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_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
109 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
110 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
111 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
112 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
113 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
114 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
115 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
116 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
117 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
118 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
119 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
120 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
121 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
122 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
123 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
124 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
125 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
126 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
127 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
128 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
129 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
130 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
131 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
134 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
135 {"GL_NV_fence", NV_FENCE, 0 },
136 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
137 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
138 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
139 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
140 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
141 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
142 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
143 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
144 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
145 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
146 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
147 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
148 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
149 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
150 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
151 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
152 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
153 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
156 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
159 /**********************************************************
160 * Utility functions follow
161 **********************************************************/
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 /* Do not call while under the GL lock. */
247 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 PIXELFORMATDESCRIPTOR pfd;
252 TRACE("getting context...\n");
254 ctx->restore_dc = pwglGetCurrentDC();
255 ctx->restore_gl_ctx = pwglGetCurrentContext();
257 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
258 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
259 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
262 ERR_(d3d_caps)("Failed to create a window.\n");
266 ctx->dc = GetDC(ctx->wnd);
269 ERR_(d3d_caps)("Failed to get a DC.\n");
273 /* PixelFormat selection */
274 ZeroMemory(&pfd, sizeof(pfd));
275 pfd.nSize = sizeof(pfd);
277 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
278 pfd.iPixelType = PFD_TYPE_RGBA;
280 pfd.iLayerType = PFD_MAIN_PLANE;
282 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
285 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
286 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
289 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
290 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292 /* Create a GL context. */
293 ctx->gl_ctx = pwglCreateContext(ctx->dc);
296 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
300 /* Make it the current GL context. */
301 if (!context_set_current(NULL))
303 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
306 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
315 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319 if (ctx->wnd) DestroyWindow(ctx->wnd);
321 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
329 /* Adjust the amount of used texture memory */
330 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 struct wined3d_adapter *adapter = device->adapter;
334 adapter->UsedTextureRam += glram;
335 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
336 return adapter->UsedTextureRam;
339 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
342 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
345 /**********************************************************
346 * IUnknown parts follows
347 **********************************************************/
349 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
354 if (IsEqualGUID(riid, &IID_IUnknown)
355 || IsEqualGUID(riid, &IID_IWineD3DBase)
356 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
357 IUnknown_AddRef(iface);
362 return E_NOINTERFACE;
365 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
366 IWineD3DImpl *This = (IWineD3DImpl *)iface;
367 ULONG refCount = InterlockedIncrement(&This->ref);
369 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
373 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
374 IWineD3DImpl *This = (IWineD3DImpl *)iface;
376 TRACE("(%p) : Releasing from %d\n", This, This->ref);
377 ref = InterlockedDecrement(&This->ref);
381 for (i = 0; i < This->adapter_count; ++i)
383 wined3d_adapter_cleanup(&This->adapters[i]);
385 HeapFree(GetProcessHeap(), 0, This);
391 /**********************************************************
392 * IWineD3D parts follows
393 **********************************************************/
395 /* GL locking is done by the caller */
396 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 const char *testcode =
402 "PARAM C[66] = { program.env[0..65] };\n"
404 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
405 "ARL A0.x, zero.x;\n"
406 "MOV result.position, C[A0.x + 65];\n"
410 GL_EXTCALL(glGenProgramsARB(1, &prog));
412 ERR("Failed to create an ARB offset limit test program\n");
414 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
415 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
416 strlen(testcode), testcode));
417 if(glGetError() != 0) {
418 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
419 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
421 } else TRACE("OpenGL implementation allows offsets > 63\n");
423 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
424 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
425 checkGLcall("ARB vp offset limit test cleanup");
430 static DWORD ver_for_ext(GL_SupportedExt ext)
433 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
434 if(EXTENSION_MAP[i].extension == ext) {
435 return EXTENSION_MAP[i].version;
441 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
442 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
444 if (card_vendor != HW_VENDOR_ATI) return FALSE;
445 if (device == CARD_ATI_RADEON_9500) return TRUE;
446 if (device == CARD_ATI_RADEON_X700) return TRUE;
447 if (device == CARD_ATI_RADEON_X1600) return TRUE;
451 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
452 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
454 if (card_vendor == HW_VENDOR_NVIDIA)
456 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
457 device == CARD_NVIDIA_GEFORCEFX_5600 ||
458 device == CARD_NVIDIA_GEFORCEFX_5800)
466 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
467 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
469 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
470 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
471 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
473 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
474 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
475 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
476 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
477 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
478 * the chance that other implementations support them is rather small since Win32 QuickTime uses
479 * DirectDraw, not OpenGL.
481 * This test has been moved into wined3d_guess_gl_vendor()
483 if (gl_vendor == GL_VENDOR_APPLE)
490 /* Context activation is done by the caller. */
491 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
493 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
494 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
495 * all the texture. This function detects this bug by its symptom and disables PBOs
498 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
499 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
500 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
501 * read back is compared to the original. If they are equal PBOs are assumed to work,
502 * otherwise the PBO extension is disabled. */
504 static const unsigned int pattern[] =
506 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
507 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
508 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
509 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
511 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
513 /* No PBO -> No point in testing them. */
514 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
518 while (glGetError());
519 glGenTextures(1, &texture);
520 glBindTexture(GL_TEXTURE_2D, texture);
522 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
523 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
524 checkGLcall("Specifying the PBO test texture");
526 GL_EXTCALL(glGenBuffersARB(1, &pbo));
527 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
528 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
529 checkGLcall("Specifying the PBO test pbo");
531 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
532 checkGLcall("Loading the PBO test texture");
534 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
537 wglFinish(); /* just to be sure */
539 memset(check, 0, sizeof(check));
541 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
542 checkGLcall("Reading back the PBO test texture");
544 glDeleteTextures(1, &texture);
545 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
546 checkGLcall("PBO test cleanup");
550 if (memcmp(check, pattern, sizeof(check)))
552 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
553 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
554 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
558 TRACE_(d3d_caps)("PBO test successful.\n");
562 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
568 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
569 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
571 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
572 if (card_vendor != HW_VENDOR_ATI) return FALSE;
573 if (device == CARD_ATI_RADEON_X1600) return FALSE;
577 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
578 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
580 return gl_vendor == GL_VENDOR_FGLRX;
584 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
585 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
587 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
588 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
589 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
590 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
593 * dx10 cards usually have 64 varyings */
594 return gl_info->limits.glsl_varyings > 44;
597 /* A GL context is provided by the caller */
598 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
599 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
608 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
609 error = glGetError();
612 if(error == GL_NO_ERROR)
614 TRACE("GL Implementation accepts 4 component specular color pointers\n");
619 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
620 debug_glerror(error));
625 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
626 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
628 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
629 return gl_info->supported[NV_TEXTURE_SHADER];
632 /* A GL context is provided by the caller */
633 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
634 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 const char *testcode =
641 "OPTION NV_vertex_program2;\n"
642 "MOV result.clip[0], 0.0;\n"
643 "MOV result.position, 0.0;\n"
646 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651 GL_EXTCALL(glGenProgramsARB(1, &prog));
654 ERR("Failed to create the NVvp clip test program\n");
658 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
659 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
660 strlen(testcode), testcode));
661 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
664 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
665 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
669 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
671 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
672 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
673 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
679 /* Context activation is done by the caller. */
680 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
681 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
683 char data[4 * 4 * 4];
687 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
689 memset(data, 0xcc, sizeof(data));
693 glGenTextures(1, &tex);
694 glBindTexture(GL_TEXTURE_2D, tex);
695 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
696 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
697 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
698 checkGLcall("glTexImage2D");
700 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
701 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
702 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
703 checkGLcall("glFramebufferTexture2D");
705 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
706 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
707 checkGLcall("glCheckFramebufferStatus");
709 memset(data, 0x11, sizeof(data));
710 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
711 checkGLcall("glTexSubImage2D");
713 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
714 glClear(GL_COLOR_BUFFER_BIT);
715 checkGLcall("glClear");
717 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
718 checkGLcall("glGetTexImage");
720 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
721 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
722 glBindTexture(GL_TEXTURE_2D, 0);
723 checkGLcall("glBindTexture");
725 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
726 glDeleteTextures(1, &tex);
727 checkGLcall("glDeleteTextures");
731 return *(DWORD *)data == 0x11111111;
734 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
736 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
737 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
738 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
739 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
742 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
744 quirk_arb_constants(gl_info);
745 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
746 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
747 * allow 48 different offsets or other helper immediate values. */
748 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
749 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
752 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
753 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
754 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
755 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
756 * most games, but avoids the crash
758 * A more sophisticated way would be to find all units that need texture coordinates and enable
759 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
760 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
762 * Note that disabling the extension entirely does not gain predictability because there is no point
763 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
764 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
766 if (gl_info->supported[ARB_POINT_SPRITE])
768 TRACE("Limiting point sprites to one texture unit.\n");
769 gl_info->limits.point_sprite_units = 1;
773 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
775 quirk_arb_constants(gl_info);
777 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
778 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
779 * If real NP2 textures are used, the driver falls back to software. We could just remove the
780 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
781 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
782 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
783 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
785 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
786 * has this extension promoted to core. The extension loading code sets this extension supported
787 * due to that, so this code works on fglrx as well. */
788 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
790 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
791 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
792 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
795 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
796 * it is generally more efficient. Reserve just 8 constants. */
797 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
798 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
801 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
803 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
804 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
805 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
806 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
807 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
808 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
810 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
811 * triggering the software fallback. There is not much we can do here apart from disabling the
812 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
813 * in IWineD3DImpl_FillGLCaps).
814 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
815 * post-processing effects in the game "Max Payne 2").
816 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
817 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
818 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
819 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
822 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
824 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
825 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
826 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
827 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
828 * according to the spec.
830 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
831 * makes the shader slower and eats instruction slots which should be available to the d3d app.
833 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
834 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
835 * this workaround is activated on cards that do not need it, it won't break things, just affect
836 * performance negatively. */
837 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
838 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
841 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
843 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
846 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
848 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
851 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
853 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
854 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
857 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
859 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
862 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
864 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
869 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
870 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
871 void (*apply)(struct wined3d_gl_info *gl_info);
872 const char *description;
875 static const struct driver_quirk quirk_table[] =
878 match_ati_r300_to_500,
880 "ATI GLSL constant and normalized texrect quirk"
882 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
883 * used it falls back to software. While the compiler can detect if the shader uses all declared
884 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
885 * using relative addressing falls back to software.
887 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
890 quirk_apple_glsl_constants,
891 "Apple GLSL uniform override"
896 "Geforce 5 NP2 disable"
901 "Init texcoord .w for Apple Intel GPU driver"
904 match_apple_nonr500ati,
906 "Init texcoord .w for Apple ATI >= r600 GPU driver"
910 quirk_one_point_sprite,
911 "Fglrx point sprite crash workaround"
916 "Reserved varying for gl_ClipPos"
919 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
920 * GL implementations accept it. The Mac GL is the only implementation known to
923 * If we can pass 4 component specular colors, do it, because (a) we don't have
924 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
925 * passes specular alpha to the pixel shader if any is used. Otherwise the
926 * specular alpha is used to pass the fog coordinate, which we pass to opengl
927 * via GL_EXT_fog_coord.
929 match_allows_spec_alpha,
930 quirk_allows_specular_alpha,
931 "Allow specular alpha quirk"
934 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939 "Apple NV_texture_shader disable"
942 match_broken_nv_clip,
943 quirk_disable_nvvp_clip,
944 "Apple NV_vertex_program clip bug quirk"
947 match_fbo_tex_update,
948 quirk_fbo_tex_update,
949 "FBO rebind for attachment updates"
953 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
954 * reporting a driver version is moot because we are not the Windows driver, and we have different
955 * bugs, features, etc.
957 * The driver version has the form "x.y.z.w".
959 * "x" is the Windows version the driver is meant for:
966 * "y" is the Direct3D level the driver supports:
973 * "z" is unknown, possibly vendor specific.
975 * "w" is the vendor specific driver version.
977 struct driver_version_information
979 WORD vendor; /* reported PCI card vendor ID */
980 WORD card; /* reported PCI card device ID */
981 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
982 WORD d3d_level; /* driver hiword to report */
983 WORD lopart_hi, lopart_lo; /* driver loword to report */
986 static const struct driver_version_information driver_version_table[] =
988 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
989 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
990 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
991 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
993 * All version numbers used below are from the Linux nvidia drivers. */
994 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
995 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
996 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
997 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
998 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
999 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
1000 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
1001 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
1002 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
1003 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
1004 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
1005 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 9745 },
1006 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 9745 },
1007 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 9745 },
1008 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 9745 },
1009 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 9745 },
1010 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 9745 },
1011 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 9745 },
1012 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 9745 },
1013 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", 15, 11, 9745 },
1014 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 9745 },
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 9745 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 9745 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", 15, 11, 9745 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 9745 },
1019 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 9745 },
1020 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 9745 },
1021 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 9745 },
1022 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 9745 },
1023 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", 15, 11, 9745 },
1024 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", 15, 11, 9745 },
1025 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 9745 },
1026 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 9745 },
1027 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 9745 },
1028 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 9745 },
1029 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", 15, 11, 9745 },
1030 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", 15, 11, 9745 },
1031 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", 15, 11, 9775 },
1032 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", 15, 11, 9775 },
1033 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1034 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1035 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1036 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1037 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", 14, 10, 6764 },
1038 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1039 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1040 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1041 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1042 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1043 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1044 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1045 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1047 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1050 static void init_driver_info(struct wined3d_driver_info *driver_info,
1051 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1053 OSVERSIONINFOW os_version;
1054 WORD driver_os_version;
1057 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1059 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1060 vendor = wined3d_settings.pci_vendor_id;
1062 driver_info->vendor = vendor;
1064 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1066 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1067 device = wined3d_settings.pci_device_id;
1069 driver_info->device = device;
1074 driver_info->name = "ati2dvag.dll";
1077 case HW_VENDOR_NVIDIA:
1078 driver_info->name = "nv4_disp.dll";
1081 case HW_VENDOR_INTEL:
1083 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1084 driver_info->name = "Display";
1088 memset(&os_version, 0, sizeof(os_version));
1089 os_version.dwOSVersionInfoSize = sizeof(os_version);
1090 if (!GetVersionExW(&os_version))
1092 ERR("Failed to get OS version, reporting 2000/XP.\n");
1093 driver_os_version = 6;
1097 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1098 switch (os_version.dwMajorVersion)
1101 driver_os_version = 4;
1105 driver_os_version = 6;
1109 if (os_version.dwMinorVersion == 0)
1111 driver_os_version = 7;
1115 if (os_version.dwMinorVersion > 1)
1117 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1118 os_version.dwMajorVersion, os_version.dwMinorVersion);
1120 driver_os_version = 8;
1125 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1126 os_version.dwMajorVersion, os_version.dwMinorVersion);
1127 driver_os_version = 6;
1132 driver_info->description = "Direct3D HAL";
1133 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1134 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1136 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1138 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1140 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1142 driver_info->description = driver_version_table[i].description;
1143 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1144 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1145 driver_version_table[i].lopart_lo);
1150 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1151 driver_info->version_high, driver_info->version_low);
1154 /* Context activation is done by the caller. */
1155 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1156 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1160 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1162 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1163 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1164 quirk_table[i].apply(gl_info);
1167 /* Find out if PBOs work as they are supposed to. */
1168 test_pbo_functionality(gl_info);
1171 static DWORD wined3d_parse_gl_version(const char *gl_version)
1173 const char *ptr = gl_version;
1177 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1179 while (isdigit(*ptr)) ++ptr;
1180 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1184 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1186 return MAKEDWORD_VERSION(major, minor);
1189 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1192 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1193 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1194 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1196 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1197 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1198 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1199 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1200 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1201 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1202 * DirectDraw, not OpenGL. */
1203 if (gl_info->supported[APPLE_FENCE]
1204 && gl_info->supported[APPLE_CLIENT_STORAGE]
1205 && gl_info->supported[APPLE_FLUSH_RENDER]
1206 && gl_info->supported[APPLE_YCBCR_422])
1207 return GL_VENDOR_APPLE;
1209 if (strstr(gl_vendor_string, "NVIDIA"))
1210 return GL_VENDOR_NVIDIA;
1212 if (strstr(gl_vendor_string, "ATI"))
1213 return GL_VENDOR_FGLRX;
1215 if (strstr(gl_vendor_string, "Intel(R)")
1216 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1217 || strstr(gl_renderer, "Intel")
1218 || strstr(gl_vendor_string, "Intel Inc."))
1219 return GL_VENDOR_INTEL;
1221 if (strstr(gl_vendor_string, "Mesa")
1222 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1223 || strstr(gl_vendor_string, "DRI R300 Project")
1224 || strstr(gl_vendor_string, "X.Org R300 Project")
1225 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1226 || strstr(gl_vendor_string, "VMware, Inc.")
1227 || strstr(gl_renderer, "Mesa")
1228 || strstr(gl_renderer, "Gallium"))
1229 return GL_VENDOR_MESA;
1231 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1232 debugstr_a(gl_vendor_string));
1234 return GL_VENDOR_UNKNOWN;
1237 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1239 if (strstr(gl_vendor_string, "NVIDIA"))
1240 return HW_VENDOR_NVIDIA;
1242 if (strstr(gl_vendor_string, "ATI")
1243 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1244 || strstr(gl_vendor_string, "X.Org R300 Project")
1245 || strstr(gl_renderer, "R100")
1246 || strstr(gl_renderer, "R200")
1247 || strstr(gl_renderer, "R300")
1248 || strstr(gl_renderer, "R600")
1249 || strstr(gl_renderer, "R700"))
1250 return HW_VENDOR_ATI;
1252 if (strstr(gl_vendor_string, "Intel(R)")
1253 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1254 || strstr(gl_renderer, "Intel")
1255 || strstr(gl_vendor_string, "Intel Inc."))
1256 return HW_VENDOR_INTEL;
1258 if (strstr(gl_vendor_string, "Mesa")
1259 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1260 || strstr(gl_vendor_string, "VMware, Inc."))
1261 return HW_VENDOR_SOFTWARE;
1263 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1265 return HW_VENDOR_NVIDIA;
1270 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1271 const char *gl_renderer, unsigned int *vidmem)
1273 if (WINE_D3D10_CAPABLE(gl_info))
1275 /* Geforce 400 - highend */
1276 if (strstr(gl_renderer, "GTX 480"))
1279 return CARD_NVIDIA_GEFORCE_GTX480;
1282 /* Geforce 400 - midend high */
1283 if (strstr(gl_renderer, "GTX 470"))
1286 return CARD_NVIDIA_GEFORCE_GTX470;
1289 /* Geforce 300 highend mobile */
1290 if (strstr(gl_renderer, "GTS 350M")
1291 || strstr(gl_renderer, "GTS 360M"))
1294 return CARD_NVIDIA_GEFORCE_GTS350M;
1297 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1298 if (strstr(gl_renderer, "GT 325M")
1299 || strstr(gl_renderer, "GT 330M"))
1302 return CARD_NVIDIA_GEFORCE_GT325M;
1305 /* Geforce 200 - highend */
1306 if (strstr(gl_renderer, "GTX 280")
1307 || strstr(gl_renderer, "GTX 285")
1308 || strstr(gl_renderer, "GTX 295"))
1311 return CARD_NVIDIA_GEFORCE_GTX280;
1314 /* Geforce 200 - midend high */
1315 if (strstr(gl_renderer, "GTX 275"))
1318 return CARD_NVIDIA_GEFORCE_GTX275;
1321 /* Geforce 200 - midend */
1322 if (strstr(gl_renderer, "GTX 260"))
1325 return CARD_NVIDIA_GEFORCE_GTX260;
1327 /* Geforce 200 - midend */
1328 if (strstr(gl_renderer, "GT 240"))
1331 return CARD_NVIDIA_GEFORCE_GT240;
1334 /* Geforce 200 lowend */
1335 if (strstr(gl_renderer, "GT 220"))
1337 *vidmem = 512; /* The GT 220 has 512-1024MB */
1338 return CARD_NVIDIA_GEFORCE_GT220;
1340 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1341 if (strstr(gl_renderer, "Geforce 210")
1342 || strstr(gl_renderer, "G 210")
1343 || strstr(gl_renderer, "Geforce 305")
1344 || strstr(gl_renderer, "Geforce 310"))
1347 return CARD_NVIDIA_GEFORCE_210;
1350 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1351 if (strstr(gl_renderer, "9800")
1352 || strstr(gl_renderer, "GTS 150")
1353 || strstr(gl_renderer, "GTS 250"))
1356 return CARD_NVIDIA_GEFORCE_9800GT;
1359 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1360 if (strstr(gl_renderer, "9600")
1361 || strstr(gl_renderer, "GT 140"))
1363 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1364 return CARD_NVIDIA_GEFORCE_9600GT;
1367 /* Geforce9 - midend low / Geforce 200 - low */
1368 if (strstr(gl_renderer, "9500")
1369 || strstr(gl_renderer, "GT 120")
1370 || strstr(gl_renderer, "GT 130"))
1372 *vidmem = 256; /* The 9500GT has 256-1024MB */
1373 return CARD_NVIDIA_GEFORCE_9500GT;
1376 /* Geforce9 - lowend */
1377 if (strstr(gl_renderer, "9400"))
1379 *vidmem = 256; /* The 9400GT has 256-1024MB */
1380 return CARD_NVIDIA_GEFORCE_9400GT;
1383 /* Geforce9 - lowend low */
1384 if (strstr(gl_renderer, "9100")
1385 || strstr(gl_renderer, "9200")
1386 || strstr(gl_renderer, "9300")
1387 || strstr(gl_renderer, "G 100"))
1389 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1390 return CARD_NVIDIA_GEFORCE_9200;
1393 /* Geforce8 - highend high*/
1394 if (strstr(gl_renderer, "8800 GTX"))
1397 return CARD_NVIDIA_GEFORCE_8800GTX;
1400 /* Geforce8 - highend */
1401 if (strstr(gl_renderer, "8800"))
1403 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1404 return CARD_NVIDIA_GEFORCE_8800GTS;
1407 /* Geforce8 - midend mobile */
1408 if (strstr(gl_renderer, "8600 M"))
1411 return CARD_NVIDIA_GEFORCE_8600MGT;
1414 /* Geforce8 - midend */
1415 if (strstr(gl_renderer, "8600")
1416 || strstr(gl_renderer, "8700"))
1419 return CARD_NVIDIA_GEFORCE_8600GT;
1422 /* Geforce8 - mid-lowend */
1423 if (strstr(gl_renderer, "8400")
1424 || strstr(gl_renderer, "8500"))
1426 *vidmem = 128; /* 128-256MB for a 8400, 256-512MB for a 8500 */
1427 return CARD_NVIDIA_GEFORCE_8400GS;
1430 /* Geforce8 - lowend */
1431 if (strstr(gl_renderer, "8100")
1432 || strstr(gl_renderer, "8200")
1433 || strstr(gl_renderer, "8300"))
1435 *vidmem = 128; /* 128-256MB for a 8300 */
1436 return CARD_NVIDIA_GEFORCE_8300GS;
1439 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1441 return CARD_NVIDIA_GEFORCE_8300GS;
1444 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1445 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1447 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1449 /* Geforce7 - highend */
1450 if (strstr(gl_renderer, "7800")
1451 || strstr(gl_renderer, "7900")
1452 || strstr(gl_renderer, "7950")
1453 || strstr(gl_renderer, "Quadro FX 4")
1454 || strstr(gl_renderer, "Quadro FX 5"))
1456 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1457 return CARD_NVIDIA_GEFORCE_7800GT;
1460 /* Geforce7 midend */
1461 if (strstr(gl_renderer, "7600")
1462 || strstr(gl_renderer, "7700"))
1464 *vidmem = 256; /* The 7600 uses 256-512MB */
1465 return CARD_NVIDIA_GEFORCE_7600;
1468 /* Geforce7 lower medium */
1469 if (strstr(gl_renderer, "7400"))
1471 *vidmem = 256; /* The 7400 uses 256-512MB */
1472 return CARD_NVIDIA_GEFORCE_7400;
1475 /* Geforce7 lowend */
1476 if (strstr(gl_renderer, "7300"))
1478 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1479 return CARD_NVIDIA_GEFORCE_7300;
1482 /* Geforce6 highend */
1483 if (strstr(gl_renderer, "6800"))
1485 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1486 return CARD_NVIDIA_GEFORCE_6800;
1489 /* Geforce6 - midend */
1490 if (strstr(gl_renderer, "6600")
1491 || strstr(gl_renderer, "6610")
1492 || strstr(gl_renderer, "6700"))
1494 *vidmem = 128; /* A 6600GT has 128-256MB */
1495 return CARD_NVIDIA_GEFORCE_6600GT;
1498 /* Geforce6/7 lowend */
1500 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1503 if (WINE_D3D9_CAPABLE(gl_info))
1505 /* GeforceFX - highend */
1506 if (strstr(gl_renderer, "5800")
1507 || strstr(gl_renderer, "5900")
1508 || strstr(gl_renderer, "5950")
1509 || strstr(gl_renderer, "Quadro FX"))
1511 *vidmem = 256; /* 5800-5900 cards use 256MB */
1512 return CARD_NVIDIA_GEFORCEFX_5800;
1515 /* GeforceFX - midend */
1516 if (strstr(gl_renderer, "5600")
1517 || strstr(gl_renderer, "5650")
1518 || strstr(gl_renderer, "5700")
1519 || strstr(gl_renderer, "5750"))
1521 *vidmem = 128; /* A 5600 uses 128-256MB */
1522 return CARD_NVIDIA_GEFORCEFX_5600;
1525 /* GeforceFX - lowend */
1526 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1527 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1530 if (WINE_D3D8_CAPABLE(gl_info))
1532 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1534 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1535 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1538 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1539 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1542 if (WINE_D3D7_CAPABLE(gl_info))
1544 if (strstr(gl_renderer, "GeForce4 MX"))
1546 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1547 * early models had 32MB but most have 64MB or even 128MB. */
1549 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1552 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1554 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1555 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1558 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1560 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1561 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1564 /* Most Geforce1 cards have 32MB, there are also some rare 16
1565 * and 64MB (Dell) models. */
1567 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1570 if (strstr(gl_renderer, "TNT2"))
1572 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1573 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1576 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1577 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1581 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1582 const char *gl_renderer, unsigned int *vidmem)
1584 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1586 * Beware: renderer string do not match exact card model,
1587 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1588 if (WINE_D3D10_CAPABLE(gl_info))
1590 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1591 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1592 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1593 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1595 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1596 return CARD_ATI_RADEON_HD5800;
1599 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1600 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1601 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1602 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1604 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1605 return CARD_ATI_RADEON_HD5700;
1608 /* Radeon R7xx HD4800 - highend */
1609 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1610 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1611 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1612 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1613 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1615 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1616 return CARD_ATI_RADEON_HD4800;
1619 /* Radeon R740 HD4700 - midend */
1620 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1621 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1624 return CARD_ATI_RADEON_HD4700;
1627 /* Radeon R730 HD4600 - midend */
1628 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1629 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1630 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1633 return CARD_ATI_RADEON_HD4600;
1636 /* Radeon R710 HD4500/HD4350 - lowend */
1637 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1638 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1641 return CARD_ATI_RADEON_HD4350;
1644 /* Radeon R6xx HD2900/HD3800 - highend */
1645 if (strstr(gl_renderer, "HD 2900")
1646 || strstr(gl_renderer, "HD 3870")
1647 || strstr(gl_renderer, "HD 3850"))
1649 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1650 return CARD_ATI_RADEON_HD2900;
1653 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1654 if (strstr(gl_renderer, "HD 2600")
1655 || strstr(gl_renderer, "HD 3830")
1656 || strstr(gl_renderer, "HD 3690")
1657 || strstr(gl_renderer, "HD 3650"))
1659 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1660 return CARD_ATI_RADEON_HD2600;
1663 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1664 * Note HD2300=DX9, HD2350=DX10 */
1665 if (strstr(gl_renderer, "HD 2350")
1666 || strstr(gl_renderer, "HD 2400")
1667 || strstr(gl_renderer, "HD 3470")
1668 || strstr(gl_renderer, "HD 3450")
1669 || strstr(gl_renderer, "HD 3430")
1670 || strstr(gl_renderer, "HD 3400"))
1672 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1673 return CARD_ATI_RADEON_HD2350;
1676 /* Radeon R6xx/R7xx integrated */
1677 if (strstr(gl_renderer, "HD 3100")
1678 || strstr(gl_renderer, "HD 3200")
1679 || strstr(gl_renderer, "HD 3300"))
1681 *vidmem = 128; /* 128MB */
1682 return CARD_ATI_RADEON_HD3200;
1685 /* Default for when no GPU has been found */
1686 *vidmem = 128; /* 128MB */
1687 return CARD_ATI_RADEON_HD3200;
1690 if (WINE_D3D8_CAPABLE(gl_info))
1693 if (strstr(gl_renderer, "X1600")
1694 || strstr(gl_renderer, "X1650")
1695 || strstr(gl_renderer, "X1800")
1696 || strstr(gl_renderer, "X1900")
1697 || strstr(gl_renderer, "X1950"))
1699 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1700 return CARD_ATI_RADEON_X1600;
1703 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1704 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1705 if (strstr(gl_renderer, "X700")
1706 || strstr(gl_renderer, "X800")
1707 || strstr(gl_renderer, "X850")
1708 || strstr(gl_renderer, "X1300")
1709 || strstr(gl_renderer, "X1400")
1710 || strstr(gl_renderer, "X1450")
1711 || strstr(gl_renderer, "X1550")
1712 || strstr(gl_renderer, "X2300")
1713 || strstr(gl_renderer, "X2500")
1714 || strstr(gl_renderer, "HD 2300")
1717 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1718 return CARD_ATI_RADEON_X700;
1721 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1722 if (strstr(gl_renderer, "Radeon Xpress"))
1724 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1725 return CARD_ATI_RADEON_XPRESS_200M;
1729 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1730 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1733 if (WINE_D3D8_CAPABLE(gl_info))
1735 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1736 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1739 if (WINE_D3D7_CAPABLE(gl_info))
1741 *vidmem = 32; /* There are models with up to 64MB */
1742 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1745 *vidmem = 16; /* There are 16-32MB models */
1746 return CARD_ATI_RAGE_128PRO;
1750 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1751 const char *gl_renderer, unsigned int *vidmem)
1753 if (strstr(gl_renderer, "X3100"))
1755 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1757 return CARD_INTEL_X3100;
1760 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1762 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1764 return CARD_INTEL_I945GM;
1767 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1768 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1769 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1770 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1771 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1772 return CARD_INTEL_I915G;
1776 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1777 const char *gl_renderer, unsigned int *vidmem)
1779 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1781 * Beware: renderer string do not match exact card model,
1782 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1783 if (strstr(gl_renderer, "Gallium"))
1785 /* Radeon R7xx HD4800 - highend */
1786 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1787 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1788 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1790 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1791 return CARD_ATI_RADEON_HD4800;
1794 /* Radeon R740 HD4700 - midend */
1795 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1798 return CARD_ATI_RADEON_HD4700;
1801 /* Radeon R730 HD4600 - midend */
1802 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1805 return CARD_ATI_RADEON_HD4600;
1808 /* Radeon R710 HD4500/HD4350 - lowend */
1809 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1812 return CARD_ATI_RADEON_HD4350;
1815 /* Radeon R6xx HD2900/HD3800 - highend */
1816 if (strstr(gl_renderer, "R600")
1817 || strstr(gl_renderer, "RV670")
1818 || strstr(gl_renderer, "R680"))
1820 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1821 return CARD_ATI_RADEON_HD2900;
1824 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1825 if (strstr(gl_renderer, "RV630")
1826 || strstr(gl_renderer, "RV635"))
1828 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1829 return CARD_ATI_RADEON_HD2600;
1832 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1833 if (strstr(gl_renderer, "RV610")
1834 || strstr(gl_renderer, "RV620"))
1836 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1837 return CARD_ATI_RADEON_HD2350;
1840 /* Radeon R6xx/R7xx integrated */
1841 if (strstr(gl_renderer, "RS780")
1842 || strstr(gl_renderer, "RS880"))
1844 *vidmem = 128; /* 128MB */
1845 return CARD_ATI_RADEON_HD3200;
1849 if (strstr(gl_renderer, "RV530")
1850 || strstr(gl_renderer, "RV535")
1851 || strstr(gl_renderer, "RV560")
1852 || strstr(gl_renderer, "R520")
1853 || strstr(gl_renderer, "RV570")
1854 || strstr(gl_renderer, "R580"))
1856 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1857 return CARD_ATI_RADEON_X1600;
1860 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1861 if (strstr(gl_renderer, "R410")
1862 || strstr(gl_renderer, "R420")
1863 || strstr(gl_renderer, "R423")
1864 || strstr(gl_renderer, "R430")
1865 || strstr(gl_renderer, "R480")
1866 || strstr(gl_renderer, "R481")
1867 || strstr(gl_renderer, "RV410")
1868 || strstr(gl_renderer, "RV515")
1869 || strstr(gl_renderer, "RV516"))
1871 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1872 return CARD_ATI_RADEON_X700;
1875 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1876 if (strstr(gl_renderer, "RS400")
1877 || strstr(gl_renderer, "RS480")
1878 || strstr(gl_renderer, "RS482")
1879 || strstr(gl_renderer, "RS485")
1880 || strstr(gl_renderer, "RS600")
1881 || strstr(gl_renderer, "RS690")
1882 || strstr(gl_renderer, "RS740"))
1884 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1885 return CARD_ATI_RADEON_XPRESS_200M;
1889 if (strstr(gl_renderer, "R300")
1890 || strstr(gl_renderer, "RV350")
1891 || strstr(gl_renderer, "RV351")
1892 || strstr(gl_renderer, "RV360")
1893 || strstr(gl_renderer, "RV370")
1894 || strstr(gl_renderer, "R350")
1895 || strstr(gl_renderer, "R360"))
1897 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1898 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1902 if (WINE_D3D9_CAPABLE(gl_info))
1904 /* Radeon R7xx HD4800 - highend */
1905 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1906 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1907 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1909 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1910 return CARD_ATI_RADEON_HD4800;
1913 /* Radeon R740 HD4700 - midend */
1914 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1917 return CARD_ATI_RADEON_HD4700;
1920 /* Radeon R730 HD4600 - midend */
1921 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1924 return CARD_ATI_RADEON_HD4600;
1927 /* Radeon R710 HD4500/HD4350 - lowend */
1928 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1931 return CARD_ATI_RADEON_HD4350;
1934 /* Radeon R6xx HD2900/HD3800 - highend */
1935 if (strstr(gl_renderer, "(R600")
1936 || strstr(gl_renderer, "(RV670")
1937 || strstr(gl_renderer, "(R680"))
1939 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1940 return CARD_ATI_RADEON_HD2900;
1943 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1944 if (strstr(gl_renderer, "(RV630")
1945 || strstr(gl_renderer, "(RV635"))
1947 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1948 return CARD_ATI_RADEON_HD2600;
1951 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1952 if (strstr(gl_renderer, "(RV610")
1953 || strstr(gl_renderer, "(RV620"))
1955 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1956 return CARD_ATI_RADEON_HD2350;
1959 /* Radeon R6xx/R7xx integrated */
1960 if (strstr(gl_renderer, "(RS780")
1961 || strstr(gl_renderer, "(RS880"))
1963 *vidmem = 128; /* 128MB */
1964 return CARD_ATI_RADEON_HD3200;
1968 if (WINE_D3D8_CAPABLE(gl_info))
1970 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1971 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1974 if (WINE_D3D7_CAPABLE(gl_info))
1976 *vidmem = 32; /* There are models with up to 64MB */
1977 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1980 *vidmem = 16; /* There are 16-32MB models */
1981 return CARD_ATI_RAGE_128PRO;
1985 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1986 const char *gl_renderer, unsigned int *vidmem)
1988 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1989 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1990 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1991 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1992 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1993 return CARD_NVIDIA_RIVA_128;
1996 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1997 const char *gl_renderer, unsigned int *vidmem)
1999 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
2000 return CARD_INTEL_I915G;
2004 struct vendor_card_selection
2006 enum wined3d_gl_vendor gl_vendor;
2007 enum wined3d_pci_vendor card_vendor;
2008 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2009 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2010 unsigned int *vidmem );
2013 static const struct vendor_card_selection vendor_card_select_table[] =
2015 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2016 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2017 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
2018 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
2019 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2020 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2021 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2022 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
2023 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
2027 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2028 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
2030 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2031 * different GPUs with roughly the same features. In most cases GPUs from a
2032 * certain family differ in clockspeeds, the amount of video memory and the
2033 * number of shader pipelines.
2035 * A Direct3D device object contains the PCI id (vendor + device) of the
2036 * videocard which is used for rendering. Various applications use this
2037 * information to get a rough estimation of the features of the card and
2038 * some might use it for enabling 3d effects only on certain types of
2039 * videocards. In some cases games might even use it to work around bugs
2040 * which happen on certain videocards/driver combinations. The problem is
2041 * that OpenGL only exposes a rendering string containing the name of the
2042 * videocard and not the PCI id.
2044 * Various games depend on the PCI id, so somehow we need to provide one.
2045 * A simple option is to parse the renderer string and translate this to
2046 * the right PCI id. This is a lot of work because there are more than 200
2047 * GPUs just for Nvidia. Various cards share the same renderer string, so
2048 * the amount of code might be 'small' but there are quite a number of
2049 * exceptions which would make this a pain to maintain. Another way would
2050 * be to query the PCI id from the operating system (assuming this is the
2051 * videocard which is used for rendering which is not always the case).
2052 * This would work but it is not very portable. Second it would not work
2053 * well in, let's say, a remote X situation in which the amount of 3d
2054 * features which can be used is limited.
2056 * As said most games only use the PCI id to get an indication of the
2057 * capabilities of the card. It doesn't really matter if the given id is
2058 * the correct one if we return the id of a card with similar 3d features.
2060 * The code below checks the OpenGL capabilities of a videocard and matches
2061 * that to a certain level of Direct3D functionality. Once a card passes
2062 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2063 * least a GeforceFX. To give a better estimate we do a basic check on the
2064 * renderer string but if that won't pass we return a default card. This
2065 * way is better than maintaining a full card database as even without a
2066 * full database we can return a card with similar features. Second the
2067 * size of the database can be made quite small because when you know what
2068 * type of 3d functionality a card has, you know to which GPU family the
2069 * GPU must belong. Because of this you only have to check a small part of
2070 * the renderer string to distinguishes between different models from that
2073 * The code also selects a default amount of video memory which we will
2074 * use for an estimation of the amount of free texture memory. In case of
2075 * real D3D the amount of texture memory includes video memory and system
2076 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2077 * HyperMemory). We don't know how much system memory can be addressed by
2078 * the system but we can make a reasonable estimation about the amount of
2079 * video memory. If the value is slightly wrong it doesn't matter as we
2080 * didn't include AGP-like memory which makes the amount of addressable
2081 * memory higher and second OpenGL isn't that critical it moves to system
2082 * memory behind our backs if really needed. Note that the amount of video
2083 * memory can be overruled using a registry setting. */
2087 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2089 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2090 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2092 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2093 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2096 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2097 *gl_vendor, *card_vendor);
2099 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2100 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2101 * them a good generic choice. */
2102 *card_vendor = HW_VENDOR_NVIDIA;
2103 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2104 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2105 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2106 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2107 return CARD_NVIDIA_RIVA_128;
2110 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2112 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2113 int vs_selected_mode, ps_selected_mode;
2115 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2116 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2117 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2118 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2119 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2120 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2121 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2122 else return &ffp_fragment_pipeline;
2125 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2127 int vs_selected_mode, ps_selected_mode;
2129 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2130 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2131 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2132 return &none_shader_backend;
2135 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2137 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2138 int vs_selected_mode, ps_selected_mode;
2140 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2141 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2142 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2143 else return &ffp_blit;
2146 /* Context activation is done by the caller. */
2147 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2149 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2150 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2151 const char *GL_Extensions = NULL;
2152 const char *WGL_Extensions = NULL;
2153 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2154 struct fragment_caps fragment_caps;
2155 enum wined3d_gl_vendor gl_vendor;
2156 enum wined3d_pci_vendor card_vendor;
2157 enum wined3d_pci_device device;
2159 GLfloat gl_floatv[2];
2162 unsigned int vidmem=0;
2166 TRACE_(d3d_caps)("(%p)\n", gl_info);
2170 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2171 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2172 if (!gl_renderer_str)
2175 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2179 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2180 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2184 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2188 /* Parse the GL_VERSION field into major and minor information */
2189 gl_version_str = (const char *)glGetString(GL_VERSION);
2190 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2191 if (!gl_version_str)
2194 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2197 gl_version = wined3d_parse_gl_version(gl_version_str);
2200 * Initialize openGL extension related variables
2201 * with Default values
2203 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2204 gl_info->limits.blends = 1;
2205 gl_info->limits.buffers = 1;
2206 gl_info->limits.textures = 1;
2207 gl_info->limits.fragment_samplers = 1;
2208 gl_info->limits.vertex_samplers = 0;
2209 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2210 gl_info->limits.sampler_stages = 1;
2211 gl_info->limits.glsl_vs_float_constants = 0;
2212 gl_info->limits.glsl_ps_float_constants = 0;
2213 gl_info->limits.arb_vs_float_constants = 0;
2214 gl_info->limits.arb_vs_native_constants = 0;
2215 gl_info->limits.arb_vs_instructions = 0;
2216 gl_info->limits.arb_vs_temps = 0;
2217 gl_info->limits.arb_ps_float_constants = 0;
2218 gl_info->limits.arb_ps_local_constants = 0;
2219 gl_info->limits.arb_ps_instructions = 0;
2220 gl_info->limits.arb_ps_temps = 0;
2222 /* Retrieve opengl defaults */
2223 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2224 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2225 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2227 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2228 gl_info->limits.lights = gl_max;
2229 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2231 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2232 gl_info->limits.texture_size = gl_max;
2233 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2235 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2236 gl_info->limits.pointsize_min = gl_floatv[0];
2237 gl_info->limits.pointsize_max = gl_floatv[1];
2238 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2240 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2241 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2245 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2251 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2253 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2255 while (*GL_Extensions)
2258 char current_ext[256];
2260 while (isspace(*GL_Extensions)) ++GL_Extensions;
2261 start = GL_Extensions;
2262 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2264 len = GL_Extensions - start;
2265 if (!len || len >= sizeof(current_ext)) continue;
2267 memcpy(current_ext, start, len);
2268 current_ext[len] = '\0';
2269 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2271 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2273 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2275 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2276 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2282 /* Now work out what GL support this card really has */
2283 #define USE_GL_FUNC(type, pfn, ext, replace) \
2285 DWORD ver = ver_for_ext(ext); \
2286 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2287 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2288 else gl_info->pfn = NULL; \
2293 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2299 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2300 * loading the functions, otherwise the code above will load the extension entry points instead of the
2301 * core functions, which may not work. */
2302 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2304 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2305 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2307 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2308 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2312 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2314 if (gl_info->supported[APPLE_FENCE])
2316 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2317 * The apple extension interacts with some other apple exts. Disable the NV
2318 * extension if the apple one is support to prevent confusion in other parts
2320 gl_info->supported[NV_FENCE] = FALSE;
2322 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2324 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2326 * The enums are the same:
2327 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2328 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2329 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2330 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2331 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2333 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2335 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2336 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2338 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2340 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2341 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2344 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2346 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2347 * functionality. Prefer the ARB extension */
2348 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2350 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2352 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2353 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2355 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2357 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2358 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2360 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2362 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2363 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2365 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2367 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2368 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2370 if (gl_info->supported[NV_TEXTURE_SHADER2])
2372 if (gl_info->supported[NV_REGISTER_COMBINERS])
2374 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2375 * are supported. The nv extensions provide the same functionality as the
2376 * ATI one, and a bit more(signed pixelformats). */
2377 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2381 if (gl_info->supported[NV_REGISTER_COMBINERS])
2383 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2384 gl_info->limits.general_combiners = gl_max;
2385 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2387 if (gl_info->supported[ARB_DRAW_BUFFERS])
2389 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2390 gl_info->limits.buffers = gl_max;
2391 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2393 if (gl_info->supported[ARB_MULTITEXTURE])
2395 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2396 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2397 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2399 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2402 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2403 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2407 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2409 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2411 if (gl_info->supported[ARB_VERTEX_SHADER])
2414 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2415 gl_info->limits.vertex_samplers = tmp;
2416 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2417 gl_info->limits.combined_samplers = tmp;
2419 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2420 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2421 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2422 * shader is used with fixed function vertex processing we're fine too because fixed function
2423 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2424 * used we have to make sure that all vertex sampler setups are valid together with all
2425 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2426 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2427 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2428 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2429 * a fixed function pipeline anymore.
2431 * So this is just a check to check that our assumption holds true. If not, write a warning
2432 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2433 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2434 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2436 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2437 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2438 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2439 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2440 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2442 gl_info->limits.vertex_samplers = 0;
2447 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2449 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2450 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2452 if (gl_info->supported[ARB_VERTEX_BLEND])
2454 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2455 gl_info->limits.blends = gl_max;
2456 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2458 if (gl_info->supported[EXT_TEXTURE3D])
2460 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2461 gl_info->limits.texture3d_size = gl_max;
2462 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2464 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2466 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2467 gl_info->limits.anisotropy = gl_max;
2468 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2470 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2472 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2473 gl_info->limits.arb_ps_float_constants = gl_max;
2474 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2475 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2476 gl_info->limits.arb_ps_native_constants = gl_max;
2477 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2478 gl_info->limits.arb_ps_native_constants);
2479 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2480 gl_info->limits.arb_ps_temps = gl_max;
2481 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2482 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2483 gl_info->limits.arb_ps_instructions = gl_max;
2484 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2485 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2486 gl_info->limits.arb_ps_local_constants = gl_max;
2487 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2489 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2491 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2492 gl_info->limits.arb_vs_float_constants = gl_max;
2493 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2494 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2495 gl_info->limits.arb_vs_native_constants = gl_max;
2496 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2497 gl_info->limits.arb_vs_native_constants);
2498 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2499 gl_info->limits.arb_vs_temps = gl_max;
2500 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2501 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2502 gl_info->limits.arb_vs_instructions = gl_max;
2503 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2505 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2507 if (gl_info->supported[ARB_VERTEX_SHADER])
2509 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2510 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2511 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2513 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2515 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2516 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2517 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2518 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2519 gl_info->limits.glsl_varyings = gl_max;
2520 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2522 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2524 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2525 unsigned int major, minor;
2527 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2529 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2530 sscanf(str, "%u.%u", &major, &minor);
2531 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2533 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2535 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2539 gl_info->limits.shininess = 128.0f;
2541 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2543 /* If we have full NP2 texture support, disable
2544 * GL_ARB_texture_rectangle because we will never use it.
2545 * This saves a few redundant glDisable calls. */
2546 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2548 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2550 /* Disable NV_register_combiners and fragment shader if this is supported.
2551 * generally the NV extensions are preferred over the ATI ones, and this
2552 * extension is disabled if register_combiners and texture_shader2 are both
2553 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2554 * fragment processing support. */
2555 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2556 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2557 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2558 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2560 if (gl_info->supported[NV_HALF_FLOAT])
2562 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2563 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2565 if (gl_info->supported[ARB_POINT_SPRITE])
2567 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2571 gl_info->limits.point_sprite_units = 0;
2573 checkGLcall("extension detection");
2577 adapter->fragment_pipe = select_fragment_implementation(adapter);
2578 adapter->shader_backend = select_shader_backend(adapter);
2579 adapter->blitter = select_blit_implementation(adapter);
2581 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2582 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2583 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2585 /* In some cases the number of texture stages can be larger than the number
2586 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2587 * shaders), but 8 texture stages (register combiners). */
2588 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2590 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2592 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2593 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2594 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2595 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2596 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2597 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2598 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2599 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2600 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2601 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2602 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2603 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2604 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2605 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2606 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2607 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2608 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2609 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2610 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2614 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2616 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2617 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2618 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2619 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2620 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2621 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2622 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2623 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2624 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2625 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2626 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2627 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2628 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2629 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2630 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2631 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2632 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2634 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2636 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2637 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2639 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2641 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2643 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2645 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2649 /* MRTs are currently only supported when FBOs are used. */
2650 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2652 gl_info->limits.buffers = 1;
2655 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2656 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2657 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2659 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2660 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2662 /* If we have an estimate use it, else default to 64MB; */
2664 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2666 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2668 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2669 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2670 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2671 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2672 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2673 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2674 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2675 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2677 /* Make sure there's an active HDC else the WGL extensions will fail */
2678 hdc = pwglGetCurrentDC();
2680 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2681 if(GL_EXTCALL(wglGetExtensionsStringARB))
2682 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2684 if (NULL == WGL_Extensions) {
2685 ERR(" WGL_Extensions returns NULL\n");
2687 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2688 while (*WGL_Extensions != 0x00) {
2692 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2693 Start = WGL_Extensions;
2694 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2698 len = WGL_Extensions - Start;
2699 if (len == 0 || len >= sizeof(ThisExtn))
2702 memcpy(ThisExtn, Start, len);
2703 ThisExtn[len] = '\0';
2704 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2706 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2707 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2708 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2710 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2711 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2712 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2718 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2719 init_driver_info(driver_info, card_vendor, device);
2720 add_gl_compat_wrappers(gl_info);
2725 /**********************************************************
2726 * IWineD3D implementation follows
2727 **********************************************************/
2729 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2730 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2732 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2734 return This->adapter_count;
2737 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2739 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2744 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2745 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2747 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2749 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2753 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2756 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2757 of the same bpp but different resolutions */
2759 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2760 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2762 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2764 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2766 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2770 /* TODO: Store modes per adapter and read it from the adapter structure */
2773 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2774 UINT format_bits = format->byte_count * CHAR_BIT;
2779 memset(&mode, 0, sizeof(mode));
2780 mode.dmSize = sizeof(mode);
2782 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2786 if (format_id == WINED3DFMT_UNKNOWN)
2788 /* This is for D3D8, do not enumerate P8 here */
2789 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2791 else if (mode.dmBitsPerPel == format_bits)
2797 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2800 FIXME_(d3d_caps)("Adapter not primary display\n");
2805 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2806 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2807 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2809 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2811 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2812 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2814 /* Validate the parameters as much as possible */
2815 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2816 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2818 return WINED3DERR_INVALIDCALL;
2821 /* TODO: Store modes per adapter and read it from the adapter structure */
2824 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2825 UINT format_bits = format->byte_count * CHAR_BIT;
2831 ZeroMemory(&DevModeW, sizeof(DevModeW));
2832 DevModeW.dmSize = sizeof(DevModeW);
2834 /* If we are filtering to a specific format (D3D9), then need to skip
2835 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2836 just count through the ones with valid bit depths */
2837 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2839 if (format_id == WINED3DFMT_UNKNOWN)
2841 /* This is for D3D8, do not enumerate P8 here */
2842 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2844 else if (DevModeW.dmBitsPerPel == format_bits)
2852 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2853 return WINED3DERR_INVALIDCALL;
2857 /* Now get the display mode via the calculated index */
2858 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2859 pMode->Width = DevModeW.dmPelsWidth;
2860 pMode->Height = DevModeW.dmPelsHeight;
2861 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2862 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2863 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2865 if (format_id == WINED3DFMT_UNKNOWN)
2866 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2868 pMode->Format = format_id;
2872 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2873 return WINED3DERR_INVALIDCALL;
2876 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2877 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2878 DevModeW.dmBitsPerPel);
2883 FIXME_(d3d_caps)("Adapter not primary display\n");
2889 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2891 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2893 if (NULL == pMode ||
2894 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2895 return WINED3DERR_INVALIDCALL;
2898 if (Adapter == 0) { /* Display */
2902 ZeroMemory(&DevModeW, sizeof(DevModeW));
2903 DevModeW.dmSize = sizeof(DevModeW);
2905 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2906 pMode->Width = DevModeW.dmPelsWidth;
2907 pMode->Height = DevModeW.dmPelsHeight;
2908 bpp = DevModeW.dmBitsPerPel;
2909 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2910 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2912 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2915 pMode->Format = pixelformat_for_depth(bpp);
2917 FIXME_(d3d_caps)("Adapter not primary display\n");
2920 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2921 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2925 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2926 and fields being inserted in the middle, a new structure is used in place */
2927 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2928 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2929 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2930 struct wined3d_adapter *adapter;
2933 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2935 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2936 return WINED3DERR_INVALIDCALL;
2939 adapter = &This->adapters[Adapter];
2941 /* Return the information requested */
2942 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2944 if (pIdentifier->driver_size)
2946 const char *name = adapter->driver_info.name;
2947 len = min(strlen(name), pIdentifier->driver_size - 1);
2948 memcpy(pIdentifier->driver, name, len);
2949 pIdentifier->driver[len] = '\0';
2952 if (pIdentifier->description_size)
2954 const char *description = adapter->driver_info.description;
2955 len = min(strlen(description), pIdentifier->description_size - 1);
2956 memcpy(pIdentifier->description, description, len);
2957 pIdentifier->description[len] = '\0';
2960 /* Note that d3d8 doesn't supply a device name. */
2961 if (pIdentifier->device_name_size)
2963 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2965 len = strlen(device_name);
2966 if (len >= pIdentifier->device_name_size)
2968 ERR("Device name size too small.\n");
2969 return WINED3DERR_INVALIDCALL;
2972 memcpy(pIdentifier->device_name, device_name, len);
2973 pIdentifier->device_name[len] = '\0';
2976 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2977 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2978 pIdentifier->vendor_id = adapter->driver_info.vendor;
2979 pIdentifier->device_id = adapter->driver_info.device;
2980 pIdentifier->subsystem_id = 0;
2981 pIdentifier->revision = 0;
2982 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2983 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2984 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2985 pIdentifier->video_memory = adapter->TextureRam;
2990 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2991 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2993 short redSize, greenSize, blueSize, alphaSize, colorBits;
2998 /* Float formats need FBOs. If FBOs are used this function isn't called */
2999 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3001 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3002 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3004 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3008 if(cfg->redSize < redSize)
3011 if(cfg->greenSize < greenSize)
3014 if(cfg->blueSize < blueSize)
3017 if(cfg->alphaSize < alphaSize)
3023 /* Probably a RGBA_float or color index mode */
3027 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3028 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3030 short depthSize, stencilSize;
3031 BOOL lockable = FALSE;
3036 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3038 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3042 /* Float formats need FBOs. If FBOs are used this function isn't called */
3043 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3045 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3048 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3049 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3050 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3051 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3054 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3055 * allow more stencil bits than requested. */
3056 if(cfg->stencilSize < stencilSize)
3062 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3063 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3064 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3066 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3068 const WineD3D_PixelFormat *cfgs;
3069 const struct wined3d_adapter *adapter;
3070 const struct wined3d_format *rt_format;
3071 const struct wined3d_format *ds_format;
3074 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3076 DeviceType, debug_d3ddevicetype(DeviceType),
3077 AdapterFormat, debug_d3dformat(AdapterFormat),
3078 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3079 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3081 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3082 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3083 return WINED3DERR_INVALIDCALL;
3086 adapter = &This->adapters[Adapter];
3087 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3088 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3089 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3091 if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3092 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3094 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3100 cfgs = adapter->cfgs;
3101 nCfgs = adapter->nCfgs;
3102 for (it = 0; it < nCfgs; ++it)
3104 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3106 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3108 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3114 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3116 return WINED3DERR_NOTAVAILABLE;
3119 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3120 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3121 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3123 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3124 const struct wined3d_adapter *adapter;
3125 const struct wined3d_format *format;
3127 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3130 DeviceType, debug_d3ddevicetype(DeviceType),
3131 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3136 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3137 return WINED3DERR_INVALIDCALL;
3140 /* TODO: handle Windowed, add more quality levels */
3142 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3143 if(pQualityLevels) *pQualityLevels = 1;
3147 /* By default multisampling is disabled right now as it causes issues
3148 * on some Nvidia driver versions and it doesn't work well in combination
3150 if(!wined3d_settings.allow_multisampling)
3151 return WINED3DERR_NOTAVAILABLE;
3153 adapter = &This->adapters[Adapter];
3154 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3155 if (!format) return WINED3DERR_INVALIDCALL;
3157 if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3160 const WineD3D_PixelFormat *cfgs;
3162 cfgs = adapter->cfgs;
3163 nCfgs = adapter->nCfgs;
3164 for(i=0; i<nCfgs; i++) {
3165 if(cfgs[i].numSamples != MultiSampleType)
3168 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3171 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3174 *pQualityLevels = 1; /* Guess at a value! */
3178 else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3180 short redSize, greenSize, blueSize, alphaSize, colorBits;
3182 const WineD3D_PixelFormat *cfgs;
3184 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3186 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3187 return WINED3DERR_NOTAVAILABLE;
3190 cfgs = adapter->cfgs;
3191 nCfgs = adapter->nCfgs;
3192 for(i=0; i<nCfgs; i++) {
3193 if(cfgs[i].numSamples != MultiSampleType)
3195 if(cfgs[i].redSize != redSize)
3197 if(cfgs[i].greenSize != greenSize)
3199 if(cfgs[i].blueSize != blueSize)
3201 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3202 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3204 if (cfgs[i].colorSize != (format->byte_count << 3))
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 return WINED3DERR_NOTAVAILABLE;
3217 /* Check if we support bumpmapping for a format */
3218 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3220 /* Ask the fixed function pipeline implementation if it can deal
3221 * with the conversion. If we've got a GL extension giving native
3222 * support this will be an identity conversion. */
3223 return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3224 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3227 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3228 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3229 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3233 /* Only allow depth/stencil formats */
3234 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3236 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3238 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3239 if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3243 /* Walk through all WGL pixel formats to find a match */
3244 for (it = 0; it < adapter->nCfgs; ++it)
3246 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3247 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3249 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3260 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3262 /* The flags entry of a format contains the filtering capability */
3263 if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3268 /* Check the render target capabilities of a format */
3269 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3270 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3272 /* Filter out non-RT formats */
3273 if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3274 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3276 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3278 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3279 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3281 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3282 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3284 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3285 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3286 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3287 TRACE_(d3d_caps)("[FAILED]\n");
3291 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3292 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3293 for (it = 0; it < adapter->nCfgs; ++it)
3295 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3296 &cfgs[it], check_format))
3298 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3299 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3304 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3306 /* For now return TRUE for FBOs until we have some proper checks.
3307 * Note that this function will only be called when the format is around for texturing. */
3313 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3315 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3318 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3320 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3321 * doing the color fixup in shaders.
3322 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3323 if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3325 int vs_selected_mode;
3326 int ps_selected_mode;
3327 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3329 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3330 TRACE_(d3d_caps)("[OK]\n");
3335 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3339 /* Check if a format support blending in combination with pixel shaders */
3340 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3341 const struct wined3d_format *format)
3343 /* The flags entry of a format contains the post pixel shader blending capability */
3344 if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3349 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3351 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3352 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3353 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3354 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3355 * capability anyway.
3357 * For now lets report this on all formats, but in the future we may want to
3358 * restrict it to some should games need that
3363 /* Check if a texture format is supported on the given adapter */
3364 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3366 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3371 * supported: RGB(A) formats
3373 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3374 case WINED3DFMT_B8G8R8A8_UNORM:
3375 case WINED3DFMT_B8G8R8X8_UNORM:
3376 case WINED3DFMT_B5G6R5_UNORM:
3377 case WINED3DFMT_B5G5R5X1_UNORM:
3378 case WINED3DFMT_B5G5R5A1_UNORM:
3379 case WINED3DFMT_B4G4R4A4_UNORM:
3380 case WINED3DFMT_A8_UNORM:
3381 case WINED3DFMT_B4G4R4X4_UNORM:
3382 case WINED3DFMT_R8G8B8A8_UNORM:
3383 case WINED3DFMT_R8G8B8X8_UNORM:
3384 case WINED3DFMT_B10G10R10A2_UNORM:
3385 case WINED3DFMT_R10G10B10A2_UNORM:
3386 case WINED3DFMT_R16G16_UNORM:
3387 TRACE_(d3d_caps)("[OK]\n");
3390 case WINED3DFMT_B2G3R3_UNORM:
3391 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3395 * Not supported: Palettized
3396 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3397 * Since it is not widely available, don't offer it. Further no Windows driver offers
3398 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3400 case WINED3DFMT_P8_UINT:
3401 case WINED3DFMT_P8_UINT_A8_UNORM:
3405 * Supported: (Alpha)-Luminance
3407 case WINED3DFMT_L8_UNORM:
3408 case WINED3DFMT_L8A8_UNORM:
3409 case WINED3DFMT_L16_UNORM:
3410 TRACE_(d3d_caps)("[OK]\n");
3413 /* Not supported on Windows, thus disabled */
3414 case WINED3DFMT_L4A4_UNORM:
3415 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3419 * Supported: Depth/Stencil formats
3421 case WINED3DFMT_D16_LOCKABLE:
3422 case WINED3DFMT_D16_UNORM:
3423 case WINED3DFMT_S1_UINT_D15_UNORM:
3424 case WINED3DFMT_X8D24_UNORM:
3425 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3426 case WINED3DFMT_D24_UNORM_S8_UINT:
3427 case WINED3DFMT_S8_UINT_D24_FLOAT:
3428 case WINED3DFMT_D32_UNORM:
3429 case WINED3DFMT_D32_FLOAT:
3433 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3434 * GL_NV_texture_shader). Emulated by shaders
3436 case WINED3DFMT_R8G8_SNORM:
3437 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3438 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3439 case WINED3DFMT_R8G8B8A8_SNORM:
3440 case WINED3DFMT_R16G16_SNORM:
3441 /* Ask the shader backend if it can deal with the conversion. If
3442 * we've got a GL extension giving native support this will be an
3443 * identity conversion. */
3444 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3446 TRACE_(d3d_caps)("[OK]\n");
3449 TRACE_(d3d_caps)("[FAILED]\n");
3452 case WINED3DFMT_DXT1:
3453 case WINED3DFMT_DXT2:
3454 case WINED3DFMT_DXT3:
3455 case WINED3DFMT_DXT4:
3456 case WINED3DFMT_DXT5:
3457 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3459 TRACE_(d3d_caps)("[OK]\n");
3462 TRACE_(d3d_caps)("[FAILED]\n");
3467 * Odd formats - not supported
3469 case WINED3DFMT_VERTEXDATA:
3470 case WINED3DFMT_R16_UINT:
3471 case WINED3DFMT_R32_UINT:
3472 case WINED3DFMT_R16G16B16A16_SNORM:
3473 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3474 case WINED3DFMT_R10G11B11_SNORM:
3475 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3479 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3481 case WINED3DFMT_R8G8_SNORM_Cx:
3482 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3486 case WINED3DFMT_UYVY:
3487 case WINED3DFMT_YUY2:
3488 if (gl_info->supported[APPLE_YCBCR_422])
3490 TRACE_(d3d_caps)("[OK]\n");
3493 TRACE_(d3d_caps)("[FAILED]\n");
3495 case WINED3DFMT_YV12:
3496 TRACE_(d3d_caps)("[FAILED]\n");
3500 case WINED3DFMT_R16G16B16A16_UNORM:
3501 case WINED3DFMT_B2G3R3A8_UNORM:
3502 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3505 /* Floating point formats */
3506 case WINED3DFMT_R16_FLOAT:
3507 case WINED3DFMT_R16G16_FLOAT:
3508 case WINED3DFMT_R16G16B16A16_FLOAT:
3509 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3511 TRACE_(d3d_caps)("[OK]\n");
3514 TRACE_(d3d_caps)("[FAILED]\n");
3517 case WINED3DFMT_R32_FLOAT:
3518 case WINED3DFMT_R32G32_FLOAT:
3519 case WINED3DFMT_R32G32B32A32_FLOAT:
3520 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3522 TRACE_(d3d_caps)("[OK]\n");
3525 TRACE_(d3d_caps)("[FAILED]\n");
3528 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3529 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3530 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3531 * We can do instancing with all shader versions, but we need vertex shaders.
3533 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3534 * to enable instancing. WineD3D doesn't need that and just ignores it.
3536 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3538 case WINED3DFMT_INST:
3539 TRACE("ATI Instancing check hack\n");
3540 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3542 TRACE_(d3d_caps)("[OK]\n");
3545 TRACE_(d3d_caps)("[FAILED]\n");
3548 /* Some weird FOURCC formats */
3549 case WINED3DFMT_R8G8_B8G8:
3550 case WINED3DFMT_G8R8_G8B8:
3551 case WINED3DFMT_MULTI2_ARGB8:
3552 TRACE_(d3d_caps)("[FAILED]\n");
3555 /* Vendor specific formats */
3556 case WINED3DFMT_ATI2N:
3557 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3558 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3560 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3561 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3563 TRACE_(d3d_caps)("[OK]\n");
3567 TRACE_(d3d_caps)("[OK]\n");
3570 TRACE_(d3d_caps)("[FAILED]\n");
3573 case WINED3DFMT_NVHU:
3574 case WINED3DFMT_NVHS:
3575 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3576 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3577 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3578 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3579 * Applications have to deal with not having NVHS and NVHU.
3581 TRACE_(d3d_caps)("[FAILED]\n");
3584 case WINED3DFMT_UNKNOWN:
3588 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3594 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3595 const struct wined3d_format *adapter_format,
3596 const struct wined3d_format *check_format,
3597 WINED3DSURFTYPE SurfaceType)
3599 if (SurfaceType == SURFACE_GDI)
3601 switch (check_format->id)
3603 case WINED3DFMT_B8G8R8_UNORM:
3604 case WINED3DFMT_B8G8R8A8_UNORM:
3605 case WINED3DFMT_B8G8R8X8_UNORM:
3606 case WINED3DFMT_B5G6R5_UNORM:
3607 case WINED3DFMT_B5G5R5X1_UNORM:
3608 case WINED3DFMT_B5G5R5A1_UNORM:
3609 case WINED3DFMT_B4G4R4A4_UNORM:
3610 case WINED3DFMT_B2G3R3_UNORM:
3611 case WINED3DFMT_A8_UNORM:
3612 case WINED3DFMT_B2G3R3A8_UNORM:
3613 case WINED3DFMT_B4G4R4X4_UNORM:
3614 case WINED3DFMT_R10G10B10A2_UNORM:
3615 case WINED3DFMT_R8G8B8A8_UNORM:
3616 case WINED3DFMT_R8G8B8X8_UNORM:
3617 case WINED3DFMT_R16G16_UNORM:
3618 case WINED3DFMT_B10G10R10A2_UNORM:
3619 case WINED3DFMT_R16G16B16A16_UNORM:
3620 case WINED3DFMT_P8_UINT:
3621 TRACE_(d3d_caps)("[OK]\n");
3624 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3629 /* All format that are supported for textures are supported for surfaces as well */
3630 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3631 /* All depth stencil formats are supported on surfaces */
3632 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3634 /* If opengl can't process the format natively, the blitter may be able to convert it */
3635 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3636 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3637 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3639 TRACE_(d3d_caps)("[OK]\n");
3643 /* Reject other formats */
3644 TRACE_(d3d_caps)("[FAILED]\n");
3648 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3649 const struct wined3d_format *format)
3651 return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3654 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3655 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3656 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3658 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3659 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3660 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3661 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3662 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3663 DWORD UsageCaps = 0;
3665 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3668 DeviceType, debug_d3ddevicetype(DeviceType),
3669 AdapterFormat, debug_d3dformat(AdapterFormat),
3670 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3671 RType, debug_d3dresourcetype(RType),
3672 CheckFormat, debug_d3dformat(CheckFormat));
3674 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3675 return WINED3DERR_INVALIDCALL;
3680 case WINED3DRTYPE_CUBETEXTURE:
3681 /* Cubetexture allows:
3682 * - WINED3DUSAGE_AUTOGENMIPMAP
3683 * - WINED3DUSAGE_DEPTHSTENCIL
3684 * - WINED3DUSAGE_DYNAMIC
3685 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3686 * - WINED3DUSAGE_RENDERTARGET
3687 * - WINED3DUSAGE_SOFTWAREPROCESSING
3688 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3690 if (SurfaceType != SURFACE_OPENGL)
3692 TRACE_(d3d_caps)("[FAILED]\n");
3693 return WINED3DERR_NOTAVAILABLE;
3696 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3698 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3699 return WINED3DERR_NOTAVAILABLE;
3702 if (!CheckTextureCapability(adapter, format))
3704 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3705 return WINED3DERR_NOTAVAILABLE;
3708 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3710 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3711 /* When autogenmipmap isn't around continue and return
3712 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3713 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3715 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3718 /* Always report dynamic locking. */
3719 if (Usage & WINED3DUSAGE_DYNAMIC)
3720 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3722 if (Usage & WINED3DUSAGE_RENDERTARGET)
3724 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3726 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3727 return WINED3DERR_NOTAVAILABLE;
3729 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3732 /* Always report software processing. */
3733 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3734 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3736 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3738 if (!CheckFilterCapability(adapter, format))
3740 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3741 return WINED3DERR_NOTAVAILABLE;
3743 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3746 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3748 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3750 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3751 return WINED3DERR_NOTAVAILABLE;
3753 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3756 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3758 if (!CheckSrgbReadCapability(adapter, format))
3760 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3761 return WINED3DERR_NOTAVAILABLE;
3763 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3766 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3768 if (!CheckSrgbWriteCapability(adapter, format))
3770 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3771 return WINED3DERR_NOTAVAILABLE;
3773 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3776 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3778 if (!CheckVertexTextureCapability(adapter, format))
3780 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3781 return WINED3DERR_NOTAVAILABLE;
3783 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3786 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3788 if (!CheckWrapAndMipCapability(adapter, format))
3790 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3791 return WINED3DERR_NOTAVAILABLE;
3793 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3797 case WINED3DRTYPE_SURFACE:
3799 * - WINED3DUSAGE_DEPTHSTENCIL
3800 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3801 * - WINED3DUSAGE_RENDERTARGET
3803 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3805 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3806 return WINED3DERR_NOTAVAILABLE;
3809 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3811 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3813 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3814 return WINED3DERR_NOTAVAILABLE;
3816 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3819 if (Usage & WINED3DUSAGE_RENDERTARGET)
3821 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3823 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3824 return WINED3DERR_NOTAVAILABLE;
3826 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3829 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3831 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3833 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3834 return WINED3DERR_NOTAVAILABLE;
3836 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3840 case WINED3DRTYPE_TEXTURE:
3842 * - WINED3DUSAGE_AUTOGENMIPMAP
3843 * - WINED3DUSAGE_DEPTHSTENCIL
3844 * - WINED3DUSAGE_DMAP
3845 * - WINED3DUSAGE_DYNAMIC
3846 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3847 * - WINED3DUSAGE_RENDERTARGET
3848 * - WINED3DUSAGE_SOFTWAREPROCESSING
3849 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3850 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3852 if (SurfaceType != SURFACE_OPENGL)
3854 TRACE_(d3d_caps)("[FAILED]\n");
3855 return WINED3DERR_NOTAVAILABLE;
3858 if (!CheckTextureCapability(adapter, format))
3860 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3861 return WINED3DERR_NOTAVAILABLE;
3864 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3866 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3867 /* When autogenmipmap isn't around continue and return
3868 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3869 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3871 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3874 /* Always report dynamic locking. */
3875 if (Usage & WINED3DUSAGE_DYNAMIC)
3876 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3878 if (Usage & WINED3DUSAGE_RENDERTARGET)
3880 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3882 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3883 return WINED3DERR_NOTAVAILABLE;
3885 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3888 /* Always report software processing. */
3889 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3890 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3892 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3894 if (!CheckFilterCapability(adapter, format))
3896 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3897 return WINED3DERR_NOTAVAILABLE;
3899 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3902 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3904 if (!CheckBumpMapCapability(adapter, format))
3906 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3907 return WINED3DERR_NOTAVAILABLE;
3909 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3912 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3914 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3916 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3917 return WINED3DERR_NOTAVAILABLE;
3919 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3922 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3924 if (!CheckSrgbReadCapability(adapter, format))
3926 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3927 return WINED3DERR_NOTAVAILABLE;
3929 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3932 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3934 if (!CheckSrgbWriteCapability(adapter, format))
3936 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3937 return WINED3DERR_NOTAVAILABLE;
3939 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3942 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3944 if (!CheckVertexTextureCapability(adapter, format))
3946 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3947 return WINED3DERR_NOTAVAILABLE;
3949 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3952 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3954 if (!CheckWrapAndMipCapability(adapter, format))
3956 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3957 return WINED3DERR_NOTAVAILABLE;
3959 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3962 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3964 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3966 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3967 return WINED3DERR_NOTAVAILABLE;
3969 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3971 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3972 return WINED3DERR_NOTAVAILABLE;
3974 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3978 case WINED3DRTYPE_VOLUMETEXTURE:
3979 case WINED3DRTYPE_VOLUME:
3980 /* Volume is to VolumeTexture what Surface is to Texture, but its
3981 * usage caps are not documented. Most driver seem to offer
3982 * (nearly) the same on Volume and VolumeTexture, so do that too.
3984 * Volumetexture allows:
3985 * - D3DUSAGE_DYNAMIC
3986 * - D3DUSAGE_NONSECURE (d3d9ex)
3987 * - D3DUSAGE_SOFTWAREPROCESSING
3988 * - D3DUSAGE_QUERY_WRAPANDMIP
3990 if (SurfaceType != SURFACE_OPENGL)
3992 TRACE_(d3d_caps)("[FAILED]\n");
3993 return WINED3DERR_NOTAVAILABLE;
3996 if (!gl_info->supported[EXT_TEXTURE3D])
3998 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3999 return WINED3DERR_NOTAVAILABLE;
4002 if (!CheckTextureCapability(adapter, format))
4004 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4005 return WINED3DERR_NOTAVAILABLE;
4008 /* Filter formats that need conversion; For one part, this
4009 * conversion is unimplemented, and volume textures are huge, so
4010 * it would be a big performance hit. Unless we hit an application
4011 * needing one of those formats, don't advertize them to avoid
4012 * leading applications into temptation. The windows drivers don't
4013 * support most of those formats on volumes anyway, except for
4014 * WINED3DFMT_R32_FLOAT. */
4015 switch (CheckFormat)
4017 case WINED3DFMT_P8_UINT:
4018 case WINED3DFMT_L4A4_UNORM:
4019 case WINED3DFMT_R32_FLOAT:
4020 case WINED3DFMT_R16_FLOAT:
4021 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4022 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4023 case WINED3DFMT_R16G16_UNORM:
4024 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4025 return WINED3DERR_NOTAVAILABLE;
4027 case WINED3DFMT_R8G8B8A8_SNORM:
4028 case WINED3DFMT_R16G16_SNORM:
4029 if (!gl_info->supported[NV_TEXTURE_SHADER])
4031 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4032 return WINED3DERR_NOTAVAILABLE;
4036 case WINED3DFMT_R8G8_SNORM:
4037 if (!gl_info->supported[NV_TEXTURE_SHADER])
4039 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4040 return WINED3DERR_NOTAVAILABLE;
4044 case WINED3DFMT_DXT1:
4045 case WINED3DFMT_DXT2:
4046 case WINED3DFMT_DXT3:
4047 case WINED3DFMT_DXT4:
4048 case WINED3DFMT_DXT5:
4049 /* The GL_EXT_texture_compression_s3tc spec requires that
4050 * loading an s3tc compressed texture results in an error.
4051 * While the D3D refrast does support s3tc volumes, at
4052 * least the nvidia windows driver does not, so we're free
4053 * not to support this format. */
4054 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4055 return WINED3DERR_NOTAVAILABLE;
4058 /* Do nothing, continue with checking the format below */
4062 /* Always report dynamic locking. */
4063 if (Usage & WINED3DUSAGE_DYNAMIC)
4064 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4066 /* Always report software processing. */
4067 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4068 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4070 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4072 if (!CheckFilterCapability(adapter, format))
4074 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4075 return WINED3DERR_NOTAVAILABLE;
4077 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4080 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4082 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4084 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4085 return WINED3DERR_NOTAVAILABLE;
4087 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4090 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4092 if (!CheckSrgbReadCapability(adapter, format))
4094 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4095 return WINED3DERR_NOTAVAILABLE;
4097 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4100 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4102 if (!CheckSrgbWriteCapability(adapter, format))
4104 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4105 return WINED3DERR_NOTAVAILABLE;
4107 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4110 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4112 if (!CheckVertexTextureCapability(adapter, format))
4114 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4115 return WINED3DERR_NOTAVAILABLE;
4117 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4120 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4122 if (!CheckWrapAndMipCapability(adapter, format))
4124 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4125 return WINED3DERR_NOTAVAILABLE;
4127 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4132 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4133 return WINED3DERR_NOTAVAILABLE;
4136 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4137 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4138 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4139 if (UsageCaps == Usage)
4141 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4142 return WINED3DOK_NOAUTOGEN;
4144 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4145 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4147 return WINED3DERR_NOTAVAILABLE;
4150 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4151 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4153 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4154 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4155 debug_d3dformat(dst_format));
4160 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4161 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4166 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4167 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4168 debug_d3dformat(backbuffer_format), windowed);
4170 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4172 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4173 return WINED3DERR_INVALIDCALL;
4176 /* The task of this function is to check whether a certain display / backbuffer format
4177 * combination is available on the given adapter. In fullscreen mode microsoft specified
4178 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4179 * and display format should match exactly.
4180 * In windowed mode format conversion can occur and this depends on the driver. When format
4181 * conversion is done, this function should nevertheless fail and applications need to use
4182 * CheckDeviceFormatConversion.
4183 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4185 /* There are only 4 display formats. */
4186 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4187 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4188 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4189 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4191 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4192 return WINED3DERR_NOTAVAILABLE;
4195 /* If the requested display format is not available, don't continue. */
4196 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4199 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4200 return WINED3DERR_NOTAVAILABLE;
4203 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4204 * it means 'reuse' the display format for the backbuffer. */
4205 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4207 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4208 return WINED3DERR_NOTAVAILABLE;
4211 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4212 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4213 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4215 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4216 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4217 return WINED3DERR_NOTAVAILABLE;
4220 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4221 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4222 * WINED3DFMT_B5G5R5A1_UNORM. */
4223 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4224 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4226 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4227 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4228 return WINED3DERR_NOTAVAILABLE;
4231 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4232 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4233 * WINED3DFMT_B8G8R8A8_UNORM. */
4234 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4235 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4237 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4238 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4239 return WINED3DERR_NOTAVAILABLE;
4242 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4243 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4244 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4245 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4247 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4248 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4249 return WINED3DERR_NOTAVAILABLE;
4252 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4253 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4254 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4256 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4257 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4262 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4263 subset of a D3DCAPS9 structure. However, it has to come via a void *
4264 as the d3d8 interface cannot import the d3d9 header */
4265 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4267 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4268 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4269 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4270 int vs_selected_mode;
4271 int ps_selected_mode;
4272 struct shader_caps shader_caps;
4273 struct fragment_caps fragment_caps;
4274 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4276 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4278 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4279 return WINED3DERR_INVALIDCALL;
4282 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4284 /* ------------------------------------------------
4285 The following fields apply to both d3d8 and d3d9
4286 ------------------------------------------------ */
4287 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4288 pCaps->AdapterOrdinal = Adapter;
4291 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4292 WINED3DCAPS2_FULLSCREENGAMMA |
4293 WINED3DCAPS2_DYNAMICTEXTURES;
4294 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4296 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4299 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4300 WINED3DCAPS3_COPY_TO_VIDMEM |
4301 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4303 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4304 WINED3DPRESENT_INTERVAL_ONE;
4306 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4307 WINED3DCURSORCAPS_LOWRES;
4309 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4310 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4311 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4312 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4313 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4314 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4315 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4316 WINED3DDEVCAPS_PUREDEVICE |
4317 WINED3DDEVCAPS_HWRASTERIZATION |
4318 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4319 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4320 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4321 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4322 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4323 WINED3DDEVCAPS_RTPATCHES;
4325 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4326 WINED3DPMISCCAPS_CULLCCW |
4327 WINED3DPMISCCAPS_CULLCW |
4328 WINED3DPMISCCAPS_COLORWRITEENABLE |
4329 WINED3DPMISCCAPS_CLIPTLVERTS |
4330 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4331 WINED3DPMISCCAPS_MASKZ |
4332 WINED3DPMISCCAPS_BLENDOP |
4333 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4335 WINED3DPMISCCAPS_NULLREFERENCE
4336 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4337 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4338 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4340 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4341 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4342 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4343 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4345 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4346 WINED3DPRASTERCAPS_PAT |
4347 WINED3DPRASTERCAPS_WFOG |
4348 WINED3DPRASTERCAPS_ZFOG |
4349 WINED3DPRASTERCAPS_FOGVERTEX |
4350 WINED3DPRASTERCAPS_FOGTABLE |
4351 WINED3DPRASTERCAPS_STIPPLE |
4352 WINED3DPRASTERCAPS_SUBPIXEL |
4353 WINED3DPRASTERCAPS_ZTEST |
4354 WINED3DPRASTERCAPS_SCISSORTEST |
4355 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4356 WINED3DPRASTERCAPS_DEPTHBIAS;
4358 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4360 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4361 WINED3DPRASTERCAPS_ZBIAS |
4362 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4364 if (gl_info->supported[NV_FOG_DISTANCE])
4366 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4369 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4370 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4371 WINED3DPRASTERCAPS_ANTIALIASEDGES
4372 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4373 WINED3DPRASTERCAPS_WBUFFER */
4375 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4376 WINED3DPCMPCAPS_EQUAL |
4377 WINED3DPCMPCAPS_GREATER |
4378 WINED3DPCMPCAPS_GREATEREQUAL |
4379 WINED3DPCMPCAPS_LESS |
4380 WINED3DPCMPCAPS_LESSEQUAL |
4381 WINED3DPCMPCAPS_NEVER |
4382 WINED3DPCMPCAPS_NOTEQUAL;
4384 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4385 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4386 WINED3DPBLENDCAPS_DESTALPHA |
4387 WINED3DPBLENDCAPS_DESTCOLOR |
4388 WINED3DPBLENDCAPS_INVDESTALPHA |
4389 WINED3DPBLENDCAPS_INVDESTCOLOR |
4390 WINED3DPBLENDCAPS_INVSRCALPHA |
4391 WINED3DPBLENDCAPS_INVSRCCOLOR |
4392 WINED3DPBLENDCAPS_ONE |
4393 WINED3DPBLENDCAPS_SRCALPHA |
4394 WINED3DPBLENDCAPS_SRCALPHASAT |
4395 WINED3DPBLENDCAPS_SRCCOLOR |
4396 WINED3DPBLENDCAPS_ZERO;
4398 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4399 WINED3DPBLENDCAPS_DESTCOLOR |
4400 WINED3DPBLENDCAPS_INVDESTALPHA |
4401 WINED3DPBLENDCAPS_INVDESTCOLOR |
4402 WINED3DPBLENDCAPS_INVSRCALPHA |
4403 WINED3DPBLENDCAPS_INVSRCCOLOR |
4404 WINED3DPBLENDCAPS_ONE |
4405 WINED3DPBLENDCAPS_SRCALPHA |
4406 WINED3DPBLENDCAPS_SRCCOLOR |
4407 WINED3DPBLENDCAPS_ZERO;
4408 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4409 * according to the glBlendFunc manpage
4411 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4412 * legacy settings for srcblend only
4415 if (gl_info->supported[EXT_BLEND_COLOR])
4417 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4418 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4422 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4423 WINED3DPCMPCAPS_EQUAL |
4424 WINED3DPCMPCAPS_GREATER |
4425 WINED3DPCMPCAPS_GREATEREQUAL |
4426 WINED3DPCMPCAPS_LESS |
4427 WINED3DPCMPCAPS_LESSEQUAL |
4428 WINED3DPCMPCAPS_NEVER |
4429 WINED3DPCMPCAPS_NOTEQUAL;
4431 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4432 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4433 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4434 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4435 WINED3DPSHADECAPS_COLORFLATRGB |
4436 WINED3DPSHADECAPS_FOGFLAT |
4437 WINED3DPSHADECAPS_FOGGOURAUD |
4438 WINED3DPSHADECAPS_SPECULARFLATRGB;
4440 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4441 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4442 WINED3DPTEXTURECAPS_TRANSPARENCY |
4443 WINED3DPTEXTURECAPS_BORDER |
4444 WINED3DPTEXTURECAPS_MIPMAP |
4445 WINED3DPTEXTURECAPS_PROJECTED |
4446 WINED3DPTEXTURECAPS_PERSPECTIVE;
4448 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4450 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4451 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4454 if (gl_info->supported[EXT_TEXTURE3D])
4456 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4457 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4458 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4461 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4463 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4464 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4465 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4469 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4470 WINED3DPTFILTERCAPS_MAGFPOINT |
4471 WINED3DPTFILTERCAPS_MINFLINEAR |
4472 WINED3DPTFILTERCAPS_MINFPOINT |
4473 WINED3DPTFILTERCAPS_MIPFLINEAR |
4474 WINED3DPTFILTERCAPS_MIPFPOINT |
4475 WINED3DPTFILTERCAPS_LINEAR |
4476 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4477 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4478 WINED3DPTFILTERCAPS_MIPLINEAR |
4479 WINED3DPTFILTERCAPS_MIPNEAREST |
4480 WINED3DPTFILTERCAPS_NEAREST;
4482 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4484 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4485 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4488 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4490 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4491 WINED3DPTFILTERCAPS_MAGFPOINT |
4492 WINED3DPTFILTERCAPS_MINFLINEAR |
4493 WINED3DPTFILTERCAPS_MINFPOINT |
4494 WINED3DPTFILTERCAPS_MIPFLINEAR |
4495 WINED3DPTFILTERCAPS_MIPFPOINT |
4496 WINED3DPTFILTERCAPS_LINEAR |
4497 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4498 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4499 WINED3DPTFILTERCAPS_MIPLINEAR |
4500 WINED3DPTFILTERCAPS_MIPNEAREST |
4501 WINED3DPTFILTERCAPS_NEAREST;
4503 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4505 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4506 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4509 pCaps->CubeTextureFilterCaps = 0;
4511 if (gl_info->supported[EXT_TEXTURE3D])
4513 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4514 WINED3DPTFILTERCAPS_MAGFPOINT |
4515 WINED3DPTFILTERCAPS_MINFLINEAR |
4516 WINED3DPTFILTERCAPS_MINFPOINT |
4517 WINED3DPTFILTERCAPS_MIPFLINEAR |
4518 WINED3DPTFILTERCAPS_MIPFPOINT |
4519 WINED3DPTFILTERCAPS_LINEAR |
4520 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4521 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4522 WINED3DPTFILTERCAPS_MIPLINEAR |
4523 WINED3DPTFILTERCAPS_MIPNEAREST |
4524 WINED3DPTFILTERCAPS_NEAREST;
4526 pCaps->VolumeTextureFilterCaps = 0;
4528 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4529 WINED3DPTADDRESSCAPS_CLAMP |
4530 WINED3DPTADDRESSCAPS_WRAP;
4532 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4534 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4536 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4538 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4540 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4542 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4545 if (gl_info->supported[EXT_TEXTURE3D])
4547 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4548 WINED3DPTADDRESSCAPS_CLAMP |
4549 WINED3DPTADDRESSCAPS_WRAP;
4550 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4552 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4554 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4556 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4558 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4560 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4563 pCaps->VolumeTextureAddressCaps = 0;
4565 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4566 WINED3DLINECAPS_ZTEST |
4567 WINED3DLINECAPS_BLEND |
4568 WINED3DLINECAPS_ALPHACMP |
4569 WINED3DLINECAPS_FOG;
4570 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4571 * idea how generating the smoothing alpha values works; the result is different
4574 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4575 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4577 if (gl_info->supported[EXT_TEXTURE3D])
4578 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4580 pCaps->MaxVolumeExtent = 0;
4582 pCaps->MaxTextureRepeat = 32768;
4583 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4584 pCaps->MaxVertexW = 1.0f;
4586 pCaps->GuardBandLeft = 0.0f;
4587 pCaps->GuardBandTop = 0.0f;
4588 pCaps->GuardBandRight = 0.0f;
4589 pCaps->GuardBandBottom = 0.0f;
4591 pCaps->ExtentsAdjust = 0.0f;
4593 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4594 WINED3DSTENCILCAPS_INCRSAT |
4595 WINED3DSTENCILCAPS_INVERT |
4596 WINED3DSTENCILCAPS_KEEP |
4597 WINED3DSTENCILCAPS_REPLACE |
4598 WINED3DSTENCILCAPS_ZERO;
4599 if (gl_info->supported[EXT_STENCIL_WRAP])
4601 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4602 WINED3DSTENCILCAPS_INCR;
4604 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4606 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4609 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4611 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4612 pCaps->MaxActiveLights = gl_info->limits.lights;
4614 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4615 pCaps->MaxVertexBlendMatrixIndex = 0;
4617 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4618 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4621 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4622 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4623 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4624 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4625 WINED3DVTXPCAPS_LOCALVIEWER |
4626 WINED3DVTXPCAPS_VERTEXFOG |
4627 WINED3DVTXPCAPS_TEXGEN;
4629 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4630 pCaps->MaxVertexIndex = 0xFFFFF;
4631 pCaps->MaxStreams = MAX_STREAMS;
4632 pCaps->MaxStreamStride = 1024;
4634 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4635 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4636 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4637 pCaps->MaxNpatchTessellationLevel = 0;
4638 pCaps->MasterAdapterOrdinal = 0;
4639 pCaps->AdapterOrdinalInGroup = 0;
4640 pCaps->NumberOfAdaptersInGroup = 1;
4642 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4644 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4645 WINED3DPTFILTERCAPS_MAGFPOINT |
4646 WINED3DPTFILTERCAPS_MINFLINEAR |
4647 WINED3DPTFILTERCAPS_MAGFLINEAR;
4648 pCaps->VertexTextureFilterCaps = 0;
4650 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4651 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4653 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4654 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4656 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4657 * Ignore shader model capabilities if disabled in config
4659 if(vs_selected_mode == SHADER_NONE) {
4660 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4661 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4662 pCaps->MaxVertexShaderConst = 0;
4664 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4665 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4668 if(ps_selected_mode == SHADER_NONE) {
4669 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4670 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4671 pCaps->PixelShader1xMaxValue = 0.0f;
4673 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4674 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4677 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4678 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4679 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4681 /* The following caps are shader specific, but they are things we cannot detect, or which
4682 * are the same among all shader models. So to avoid code duplication set the shader version
4683 * specific, but otherwise constant caps here
4685 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4686 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4687 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4688 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4689 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4690 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4691 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4693 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4694 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4696 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4698 pCaps->VS20Caps.Caps = 0;
4699 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4700 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4701 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4703 pCaps->MaxVShaderInstructionsExecuted = 65535;
4704 pCaps->MaxVertexShader30InstructionSlots = 0;
4705 } else { /* VS 1.x */
4706 pCaps->VS20Caps.Caps = 0;
4707 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4708 pCaps->VS20Caps.NumTemps = 0;
4709 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4711 pCaps->MaxVShaderInstructionsExecuted = 0;
4712 pCaps->MaxVertexShader30InstructionSlots = 0;
4715 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4716 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4717 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4719 /* 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 */
4720 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4721 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4722 WINED3DPS20CAPS_PREDICATION |
4723 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4724 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4725 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4726 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4727 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4728 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4730 pCaps->MaxPShaderInstructionsExecuted = 65535;
4731 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4732 adapter->gl_info.limits.arb_ps_instructions);
4734 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4736 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4737 pCaps->PS20Caps.Caps = 0;
4738 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4739 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4740 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4741 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4743 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4744 pCaps->MaxPixelShader30InstructionSlots = 0;
4745 } else { /* PS 1.x */
4746 pCaps->PS20Caps.Caps = 0;
4747 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4748 pCaps->PS20Caps.NumTemps = 0;
4749 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4750 pCaps->PS20Caps.NumInstructionSlots = 0;
4752 pCaps->MaxPShaderInstructionsExecuted = 0;
4753 pCaps->MaxPixelShader30InstructionSlots = 0;
4756 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4757 /* OpenGL supports all the formats below, perhaps not always
4758 * without conversion, but it supports them.
4759 * Further GLSL doesn't seem to have an official unsigned type so
4760 * don't advertise it yet as I'm not sure how we handle it.
4761 * We might need to add some clamping in the shader engine to
4763 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4764 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4765 WINED3DDTCAPS_UBYTE4N |
4766 WINED3DDTCAPS_SHORT2N |
4767 WINED3DDTCAPS_SHORT4N;
4768 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4770 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4771 WINED3DDTCAPS_FLOAT16_4;
4774 pCaps->DeclTypes = 0;
4776 /* Set DirectDraw helper Caps */
4777 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4778 WINEDDCKEYCAPS_SRCBLT;
4779 fx_caps = WINEDDFXCAPS_BLTALPHA |
4780 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4781 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4782 WINEDDFXCAPS_BLTROTATION90 |
4783 WINEDDFXCAPS_BLTSHRINKX |
4784 WINEDDFXCAPS_BLTSHRINKXN |
4785 WINEDDFXCAPS_BLTSHRINKY |
4786 WINEDDFXCAPS_BLTSHRINKXN |
4787 WINEDDFXCAPS_BLTSTRETCHX |
4788 WINEDDFXCAPS_BLTSTRETCHXN |
4789 WINEDDFXCAPS_BLTSTRETCHY |
4790 WINEDDFXCAPS_BLTSTRETCHYN;
4791 blit_caps = WINEDDCAPS_BLT |
4792 WINEDDCAPS_BLTCOLORFILL |
4793 WINEDDCAPS_BLTDEPTHFILL |
4794 WINEDDCAPS_BLTSTRETCH |
4795 WINEDDCAPS_CANBLTSYSMEM |
4796 WINEDDCAPS_CANCLIP |
4797 WINEDDCAPS_CANCLIPSTRETCHED |
4798 WINEDDCAPS_COLORKEY |
4799 WINEDDCAPS_COLORKEYHWASSIST |
4800 WINEDDCAPS_ALIGNBOUNDARYSRC;
4801 pal_caps = WINEDDPCAPS_8BIT |
4802 WINEDDPCAPS_PRIMARYSURFACE;
4804 /* Fill the ddraw caps structure */
4805 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4806 WINEDDCAPS_PALETTE |
4808 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4809 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4810 WINEDDCAPS2_PRIMARYGAMMA |
4811 WINEDDCAPS2_WIDESURFACES |
4812 WINEDDCAPS2_CANRENDERWINDOWED;
4813 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4814 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4815 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4816 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4817 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4818 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4819 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4820 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4821 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4822 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4823 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4824 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4826 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4827 WINEDDSCAPS_BACKBUFFER |
4829 WINEDDSCAPS_FRONTBUFFER |
4830 WINEDDSCAPS_OFFSCREENPLAIN |
4831 WINEDDSCAPS_PALETTE |
4832 WINEDDSCAPS_PRIMARYSURFACE |
4833 WINEDDSCAPS_SYSTEMMEMORY |
4834 WINEDDSCAPS_VIDEOMEMORY |
4835 WINEDDSCAPS_VISIBLE;
4836 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4838 /* Set D3D caps if OpenGL is available. */
4839 if (adapter->opengl)
4841 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4842 WINEDDSCAPS_MIPMAP |
4843 WINEDDSCAPS_TEXTURE |
4844 WINEDDSCAPS_ZBUFFER;
4845 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4851 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4852 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4854 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4855 IWineD3DDeviceImpl *object;
4858 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4859 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4861 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4862 * number and create a device without a 3D adapter for 2D only operation. */
4863 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4865 return WINED3DERR_INVALIDCALL;
4868 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4871 ERR("Failed to allocate device memory.\n");
4872 return E_OUTOFMEMORY;
4875 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4878 WARN("Failed to initialize device, hr %#x.\n", hr);
4879 HeapFree(GetProcessHeap(), 0, object);
4883 TRACE("Created device %p.\n", object);
4884 *device = (IWineD3DDevice *)object;
4886 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4891 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4893 TRACE("iface %p.\n", iface);
4895 return ((IWineD3DImpl *)iface)->parent;
4898 static void WINE_GLAPI invalid_func(const void *data)
4900 ERR("Invalid vertex attribute function called\n");
4904 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4906 ERR("Invalid texcoord function called\n");
4910 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4911 * the extension detection and are used in drawStridedSlow
4913 static void WINE_GLAPI position_d3dcolor(const void *data)
4915 DWORD pos = *((const DWORD *)data);
4917 FIXME("Add a test for fixed function position from d3dcolor type\n");
4918 glVertex4s(D3DCOLOR_B_R(pos),
4924 static void WINE_GLAPI position_float4(const void *data)
4926 const GLfloat *pos = data;
4928 if (pos[3] != 0.0f && pos[3] != 1.0f)
4930 float w = 1.0f / pos[3];
4932 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4940 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4942 DWORD diffuseColor = *((const DWORD *)data);
4944 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4945 D3DCOLOR_B_G(diffuseColor),
4946 D3DCOLOR_B_B(diffuseColor),
4947 D3DCOLOR_B_A(diffuseColor));
4950 static void WINE_GLAPI specular_d3dcolor(const void *data)
4952 DWORD specularColor = *((const DWORD *)data);
4953 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4954 D3DCOLOR_B_G(specularColor),
4955 D3DCOLOR_B_B(specularColor)};
4957 specular_func_3ubv(d);
4960 static void WINE_GLAPI warn_no_specular_func(const void *data)
4962 WARN("GL_EXT_secondary_color not supported\n");
4965 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4967 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4968 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4969 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4970 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4971 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4972 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4973 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4974 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4975 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4976 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4977 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4978 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4979 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4980 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4981 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4982 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4983 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4985 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4986 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4987 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4988 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4989 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4990 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4991 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4992 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4993 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4994 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4995 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4996 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4997 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4998 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4999 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5000 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5001 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5003 /* No 4 component entry points here */
5004 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5005 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5006 if (gl_info->supported[EXT_SECONDARY_COLOR])
5008 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5012 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5014 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5015 if (gl_info->supported[EXT_SECONDARY_COLOR])
5017 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5018 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5022 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5024 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5025 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5026 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5027 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5028 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5029 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5030 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5031 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5032 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5033 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5034 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5035 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5037 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5038 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5040 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5041 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5042 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5043 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5044 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5045 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5046 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5047 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5048 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5049 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5050 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5051 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5052 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5053 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5054 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5055 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5056 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5058 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5059 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5060 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5061 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5062 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5063 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5064 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5065 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5066 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5067 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5068 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5069 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5070 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5071 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5072 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5073 if (gl_info->supported[NV_HALF_FLOAT])
5075 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5076 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5077 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5079 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5080 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5084 /* Do not call while under the GL lock. */
5085 static BOOL InitAdapters(IWineD3DImpl *This)
5087 static HMODULE mod_gl;
5089 int ps_selected_mode, vs_selected_mode;
5091 /* No need to hold any lock. The calling library makes sure only one thread calls
5092 * wined3d simultaneously
5095 TRACE("Initializing adapters\n");
5098 #ifdef USE_WIN32_OPENGL
5099 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5100 mod_gl = LoadLibraryA("opengl32.dll");
5102 ERR("Can't load opengl32.dll!\n");
5106 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5107 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5108 mod_gl = GetModuleHandleA("gdi32.dll");
5112 /* Load WGL core functions from opengl32.dll */
5113 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5117 if(!pwglGetProcAddress) {
5118 ERR("Unable to load wglGetProcAddress!\n");
5122 /* Dynamically load all GL core functions */
5126 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5127 * otherwise because we have to use winex11.drv's override
5129 #ifdef USE_WIN32_OPENGL
5130 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5131 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5133 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5134 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5137 glEnableWINE = glEnable;
5138 glDisableWINE = glDisable;
5140 /* For now only one default adapter */
5142 struct wined3d_adapter *adapter = &This->adapters[0];
5143 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5144 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5148 WineD3D_PixelFormat *cfgs;
5149 DISPLAY_DEVICEW DisplayDevice;
5152 TRACE("Initializing default adapter\n");
5153 adapter->ordinal = 0;
5154 adapter->monitorPoint.x = -1;
5155 adapter->monitorPoint.y = -1;
5157 if (!AllocateLocallyUniqueId(&adapter->luid))
5159 DWORD err = GetLastError();
5160 ERR("Failed to set adapter LUID (%#x).\n", err);
5163 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5164 adapter->luid.HighPart, adapter->luid.LowPart);
5166 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5168 ERR("Failed to get a gl context for default adapter\n");
5172 ret = IWineD3DImpl_FillGLCaps(adapter);
5174 ERR("Failed to initialize gl caps for default adapter\n");
5175 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5178 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5180 ERR("Failed to init gl formats\n");
5181 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5185 hdc = fake_gl_ctx.dc;
5187 /* Use the VideoRamSize registry setting when set */
5188 if(wined3d_settings.emulated_textureram)
5189 adapter->TextureRam = wined3d_settings.emulated_textureram;
5191 adapter->TextureRam = adapter->gl_info.vidmem;
5192 adapter->UsedTextureRam = 0;
5193 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5195 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5196 DisplayDevice.cb = sizeof(DisplayDevice);
5197 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5198 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5199 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5201 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5208 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5209 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5211 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5212 cfgs = adapter->cfgs;
5213 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5214 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5215 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5216 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5217 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5218 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5219 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5220 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5221 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5222 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5223 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5225 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5227 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5232 /* Cache the pixel format */
5233 cfgs->iPixelFormat = iPixelFormat;
5234 cfgs->redSize = values[0];
5235 cfgs->greenSize = values[1];
5236 cfgs->blueSize = values[2];
5237 cfgs->alphaSize = values[3];
5238 cfgs->colorSize = values[4];
5239 cfgs->depthSize = values[5];
5240 cfgs->stencilSize = values[6];
5241 cfgs->windowDrawable = values[7];
5242 cfgs->iPixelType = values[8];
5243 cfgs->doubleBuffer = values[9];
5244 cfgs->auxBuffers = values[10];
5246 cfgs->numSamples = 0;
5247 /* Check multisample support */
5248 if (gl_info->supported[ARB_MULTISAMPLE])
5250 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5252 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5253 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5254 * value[1] = number of multi sample buffers*/
5256 cfgs->numSamples = value[1];
5260 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5261 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5262 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5263 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5264 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5270 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5271 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5272 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5274 cfgs = adapter->cfgs;
5275 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5277 PIXELFORMATDESCRIPTOR ppfd;
5279 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5283 /* We only want HW acceleration using an OpenGL ICD driver.
5284 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5285 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5287 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5289 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5293 cfgs->iPixelFormat = iPixelFormat;
5294 cfgs->redSize = ppfd.cRedBits;
5295 cfgs->greenSize = ppfd.cGreenBits;
5296 cfgs->blueSize = ppfd.cBlueBits;
5297 cfgs->alphaSize = ppfd.cAlphaBits;
5298 cfgs->colorSize = ppfd.cColorBits;
5299 cfgs->depthSize = ppfd.cDepthBits;
5300 cfgs->stencilSize = ppfd.cStencilBits;
5301 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5302 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5303 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5304 cfgs->auxBuffers = ppfd.cAuxBuffers;
5305 cfgs->numSamples = 0;
5307 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5308 "depth=%d, stencil=%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->windowDrawable);
5316 /* 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 */
5319 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5321 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5322 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5327 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5328 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5329 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5330 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5331 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5332 * driver is allowed to consume more bits EXCEPT for stencil bits.
5334 * Mark an adapter with this broken stencil behavior.
5336 adapter->brokenStencil = TRUE;
5337 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5339 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5340 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5341 adapter->brokenStencil = FALSE;
5346 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5348 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5349 fillGLAttribFuncs(&adapter->gl_info);
5350 adapter->opengl = TRUE;
5352 This->adapter_count = 1;
5353 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5358 /* Initialize an adapter for ddraw-only memory counting */
5359 memset(This->adapters, 0, sizeof(This->adapters));
5360 This->adapters[0].ordinal = 0;
5361 This->adapters[0].opengl = FALSE;
5362 This->adapters[0].monitorPoint.x = -1;
5363 This->adapters[0].monitorPoint.y = -1;
5365 This->adapters[0].driver_info.name = "Display";
5366 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5367 if(wined3d_settings.emulated_textureram) {
5368 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5370 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5373 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5375 This->adapter_count = 1;
5379 /**********************************************************
5380 * IWineD3D VTbl follows
5381 **********************************************************/
5383 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5386 IWineD3DImpl_QueryInterface,
5387 IWineD3DImpl_AddRef,
5388 IWineD3DImpl_Release,
5390 IWineD3DImpl_GetParent,
5391 IWineD3DImpl_GetAdapterCount,
5392 IWineD3DImpl_RegisterSoftwareDevice,
5393 IWineD3DImpl_GetAdapterMonitor,
5394 IWineD3DImpl_GetAdapterModeCount,
5395 IWineD3DImpl_EnumAdapterModes,
5396 IWineD3DImpl_GetAdapterDisplayMode,
5397 IWineD3DImpl_GetAdapterIdentifier,
5398 IWineD3DImpl_CheckDeviceMultiSampleType,
5399 IWineD3DImpl_CheckDepthStencilMatch,
5400 IWineD3DImpl_CheckDeviceType,
5401 IWineD3DImpl_CheckDeviceFormat,
5402 IWineD3DImpl_CheckDeviceFormatConversion,
5403 IWineD3DImpl_GetDeviceCaps,
5404 IWineD3DImpl_CreateDevice
5407 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5409 const struct wined3d_parent_ops wined3d_null_parent_ops =
5411 wined3d_null_wined3d_object_destroyed,
5414 /* Do not call while under the GL lock. */
5415 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5417 wined3d->lpVtbl = &IWineD3D_Vtbl;
5418 wined3d->dxVersion = version;
5420 wined3d->parent = parent;
5422 if (!InitAdapters(wined3d))
5424 WARN("Failed to initialize adapters.\n");
5427 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);