains the PCI id (vendor + device) of the
2081 * videocard which is used for rendering. Various applications use this
2082 * information to get a rough estimation of the features of the card and
2083 * some might use it for enabling 3d effects only on certain types of
2084 * videocards. In some cases games might even use it to work around bugs
2085 * which happen on certain videocards/driver combinations. The problem is
2086 * that OpenGL only exposes a rendering string containing the name of the
2087 * videocard and not the PCI id.
2089 * Various games depend on the PCI id, so somehow we need to provide one.
2090 * A simple option is to parse the renderer string and translate this to
2091 * the right PCI id. This is a lot of work because there are more than 200
2092 * GPUs just for Nvidia. Various cards share the same renderer string, so
2093 * the amount of code might be 'small' but there are quite a number of
2094 * exceptions which would make this a pain to maintain. Another way would
2095 * be to query the PCI id from the operating system (assuming this is the
2096 * videocard which is used for rendering which is not always the case).
2097 * This would work but it is not very portable. Second it would not work
2098 * well in, let's say, a remote X situation in which the amount of 3d
2099 * features which can be used is limited.
2101 * As said most games only use the PCI id to get an indication of the
2102 * capabilities of the card. It doesn't really matter if the given id is
2103 * the correct one if we return the id of a card with similar 3d features.
2105 * The code below checks the OpenGL capabilities of a videocard and matches
2106 * that to a certain level of Direct3D functionality. Once a card passes
2107 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2108 * least a GeforceFX. To give a better estimate we do a basic check on the
2109 * renderer string but if that won't pass we return a default card. This
2110 * way is better than maintaining a full card database as even without a
2111 * full database we can return a card with similar features. Second the
2112 * size of the database can be made quite small because when you know what
2113 * type of 3d functionality a card has, you know to which GPU family the
2114 * GPU must belong. Because of this you only have to check a small part of
2115 * the renderer string to distinguishes between different models from that
2118 * The code also selects a default amount of video memory which we will
2119 * use for an estimation of the amount of free texture memory. In case of
2120 * real D3D the amount of texture memory includes video memory and system
2121 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2122 * HyperMemory). We don't know how much system memory can be addressed by
2123 * the system but we can make a reasonable estimation about the amount of
2124 * video memory. If the value is slightly wrong it doesn't matter as we
2125 * didn't include AGP-like memory which makes the amount of addressable
2126 * memory higher and second OpenGL isn't that critical it moves to system
2127 * memory behind our backs if really needed. Note that the amount of video
2128 * memory can be overruled using a registry setting. */
2132 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2134 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2135 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2137 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2138 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2141 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2142 *gl_vendor, *card_vendor);
2144 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2145 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2146 * them a good generic choice. */
2147 *card_vendor = HW_VENDOR_NVIDIA;
2148 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2149 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2150 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2151 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2152 return CARD_NVIDIA_RIVA_128;
2155 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2157 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2158 int vs_selected_mode, ps_selected_mode;
2160 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2161 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2162 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2163 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2164 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2165 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2166 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2167 else return &ffp_fragment_pipeline;
2170 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2172 int vs_selected_mode, ps_selected_mode;
2174 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2175 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2176 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2177 return &none_shader_backend;
2180 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2182 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2183 int vs_selected_mode, ps_selected_mode;
2185 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2186 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2187 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2188 else return &ffp_blit;
2191 /* Context activation is done by the caller. */
2192 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2194 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2195 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2196 const char *GL_Extensions = NULL;
2197 const char *WGL_Extensions = NULL;
2198 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2199 struct fragment_caps fragment_caps;
2200 enum wined3d_gl_vendor gl_vendor;
2201 enum wined3d_pci_vendor card_vendor;
2202 enum wined3d_pci_device device;
2204 GLfloat gl_floatv[2];
2210 TRACE_(d3d_caps)("(%p)\n", gl_info);
2214 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2215 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2216 if (!gl_renderer_str)
2219 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2223 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2224 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2228 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2232 /* Parse the GL_VERSION field into major and minor information */
2233 gl_version_str = (const char *)glGetString(GL_VERSION);
2234 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2235 if (!gl_version_str)
2238 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2241 gl_version = wined3d_parse_gl_version(gl_version_str);
2244 * Initialize openGL extension related variables
2245 * with Default values
2247 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2248 gl_info->limits.blends = 1;
2249 gl_info->limits.buffers = 1;
2250 gl_info->limits.textures = 1;
2251 gl_info->limits.fragment_samplers = 1;
2252 gl_info->limits.vertex_samplers = 0;
2253 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2254 gl_info->limits.sampler_stages = 1;
2255 gl_info->limits.glsl_vs_float_constants = 0;
2256 gl_info->limits.glsl_ps_float_constants = 0;
2257 gl_info->limits.arb_vs_float_constants = 0;
2258 gl_info->limits.arb_vs_native_constants = 0;
2259 gl_info->limits.arb_vs_instructions = 0;
2260 gl_info->limits.arb_vs_temps = 0;
2261 gl_info->limits.arb_ps_float_constants = 0;
2262 gl_info->limits.arb_ps_local_constants = 0;
2263 gl_info->limits.arb_ps_instructions = 0;
2264 gl_info->limits.arb_ps_temps = 0;
2266 /* Retrieve opengl defaults */
2267 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2268 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2269 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2271 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2272 gl_info->limits.lights = gl_max;
2273 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2275 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2276 gl_info->limits.texture_size = gl_max;
2277 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2279 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2280 gl_info->limits.pointsize_min = gl_floatv[0];
2281 gl_info->limits.pointsize_max = gl_floatv[1];
2282 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2284 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2285 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2289 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2295 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2297 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2299 while (*GL_Extensions)
2303 while (isspace(*GL_Extensions)) ++GL_Extensions;
2304 start = GL_Extensions;
2305 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2307 len = GL_Extensions - start;
2310 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2312 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2314 if (len == strlen(EXTENSION_MAP[i].extension_string)
2315 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2317 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2318 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2324 /* Now work out what GL support this card really has */
2325 #define USE_GL_FUNC(type, pfn, ext, replace) \
2327 DWORD ver = ver_for_ext(ext); \
2328 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2329 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2330 else gl_info->pfn = NULL; \
2335 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2341 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2342 * loading the functions, otherwise the code above will load the extension entry points instead of the
2343 * core functions, which may not work. */
2344 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2346 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2347 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2349 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2350 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2354 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2356 if (gl_info->supported[APPLE_FENCE])
2358 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2359 * The apple extension interacts with some other apple exts. Disable the NV
2360 * extension if the apple one is support to prevent confusion in other parts
2362 gl_info->supported[NV_FENCE] = FALSE;
2364 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2366 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2368 * The enums are the same:
2369 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2370 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2371 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2372 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2373 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2375 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2377 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2378 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2380 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2382 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2383 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2386 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2388 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2389 * functionality. Prefer the ARB extension */
2390 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2392 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2394 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2395 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2397 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2399 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2400 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2402 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2404 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2405 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2407 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2409 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2410 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2412 if (gl_info->supported[NV_TEXTURE_SHADER2])
2414 if (gl_info->supported[NV_REGISTER_COMBINERS])
2416 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2417 * are supported. The nv extensions provide the same functionality as the
2418 * ATI one, and a bit more(signed pixelformats). */
2419 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2423 if (gl_info->supported[NV_REGISTER_COMBINERS])
2425 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2426 gl_info->limits.general_combiners = gl_max;
2427 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2429 if (gl_info->supported[ARB_DRAW_BUFFERS])
2431 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2432 gl_info->limits.buffers = gl_max;
2433 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2435 if (gl_info->supported[ARB_MULTITEXTURE])
2437 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2438 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2439 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2441 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2444 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2445 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2449 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2451 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2453 if (gl_info->supported[ARB_VERTEX_SHADER])
2456 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2457 gl_info->limits.vertex_samplers = tmp;
2458 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2459 gl_info->limits.combined_samplers = tmp;
2461 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2462 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2463 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2464 * shader is used with fixed function vertex processing we're fine too because fixed function
2465 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2466 * used we have to make sure that all vertex sampler setups are valid together with all
2467 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2468 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2469 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2470 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2471 * a fixed function pipeline anymore.
2473 * So this is just a check to check that our assumption holds true. If not, write a warning
2474 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2475 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2476 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2478 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2479 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2480 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2481 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2482 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2484 gl_info->limits.vertex_samplers = 0;
2489 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2491 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2492 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2494 if (gl_info->supported[ARB_VERTEX_BLEND])
2496 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2497 gl_info->limits.blends = gl_max;
2498 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2500 if (gl_info->supported[EXT_TEXTURE3D])
2502 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2503 gl_info->limits.texture3d_size = gl_max;
2504 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2506 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2508 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2509 gl_info->limits.anisotropy = gl_max;
2510 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2512 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2514 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2515 gl_info->limits.arb_ps_float_constants = gl_max;
2516 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2517 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2518 gl_info->limits.arb_ps_native_constants = gl_max;
2519 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2520 gl_info->limits.arb_ps_native_constants);
2521 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2522 gl_info->limits.arb_ps_temps = gl_max;
2523 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2524 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2525 gl_info->limits.arb_ps_instructions = gl_max;
2526 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2527 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2528 gl_info->limits.arb_ps_local_constants = gl_max;
2529 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2531 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2533 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2534 gl_info->limits.arb_vs_float_constants = gl_max;
2535 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2536 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2537 gl_info->limits.arb_vs_native_constants = gl_max;
2538 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2539 gl_info->limits.arb_vs_native_constants);
2540 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2541 gl_info->limits.arb_vs_temps = gl_max;
2542 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2543 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2544 gl_info->limits.arb_vs_instructions = gl_max;
2545 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2547 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2549 if (gl_info->supported[ARB_VERTEX_SHADER])
2551 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2552 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2553 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2555 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2557 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2558 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2559 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2560 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2561 gl_info->limits.glsl_varyings = gl_max;
2562 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2564 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2566 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2567 unsigned int major, minor;
2569 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2571 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2572 sscanf(str, "%u.%u", &major, &minor);
2573 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2575 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2577 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2581 gl_info->limits.shininess = 128.0f;
2583 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2585 /* If we have full NP2 texture support, disable
2586 * GL_ARB_texture_rectangle because we will never use it.
2587 * This saves a few redundant glDisable calls. */
2588 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2590 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2592 /* Disable NV_register_combiners and fragment shader if this is supported.
2593 * generally the NV extensions are preferred over the ATI ones, and this
2594 * extension is disabled if register_combiners and texture_shader2 are both
2595 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2596 * fragment processing support. */
2597 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2598 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2599 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2600 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2602 if (gl_info->supported[NV_HALF_FLOAT])
2604 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2605 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2607 if (gl_info->supported[ARB_POINT_SPRITE])
2609 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2613 gl_info->limits.point_sprite_units = 0;
2615 checkGLcall("extension detection");
2619 adapter->fragment_pipe = select_fragment_implementation(adapter);
2620 adapter->shader_backend = select_shader_backend(adapter);
2621 adapter->blitter = select_blit_implementation(adapter);
2623 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2624 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2625 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2627 /* In some cases the number of texture stages can be larger than the number
2628 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2629 * shaders), but 8 texture stages (register combiners). */
2630 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2632 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2634 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2635 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2636 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2637 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2638 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2639 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2640 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2641 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2642 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2643 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2644 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2645 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2646 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2647 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2648 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2649 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2650 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2651 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2652 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2656 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2658 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2659 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2660 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2661 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2662 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2663 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2664 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2665 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2666 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2667 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2668 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2669 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2670 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2671 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2672 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2673 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2674 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2676 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2678 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2679 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2681 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2683 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2685 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2687 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2691 /* MRTs are currently only supported when FBOs are used. */
2692 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2694 gl_info->limits.buffers = 1;
2697 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2698 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2699 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2701 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2702 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2704 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2705 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2706 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2707 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2708 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2709 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2710 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2711 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2713 /* Make sure there's an active HDC else the WGL extensions will fail */
2714 hdc = pwglGetCurrentDC();
2716 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2717 if(GL_EXTCALL(wglGetExtensionsStringARB))
2718 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2720 if (!WGL_Extensions)
2722 ERR(" WGL_Extensions returns NULL\n");
2726 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2727 while (*WGL_Extensions)
2732 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2733 Start = WGL_Extensions;
2734 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2736 len = WGL_Extensions - Start;
2737 if (!len || len >= sizeof(ThisExtn))
2740 memcpy(ThisExtn, Start, len);
2741 ThisExtn[len] = '\0';
2742 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2744 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2745 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2746 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2748 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2749 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2750 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2756 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2757 init_driver_info(driver_info, card_vendor, device);
2758 add_gl_compat_wrappers(gl_info);
2763 /**********************************************************
2764 * IWineD3D implementation follows
2765 **********************************************************/
2767 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2768 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2770 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2772 return This->adapter_count;
2775 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2777 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2782 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2783 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2785 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2787 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2791 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2794 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2795 of the same bpp but different resolutions */
2797 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2798 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2800 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2802 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2804 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2808 /* TODO: Store modes per adapter and read it from the adapter structure */
2811 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2812 UINT format_bits = format->byte_count * CHAR_BIT;
2817 memset(&mode, 0, sizeof(mode));
2818 mode.dmSize = sizeof(mode);
2820 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2824 if (format_id == WINED3DFMT_UNKNOWN)
2826 /* This is for D3D8, do not enumerate P8 here */
2827 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2829 else if (mode.dmBitsPerPel == format_bits)
2835 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2838 FIXME_(d3d_caps)("Adapter not primary display\n");
2843 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2844 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2845 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2847 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2849 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2850 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2852 /* Validate the parameters as much as possible */
2853 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2854 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2856 return WINED3DERR_INVALIDCALL;
2859 /* TODO: Store modes per adapter and read it from the adapter structure */
2862 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2863 UINT format_bits = format->byte_count * CHAR_BIT;
2869 ZeroMemory(&DevModeW, sizeof(DevModeW));
2870 DevModeW.dmSize = sizeof(DevModeW);
2872 /* If we are filtering to a specific format (D3D9), then need to skip
2873 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2874 just count through the ones with valid bit depths */
2875 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2877 if (format_id == WINED3DFMT_UNKNOWN)
2879 /* This is for D3D8, do not enumerate P8 here */
2880 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2882 else if (DevModeW.dmBitsPerPel == format_bits)
2890 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2891 return WINED3DERR_INVALIDCALL;
2895 /* Now get the display mode via the calculated index */
2896 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2897 pMode->Width = DevModeW.dmPelsWidth;
2898 pMode->Height = DevModeW.dmPelsHeight;
2899 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2900 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2901 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2903 if (format_id == WINED3DFMT_UNKNOWN)
2904 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2906 pMode->Format = format_id;
2910 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2911 return WINED3DERR_INVALIDCALL;
2914 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2915 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2916 DevModeW.dmBitsPerPel);
2921 FIXME_(d3d_caps)("Adapter not primary display\n");
2927 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2929 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2931 if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2932 return WINED3DERR_INVALIDCALL;
2934 if (Adapter == 0) { /* Display */
2938 ZeroMemory(&DevModeW, sizeof(DevModeW));
2939 DevModeW.dmSize = sizeof(DevModeW);
2941 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2942 pMode->Width = DevModeW.dmPelsWidth;
2943 pMode->Height = DevModeW.dmPelsHeight;
2944 bpp = DevModeW.dmBitsPerPel;
2945 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2946 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2948 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2951 pMode->Format = pixelformat_for_depth(bpp);
2953 FIXME_(d3d_caps)("Adapter not primary display\n");
2956 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2957 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2961 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2962 and fields being inserted in the middle, a new structure is used in place */
2963 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2964 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2965 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2966 struct wined3d_adapter *adapter;
2969 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2971 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2972 return WINED3DERR_INVALIDCALL;
2975 adapter = &This->adapters[Adapter];
2977 /* Return the information requested */
2978 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2980 if (pIdentifier->driver_size)
2982 const char *name = adapter->driver_info.name;
2983 len = min(strlen(name), pIdentifier->driver_size - 1);
2984 memcpy(pIdentifier->driver, name, len);
2985 pIdentifier->driver[len] = '\0';
2988 if (pIdentifier->description_size)
2990 const char *description = adapter->driver_info.description;
2991 len = min(strlen(description), pIdentifier->description_size - 1);
2992 memcpy(pIdentifier->description, description, len);
2993 pIdentifier->description[len] = '\0';
2996 /* Note that d3d8 doesn't supply a device name. */
2997 if (pIdentifier->device_name_size)
2999 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3001 len = strlen(device_name);
3002 if (len >= pIdentifier->device_name_size)
3004 ERR("Device name size too small.\n");
3005 return WINED3DERR_INVALIDCALL;
3008 memcpy(pIdentifier->device_name, device_name, len);
3009 pIdentifier->device_name[len] = '\0';
3012 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3013 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3014 pIdentifier->vendor_id = adapter->driver_info.vendor;
3015 pIdentifier->device_id = adapter->driver_info.device;
3016 pIdentifier->subsystem_id = 0;
3017 pIdentifier->revision = 0;
3018 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3019 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3020 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3021 pIdentifier->video_memory = adapter->TextureRam;
3026 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3027 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3029 short redSize, greenSize, blueSize, alphaSize, colorBits;
3034 /* Float formats need FBOs. If FBOs are used this function isn't called */
3035 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3037 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3038 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3040 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3044 if(cfg->redSize < redSize)
3047 if(cfg->greenSize < greenSize)
3050 if(cfg->blueSize < blueSize)
3053 if(cfg->alphaSize < alphaSize)
3059 /* Probably a RGBA_float or color index mode */
3063 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3064 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3066 short depthSize, stencilSize;
3067 BOOL lockable = FALSE;
3072 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3074 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3078 /* Float formats need FBOs. If FBOs are used this function isn't called */
3079 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3081 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3084 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3085 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3086 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3087 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3090 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3091 * allow more stencil bits than requested. */
3092 if(cfg->stencilSize < stencilSize)
3098 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3099 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3100 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3102 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3104 const WineD3D_PixelFormat *cfgs;
3105 const struct wined3d_adapter *adapter;
3106 const struct wined3d_format *rt_format;
3107 const struct wined3d_format *ds_format;
3110 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3112 DeviceType, debug_d3ddevicetype(DeviceType),
3113 AdapterFormat, debug_d3dformat(AdapterFormat),
3114 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3115 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3117 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3118 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3119 return WINED3DERR_INVALIDCALL;
3122 adapter = &This->adapters[Adapter];
3123 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3124 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3125 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3127 if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3128 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3130 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3136 cfgs = adapter->cfgs;
3137 nCfgs = adapter->nCfgs;
3138 for (it = 0; it < nCfgs; ++it)
3140 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3142 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3144 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3150 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3152 return WINED3DERR_NOTAVAILABLE;
3155 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3156 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3157 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3159 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3160 const struct wined3d_adapter *adapter;
3161 const struct wined3d_format *format;
3163 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3166 DeviceType, debug_d3ddevicetype(DeviceType),
3167 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3172 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3173 return WINED3DERR_INVALIDCALL;
3176 /* TODO: handle Windowed, add more quality levels */
3178 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3179 if(pQualityLevels) *pQualityLevels = 1;
3183 /* By default multisampling is disabled right now as it causes issues
3184 * on some Nvidia driver versions and it doesn't work well in combination
3186 if(!wined3d_settings.allow_multisampling)
3187 return WINED3DERR_NOTAVAILABLE;
3189 adapter = &This->adapters[Adapter];
3190 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3191 if (!format) return WINED3DERR_INVALIDCALL;
3193 if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3196 const WineD3D_PixelFormat *cfgs;
3198 cfgs = adapter->cfgs;
3199 nCfgs = adapter->nCfgs;
3200 for(i=0; i<nCfgs; i++) {
3201 if(cfgs[i].numSamples != MultiSampleType)
3204 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3207 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3210 *pQualityLevels = 1; /* Guess at a value! */
3214 else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3216 short redSize, greenSize, blueSize, alphaSize, colorBits;
3218 const WineD3D_PixelFormat *cfgs;
3220 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3222 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3223 return WINED3DERR_NOTAVAILABLE;
3226 cfgs = adapter->cfgs;
3227 nCfgs = adapter->nCfgs;
3228 for(i=0; i<nCfgs; i++) {
3229 if(cfgs[i].numSamples != MultiSampleType)
3231 if(cfgs[i].redSize != redSize)
3233 if(cfgs[i].greenSize != greenSize)
3235 if(cfgs[i].blueSize != blueSize)
3237 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3238 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3240 if (cfgs[i].colorSize != (format->byte_count << 3))
3243 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3246 *pQualityLevels = 1; /* Guess at a value! */
3250 return WINED3DERR_NOTAVAILABLE;
3253 /* Check if we support bumpmapping for a format */
3254 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3256 /* Ask the fixed function pipeline implementation if it can deal
3257 * with the conversion. If we've got a GL extension giving native
3258 * support this will be an identity conversion. */
3259 return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3260 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3263 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3264 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3265 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3269 /* Only allow depth/stencil formats */
3270 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3272 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3274 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3275 if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3279 /* Walk through all WGL pixel formats to find a match */
3280 for (it = 0; it < adapter->nCfgs; ++it)
3282 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3283 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3285 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3296 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3298 /* The flags entry of a format contains the filtering capability */
3299 if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3304 /* Check the render target capabilities of a format */
3305 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3306 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3308 /* Filter out non-RT formats */
3309 if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3310 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3312 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3314 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3315 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3317 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3318 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3320 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3321 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3322 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3323 TRACE_(d3d_caps)("[FAILED]\n");
3327 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3328 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3329 for (it = 0; it < adapter->nCfgs; ++it)
3331 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3332 &cfgs[it], check_format))
3334 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3335 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3340 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3342 /* For now return TRUE for FBOs until we have some proper checks.
3343 * Note that this function will only be called when the format is around for texturing. */
3349 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3351 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3354 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3356 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3357 * doing the color fixup in shaders.
3358 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3359 if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3361 int vs_selected_mode;
3362 int ps_selected_mode;
3363 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3365 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3366 TRACE_(d3d_caps)("[OK]\n");
3371 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3375 /* Check if a format support blending in combination with pixel shaders */
3376 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3377 const struct wined3d_format *format)
3379 /* The flags entry of a format contains the post pixel shader blending capability */
3380 if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3385 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3387 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3388 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3389 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3390 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3391 * capability anyway.
3393 * For now lets report this on all formats, but in the future we may want to
3394 * restrict it to some should games need that
3399 /* Check if a texture format is supported on the given adapter */
3400 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3402 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3407 * supported: RGB(A) formats
3409 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3410 case WINED3DFMT_B8G8R8A8_UNORM:
3411 case WINED3DFMT_B8G8R8X8_UNORM:
3412 case WINED3DFMT_B5G6R5_UNORM:
3413 case WINED3DFMT_B5G5R5X1_UNORM:
3414 case WINED3DFMT_B5G5R5A1_UNORM:
3415 case WINED3DFMT_B4G4R4A4_UNORM:
3416 case WINED3DFMT_A8_UNORM:
3417 case WINED3DFMT_B4G4R4X4_UNORM:
3418 case WINED3DFMT_R8G8B8A8_UNORM:
3419 case WINED3DFMT_R8G8B8X8_UNORM:
3420 case WINED3DFMT_B10G10R10A2_UNORM:
3421 case WINED3DFMT_R10G10B10A2_UNORM:
3422 case WINED3DFMT_R16G16_UNORM:
3423 TRACE_(d3d_caps)("[OK]\n");
3426 case WINED3DFMT_B2G3R3_UNORM:
3427 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3431 * Not supported: Palettized
3432 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3433 * Since it is not widely available, don't offer it. Further no Windows driver offers
3434 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3436 case WINED3DFMT_P8_UINT:
3437 case WINED3DFMT_P8_UINT_A8_UNORM:
3441 * Supported: (Alpha)-Luminance
3443 case WINED3DFMT_L8_UNORM:
3444 case WINED3DFMT_L8A8_UNORM:
3445 case WINED3DFMT_L16_UNORM:
3446 TRACE_(d3d_caps)("[OK]\n");
3449 /* Not supported on Windows, thus disabled */
3450 case WINED3DFMT_L4A4_UNORM:
3451 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3455 * Supported: Depth/Stencil formats
3457 case WINED3DFMT_D16_LOCKABLE:
3458 case WINED3DFMT_D16_UNORM:
3459 case WINED3DFMT_S1_UINT_D15_UNORM:
3460 case WINED3DFMT_X8D24_UNORM:
3461 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3462 case WINED3DFMT_D24_UNORM_S8_UINT:
3463 case WINED3DFMT_S8_UINT_D24_FLOAT:
3464 case WINED3DFMT_D32_UNORM:
3465 case WINED3DFMT_D32_FLOAT:
3469 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3470 * GL_NV_texture_shader). Emulated by shaders
3472 case WINED3DFMT_R8G8_SNORM:
3473 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3474 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3475 case WINED3DFMT_R8G8B8A8_SNORM:
3476 case WINED3DFMT_R16G16_SNORM:
3477 /* Ask the shader backend if it can deal with the conversion. If
3478 * we've got a GL extension giving native support this will be an
3479 * identity conversion. */
3480 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3482 TRACE_(d3d_caps)("[OK]\n");
3485 TRACE_(d3d_caps)("[FAILED]\n");
3488 case WINED3DFMT_DXT1:
3489 case WINED3DFMT_DXT2:
3490 case WINED3DFMT_DXT3:
3491 case WINED3DFMT_DXT4:
3492 case WINED3DFMT_DXT5:
3493 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3495 TRACE_(d3d_caps)("[OK]\n");
3498 TRACE_(d3d_caps)("[FAILED]\n");
3503 * Odd formats - not supported
3505 case WINED3DFMT_VERTEXDATA:
3506 case WINED3DFMT_R16_UINT:
3507 case WINED3DFMT_R32_UINT:
3508 case WINED3DFMT_R16G16B16A16_SNORM:
3509 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3510 case WINED3DFMT_R10G11B11_SNORM:
3511 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3515 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3517 case WINED3DFMT_R8G8_SNORM_Cx:
3518 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3522 case WINED3DFMT_UYVY:
3523 case WINED3DFMT_YUY2:
3524 if (gl_info->supported[APPLE_YCBCR_422])
3526 TRACE_(d3d_caps)("[OK]\n");
3529 TRACE_(d3d_caps)("[FAILED]\n");
3531 case WINED3DFMT_YV12:
3532 TRACE_(d3d_caps)("[FAILED]\n");
3536 case WINED3DFMT_R16G16B16A16_UNORM:
3537 case WINED3DFMT_B2G3R3A8_UNORM:
3538 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3541 /* Floating point formats */
3542 case WINED3DFMT_R16_FLOAT:
3543 case WINED3DFMT_R16G16_FLOAT:
3544 case WINED3DFMT_R16G16B16A16_FLOAT:
3545 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3547 TRACE_(d3d_caps)("[OK]\n");
3550 TRACE_(d3d_caps)("[FAILED]\n");
3553 case WINED3DFMT_R32_FLOAT:
3554 case WINED3DFMT_R32G32_FLOAT:
3555 case WINED3DFMT_R32G32B32A32_FLOAT:
3556 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3558 TRACE_(d3d_caps)("[OK]\n");
3561 TRACE_(d3d_caps)("[FAILED]\n");
3564 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3565 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3566 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3567 * We can do instancing with all shader versions, but we need vertex shaders.
3569 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3570 * to enable instancing. WineD3D doesn't need that and just ignores it.
3572 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3574 case WINED3DFMT_INST:
3575 TRACE("ATI Instancing check hack\n");
3576 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3578 TRACE_(d3d_caps)("[OK]\n");
3581 TRACE_(d3d_caps)("[FAILED]\n");
3584 /* Some weird FOURCC formats */
3585 case WINED3DFMT_R8G8_B8G8:
3586 case WINED3DFMT_G8R8_G8B8:
3587 case WINED3DFMT_MULTI2_ARGB8:
3588 TRACE_(d3d_caps)("[FAILED]\n");
3591 /* Vendor specific formats */
3592 case WINED3DFMT_ATI2N:
3593 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3594 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3596 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3597 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3599 TRACE_(d3d_caps)("[OK]\n");
3603 TRACE_(d3d_caps)("[OK]\n");
3606 TRACE_(d3d_caps)("[FAILED]\n");
3609 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3610 * format MAKEFOURCC('N','V','D','B') is used.
3611 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3612 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3615 case WINED3DFMT_NVDB:
3616 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3618 TRACE_(d3d_caps)("[OK]\n");
3621 TRACE_(d3d_caps)("[FAILED]\n");
3624 case WINED3DFMT_NVHU:
3625 case WINED3DFMT_NVHS:
3626 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3627 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3628 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3629 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3630 * Applications have to deal with not having NVHS and NVHU.
3632 TRACE_(d3d_caps)("[FAILED]\n");
3635 case WINED3DFMT_UNKNOWN:
3639 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3645 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3646 const struct wined3d_format *adapter_format,
3647 const struct wined3d_format *check_format,
3648 WINED3DSURFTYPE SurfaceType)
3650 if (SurfaceType == SURFACE_GDI)
3652 switch (check_format->id)
3654 case WINED3DFMT_B8G8R8_UNORM:
3655 case WINED3DFMT_B8G8R8A8_UNORM:
3656 case WINED3DFMT_B8G8R8X8_UNORM:
3657 case WINED3DFMT_B5G6R5_UNORM:
3658 case WINED3DFMT_B5G5R5X1_UNORM:
3659 case WINED3DFMT_B5G5R5A1_UNORM:
3660 case WINED3DFMT_B4G4R4A4_UNORM:
3661 case WINED3DFMT_B2G3R3_UNORM:
3662 case WINED3DFMT_A8_UNORM:
3663 case WINED3DFMT_B2G3R3A8_UNORM:
3664 case WINED3DFMT_B4G4R4X4_UNORM:
3665 case WINED3DFMT_R10G10B10A2_UNORM:
3666 case WINED3DFMT_R8G8B8A8_UNORM:
3667 case WINED3DFMT_R8G8B8X8_UNORM:
3668 case WINED3DFMT_R16G16_UNORM:
3669 case WINED3DFMT_B10G10R10A2_UNORM:
3670 case WINED3DFMT_R16G16B16A16_UNORM:
3671 case WINED3DFMT_P8_UINT:
3672 TRACE_(d3d_caps)("[OK]\n");
3675 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3680 /* All format that are supported for textures are supported for surfaces as well */
3681 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3682 /* All depth stencil formats are supported on surfaces */
3683 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3685 /* If opengl can't process the format natively, the blitter may be able to convert it */
3686 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3687 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3688 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3690 TRACE_(d3d_caps)("[OK]\n");
3694 /* Reject other formats */
3695 TRACE_(d3d_caps)("[FAILED]\n");
3699 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3700 const struct wined3d_format *format)
3702 return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3705 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3706 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3707 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3709 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3710 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3711 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3712 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3713 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3714 DWORD UsageCaps = 0;
3716 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3719 DeviceType, debug_d3ddevicetype(DeviceType),
3720 AdapterFormat, debug_d3dformat(AdapterFormat),
3721 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3722 RType, debug_d3dresourcetype(RType),
3723 CheckFormat, debug_d3dformat(CheckFormat));
3725 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3726 return WINED3DERR_INVALIDCALL;
3731 case WINED3DRTYPE_CUBETEXTURE:
3732 /* Cubetexture allows:
3733 * - WINED3DUSAGE_AUTOGENMIPMAP
3734 * - WINED3DUSAGE_DEPTHSTENCIL
3735 * - WINED3DUSAGE_DYNAMIC
3736 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3737 * - WINED3DUSAGE_RENDERTARGET
3738 * - WINED3DUSAGE_SOFTWAREPROCESSING
3739 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3741 if (SurfaceType != SURFACE_OPENGL)
3743 TRACE_(d3d_caps)("[FAILED]\n");
3744 return WINED3DERR_NOTAVAILABLE;
3747 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3749 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3750 return WINED3DERR_NOTAVAILABLE;
3753 if (!CheckTextureCapability(adapter, format))
3755 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3756 return WINED3DERR_NOTAVAILABLE;
3759 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3761 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3762 /* When autogenmipmap isn't around continue and return
3763 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3764 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3766 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3769 /* Always report dynamic locking. */
3770 if (Usage & WINED3DUSAGE_DYNAMIC)
3771 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3773 if (Usage & WINED3DUSAGE_RENDERTARGET)
3775 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3777 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3778 return WINED3DERR_NOTAVAILABLE;
3780 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3783 /* Always report software processing. */
3784 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3785 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3787 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3789 if (!CheckFilterCapability(adapter, format))
3791 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3792 return WINED3DERR_NOTAVAILABLE;
3794 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3797 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3799 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3801 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3802 return WINED3DERR_NOTAVAILABLE;
3804 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3807 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3809 if (!CheckSrgbReadCapability(adapter, format))
3811 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3812 return WINED3DERR_NOTAVAILABLE;
3814 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3817 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3819 if (!CheckSrgbWriteCapability(adapter, format))
3821 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3822 return WINED3DERR_NOTAVAILABLE;
3824 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3827 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3829 if (!CheckVertexTextureCapability(adapter, format))
3831 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3832 return WINED3DERR_NOTAVAILABLE;
3834 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3837 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3839 if (!CheckWrapAndMipCapability(adapter, format))
3841 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3842 return WINED3DERR_NOTAVAILABLE;
3844 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3848 case WINED3DRTYPE_SURFACE:
3850 * - WINED3DUSAGE_DEPTHSTENCIL
3851 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3852 * - WINED3DUSAGE_RENDERTARGET
3854 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3856 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3857 return WINED3DERR_NOTAVAILABLE;
3860 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3862 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3864 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3865 return WINED3DERR_NOTAVAILABLE;
3867 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3870 if (Usage & WINED3DUSAGE_RENDERTARGET)
3872 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3874 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3875 return WINED3DERR_NOTAVAILABLE;
3877 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3880 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3882 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3884 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3885 return WINED3DERR_NOTAVAILABLE;
3887 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3891 case WINED3DRTYPE_TEXTURE:
3893 * - WINED3DUSAGE_AUTOGENMIPMAP
3894 * - WINED3DUSAGE_DEPTHSTENCIL
3895 * - WINED3DUSAGE_DMAP
3896 * - WINED3DUSAGE_DYNAMIC
3897 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3898 * - WINED3DUSAGE_RENDERTARGET
3899 * - WINED3DUSAGE_SOFTWAREPROCESSING
3900 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3901 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3903 if (SurfaceType != SURFACE_OPENGL)
3905 TRACE_(d3d_caps)("[FAILED]\n");
3906 return WINED3DERR_NOTAVAILABLE;
3909 if (!CheckTextureCapability(adapter, format))
3911 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3912 return WINED3DERR_NOTAVAILABLE;
3915 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3917 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3918 /* When autogenmipmap isn't around continue and return
3919 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3920 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3922 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3925 /* Always report dynamic locking. */
3926 if (Usage & WINED3DUSAGE_DYNAMIC)
3927 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3929 if (Usage & WINED3DUSAGE_RENDERTARGET)
3931 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3933 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3934 return WINED3DERR_NOTAVAILABLE;
3936 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3939 /* Always report software processing. */
3940 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3941 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3943 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3945 if (!CheckFilterCapability(adapter, format))
3947 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3948 return WINED3DERR_NOTAVAILABLE;
3950 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3953 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3955 if (!CheckBumpMapCapability(adapter, format))
3957 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3958 return WINED3DERR_NOTAVAILABLE;
3960 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3963 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3965 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3967 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3968 return WINED3DERR_NOTAVAILABLE;
3970 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3973 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3975 if (!CheckSrgbReadCapability(adapter, format))
3977 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3978 return WINED3DERR_NOTAVAILABLE;
3980 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3983 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3985 if (!CheckSrgbWriteCapability(adapter, format))
3987 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3988 return WINED3DERR_NOTAVAILABLE;
3990 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3993 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3995 if (!CheckVertexTextureCapability(adapter, format))
3997 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3998 return WINED3DERR_NOTAVAILABLE;
4000 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4003 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4005 if (!CheckWrapAndMipCapability(adapter, format))
4007 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4008 return WINED3DERR_NOTAVAILABLE;
4010 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4013 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4015 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4017 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4018 return WINED3DERR_NOTAVAILABLE;
4020 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4022 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4023 return WINED3DERR_NOTAVAILABLE;
4025 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4029 case WINED3DRTYPE_VOLUMETEXTURE:
4030 case WINED3DRTYPE_VOLUME:
4031 /* Volume is to VolumeTexture what Surface is to Texture, but its
4032 * usage caps are not documented. Most driver seem to offer
4033 * (nearly) the same on Volume and VolumeTexture, so do that too.
4035 * Volumetexture allows:
4036 * - D3DUSAGE_DYNAMIC
4037 * - D3DUSAGE_NONSECURE (d3d9ex)
4038 * - D3DUSAGE_SOFTWAREPROCESSING
4039 * - D3DUSAGE_QUERY_WRAPANDMIP
4041 if (SurfaceType != SURFACE_OPENGL)
4043 TRACE_(d3d_caps)("[FAILED]\n");
4044 return WINED3DERR_NOTAVAILABLE;
4047 if (!gl_info->supported[EXT_TEXTURE3D])
4049 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4050 return WINED3DERR_NOTAVAILABLE;
4053 if (!CheckTextureCapability(adapter, format))
4055 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4056 return WINED3DERR_NOTAVAILABLE;
4059 /* Filter formats that need conversion; For one part, this
4060 * conversion is unimplemented, and volume textures are huge, so
4061 * it would be a big performance hit. Unless we hit an application
4062 * needing one of those formats, don't advertize them to avoid
4063 * leading applications into temptation. The windows drivers don't
4064 * support most of those formats on volumes anyway, except for
4065 * WINED3DFMT_R32_FLOAT. */
4066 switch (CheckFormat)
4068 case WINED3DFMT_P8_UINT:
4069 case WINED3DFMT_L4A4_UNORM:
4070 case WINED3DFMT_R32_FLOAT:
4071 case WINED3DFMT_R16_FLOAT:
4072 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4073 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4074 case WINED3DFMT_R16G16_UNORM:
4075 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4076 return WINED3DERR_NOTAVAILABLE;
4078 case WINED3DFMT_R8G8B8A8_SNORM:
4079 case WINED3DFMT_R16G16_SNORM:
4080 if (!gl_info->supported[NV_TEXTURE_SHADER])
4082 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4083 return WINED3DERR_NOTAVAILABLE;
4087 case WINED3DFMT_R8G8_SNORM:
4088 if (!gl_info->supported[NV_TEXTURE_SHADER])
4090 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4091 return WINED3DERR_NOTAVAILABLE;
4095 case WINED3DFMT_DXT1:
4096 case WINED3DFMT_DXT2:
4097 case WINED3DFMT_DXT3:
4098 case WINED3DFMT_DXT4:
4099 case WINED3DFMT_DXT5:
4100 /* The GL_EXT_texture_compression_s3tc spec requires that
4101 * loading an s3tc compressed texture results in an error.
4102 * While the D3D refrast does support s3tc volumes, at
4103 * least the nvidia windows driver does not, so we're free
4104 * not to support this format. */
4105 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4106 return WINED3DERR_NOTAVAILABLE;
4109 /* Do nothing, continue with checking the format below */
4113 /* Always report dynamic locking. */
4114 if (Usage & WINED3DUSAGE_DYNAMIC)
4115 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4117 /* Always report software processing. */
4118 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4119 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4121 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4123 if (!CheckFilterCapability(adapter, format))
4125 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4126 return WINED3DERR_NOTAVAILABLE;
4128 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4131 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4133 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4135 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4136 return WINED3DERR_NOTAVAILABLE;
4138 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4141 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4143 if (!CheckSrgbReadCapability(adapter, format))
4145 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4146 return WINED3DERR_NOTAVAILABLE;
4148 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4151 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4153 if (!CheckSrgbWriteCapability(adapter, format))
4155 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4156 return WINED3DERR_NOTAVAILABLE;
4158 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4161 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4163 if (!CheckVertexTextureCapability(adapter, format))
4165 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4166 return WINED3DERR_NOTAVAILABLE;
4168 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4171 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4173 if (!CheckWrapAndMipCapability(adapter, format))
4175 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4176 return WINED3DERR_NOTAVAILABLE;
4178 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4183 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4184 return WINED3DERR_NOTAVAILABLE;
4187 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4188 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4189 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4190 if (UsageCaps == Usage)
4192 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4193 return WINED3DOK_NOAUTOGEN;
4195 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4196 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4198 return WINED3DERR_NOTAVAILABLE;
4201 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4202 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4204 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4205 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4206 debug_d3dformat(dst_format));
4211 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4212 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4217 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4218 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4219 debug_d3dformat(backbuffer_format), windowed);
4221 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4223 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4224 return WINED3DERR_INVALIDCALL;
4227 /* The task of this function is to check whether a certain display / backbuffer format
4228 * combination is available on the given adapter. In fullscreen mode microsoft specified
4229 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4230 * and display format should match exactly.
4231 * In windowed mode format conversion can occur and this depends on the driver. When format
4232 * conversion is done, this function should nevertheless fail and applications need to use
4233 * CheckDeviceFormatConversion.
4234 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4236 /* There are only 4 display formats. */
4237 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4238 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4239 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4240 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4242 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4243 return WINED3DERR_NOTAVAILABLE;
4246 /* If the requested display format is not available, don't continue. */
4247 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4250 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4251 return WINED3DERR_NOTAVAILABLE;
4254 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4255 * it means 'reuse' the display format for the backbuffer. */
4256 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4258 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4259 return WINED3DERR_NOTAVAILABLE;
4262 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4263 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4264 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4266 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4267 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4268 return WINED3DERR_NOTAVAILABLE;
4271 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4272 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4273 * WINED3DFMT_B5G5R5A1_UNORM. */
4274 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4275 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4277 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4278 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4279 return WINED3DERR_NOTAVAILABLE;
4282 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4283 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4284 * WINED3DFMT_B8G8R8A8_UNORM. */
4285 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4286 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4288 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4289 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4290 return WINED3DERR_NOTAVAILABLE;
4293 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4294 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4295 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4296 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4298 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4299 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4300 return WINED3DERR_NOTAVAILABLE;
4303 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4304 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4305 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4307 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4308 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4313 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4314 subset of a D3DCAPS9 structure. However, it has to come via a void *
4315 as the d3d8 interface cannot import the d3d9 header */
4316 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4318 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4319 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4320 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4321 int vs_selected_mode;
4322 int ps_selected_mode;
4323 struct shader_caps shader_caps;
4324 struct fragment_caps fragment_caps;
4325 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4327 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4329 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4330 return WINED3DERR_INVALIDCALL;
4333 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4335 /* ------------------------------------------------
4336 The following fields apply to both d3d8 and d3d9
4337 ------------------------------------------------ */
4338 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4339 pCaps->AdapterOrdinal = Adapter;
4342 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4343 WINED3DCAPS2_FULLSCREENGAMMA |
4344 WINED3DCAPS2_DYNAMICTEXTURES;
4345 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4347 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4350 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4351 WINED3DCAPS3_COPY_TO_VIDMEM |
4352 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4354 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4355 WINED3DPRESENT_INTERVAL_ONE;
4357 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4358 WINED3DCURSORCAPS_LOWRES;
4360 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4361 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4362 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4363 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4364 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4365 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4366 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4367 WINED3DDEVCAPS_PUREDEVICE |
4368 WINED3DDEVCAPS_HWRASTERIZATION |
4369 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4370 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4371 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4372 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4373 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4374 WINED3DDEVCAPS_RTPATCHES;
4376 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4377 WINED3DPMISCCAPS_CULLCCW |
4378 WINED3DPMISCCAPS_CULLCW |
4379 WINED3DPMISCCAPS_COLORWRITEENABLE |
4380 WINED3DPMISCCAPS_CLIPTLVERTS |
4381 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4382 WINED3DPMISCCAPS_MASKZ |
4383 WINED3DPMISCCAPS_BLENDOP |
4384 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4386 WINED3DPMISCCAPS_NULLREFERENCE
4387 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4388 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4389 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4391 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4392 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4393 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4394 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4396 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4397 WINED3DPRASTERCAPS_PAT |
4398 WINED3DPRASTERCAPS_WFOG |
4399 WINED3DPRASTERCAPS_ZFOG |
4400 WINED3DPRASTERCAPS_FOGVERTEX |
4401 WINED3DPRASTERCAPS_FOGTABLE |
4402 WINED3DPRASTERCAPS_STIPPLE |
4403 WINED3DPRASTERCAPS_SUBPIXEL |
4404 WINED3DPRASTERCAPS_ZTEST |
4405 WINED3DPRASTERCAPS_SCISSORTEST |
4406 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4407 WINED3DPRASTERCAPS_DEPTHBIAS;
4409 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4411 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4412 WINED3DPRASTERCAPS_ZBIAS |
4413 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4415 if (gl_info->supported[NV_FOG_DISTANCE])
4417 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4420 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4421 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4422 WINED3DPRASTERCAPS_ANTIALIASEDGES
4423 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4424 WINED3DPRASTERCAPS_WBUFFER */
4426 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4427 WINED3DPCMPCAPS_EQUAL |
4428 WINED3DPCMPCAPS_GREATER |
4429 WINED3DPCMPCAPS_GREATEREQUAL |
4430 WINED3DPCMPCAPS_LESS |
4431 WINED3DPCMPCAPS_LESSEQUAL |
4432 WINED3DPCMPCAPS_NEVER |
4433 WINED3DPCMPCAPS_NOTEQUAL;
4435 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4436 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4437 WINED3DPBLENDCAPS_DESTALPHA |
4438 WINED3DPBLENDCAPS_DESTCOLOR |
4439 WINED3DPBLENDCAPS_INVDESTALPHA |
4440 WINED3DPBLENDCAPS_INVDESTCOLOR |
4441 WINED3DPBLENDCAPS_INVSRCALPHA |
4442 WINED3DPBLENDCAPS_INVSRCCOLOR |
4443 WINED3DPBLENDCAPS_ONE |
4444 WINED3DPBLENDCAPS_SRCALPHA |
4445 WINED3DPBLENDCAPS_SRCALPHASAT |
4446 WINED3DPBLENDCAPS_SRCCOLOR |
4447 WINED3DPBLENDCAPS_ZERO;
4449 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4450 WINED3DPBLENDCAPS_DESTCOLOR |
4451 WINED3DPBLENDCAPS_INVDESTALPHA |
4452 WINED3DPBLENDCAPS_INVDESTCOLOR |
4453 WINED3DPBLENDCAPS_INVSRCALPHA |
4454 WINED3DPBLENDCAPS_INVSRCCOLOR |
4455 WINED3DPBLENDCAPS_ONE |
4456 WINED3DPBLENDCAPS_SRCALPHA |
4457 WINED3DPBLENDCAPS_SRCCOLOR |
4458 WINED3DPBLENDCAPS_ZERO;
4459 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4460 * according to the glBlendFunc manpage
4462 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4463 * legacy settings for srcblend only
4466 if (gl_info->supported[EXT_BLEND_COLOR])
4468 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4469 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4473 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4474 WINED3DPCMPCAPS_EQUAL |
4475 WINED3DPCMPCAPS_GREATER |
4476 WINED3DPCMPCAPS_GREATEREQUAL |
4477 WINED3DPCMPCAPS_LESS |
4478 WINED3DPCMPCAPS_LESSEQUAL |
4479 WINED3DPCMPCAPS_NEVER |
4480 WINED3DPCMPCAPS_NOTEQUAL;
4482 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4483 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4484 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4485 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4486 WINED3DPSHADECAPS_COLORFLATRGB |
4487 WINED3DPSHADECAPS_FOGFLAT |
4488 WINED3DPSHADECAPS_FOGGOURAUD |
4489 WINED3DPSHADECAPS_SPECULARFLATRGB;
4491 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4492 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4493 WINED3DPTEXTURECAPS_TRANSPARENCY |
4494 WINED3DPTEXTURECAPS_BORDER |
4495 WINED3DPTEXTURECAPS_MIPMAP |
4496 WINED3DPTEXTURECAPS_PROJECTED |
4497 WINED3DPTEXTURECAPS_PERSPECTIVE;
4499 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4501 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4502 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4505 if (gl_info->supported[EXT_TEXTURE3D])
4507 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4508 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4509 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4512 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4514 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4515 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4516 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4520 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4521 WINED3DPTFILTERCAPS_MAGFPOINT |
4522 WINED3DPTFILTERCAPS_MINFLINEAR |
4523 WINED3DPTFILTERCAPS_MINFPOINT |
4524 WINED3DPTFILTERCAPS_MIPFLINEAR |
4525 WINED3DPTFILTERCAPS_MIPFPOINT |
4526 WINED3DPTFILTERCAPS_LINEAR |
4527 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4528 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4529 WINED3DPTFILTERCAPS_MIPLINEAR |
4530 WINED3DPTFILTERCAPS_MIPNEAREST |
4531 WINED3DPTFILTERCAPS_NEAREST;
4533 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4535 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4536 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4539 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4541 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4542 WINED3DPTFILTERCAPS_MAGFPOINT |
4543 WINED3DPTFILTERCAPS_MINFLINEAR |
4544 WINED3DPTFILTERCAPS_MINFPOINT |
4545 WINED3DPTFILTERCAPS_MIPFLINEAR |
4546 WINED3DPTFILTERCAPS_MIPFPOINT |
4547 WINED3DPTFILTERCAPS_LINEAR |
4548 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4549 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4550 WINED3DPTFILTERCAPS_MIPLINEAR |
4551 WINED3DPTFILTERCAPS_MIPNEAREST |
4552 WINED3DPTFILTERCAPS_NEAREST;
4554 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4556 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4557 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4560 pCaps->CubeTextureFilterCaps = 0;
4562 if (gl_info->supported[EXT_TEXTURE3D])
4564 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4565 WINED3DPTFILTERCAPS_MAGFPOINT |
4566 WINED3DPTFILTERCAPS_MINFLINEAR |
4567 WINED3DPTFILTERCAPS_MINFPOINT |
4568 WINED3DPTFILTERCAPS_MIPFLINEAR |
4569 WINED3DPTFILTERCAPS_MIPFPOINT |
4570 WINED3DPTFILTERCAPS_LINEAR |
4571 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4572 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4573 WINED3DPTFILTERCAPS_MIPLINEAR |
4574 WINED3DPTFILTERCAPS_MIPNEAREST |
4575 WINED3DPTFILTERCAPS_NEAREST;
4577 pCaps->VolumeTextureFilterCaps = 0;
4579 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4580 WINED3DPTADDRESSCAPS_CLAMP |
4581 WINED3DPTADDRESSCAPS_WRAP;
4583 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4585 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4587 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4589 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4591 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4593 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4596 if (gl_info->supported[EXT_TEXTURE3D])
4598 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4599 WINED3DPTADDRESSCAPS_CLAMP |
4600 WINED3DPTADDRESSCAPS_WRAP;
4601 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4603 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4605 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4607 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4609 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4611 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4614 pCaps->VolumeTextureAddressCaps = 0;
4616 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4617 WINED3DLINECAPS_ZTEST |
4618 WINED3DLINECAPS_BLEND |
4619 WINED3DLINECAPS_ALPHACMP |
4620 WINED3DLINECAPS_FOG;
4621 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4622 * idea how generating the smoothing alpha values works; the result is different
4625 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4626 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4628 if (gl_info->supported[EXT_TEXTURE3D])
4629 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4631 pCaps->MaxVolumeExtent = 0;
4633 pCaps->MaxTextureRepeat = 32768;
4634 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4635 pCaps->MaxVertexW = 1.0f;
4637 pCaps->GuardBandLeft = 0.0f;
4638 pCaps->GuardBandTop = 0.0f;
4639 pCaps->GuardBandRight = 0.0f;
4640 pCaps->GuardBandBottom = 0.0f;
4642 pCaps->ExtentsAdjust = 0.0f;
4644 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4645 WINED3DSTENCILCAPS_INCRSAT |
4646 WINED3DSTENCILCAPS_INVERT |
4647 WINED3DSTENCILCAPS_KEEP |
4648 WINED3DSTENCILCAPS_REPLACE |
4649 WINED3DSTENCILCAPS_ZERO;
4650 if (gl_info->supported[EXT_STENCIL_WRAP])
4652 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4653 WINED3DSTENCILCAPS_INCR;
4655 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4657 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4660 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4662 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4663 pCaps->MaxActiveLights = gl_info->limits.lights;
4665 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4666 pCaps->MaxVertexBlendMatrixIndex = 0;
4668 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4669 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4672 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4673 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4674 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4675 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4676 WINED3DVTXPCAPS_LOCALVIEWER |
4677 WINED3DVTXPCAPS_VERTEXFOG |
4678 WINED3DVTXPCAPS_TEXGEN;
4680 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4681 pCaps->MaxVertexIndex = 0xFFFFF;
4682 pCaps->MaxStreams = MAX_STREAMS;
4683 pCaps->MaxStreamStride = 1024;
4685 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4686 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4687 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4688 pCaps->MaxNpatchTessellationLevel = 0;
4689 pCaps->MasterAdapterOrdinal = 0;
4690 pCaps->AdapterOrdinalInGroup = 0;
4691 pCaps->NumberOfAdaptersInGroup = 1;
4693 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4695 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4696 WINED3DPTFILTERCAPS_MAGFPOINT |
4697 WINED3DPTFILTERCAPS_MINFLINEAR |
4698 WINED3DPTFILTERCAPS_MAGFLINEAR;
4699 pCaps->VertexTextureFilterCaps = 0;
4701 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4702 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4704 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4705 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4707 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4708 * Ignore shader model capabilities if disabled in config
4710 if(vs_selected_mode == SHADER_NONE) {
4711 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4712 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4713 pCaps->MaxVertexShaderConst = 0;
4715 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4716 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4719 if(ps_selected_mode == SHADER_NONE) {
4720 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4721 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4722 pCaps->PixelShader1xMaxValue = 0.0f;
4724 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4725 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4728 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4729 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4730 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4732 /* The following caps are shader specific, but they are things we cannot detect, or which
4733 * are the same among all shader models. So to avoid code duplication set the shader version
4734 * specific, but otherwise constant caps here
4736 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4737 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4738 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4739 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4740 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4741 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4742 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4744 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4745 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4747 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4749 pCaps->VS20Caps.Caps = 0;
4750 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4751 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4752 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4754 pCaps->MaxVShaderInstructionsExecuted = 65535;
4755 pCaps->MaxVertexShader30InstructionSlots = 0;
4756 } else { /* VS 1.x */
4757 pCaps->VS20Caps.Caps = 0;
4758 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4759 pCaps->VS20Caps.NumTemps = 0;
4760 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4762 pCaps->MaxVShaderInstructionsExecuted = 0;
4763 pCaps->MaxVertexShader30InstructionSlots = 0;
4766 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4767 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4768 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4770 /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4771 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4772 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4773 WINED3DPS20CAPS_PREDICATION |
4774 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4775 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4776 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4777 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4778 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4779 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4781 pCaps->MaxPShaderInstructionsExecuted = 65535;
4782 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4783 adapter->gl_info.limits.arb_ps_instructions);
4785 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4787 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4788 pCaps->PS20Caps.Caps = 0;
4789 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4790 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4791 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4792 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4794 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4795 pCaps->MaxPixelShader30InstructionSlots = 0;
4796 } else { /* PS 1.x */
4797 pCaps->PS20Caps.Caps = 0;
4798 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4799 pCaps->PS20Caps.NumTemps = 0;
4800 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4801 pCaps->PS20Caps.NumInstructionSlots = 0;
4803 pCaps->MaxPShaderInstructionsExecuted = 0;
4804 pCaps->MaxPixelShader30InstructionSlots = 0;
4807 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4808 /* OpenGL supports all the formats below, perhaps not always
4809 * without conversion, but it supports them.
4810 * Further GLSL doesn't seem to have an official unsigned type so
4811 * don't advertise it yet as I'm not sure how we handle it.
4812 * We might need to add some clamping in the shader engine to
4814 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4815 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4816 WINED3DDTCAPS_UBYTE4N |
4817 WINED3DDTCAPS_SHORT2N |
4818 WINED3DDTCAPS_SHORT4N;
4819 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4821 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4822 WINED3DDTCAPS_FLOAT16_4;
4825 pCaps->DeclTypes = 0;
4827 /* Set DirectDraw helper Caps */
4828 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4829 WINEDDCKEYCAPS_SRCBLT;
4830 fx_caps = WINEDDFXCAPS_BLTALPHA |
4831 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4832 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4833 WINEDDFXCAPS_BLTROTATION90 |
4834 WINEDDFXCAPS_BLTSHRINKX |
4835 WINEDDFXCAPS_BLTSHRINKXN |
4836 WINEDDFXCAPS_BLTSHRINKY |
4837 WINEDDFXCAPS_BLTSHRINKXN |
4838 WINEDDFXCAPS_BLTSTRETCHX |
4839 WINEDDFXCAPS_BLTSTRETCHXN |
4840 WINEDDFXCAPS_BLTSTRETCHY |
4841 WINEDDFXCAPS_BLTSTRETCHYN;
4842 blit_caps = WINEDDCAPS_BLT |
4843 WINEDDCAPS_BLTCOLORFILL |
4844 WINEDDCAPS_BLTDEPTHFILL |
4845 WINEDDCAPS_BLTSTRETCH |
4846 WINEDDCAPS_CANBLTSYSMEM |
4847 WINEDDCAPS_CANCLIP |
4848 WINEDDCAPS_CANCLIPSTRETCHED |
4849 WINEDDCAPS_COLORKEY |
4850 WINEDDCAPS_COLORKEYHWASSIST |
4851 WINEDDCAPS_ALIGNBOUNDARYSRC;
4852 pal_caps = WINEDDPCAPS_8BIT |
4853 WINEDDPCAPS_PRIMARYSURFACE;
4855 /* Fill the ddraw caps structure */
4856 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4857 WINEDDCAPS_PALETTE |
4859 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4860 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4861 WINEDDCAPS2_PRIMARYGAMMA |
4862 WINEDDCAPS2_WIDESURFACES |
4863 WINEDDCAPS2_CANRENDERWINDOWED;
4864 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4865 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4866 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4867 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4868 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4869 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4870 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4871 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4872 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4873 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4874 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4875 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4877 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4878 WINEDDSCAPS_BACKBUFFER |
4880 WINEDDSCAPS_FRONTBUFFER |
4881 WINEDDSCAPS_OFFSCREENPLAIN |
4882 WINEDDSCAPS_PALETTE |
4883 WINEDDSCAPS_PRIMARYSURFACE |
4884 WINEDDSCAPS_SYSTEMMEMORY |
4885 WINEDDSCAPS_VIDEOMEMORY |
4886 WINEDDSCAPS_VISIBLE;
4887 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4889 /* Set D3D caps if OpenGL is available. */
4890 if (adapter->opengl)
4892 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4893 WINEDDSCAPS_MIPMAP |
4894 WINEDDSCAPS_TEXTURE |
4895 WINEDDSCAPS_ZBUFFER;
4896 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4902 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4903 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4905 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4906 IWineD3DDeviceImpl *object;
4909 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4910 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4912 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4913 * number and create a device without a 3D adapter for 2D only operation. */
4914 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4916 return WINED3DERR_INVALIDCALL;
4919 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4922 ERR("Failed to allocate device memory.\n");
4923 return E_OUTOFMEMORY;
4926 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4929 WARN("Failed to initialize device, hr %#x.\n", hr);
4930 HeapFree(GetProcessHeap(), 0, object);
4934 TRACE("Created device %p.\n", object);
4935 *device = (IWineD3DDevice *)object;
4937 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4942 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4944 TRACE("iface %p.\n", iface);
4946 return ((IWineD3DImpl *)iface)->parent;
4949 static void WINE_GLAPI invalid_func(const void *data)
4951 ERR("Invalid vertex attribute function called\n");
4955 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4957 ERR("Invalid texcoord function called\n");
4961 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4962 * the extension detection and are used in drawStridedSlow
4964 static void WINE_GLAPI position_d3dcolor(const void *data)
4966 DWORD pos = *((const DWORD *)data);
4968 FIXME("Add a test for fixed function position from d3dcolor type\n");
4969 glVertex4s(D3DCOLOR_B_R(pos),
4975 static void WINE_GLAPI position_float4(const void *data)
4977 const GLfloat *pos = data;
4979 if (pos[3] != 0.0f && pos[3] != 1.0f)
4981 float w = 1.0f / pos[3];
4983 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4991 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4993 DWORD diffuseColor = *((const DWORD *)data);
4995 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4996 D3DCOLOR_B_G(diffuseColor),
4997 D3DCOLOR_B_B(diffuseColor),
4998 D3DCOLOR_B_A(diffuseColor));
5001 static void WINE_GLAPI specular_d3dcolor(const void *data)
5003 DWORD specularColor = *((const DWORD *)data);
5004 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5005 D3DCOLOR_B_G(specularColor),
5006 D3DCOLOR_B_B(specularColor)};
5008 specular_func_3ubv(d);
5011 static void WINE_GLAPI warn_no_specular_func(const void *data)
5013 WARN("GL_EXT_secondary_color not supported\n");
5016 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5018 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5019 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5020 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
5021 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5022 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5023 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5024 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5025 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
5026 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5027 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5028 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5029 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5030 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5031 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5032 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5033 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5034 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5036 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5037 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5038 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
5039 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
5040 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5041 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5042 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5043 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5044 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
5045 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5046 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
5047 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5048 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
5049 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5050 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5051 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5052 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5054 /* No 4 component entry points here */
5055 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5056 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5057 if (gl_info->supported[EXT_SECONDARY_COLOR])
5059 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5063 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5065 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5066 if (gl_info->supported[EXT_SECONDARY_COLOR])
5068 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5069 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5073 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5075 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5076 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5077 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5078 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5079 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5080 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5081 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5082 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5083 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5084 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5085 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5086 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5088 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5089 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5091 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5092 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5093 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5094 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5095 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5096 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5097 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5098 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5099 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5100 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5101 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5102 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5103 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5104 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5105 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5106 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5107 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5109 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5110 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5111 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5112 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5113 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5114 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5115 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5116 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5117 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5118 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5119 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5120 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5121 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5122 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5123 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5124 if (gl_info->supported[NV_HALF_FLOAT])
5126 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5127 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5128 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5130 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5131 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5135 /* Do not call while under the GL lock. */
5136 static BOOL InitAdapters(IWineD3DImpl *This)
5138 static HMODULE mod_gl;
5140 int ps_selected_mode, vs_selected_mode;
5142 /* No need to hold any lock. The calling library makes sure only one thread calls
5143 * wined3d simultaneously
5146 TRACE("Initializing adapters\n");
5149 #ifdef USE_WIN32_OPENGL
5150 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5151 mod_gl = LoadLibraryA("opengl32.dll");
5153 ERR("Can't load opengl32.dll!\n");
5157 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5158 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5159 mod_gl = GetModuleHandleA("gdi32.dll");
5163 /* Load WGL core functions from opengl32.dll */
5164 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5168 if(!pwglGetProcAddress) {
5169 ERR("Unable to load wglGetProcAddress!\n");
5173 /* Dynamically load all GL core functions */
5177 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5178 * otherwise because we have to use winex11.drv's override
5180 #ifdef USE_WIN32_OPENGL
5181 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5182 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5184 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5185 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5188 glEnableWINE = glEnable;
5189 glDisableWINE = glDisable;
5191 /* For now only one default adapter */
5193 struct wined3d_adapter *adapter = &This->adapters[0];
5194 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5195 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5199 WineD3D_PixelFormat *cfgs;
5200 DISPLAY_DEVICEW DisplayDevice;
5203 TRACE("Initializing default adapter\n");
5204 adapter->ordinal = 0;
5205 adapter->monitorPoint.x = -1;
5206 adapter->monitorPoint.y = -1;
5208 if (!AllocateLocallyUniqueId(&adapter->luid))
5210 DWORD err = GetLastError();
5211 ERR("Failed to set adapter LUID (%#x).\n", err);
5214 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5215 adapter->luid.HighPart, adapter->luid.LowPart);
5217 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5219 ERR("Failed to get a gl context for default adapter\n");
5223 ret = IWineD3DImpl_FillGLCaps(adapter);
5225 ERR("Failed to initialize gl caps for default adapter\n");
5226 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5229 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5231 ERR("Failed to init gl formats\n");
5232 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5236 hdc = fake_gl_ctx.dc;
5238 adapter->TextureRam = adapter->driver_info.vidmem;
5239 adapter->UsedTextureRam = 0;
5240 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5242 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5243 DisplayDevice.cb = sizeof(DisplayDevice);
5244 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5245 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5246 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5248 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5255 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5256 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5258 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5259 cfgs = adapter->cfgs;
5260 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5261 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5262 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5263 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5264 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5265 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5266 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5267 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5268 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5269 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5270 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5272 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5274 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5279 /* Cache the pixel format */
5280 cfgs->iPixelFormat = iPixelFormat;
5281 cfgs->redSize = values[0];
5282 cfgs->greenSize = values[1];
5283 cfgs->blueSize = values[2];
5284 cfgs->alphaSize = values[3];
5285 cfgs->colorSize = values[4];
5286 cfgs->depthSize = values[5];
5287 cfgs->stencilSize = values[6];
5288 cfgs->windowDrawable = values[7];
5289 cfgs->iPixelType = values[8];
5290 cfgs->doubleBuffer = values[9];
5291 cfgs->auxBuffers = values[10];
5293 cfgs->numSamples = 0;
5294 /* Check multisample support */
5295 if (gl_info->supported[ARB_MULTISAMPLE])
5297 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5299 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5300 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5301 * value[1] = number of multi sample buffers*/
5303 cfgs->numSamples = value[1];
5307 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5308 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5309 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5310 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5311 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5317 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5318 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5319 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5321 cfgs = adapter->cfgs;
5322 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5324 PIXELFORMATDESCRIPTOR ppfd;
5326 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5330 /* We only want HW acceleration using an OpenGL ICD driver.
5331 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5332 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5334 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5336 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5340 cfgs->iPixelFormat = iPixelFormat;
5341 cfgs->redSize = ppfd.cRedBits;
5342 cfgs->greenSize = ppfd.cGreenBits;
5343 cfgs->blueSize = ppfd.cBlueBits;
5344 cfgs->alphaSize = ppfd.cAlphaBits;
5345 cfgs->colorSize = ppfd.cColorBits;
5346 cfgs->depthSize = ppfd.cDepthBits;
5347 cfgs->stencilSize = ppfd.cStencilBits;
5348 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5349 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5350 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5351 cfgs->auxBuffers = ppfd.cAuxBuffers;
5352 cfgs->numSamples = 0;
5354 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5355 "depth=%d, stencil=%d, windowDrawable=%d\n",
5356 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5357 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5358 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5363 /* 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 */
5366 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5368 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5369 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5374 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5375 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5376 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5377 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5378 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5379 * driver is allowed to consume more bits EXCEPT for stencil bits.
5381 * Mark an adapter with this broken stencil behavior.
5383 adapter->brokenStencil = TRUE;
5384 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5386 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5387 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5388 adapter->brokenStencil = FALSE;
5393 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5395 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5396 fillGLAttribFuncs(&adapter->gl_info);
5397 adapter->opengl = TRUE;
5399 This->adapter_count = 1;
5400 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5405 /* Initialize an adapter for ddraw-only memory counting */
5406 memset(This->adapters, 0, sizeof(This->adapters));
5407 This->adapters[0].ordinal = 0;
5408 This->adapters[0].opengl = FALSE;
5409 This->adapters[0].monitorPoint.x = -1;
5410 This->adapters[0].monitorPoint.y = -1;
5412 This->adapters[0].driver_info.name = "Display";
5413 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5414 if(wined3d_settings.emulated_textureram) {
5415 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5417 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5420 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5422 This->adapter_count = 1;
5426 /**********************************************************
5427 * IWineD3D VTbl follows
5428 **********************************************************/
5430 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5433 IWineD3DImpl_QueryInterface,
5434 IWineD3DImpl_AddRef,
5435 IWineD3DImpl_Release,
5437 IWineD3DImpl_GetParent,
5438 IWineD3DImpl_GetAdapterCount,
5439 IWineD3DImpl_RegisterSoftwareDevice,
5440 IWineD3DImpl_GetAdapterMonitor,
5441 IWineD3DImpl_GetAdapterModeCount,
5442 IWineD3DImpl_EnumAdapterModes,
5443 IWineD3DImpl_GetAdapterDisplayMode,
5444 IWineD3DImpl_GetAdapterIdentifier,
5445 IWineD3DImpl_CheckDeviceMultiSampleType,
5446 IWineD3DImpl_CheckDepthStencilMatch,
5447 IWineD3DImpl_CheckDeviceType,
5448 IWineD3DImpl_CheckDeviceFormat,
5449 IWineD3DImpl_CheckDeviceFormatConversion,
5450 IWineD3DImpl_GetDeviceCaps,
5451 IWineD3DImpl_CreateDevice
5454 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5456 const struct wined3d_parent_ops wined3d_null_parent_ops =
5458 wined3d_null_wined3d_object_destroyed,
5461 /* Do not call while under the GL lock. */
5462 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5464 wined3d->lpVtbl = &IWineD3D_Vtbl;
5465 wined3d->dxVersion = version;
5467 wined3d->parent = parent;
5469 if (!InitAdapters(wined3d))
5471 WARN("Failed to initialize adapters.\n");
5474 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);