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
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 #define GLINFO_LOCATION (*gl_info)
41 /* The d3d device ID */
42 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
44 /* Extension detection */
46 const char *extension_string;
47 GL_SupportedExt extension;
51 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
52 {"GL_APPLE_fence", APPLE_FENCE, 0 },
53 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
54 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
55 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
58 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
59 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
60 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
61 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
62 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
65 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
66 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
67 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
68 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
69 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
70 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
71 {"GL_ARB_imaging", ARB_IMAGING, 0 },
72 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
73 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
74 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
75 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
76 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
77 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 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_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
90 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
91 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
92 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
93 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
96 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
97 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
98 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
99 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
100 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
101 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
102 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
103 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
104 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
105 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
106 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
107 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
108 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
109 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
110 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
111 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
112 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
113 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
114 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
115 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
116 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
117 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
118 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
119 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
120 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
121 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
122 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
125 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
126 {"GL_NV_fence", NV_FENCE, 0 },
127 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
128 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
129 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
130 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
131 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
132 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
133 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
134 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
135 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
136 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
137 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
138 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
139 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
140 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
141 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
142 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
143 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
146 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
149 /**********************************************************
150 * Utility functions follow
151 **********************************************************/
153 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
154 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
155 WINED3DDEVTYPE DeviceType);
156 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
157 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
160 const int minLookup[MAX_LOOKUPS] =
162 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
165 const int maxLookup[MAX_LOOKUPS] =
167 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
170 DWORD *stateLookup[MAX_LOOKUPS];
172 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
173 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
178 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
181 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
182 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
184 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
187 /* drawStridedSlow attributes */
188 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
189 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
190 glAttribFunc specular_func_3ubv;
191 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
192 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
193 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
196 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
197 * i.e., there is no GL Context - Get a default rendering context to enable the
198 * function query some info from GL.
201 static int wined3d_fake_gl_context_ref = 0;
202 static BOOL wined3d_fake_gl_context_foreign;
203 static BOOL wined3d_fake_gl_context_available = FALSE;
204 static HDC wined3d_fake_gl_context_hdc = NULL;
205 static HWND wined3d_fake_gl_context_hwnd = NULL;
207 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
208 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
210 0, 0, &wined3d_fake_gl_context_cs,
211 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
212 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
213 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
215 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
217 static void WineD3D_ReleaseFakeGLContext(void) {
220 EnterCriticalSection(&wined3d_fake_gl_context_cs);
222 if(!wined3d_fake_gl_context_available) {
223 TRACE_(d3d_caps)("context not available\n");
224 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
228 glCtx = pwglGetCurrentContext();
230 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
231 if (0 == (--wined3d_fake_gl_context_ref) ) {
232 if(!wined3d_fake_gl_context_foreign && glCtx) {
233 TRACE_(d3d_caps)("destroying fake GL context\n");
234 pwglMakeCurrent(NULL, NULL);
235 pwglDeleteContext(glCtx);
237 if(wined3d_fake_gl_context_hdc)
238 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
239 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
240 if(wined3d_fake_gl_context_hwnd)
241 DestroyWindow(wined3d_fake_gl_context_hwnd);
242 wined3d_fake_gl_context_hwnd = NULL;
243 wined3d_fake_gl_context_available = FALSE;
245 assert(wined3d_fake_gl_context_ref >= 0);
247 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
250 static BOOL WineD3D_CreateFakeGLContext(void) {
253 EnterCriticalSection(&wined3d_fake_gl_context_cs);
255 TRACE("getting context...\n");
256 if(wined3d_fake_gl_context_ref > 0) goto ret;
257 assert(0 == wined3d_fake_gl_context_ref);
259 wined3d_fake_gl_context_foreign = TRUE;
261 glCtx = pwglGetCurrentContext();
263 PIXELFORMATDESCRIPTOR pfd;
266 wined3d_fake_gl_context_foreign = FALSE;
268 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
269 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
270 if(!wined3d_fake_gl_context_hwnd) {
271 ERR("HWND creation failed!\n");
274 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
275 if(!wined3d_fake_gl_context_hdc) {
276 ERR("GetDC failed!\n");
280 /* PixelFormat selection */
281 ZeroMemory(&pfd, sizeof(pfd));
282 pfd.nSize = sizeof(pfd);
284 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
285 pfd.iPixelType = PFD_TYPE_RGBA;
287 pfd.iLayerType = PFD_MAIN_PLANE;
289 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
291 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
292 ERR("Can't find a suitable iPixelFormat\n");
295 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
296 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
298 /* Create a GL context */
299 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
301 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
305 /* Make it the current GL context */
306 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
307 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
313 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
314 wined3d_fake_gl_context_ref++;
315 wined3d_fake_gl_context_available = TRUE;
316 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
319 if(wined3d_fake_gl_context_hdc)
320 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
321 wined3d_fake_gl_context_hdc = NULL;
322 if(wined3d_fake_gl_context_hwnd)
323 DestroyWindow(wined3d_fake_gl_context_hwnd);
324 wined3d_fake_gl_context_hwnd = NULL;
325 if(glCtx) pwglDeleteContext(glCtx);
326 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
330 /* Adjust the amount of used texture memory */
331 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
332 struct WineD3DAdapter *adapter = D3DDevice->adapter;
334 adapter->UsedTextureRam += glram;
335 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
336 return adapter->UsedTextureRam;
339 /**********************************************************
340 * IUnknown parts follows
341 **********************************************************/
343 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
345 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
347 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
348 if (IsEqualGUID(riid, &IID_IUnknown)
349 || IsEqualGUID(riid, &IID_IWineD3DBase)
350 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
351 IUnknown_AddRef(iface);
356 return E_NOINTERFACE;
359 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
360 IWineD3DImpl *This = (IWineD3DImpl *)iface;
361 ULONG refCount = InterlockedIncrement(&This->ref);
363 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
367 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
368 IWineD3DImpl *This = (IWineD3DImpl *)iface;
370 TRACE("(%p) : Releasing from %d\n", This, This->ref);
371 ref = InterlockedDecrement(&This->ref);
375 for (i = 0; i < This->adapter_count; ++i)
377 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
379 HeapFree(GetProcessHeap(), 0, This);
385 /* Set the shader type for this device, depending on the given capabilities,
386 * the device type, and the user preferences in wined3d_settings */
388 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
390 if (wined3d_settings.vs_mode == VS_NONE) {
391 *vs_selected = SHADER_NONE;
392 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
393 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
394 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
395 * shaders only on this card. */
396 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
397 *vs_selected = SHADER_ARB;
399 *vs_selected = SHADER_GLSL;
400 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
401 *vs_selected = SHADER_ARB;
403 *vs_selected = SHADER_NONE;
406 if (wined3d_settings.ps_mode == PS_NONE) {
407 *ps_selected = SHADER_NONE;
408 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
409 *ps_selected = SHADER_GLSL;
410 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
411 *ps_selected = SHADER_ARB;
412 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
413 *ps_selected = SHADER_ATI;
415 *ps_selected = SHADER_NONE;
419 /** Select the number of report maximum shader constants based on the selected shader modes */
420 static void select_shader_max_constants(
421 int ps_selected_mode,
422 int vs_selected_mode,
423 WineD3D_GL_Info *gl_info) {
425 switch (vs_selected_mode) {
427 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
428 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
431 /* We have to subtract any other PARAMs that we might use in our shader programs.
432 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
433 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
434 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
437 gl_info->max_vshader_constantsF = 0;
441 switch (ps_selected_mode) {
443 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
444 * In theory the texbem instruction may need one more shader constant too. But lets assume
445 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
446 * and lets not take away a uniform needlessly from all other shaders.
448 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
451 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
452 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
454 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
457 gl_info->max_pshader_constantsF = 0;
462 /**********************************************************
463 * IWineD3D parts follows
464 **********************************************************/
466 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
470 const char *testcode =
472 "PARAM C[66] = { program.env[0..65] };\n"
474 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
475 "ARL A0.x, zero.x;\n"
476 "MOV result.position, C[A0.x + 65];\n"
480 GL_EXTCALL(glGenProgramsARB(1, &prog));
482 ERR("Failed to create an ARB offset limit test program\n");
484 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
485 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
486 strlen(testcode), testcode));
487 if(glGetError() != 0) {
488 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
489 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
491 } else TRACE("OpenGL implementation allows offsets > 63\n");
493 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
494 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
495 checkGLcall("ARB vp offset limit test cleanup\n");
500 static DWORD ver_for_ext(GL_SupportedExt ext)
503 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
504 if(EXTENSION_MAP[i].extension == ext) {
505 return EXTENSION_MAP[i].version;
511 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
512 const char *GL_Extensions = NULL;
513 const char *WGL_Extensions = NULL;
514 const char *gl_string = NULL;
515 const char *gl_string_cursor = NULL;
517 GLfloat gl_floatv[2];
518 int major = 1, minor = 0;
519 BOOL return_value = TRUE;
522 unsigned int vidmem=0;
524 TRACE_(d3d_caps)("(%p)\n", gl_info);
528 gl_string = (const char *) glGetString(GL_RENDERER);
529 if (!gl_string) gl_string = "None";
530 strcpy(gl_info->gl_renderer, gl_string);
532 gl_string = (const char *) glGetString(GL_VENDOR);
533 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
534 if (gl_string != NULL) {
535 /* Fill in the GL vendor */
536 if (strstr(gl_string, "NVIDIA")) {
537 gl_info->gl_vendor = VENDOR_NVIDIA;
538 } else if (strstr(gl_string, "ATI")) {
539 gl_info->gl_vendor = VENDOR_ATI;
540 } else if (strstr(gl_string, "Intel(R)") ||
541 strstr(gl_info->gl_renderer, "Intel(R)") ||
542 strstr(gl_string, "Intel Inc.")) {
543 gl_info->gl_vendor = VENDOR_INTEL;
544 } else if (strstr(gl_string, "Mesa")) {
545 gl_info->gl_vendor = VENDOR_MESA;
547 gl_info->gl_vendor = VENDOR_WINE;
550 gl_info->gl_vendor = VENDOR_WINE;
554 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
556 /* Parse the GL_VERSION field into major and minor information */
557 gl_string = (const char *) glGetString(GL_VERSION);
558 if (gl_string != NULL) {
560 /* First, parse the generic opengl version. This is supposed not to be convoluted with
561 * driver specific information
563 gl_string_cursor = gl_string;
564 major = atoi(gl_string_cursor);
566 ERR("Invalid opengl major version: %d\n", major);
568 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
571 if (*gl_string_cursor++ != '.') {
572 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
574 minor = atoi(gl_string_cursor);
575 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
576 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
578 /* Now parse the driver specific string which we'll report to the app */
579 switch (gl_info->gl_vendor) {
581 gl_string_cursor = strstr(gl_string, "NVIDIA");
582 if (!gl_string_cursor) {
583 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
587 gl_string_cursor = strstr(gl_string_cursor, " ");
588 if (!gl_string_cursor) {
589 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
593 while (*gl_string_cursor == ' ') {
597 if (!*gl_string_cursor) {
598 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
602 major = atoi(gl_string_cursor);
603 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
607 if (*gl_string_cursor++ != '.') {
608 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
612 minor = atoi(gl_string_cursor);
613 minor = major*100+minor;
620 gl_string_cursor = strchr(gl_string, '-');
621 if (gl_string_cursor) {
625 /* Check if version number is of the form x.y.z */
626 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
628 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
630 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
632 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
635 /* Mark version number as malformed */
637 gl_string_cursor = 0;
640 if (!gl_string_cursor)
641 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
643 major = *gl_string_cursor - '0';
644 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
649 /* Apple and Mesa version strings look differently, but both provide intel drivers */
650 if(strstr(gl_string, "APPLE")) {
651 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
652 * We only need the first part, and use the APPLE as identification
655 gl_string_cursor = gl_string;
656 major = atoi(gl_string_cursor);
657 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
661 if (*gl_string_cursor++ != '.') {
662 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
666 minor = atoi(gl_string_cursor);
671 gl_string_cursor = strstr(gl_string, "Mesa");
672 gl_string_cursor = strstr(gl_string_cursor, " ");
673 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
674 if (*gl_string_cursor) {
678 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
679 tmp[cursor++] = *gl_string_cursor;
685 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
689 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
690 tmp[cursor++] = *gl_string_cursor;
702 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
703 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
704 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
705 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
707 FIXME("OpenGL driver did not return version information\n");
708 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
709 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
712 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
715 * Initialize openGL extension related variables
716 * with Default values
718 memset(gl_info->supported, 0, sizeof(gl_info->supported));
719 gl_info->max_buffers = 1;
720 gl_info->max_textures = 1;
721 gl_info->max_texture_stages = 1;
722 gl_info->max_fragment_samplers = 1;
723 gl_info->max_vertex_samplers = 0;
724 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
725 gl_info->max_sampler_stages = 1;
726 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
727 gl_info->ps_arb_max_temps = 0;
728 gl_info->ps_arb_max_instructions = 0;
729 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
730 gl_info->vs_arb_max_temps = 0;
731 gl_info->vs_arb_max_instructions = 0;
732 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
733 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
734 gl_info->vs_glsl_constantsF = 0;
735 gl_info->ps_glsl_constantsF = 0;
736 gl_info->vs_arb_constantsF = 0;
737 gl_info->ps_arb_constantsF = 0;
739 /* Retrieve opengl defaults */
740 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
741 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
742 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
744 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
745 gl_info->max_lights = gl_max;
746 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
748 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
749 gl_info->max_texture_size = gl_max;
750 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
752 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
753 gl_info->max_pointsizemin = gl_floatv[0];
754 gl_info->max_pointsize = gl_floatv[1];
755 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
757 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
758 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
759 TRACE_(d3d_caps)("GL_Extensions reported:\n");
761 if (NULL == GL_Extensions) {
762 ERR(" GL_Extensions returns NULL\n");
764 while (*GL_Extensions != 0x00) {
769 while (isspace(*GL_Extensions)) GL_Extensions++;
770 Start = GL_Extensions;
771 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
775 len = GL_Extensions - Start;
776 if (len == 0 || len >= sizeof(ThisExtn))
779 memcpy(ThisExtn, Start, len);
780 ThisExtn[len] = '\0';
781 TRACE_(d3d_caps)("- %s\n", ThisExtn);
783 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
784 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
785 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
786 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
794 /* Now work out what GL support this card really has */
795 #define USE_GL_FUNC(type, pfn, ext, replace) { \
796 DWORD ver = ver_for_ext(ext); \
797 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
798 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
799 else gl_info->pfn = NULL; \
804 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
809 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
810 * loading the functions, otherwise the code above will load the extension entry points instead of the
811 * core functions, which may not work
813 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
814 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
815 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
816 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
817 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
821 if (gl_info->supported[APPLE_FENCE]) {
822 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
823 * The apple extension interacts with some other apple exts. Disable the NV
824 * extension if the apple one is support to prevent confusion in other parts
827 gl_info->supported[NV_FENCE] = FALSE;
829 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
830 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
832 * The enums are the same:
833 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
834 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
835 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
836 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
837 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
839 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
840 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
841 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
843 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
844 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
845 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
848 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
849 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
850 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
852 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
853 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
854 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
855 * are supported. The nv extensions provide the same functionality as the
856 * ATI one, and a bit more(signed pixelformats)
858 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
861 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
862 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
863 gl_info->max_buffers = gl_max;
864 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
866 if (gl_info->supported[ARB_MULTITEXTURE]) {
867 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
868 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
869 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
871 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
873 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
874 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
876 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
878 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
880 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
882 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
883 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
885 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
887 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
889 if (gl_info->supported[ARB_VERTEX_SHADER]) {
891 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
892 gl_info->max_vertex_samplers = tmp;
893 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
894 gl_info->max_combined_samplers = tmp;
896 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
897 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
898 * an issue because then the sampler setup only depends on the two shaders. If a pixel
899 * shader is used with fixed function vertex processing we're fine too because fixed function
900 * vertex processing doesn't use any samplers. If fixed function fragment processing is
901 * used we have to make sure that all vertex sampler setups are valid together with all
902 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
903 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
904 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
905 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
906 * a fixed function pipeline anymore.
908 * So this is just a check to check that our assumption holds true. If not, write a warning
909 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
911 if(gl_info->max_vertex_samplers &&
912 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
913 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
914 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
915 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
916 if( gl_info->max_combined_samplers > MAX_TEXTURES )
917 gl_info->max_vertex_samplers =
918 gl_info->max_combined_samplers - MAX_TEXTURES;
920 gl_info->max_vertex_samplers = 0;
923 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
925 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
926 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
928 if (gl_info->supported[ARB_VERTEX_BLEND]) {
929 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
930 gl_info->max_blends = gl_max;
931 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
933 if (gl_info->supported[EXT_TEXTURE3D]) {
934 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
935 gl_info->max_texture3d_size = gl_max;
936 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
938 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
939 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
940 gl_info->max_anisotropy = gl_max;
941 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
943 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
944 gl_info->ps_arb_version = PS_VERSION_11;
945 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
946 gl_info->ps_arb_constantsF = gl_max;
947 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
948 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
949 gl_info->ps_arb_max_temps = gl_max;
950 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
951 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
952 gl_info->ps_arb_max_instructions = gl_max;
953 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
955 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
956 gl_info->vs_arb_version = VS_VERSION_11;
957 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
958 gl_info->vs_arb_constantsF = gl_max;
959 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
960 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
961 gl_info->vs_arb_max_temps = gl_max;
962 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
963 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
964 gl_info->vs_arb_max_instructions = gl_max;
965 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
967 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
969 if (gl_info->supported[ARB_VERTEX_SHADER]) {
970 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
971 gl_info->vs_glsl_constantsF = gl_max / 4;
972 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
974 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
975 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
976 gl_info->ps_glsl_constantsF = gl_max / 4;
977 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
978 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
979 gl_info->max_glsl_varyings = gl_max;
980 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
982 if (gl_info->supported[EXT_VERTEX_SHADER]) {
983 gl_info->vs_ati_version = VS_VERSION_11;
985 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
986 gl_info->vs_nv_version = VS_VERSION_30;
987 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
988 gl_info->vs_nv_version = VS_VERSION_20;
989 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
990 gl_info->vs_nv_version = VS_VERSION_11;
991 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
992 gl_info->vs_nv_version = VS_VERSION_10;
994 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
995 gl_info->ps_nv_version = PS_VERSION_30;
996 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
997 gl_info->ps_nv_version = PS_VERSION_20;
999 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
1000 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
1002 gl_info->max_shininess = 128.0;
1004 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
1005 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
1006 * This saves a few redundant glDisable calls
1008 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1010 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1011 /* Disable NV_register_combiners and fragment shader if this is supported.
1012 * generally the NV extensions are preferred over the ATI ones, and this
1013 * extension is disabled if register_combiners and texture_shader2 are both
1014 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1015 * fragment processing support
1017 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1018 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1019 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1020 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1021 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1025 checkGLcall("extension detection\n");
1027 /* In some cases the number of texture stages can be larger than the number
1028 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1029 * shaders), but 8 texture stages (register combiners). */
1030 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1032 /* We can only use ORM_FBO when the hardware supports it. */
1033 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1034 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1035 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1038 /* MRTs are currently only supported when FBOs are used. */
1039 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1040 gl_info->max_buffers = 1;
1043 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1044 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1045 * in case of the latest videocards in the number of pixel/vertex pipelines.
1047 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1048 * rendering. Various games use this information to get a rough estimation of the features of the card
1049 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1050 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1051 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1054 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1055 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1056 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1057 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1058 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1059 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1060 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1063 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1064 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1065 * similar 3d features.
1067 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1068 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1069 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1070 * won't pass we return a default card. This way is better than maintaining a full card database as even
1071 * without a full database we can return a card with similar features. Second the size of the database
1072 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1073 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1074 * to distinguishes between different models from that family.
1076 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1077 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1078 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1079 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1080 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1081 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1082 * memory behind our backs if really needed.
1083 * Note that the amount of video memory can be overruled using a registry setting.
1085 switch (gl_info->gl_vendor) {
1087 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1088 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1090 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1091 /* Geforce GTX - highend */
1092 if(strstr(gl_info->gl_renderer, "GTX 280")) {
1093 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1096 /* Geforce9 - highend */
1097 else if(strstr(gl_info->gl_renderer, "9800")) {
1098 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1101 /* Geforce9 - midend */
1102 else if(strstr(gl_info->gl_renderer, "9600")) {
1103 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1104 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1106 /* Geforce8 - highend */
1107 else if (strstr(gl_info->gl_renderer, "8800")) {
1108 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1109 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1111 /* Geforce8 - midend mobile */
1112 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1113 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1116 /* Geforce8 - midend */
1117 else if(strstr(gl_info->gl_renderer, "8600") ||
1118 strstr(gl_info->gl_renderer, "8700"))
1120 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1123 /* Geforce8 - lowend */
1124 else if(strstr(gl_info->gl_renderer, "8300") ||
1125 strstr(gl_info->gl_renderer, "8400") ||
1126 strstr(gl_info->gl_renderer, "8500"))
1128 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1129 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1131 /* Geforce7 - highend */
1132 else if(strstr(gl_info->gl_renderer, "7800") ||
1133 strstr(gl_info->gl_renderer, "7900") ||
1134 strstr(gl_info->gl_renderer, "7950") ||
1135 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1136 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1138 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1139 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1141 /* Geforce7 midend */
1142 else if(strstr(gl_info->gl_renderer, "7600") ||
1143 strstr(gl_info->gl_renderer, "7700")) {
1144 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1145 vidmem = 256; /* The 7600 uses 256-512MB */
1146 /* Geforce7 lower medium */
1147 } else if(strstr(gl_info->gl_renderer, "7400")) {
1148 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1149 vidmem = 256; /* The 7400 uses 256-512MB */
1151 /* Geforce7 lowend */
1152 else if(strstr(gl_info->gl_renderer, "7300")) {
1153 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1154 vidmem = 256; /* Mac Pros with this card have 256 MB */
1156 /* Geforce6 highend */
1157 else if(strstr(gl_info->gl_renderer, "6800"))
1159 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1160 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1162 /* Geforce6 - midend */
1163 else if(strstr(gl_info->gl_renderer, "6600") ||
1164 strstr(gl_info->gl_renderer, "6610") ||
1165 strstr(gl_info->gl_renderer, "6700"))
1167 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1168 vidmem = 128; /* A 6600GT has 128-256MB */
1170 /* Geforce6/7 lowend */
1172 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1175 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1176 /* GeforceFX - highend */
1177 if (strstr(gl_info->gl_renderer, "5800") ||
1178 strstr(gl_info->gl_renderer, "5900") ||
1179 strstr(gl_info->gl_renderer, "5950") ||
1180 strstr(gl_info->gl_renderer, "Quadro FX"))
1182 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1183 vidmem = 256; /* 5800-5900 cards use 256MB */
1185 /* GeforceFX - midend */
1186 else if(strstr(gl_info->gl_renderer, "5600") ||
1187 strstr(gl_info->gl_renderer, "5650") ||
1188 strstr(gl_info->gl_renderer, "5700") ||
1189 strstr(gl_info->gl_renderer, "5750"))
1191 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1192 vidmem = 128; /* A 5600 uses 128-256MB */
1194 /* GeforceFX - lowend */
1196 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1197 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1199 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1200 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1201 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1202 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1205 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1206 vidmem = 64; /* Geforce3 cards have 64-128MB */
1208 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1209 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1210 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1211 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1213 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1214 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1215 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1217 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1218 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1219 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1222 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1223 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1226 if (strstr(gl_info->gl_renderer, "TNT2")) {
1227 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1228 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1231 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1232 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1237 if(WINE_D3D9_CAPABLE(gl_info)) {
1238 /* Radeon R6xx HD2900/HD3800 - highend */
1239 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1240 strstr(gl_info->gl_renderer, "HD 3870") ||
1241 strstr(gl_info->gl_renderer, "HD 3850"))
1243 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1244 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1246 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1247 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1248 strstr(gl_info->gl_renderer, "HD 3830") ||
1249 strstr(gl_info->gl_renderer, "HD 3690") ||
1250 strstr(gl_info->gl_renderer, "HD 3650"))
1252 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1253 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1255 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1256 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1257 strstr(gl_info->gl_renderer, "HD 2400") ||
1258 strstr(gl_info->gl_renderer, "HD 3470") ||
1259 strstr(gl_info->gl_renderer, "HD 3450") ||
1260 strstr(gl_info->gl_renderer, "HD 3430"))
1262 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1263 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1265 /* Radeon R6xx/R7xx integrated */
1266 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1267 strstr(gl_info->gl_renderer, "HD 3200") ||
1268 strstr(gl_info->gl_renderer, "HD 3300"))
1270 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1271 vidmem = 128; /* 128MB */
1274 else if (strstr(gl_info->gl_renderer, "X1600") ||
1275 strstr(gl_info->gl_renderer, "X1650") ||
1276 strstr(gl_info->gl_renderer, "X1800") ||
1277 strstr(gl_info->gl_renderer, "X1900") ||
1278 strstr(gl_info->gl_renderer, "X1950"))
1280 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1281 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1283 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1284 else if(strstr(gl_info->gl_renderer, "X700") ||
1285 strstr(gl_info->gl_renderer, "X800") ||
1286 strstr(gl_info->gl_renderer, "X850") ||
1287 strstr(gl_info->gl_renderer, "X1300") ||
1288 strstr(gl_info->gl_renderer, "X1400") ||
1289 strstr(gl_info->gl_renderer, "X1450") ||
1290 strstr(gl_info->gl_renderer, "X1550"))
1292 gl_info->gl_card = CARD_ATI_RADEON_X700;
1293 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1295 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1296 else if(strstr(gl_info->gl_renderer, "Radeon Xpress"))
1298 gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1299 vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1303 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1304 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1306 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1307 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1308 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1309 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1310 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1311 vidmem = 32; /* There are models with up to 64MB */
1313 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1314 vidmem = 16; /* There are 16-32MB models */
1318 if (strstr(gl_info->gl_renderer, "GMA 950") ||
1319 strstr(gl_info->gl_renderer, "945GM")) {
1320 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1321 gl_info->gl_card = CARD_INTEL_I945GM;
1323 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1324 gl_info->gl_card = CARD_INTEL_I915GM;
1325 } else if (strstr(gl_info->gl_renderer, "915G")) {
1326 gl_info->gl_card = CARD_INTEL_I915G;
1327 } else if (strstr(gl_info->gl_renderer, "865G")) {
1328 gl_info->gl_card = CARD_INTEL_I865G;
1329 } else if (strstr(gl_info->gl_renderer, "855G")) {
1330 gl_info->gl_card = CARD_INTEL_I855G;
1331 } else if (strstr(gl_info->gl_renderer, "830G")) {
1332 gl_info->gl_card = CARD_INTEL_I830G;
1334 gl_info->gl_card = CARD_INTEL_I915G;
1340 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1341 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1342 * them a good generic choice.
1344 gl_info->gl_vendor = VENDOR_NVIDIA;
1345 if(WINE_D3D9_CAPABLE(gl_info))
1346 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1347 else if(WINE_D3D8_CAPABLE(gl_info))
1348 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1349 else if(WINE_D3D7_CAPABLE(gl_info))
1350 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1351 else if(WINE_D3D6_CAPABLE(gl_info))
1352 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1354 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1356 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1358 /* If we have an estimate use it, else default to 64MB; */
1360 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1362 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1364 /* Load all the lookup tables */
1365 for (i = 0; i < MAX_LOOKUPS; i++) {
1366 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1369 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1370 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1371 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1372 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1373 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1374 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1375 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1376 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1377 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1378 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1380 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1381 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1382 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1383 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1384 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1387 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1388 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1389 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1390 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1391 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1392 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1393 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1394 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1395 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1396 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1397 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1398 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1399 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1400 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1401 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1403 /* TODO: config lookups */
1405 /* Make sure there's an active HDC else the WGL extensions will fail */
1406 hdc = pwglGetCurrentDC();
1408 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1409 if(GL_EXTCALL(wglGetExtensionsStringARB))
1410 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1412 if (NULL == WGL_Extensions) {
1413 ERR(" WGL_Extensions returns NULL\n");
1415 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1416 while (*WGL_Extensions != 0x00) {
1421 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1422 Start = WGL_Extensions;
1423 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1427 len = WGL_Extensions - Start;
1428 if (len == 0 || len >= sizeof(ThisExtn))
1431 memcpy(ThisExtn, Start, len);
1432 ThisExtn[len] = '\0';
1433 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1435 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1436 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1437 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1439 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
1440 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
1441 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
1443 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1444 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1445 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1452 return return_value;
1455 /**********************************************************
1456 * IWineD3D implementation follows
1457 **********************************************************/
1459 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1460 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1462 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
1464 return This->adapter_count;
1467 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1468 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1469 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1473 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1474 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1476 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1478 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1482 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1485 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1486 of the same bpp but different resolutions */
1488 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1489 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1490 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1491 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1493 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1497 /* TODO: Store modes per adapter and read it from the adapter structure */
1498 if (Adapter == 0) { /* Display */
1502 if (!DEBUG_SINGLE_MODE) {
1505 ZeroMemory(&DevModeW, sizeof(DevModeW));
1506 DevModeW.dmSize = sizeof(DevModeW);
1507 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1511 case WINED3DFMT_UNKNOWN:
1512 /* This is for D3D8, do not enumerate P8 here */
1513 if (DevModeW.dmBitsPerPel == 32 ||
1514 DevModeW.dmBitsPerPel == 16) i++;
1516 case WINED3DFMT_X8R8G8B8:
1517 if (DevModeW.dmBitsPerPel == 32) i++;
1519 case WINED3DFMT_R5G6B5:
1520 if (DevModeW.dmBitsPerPel == 16) i++;
1523 if (DevModeW.dmBitsPerPel == 8) i++;
1526 /* Skip other modes as they do not match the requested format */
1535 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1538 FIXME_(d3d_caps)("Adapter not primary display\n");
1543 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1544 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1545 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1546 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1548 /* Validate the parameters as much as possible */
1549 if (NULL == pMode ||
1550 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1551 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1552 return WINED3DERR_INVALIDCALL;
1555 /* TODO: Store modes per adapter and read it from the adapter structure */
1556 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1562 ZeroMemory(&DevModeW, sizeof(DevModeW));
1563 DevModeW.dmSize = sizeof(DevModeW);
1565 /* If we are filtering to a specific format (D3D9), then need to skip
1566 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1567 just count through the ones with valid bit depths */
1568 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1571 case WINED3DFMT_UNKNOWN:
1572 /* This is D3D8. Do not enumerate P8 here */
1573 if (DevModeW.dmBitsPerPel == 32 ||
1574 DevModeW.dmBitsPerPel == 16) i++;
1576 case WINED3DFMT_X8R8G8B8:
1577 if (DevModeW.dmBitsPerPel == 32) i++;
1579 case WINED3DFMT_R5G6B5:
1580 if (DevModeW.dmBitsPerPel == 16) i++;
1583 if (DevModeW.dmBitsPerPel == 8) i++;
1586 /* Modes that don't match what we support can get an early-out */
1587 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1588 return WINED3DERR_INVALIDCALL;
1593 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1594 return WINED3DERR_INVALIDCALL;
1598 /* Now get the display mode via the calculated index */
1599 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1600 pMode->Width = DevModeW.dmPelsWidth;
1601 pMode->Height = DevModeW.dmPelsHeight;
1602 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1603 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1604 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1606 if (Format == WINED3DFMT_UNKNOWN) {
1607 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1609 pMode->Format = Format;
1612 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1613 return WINED3DERR_INVALIDCALL;
1616 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1617 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1618 DevModeW.dmBitsPerPel);
1620 } else if (DEBUG_SINGLE_MODE) {
1621 /* Return one setting of the format requested */
1622 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1624 pMode->Height = 600;
1625 pMode->RefreshRate = 60;
1626 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1628 FIXME_(d3d_caps)("Adapter not primary display\n");
1634 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1635 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1636 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1638 if (NULL == pMode ||
1639 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1640 return WINED3DERR_INVALIDCALL;
1643 if (Adapter == 0) { /* Display */
1647 ZeroMemory(&DevModeW, sizeof(DevModeW));
1648 DevModeW.dmSize = sizeof(DevModeW);
1650 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1651 pMode->Width = DevModeW.dmPelsWidth;
1652 pMode->Height = DevModeW.dmPelsHeight;
1653 bpp = DevModeW.dmBitsPerPel;
1654 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1655 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1657 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1660 pMode->Format = pixelformat_for_depth(bpp);
1662 FIXME_(d3d_caps)("Adapter not primary display\n");
1665 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1666 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1670 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1671 and fields being inserted in the middle, a new structure is used in place */
1672 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1673 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1674 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1676 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1678 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1679 return WINED3DERR_INVALIDCALL;
1682 /* Return the information requested */
1683 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1684 strcpy(pIdentifier->Driver, This->adapters[Adapter].driver);
1685 strcpy(pIdentifier->Description, This->adapters[Adapter].description);
1687 /* Note dx8 doesn't supply a DeviceName */
1688 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1689 pIdentifier->DriverVersion->u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
1690 pIdentifier->DriverVersion->u.LowPart = This->adapters[Adapter].gl_info.driver_version;
1691 *(pIdentifier->VendorId) = This->adapters[Adapter].gl_info.gl_vendor;
1692 *(pIdentifier->DeviceId) = This->adapters[Adapter].gl_info.gl_card;
1693 *(pIdentifier->SubSysId) = 0;
1694 *(pIdentifier->Revision) = 0;
1695 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1697 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1699 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1700 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1703 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1705 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1706 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1709 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1710 *(pIdentifier->WHQLLevel) = 0;
1712 *(pIdentifier->WHQLLevel) = 1;
1718 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
1719 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1721 short redSize, greenSize, blueSize, alphaSize, colorBits;
1726 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1727 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1729 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1733 if(cfg->redSize < redSize)
1736 if(cfg->greenSize < greenSize)
1739 if(cfg->blueSize < blueSize)
1742 if(cfg->alphaSize < alphaSize)
1746 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1747 if (format_desc->format == WINED3DFMT_R16_FLOAT)
1748 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1749 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
1750 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1751 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
1752 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1753 if (format_desc->format == WINED3DFMT_R32_FLOAT)
1754 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1755 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
1756 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1757 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
1758 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1760 /* Probably a color index mode */
1767 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
1768 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1770 short depthSize, stencilSize;
1771 BOOL lockable = FALSE;
1776 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
1778 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1782 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
1785 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1786 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1787 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1788 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1791 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1792 * allow more stencil bits than requested. */
1793 if(cfg->stencilSize < stencilSize)
1799 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1800 WINED3DFORMAT AdapterFormat,
1801 WINED3DFORMAT RenderTargetFormat,
1802 WINED3DFORMAT DepthStencilFormat) {
1803 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1805 const WineD3D_PixelFormat *cfgs;
1806 const struct WineD3DAdapter *adapter;
1807 const struct GlPixelFormatDesc *rt_format_desc;
1808 const struct GlPixelFormatDesc *ds_format_desc;
1811 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1813 DeviceType, debug_d3ddevicetype(DeviceType),
1814 AdapterFormat, debug_d3dformat(AdapterFormat),
1815 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1816 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1818 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1819 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1820 return WINED3DERR_INVALIDCALL;
1823 adapter = &This->adapters[Adapter];
1824 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
1825 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
1826 cfgs = adapter->cfgs;
1827 nCfgs = adapter->nCfgs;
1828 for (it = 0; it < nCfgs; ++it) {
1829 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
1831 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
1833 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1838 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1840 return WINED3DERR_NOTAVAILABLE;
1843 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1844 WINED3DFORMAT SurfaceFormat,
1845 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1847 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1848 const struct GlPixelFormatDesc *glDesc;
1849 const struct WineD3DAdapter *adapter;
1851 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1854 DeviceType, debug_d3ddevicetype(DeviceType),
1855 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1860 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1861 return WINED3DERR_INVALIDCALL;
1864 /* TODO: handle Windowed, add more quality levels */
1866 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1868 /* By default multisampling is disabled right now as it causes issues
1869 * on some Nvidia driver versions and it doesn't work well in combination
1871 if(!wined3d_settings.allow_multisampling)
1872 return WINED3DERR_NOTAVAILABLE;
1874 adapter = &This->adapters[Adapter];
1875 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
1876 if (!glDesc) return WINED3DERR_INVALIDCALL;
1878 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1880 const WineD3D_PixelFormat *cfgs;
1882 cfgs = adapter->cfgs;
1883 nCfgs = adapter->nCfgs;
1884 for(i=0; i<nCfgs; i++) {
1885 if(cfgs[i].numSamples != MultiSampleType)
1888 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
1891 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1894 *pQualityLevels = 1; /* Guess at a value! */
1898 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1899 short redSize, greenSize, blueSize, alphaSize, colorBits;
1901 const WineD3D_PixelFormat *cfgs;
1903 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1905 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1906 return WINED3DERR_NOTAVAILABLE;
1909 cfgs = adapter->cfgs;
1910 nCfgs = adapter->nCfgs;
1911 for(i=0; i<nCfgs; i++) {
1912 if(cfgs[i].numSamples != MultiSampleType)
1914 if(cfgs[i].redSize != redSize)
1916 if(cfgs[i].greenSize != greenSize)
1918 if(cfgs[i].blueSize != blueSize)
1920 if(cfgs[i].alphaSize != alphaSize)
1923 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1926 *pQualityLevels = 1; /* Guess at a value! */
1930 return WINED3DERR_NOTAVAILABLE;
1933 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1934 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1936 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1937 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1940 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1943 DeviceType, debug_d3ddevicetype(DeviceType),
1944 DisplayFormat, debug_d3dformat(DisplayFormat),
1945 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1948 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1949 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1950 return WINED3DERR_INVALIDCALL;
1953 /* The task of this function is to check whether a certain display / backbuffer format
1954 * combination is available on the given adapter. In fullscreen mode microsoft specified
1955 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1956 * and display format should match exactly.
1957 * In windowed mode format conversion can occur and this depends on the driver. When format
1958 * conversion is done, this function should nevertheless fail and applications need to use
1959 * CheckDeviceFormatConversion.
1960 * At the moment we assume that fullscreen and windowed have the same capabilities */
1962 /* There are only 4 display formats */
1963 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1964 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1965 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1966 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1968 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1969 return WINED3DERR_NOTAVAILABLE;
1972 /* If the requested DisplayFormat is not available, don't continue */
1973 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1975 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1976 return WINED3DERR_NOTAVAILABLE;
1979 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1980 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1981 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1982 return WINED3DERR_NOTAVAILABLE;
1985 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1986 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1987 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1988 return WINED3DERR_NOTAVAILABLE;
1991 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1992 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1993 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1994 return WINED3DERR_NOTAVAILABLE;
1997 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1998 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1999 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2000 return WINED3DERR_NOTAVAILABLE;
2003 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2004 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2005 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2006 return WINED3DERR_NOTAVAILABLE;
2009 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2010 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2012 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2018 /* Check if we support bumpmapping for a format */
2019 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2020 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2022 const struct fragment_pipeline *fp;
2024 switch(format_desc->format)
2026 case WINED3DFMT_R8G8_SNORM:
2027 case WINED3DFMT_R16G16_SNORM:
2028 case WINED3DFMT_L6V5U5:
2029 case WINED3DFMT_X8L8V8U8:
2030 case WINED3DFMT_R8G8B8A8_SNORM:
2031 /* Ask the fixed function pipeline implementation if it can deal
2032 * with the conversion. If we've got a GL extension giving native
2033 * support this will be an identity conversion. */
2034 fp = select_fragment_implementation(adapter, DeviceType);
2035 if (fp->color_fixup_supported(format_desc->color_fixup))
2037 TRACE_(d3d_caps)("[OK]\n");
2040 TRACE_(d3d_caps)("[FAILED]\n");
2044 TRACE_(d3d_caps)("[FAILED]\n");
2049 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2050 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2051 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2055 /* Only allow depth/stencil formats */
2056 if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2058 /* Walk through all WGL pixel formats to find a match */
2059 for (it = 0; it < adapter->nCfgs; ++it)
2061 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2062 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2064 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2074 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2076 /* The flags entry of a format contains the filtering capability */
2077 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2082 /* Check the render target capabilities of a format */
2083 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2084 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2086 /* Filter out non-RT formats */
2087 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2089 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2090 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2092 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2093 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2095 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2096 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2098 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2099 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2100 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2101 TRACE_(d3d_caps)("[FAILED]\n");
2105 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2106 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2107 for (it = 0; it < adapter->nCfgs; ++it)
2109 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2110 &cfgs[it], check_format_desc))
2112 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2113 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2117 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2118 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2119 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2122 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2123 for (it = 0; it < adapter->nCfgs; ++it)
2125 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2126 &cfgs[it], check_format_desc))
2128 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2129 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2133 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2134 /* For now return TRUE for FBOs until we have some proper checks.
2135 * Note that this function will only be called when the format is around for texturing. */
2141 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2143 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2145 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2146 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2147 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2151 switch (format_desc->format)
2153 case WINED3DFMT_A8R8G8B8:
2154 case WINED3DFMT_X8R8G8B8:
2155 case WINED3DFMT_A4R4G4B4:
2157 case WINED3DFMT_A8L8:
2158 case WINED3DFMT_DXT1:
2159 case WINED3DFMT_DXT2:
2160 case WINED3DFMT_DXT3:
2161 case WINED3DFMT_DXT4:
2162 case WINED3DFMT_DXT5:
2163 TRACE_(d3d_caps)("[OK]\n");
2167 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2173 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2174 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2176 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2177 * doing the color fixup in shaders.
2178 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2179 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2181 int vs_selected_mode;
2182 int ps_selected_mode;
2183 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2185 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2186 TRACE_(d3d_caps)("[OK]\n");
2191 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2195 /* Check if a format support blending in combination with pixel shaders */
2196 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2197 const struct GlPixelFormatDesc *format_desc)
2199 /* The flags entry of a format contains the post pixel shader blending capability */
2200 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2205 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2207 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2208 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2209 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2210 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2211 * capability anyway.
2213 * For now lets report this on all formats, but in the future we may want to
2214 * restrict it to some should games need that
2219 /* Check if a texture format is supported on the given adapter */
2220 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2221 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2223 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2224 const shader_backend_t *shader_backend;
2225 const struct fragment_pipeline *fp;
2227 switch (format_desc->format)
2230 * supported: RGB(A) formats
2232 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2233 case WINED3DFMT_A8R8G8B8:
2234 case WINED3DFMT_X8R8G8B8:
2235 case WINED3DFMT_R5G6B5:
2236 case WINED3DFMT_X1R5G5B5:
2237 case WINED3DFMT_A1R5G5B5:
2238 case WINED3DFMT_A4R4G4B4:
2239 case WINED3DFMT_A8_UNORM:
2240 case WINED3DFMT_X4R4G4B4:
2241 case WINED3DFMT_R8G8B8A8_UNORM:
2242 case WINED3DFMT_X8B8G8R8:
2243 case WINED3DFMT_A2R10G10B10:
2244 case WINED3DFMT_R10G10B10A2_UNORM:
2245 case WINED3DFMT_R16G16_UNORM:
2246 TRACE_(d3d_caps)("[OK]\n");
2249 case WINED3DFMT_R3G3B2:
2250 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2254 * supported: Palettized
2257 TRACE_(d3d_caps)("[OK]\n");
2259 /* No Windows driver offers A8P8, so don't offer it either */
2260 case WINED3DFMT_A8P8:
2264 * Supported: (Alpha)-Luminance
2267 case WINED3DFMT_A8L8:
2268 case WINED3DFMT_L16:
2269 TRACE_(d3d_caps)("[OK]\n");
2272 /* Not supported on Windows, thus disabled */
2273 case WINED3DFMT_A4L4:
2274 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2278 * Supported: Depth/Stencil formats
2280 case WINED3DFMT_D16_LOCKABLE:
2281 case WINED3DFMT_D16_UNORM:
2282 case WINED3DFMT_D15S1:
2283 case WINED3DFMT_D24X8:
2284 case WINED3DFMT_D24X4S4:
2285 case WINED3DFMT_D24S8:
2286 case WINED3DFMT_D24FS8:
2287 case WINED3DFMT_D32:
2288 case WINED3DFMT_D32F_LOCKABLE:
2292 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2293 * GL_NV_texture_shader). Emulated by shaders
2295 case WINED3DFMT_R8G8_SNORM:
2296 case WINED3DFMT_X8L8V8U8:
2297 case WINED3DFMT_L6V5U5:
2298 case WINED3DFMT_R8G8B8A8_SNORM:
2299 case WINED3DFMT_R16G16_SNORM:
2300 /* Ask the shader backend if it can deal with the conversion. If
2301 * we've got a GL extension giving native support this will be an
2302 * identity conversion. */
2303 shader_backend = select_shader_backend(adapter, DeviceType);
2304 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2306 TRACE_(d3d_caps)("[OK]\n");
2309 TRACE_(d3d_caps)("[FAILED]\n");
2312 case WINED3DFMT_DXT1:
2313 case WINED3DFMT_DXT2:
2314 case WINED3DFMT_DXT3:
2315 case WINED3DFMT_DXT4:
2316 case WINED3DFMT_DXT5:
2317 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2318 TRACE_(d3d_caps)("[OK]\n");
2321 TRACE_(d3d_caps)("[FAILED]\n");
2326 * Odd formats - not supported
2328 case WINED3DFMT_VERTEXDATA:
2329 case WINED3DFMT_R16_UINT:
2330 case WINED3DFMT_R32_UINT:
2331 case WINED3DFMT_R16G16B16A16_SNORM:
2332 case WINED3DFMT_A2W10V10U10:
2333 case WINED3DFMT_W11V11U10:
2334 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2338 * WINED3DFMT_CxV8U8: Not supported right now
2340 case WINED3DFMT_CxV8U8:
2341 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2345 case WINED3DFMT_UYVY:
2346 case WINED3DFMT_YUY2:
2347 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2348 TRACE_(d3d_caps)("[OK]\n");
2351 TRACE_(d3d_caps)("[FAILED]\n");
2353 case WINED3DFMT_YV12:
2354 TRACE_(d3d_caps)("[FAILED]\n");
2358 case WINED3DFMT_R16G16B16A16_UNORM:
2359 case WINED3DFMT_A8R3G3B2:
2360 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2363 /* Floating point formats */
2364 case WINED3DFMT_R16_FLOAT:
2365 case WINED3DFMT_R16G16B16A16_FLOAT:
2366 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2367 TRACE_(d3d_caps)("[OK]\n");
2370 TRACE_(d3d_caps)("[FAILED]\n");
2373 case WINED3DFMT_R32_FLOAT:
2374 case WINED3DFMT_R32G32B32A32_FLOAT:
2375 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2376 TRACE_(d3d_caps)("[OK]\n");
2379 TRACE_(d3d_caps)("[FAILED]\n");
2382 case WINED3DFMT_R16G16_FLOAT:
2383 case WINED3DFMT_R32G32_FLOAT:
2384 if(GL_SUPPORT(ARB_TEXTURE_RG)) {
2385 TRACE_(d3d_caps)("[OK]\n");
2388 TRACE_(d3d_caps)("[FAILED]\n");
2391 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2392 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2393 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2394 * We can do instancing with all shader versions, but we need vertex shaders.
2396 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2397 * to enable instancing. WineD3D doesn't need that and just ignores it.
2399 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2401 case WINEMAKEFOURCC('I','N','S','T'):
2402 TRACE("ATI Instancing check hack\n");
2403 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2404 TRACE_(d3d_caps)("[OK]\n");
2407 TRACE_(d3d_caps)("[FAILED]\n");
2410 /* Some weird FOURCC formats */
2411 case WINED3DFMT_R8G8_B8G8:
2412 case WINED3DFMT_G8R8_G8B8:
2413 case WINED3DFMT_MULTI2_ARGB8:
2414 TRACE_(d3d_caps)("[FAILED]\n");
2417 /* Vendor specific formats */
2418 case WINED3DFMT_ATI2N:
2419 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2420 shader_backend = select_shader_backend(adapter, DeviceType);
2421 fp = select_fragment_implementation(adapter, DeviceType);
2422 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
2423 && fp->color_fixup_supported(format_desc->color_fixup))
2425 TRACE_(d3d_caps)("[OK]\n");
2429 TRACE_(d3d_caps)("[OK]\n");
2432 TRACE_(d3d_caps)("[FAILED]\n");
2435 case WINED3DFMT_NVHU:
2436 case WINED3DFMT_NVHS:
2437 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2438 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2439 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2440 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2441 * Applications have to deal with not having NVHS and NVHU.
2443 TRACE_(d3d_caps)("[FAILED]\n");
2446 case WINED3DFMT_UNKNOWN:
2450 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
2456 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
2457 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
2459 const struct blit_shader *blitter;
2461 if(SurfaceType == SURFACE_GDI) {
2462 switch(check_format_desc->format)
2464 case WINED3DFMT_R8G8B8:
2465 case WINED3DFMT_A8R8G8B8:
2466 case WINED3DFMT_X8R8G8B8:
2467 case WINED3DFMT_R5G6B5:
2468 case WINED3DFMT_X1R5G5B5:
2469 case WINED3DFMT_A1R5G5B5:
2470 case WINED3DFMT_A4R4G4B4:
2471 case WINED3DFMT_R3G3B2:
2472 case WINED3DFMT_A8_UNORM:
2473 case WINED3DFMT_A8R3G3B2:
2474 case WINED3DFMT_X4R4G4B4:
2475 case WINED3DFMT_R10G10B10A2_UNORM:
2476 case WINED3DFMT_R8G8B8A8_UNORM:
2477 case WINED3DFMT_X8B8G8R8:
2478 case WINED3DFMT_R16G16_UNORM:
2479 case WINED3DFMT_A2R10G10B10:
2480 case WINED3DFMT_R16G16B16A16_UNORM:
2482 TRACE_(d3d_caps)("[OK]\n");
2485 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2490 /* All format that are supported for textures are supported for surfaces as well */
2491 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
2492 /* All depth stencil formats are supported on surfaces */
2493 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
2495 /* If opengl can't process the format natively, the blitter may be able to convert it */
2496 blitter = select_blit_implementation(adapter, DeviceType);
2497 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
2499 TRACE_(d3d_caps)("[OK]\n");
2503 /* Reject other formats */
2504 TRACE_(d3d_caps)("[FAILED]\n");
2508 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2510 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2512 if (!GL_LIMITS(vertex_samplers)) {
2513 TRACE_(d3d_caps)("[FAILED]\n");
2517 switch (format_desc->format)
2519 case WINED3DFMT_R32G32B32A32_FLOAT:
2520 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2521 TRACE_(d3d_caps)("[FAILED]\n");
2524 TRACE_(d3d_caps)("[OK]\n");
2528 TRACE_(d3d_caps)("[FAILED]\n");
2534 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2535 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2536 WINED3DSURFTYPE SurfaceType) {
2537 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2538 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
2539 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2540 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
2541 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
2542 DWORD UsageCaps = 0;
2544 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2547 DeviceType, debug_d3ddevicetype(DeviceType),
2548 AdapterFormat, debug_d3dformat(AdapterFormat),
2549 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2550 RType, debug_d3dresourcetype(RType),
2551 CheckFormat, debug_d3dformat(CheckFormat));
2553 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2554 return WINED3DERR_INVALIDCALL;
2557 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2559 if(SurfaceType != SURFACE_OPENGL) {
2560 TRACE("[FAILED]\n");
2561 return WINED3DERR_NOTAVAILABLE;
2564 /* Cubetexture allows:
2565 * - D3DUSAGE_AUTOGENMIPMAP
2566 * - D3DUSAGE_DEPTHSTENCIL
2567 * - D3DUSAGE_DYNAMIC
2568 * - D3DUSAGE_NONSECURE (d3d9ex)
2569 * - D3DUSAGE_RENDERTARGET
2570 * - D3DUSAGE_SOFTWAREPROCESSING
2571 * - D3DUSAGE_QUERY_WRAPANDMIP
2573 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2574 /* Check if the texture format is around */
2575 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2577 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2578 /* Check for automatic mipmap generation support */
2579 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2580 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2582 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2583 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2587 /* Always report dynamic locking */
2588 if(Usage & WINED3DUSAGE_DYNAMIC)
2589 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2591 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2592 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2594 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2596 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2597 return WINED3DERR_NOTAVAILABLE;
2601 /* Always report software processing */
2602 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2603 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2605 /* Check QUERY_FILTER support */
2606 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2607 if (CheckFilterCapability(adapter, format_desc))
2609 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2611 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2612 return WINED3DERR_NOTAVAILABLE;
2616 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2617 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2618 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2620 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2622 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2623 return WINED3DERR_NOTAVAILABLE;
2627 /* Check QUERY_SRGBREAD support */
2628 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2629 if (CheckSrgbReadCapability(adapter, format_desc))
2631 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2633 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2634 return WINED3DERR_NOTAVAILABLE;
2638 /* Check QUERY_SRGBWRITE support */
2639 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2640 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2642 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2644 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2645 return WINED3DERR_NOTAVAILABLE;
2649 /* Check QUERY_VERTEXTEXTURE support */
2650 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2651 if (CheckVertexTextureCapability(adapter, format_desc))
2653 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2655 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2656 return WINED3DERR_NOTAVAILABLE;
2660 /* Check QUERY_WRAPANDMIP support */
2661 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2662 if (CheckWrapAndMipCapability(adapter, format_desc))
2664 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2666 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2667 return WINED3DERR_NOTAVAILABLE;
2671 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2672 return WINED3DERR_NOTAVAILABLE;
2675 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2676 return WINED3DERR_NOTAVAILABLE;
2678 } else if(RType == WINED3DRTYPE_SURFACE) {
2680 * - D3DUSAGE_DEPTHSTENCIL
2681 * - D3DUSAGE_NONSECURE (d3d9ex)
2682 * - D3DUSAGE_RENDERTARGET
2685 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
2687 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2688 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2690 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2692 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2693 return WINED3DERR_NOTAVAILABLE;
2697 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2698 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2700 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2702 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2703 return WINED3DERR_NOTAVAILABLE;
2707 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2708 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2709 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2711 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2713 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2714 return WINED3DERR_NOTAVAILABLE;
2718 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2719 return WINED3DERR_NOTAVAILABLE;
2722 } else if(RType == WINED3DRTYPE_TEXTURE) {
2724 * - D3DUSAGE_AUTOGENMIPMAP
2725 * - D3DUSAGE_DEPTHSTENCIL
2727 * - D3DUSAGE_DYNAMIC
2728 * - D3DUSAGE_NONSECURE (d3d9ex)
2729 * - D3DUSAGE_RENDERTARGET
2730 * - D3DUSAGE_SOFTWAREPROCESSING
2731 * - D3DUSAGE_TEXTAPI (d3d9ex)
2732 * - D3DUSAGE_QUERY_WRAPANDMIP
2735 if(SurfaceType != SURFACE_OPENGL) {
2736 TRACE("[FAILED]\n");
2737 return WINED3DERR_NOTAVAILABLE;
2740 /* Check if the texture format is around */
2741 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2743 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2744 /* Check for automatic mipmap generation support */
2745 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2746 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2748 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2749 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2753 /* Always report dynamic locking */
2754 if(Usage & WINED3DUSAGE_DYNAMIC)
2755 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2757 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2758 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2760 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2762 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2763 return WINED3DERR_NOTAVAILABLE;
2767 /* Always report software processing */
2768 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2769 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2771 /* Check QUERY_FILTER support */
2772 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2773 if (CheckFilterCapability(adapter, format_desc))
2775 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2777 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2778 return WINED3DERR_NOTAVAILABLE;
2782 /* Check QUERY_LEGACYBUMPMAP support */
2783 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2784 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
2786 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2788 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2789 return WINED3DERR_NOTAVAILABLE;
2793 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2794 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2795 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2797 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2799 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2800 return WINED3DERR_NOTAVAILABLE;
2804 /* Check QUERY_SRGBREAD support */
2805 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2806 if (CheckSrgbReadCapability(adapter, format_desc))
2808 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2810 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2811 return WINED3DERR_NOTAVAILABLE;
2815 /* Check QUERY_SRGBWRITE support */
2816 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2817 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2819 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2821 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2822 return WINED3DERR_NOTAVAILABLE;
2826 /* Check QUERY_VERTEXTEXTURE support */
2827 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2828 if (CheckVertexTextureCapability(adapter, format_desc))
2830 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2832 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2833 return WINED3DERR_NOTAVAILABLE;
2837 /* Check QUERY_WRAPANDMIP support */
2838 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2839 if (CheckWrapAndMipCapability(adapter, format_desc))
2841 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2843 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2844 return WINED3DERR_NOTAVAILABLE;
2848 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2849 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2851 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2853 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2854 return WINED3DERR_NOTAVAILABLE;
2858 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2859 return WINED3DERR_NOTAVAILABLE;
2861 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2862 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2863 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2865 * Volumetexture allows:
2866 * - D3DUSAGE_DYNAMIC
2867 * - D3DUSAGE_NONSECURE (d3d9ex)
2868 * - D3DUSAGE_SOFTWAREPROCESSING
2869 * - D3DUSAGE_QUERY_WRAPANDMIP
2872 if(SurfaceType != SURFACE_OPENGL) {
2873 TRACE("[FAILED]\n");
2874 return WINED3DERR_NOTAVAILABLE;
2877 /* Check volume texture and volume usage caps */
2878 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2879 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
2881 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2882 return WINED3DERR_NOTAVAILABLE;
2885 /* Always report dynamic locking */
2886 if(Usage & WINED3DUSAGE_DYNAMIC)
2887 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2889 /* Always report software processing */
2890 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2891 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2893 /* Check QUERY_FILTER support */
2894 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2895 if (CheckFilterCapability(adapter, format_desc))
2897 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2899 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2900 return WINED3DERR_NOTAVAILABLE;
2904 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2905 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2906 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2908 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2910 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2911 return WINED3DERR_NOTAVAILABLE;
2915 /* Check QUERY_SRGBREAD support */
2916 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2917 if (CheckSrgbReadCapability(adapter, format_desc))
2919 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2921 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2922 return WINED3DERR_NOTAVAILABLE;
2926 /* Check QUERY_SRGBWRITE support */
2927 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2928 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2930 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2932 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2933 return WINED3DERR_NOTAVAILABLE;
2937 /* Check QUERY_VERTEXTEXTURE support */
2938 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2939 if (CheckVertexTextureCapability(adapter, format_desc))
2941 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2943 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2944 return WINED3DERR_NOTAVAILABLE;
2948 /* Check QUERY_WRAPANDMIP support */
2949 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2950 if (CheckWrapAndMipCapability(adapter, format_desc))
2952 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2954 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2955 return WINED3DERR_NOTAVAILABLE;
2959 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2960 return WINED3DERR_NOTAVAILABLE;
2963 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2964 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2965 * app needing one of those formats, don't advertize them to avoid leading apps into
2966 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2969 switch(CheckFormat) {
2971 case WINED3DFMT_A4L4:
2972 case WINED3DFMT_R32_FLOAT:
2973 case WINED3DFMT_R16_FLOAT:
2974 case WINED3DFMT_X8L8V8U8:
2975 case WINED3DFMT_L6V5U5:
2976 case WINED3DFMT_R16G16_UNORM:
2977 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2978 return WINED3DERR_NOTAVAILABLE;
2980 case WINED3DFMT_R8G8B8A8_SNORM:
2981 case WINED3DFMT_R16G16_SNORM:
2982 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2983 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2984 return WINED3DERR_NOTAVAILABLE;
2988 case WINED3DFMT_R8G8_SNORM:
2989 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2990 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2991 return WINED3DERR_NOTAVAILABLE;
2995 case WINED3DFMT_DXT1:
2996 case WINED3DFMT_DXT2:
2997 case WINED3DFMT_DXT3:
2998 case WINED3DFMT_DXT4:
2999 case WINED3DFMT_DXT5:
3000 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3001 * compressed texture results in an error. While the D3D refrast does
3002 * support s3tc volumes, at least the nvidia windows driver does not, so
3003 * we're free not to support this format.
3005 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3006 return WINED3DERR_NOTAVAILABLE;
3009 /* Do nothing, continue with checking the format below */
3012 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
3013 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3014 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3015 return WINED3DERR_NOTAVAILABLE;
3018 /* This format is nothing special and it is supported perfectly.
3019 * However, ati and nvidia driver on windows do not mark this format as
3020 * supported (tested with the dxCapsViewer) and pretending to
3021 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3022 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3023 * Enable it on dx7. It will need additional checking on dx10 when we support it.
3025 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3026 TRACE_(d3d_caps)("[FAILED]\n");
3027 return WINED3DERR_NOTAVAILABLE;
3030 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3031 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3032 * usage flags match. */
3033 if(UsageCaps == Usage) {
3035 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3036 return WINED3DOK_NOAUTOGEN;
3038 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
3039 return WINED3DERR_NOTAVAILABLE;
3043 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3044 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3045 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3047 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3050 DeviceType, debug_d3ddevicetype(DeviceType),
3051 SourceFormat, debug_d3dformat(SourceFormat),
3052 TargetFormat, debug_d3dformat(TargetFormat));
3056 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3058 const shader_backend_t *ret;
3059 int vs_selected_mode;
3060 int ps_selected_mode;
3062 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3063 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3064 ret = &glsl_shader_backend;
3065 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3066 ret = &arb_program_shader_backend;
3068 ret = &none_shader_backend;
3073 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3074 WINED3DDEVTYPE DeviceType)
3076 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3077 int vs_selected_mode;
3078 int ps_selected_mode;
3080 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3081 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3082 return &arbfp_fragment_pipeline;
3083 } else if(ps_selected_mode == SHADER_ATI) {
3084 return &atifs_fragment_pipeline;
3085 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3086 return &nvts_fragment_pipeline;
3087 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3088 return &nvrc_fragment_pipeline;
3090 return &ffp_fragment_pipeline;
3094 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3096 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3097 int vs_selected_mode;
3098 int ps_selected_mode;
3100 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3101 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3108 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3109 subset of a D3DCAPS9 structure. However, it has to come via a void *
3110 as the d3d8 interface cannot import the d3d9 header */
3111 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3113 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3114 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3115 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3116 int vs_selected_mode;
3117 int ps_selected_mode;
3118 struct shader_caps shader_caps;
3119 struct fragment_caps fragment_caps;
3120 const shader_backend_t *shader_backend;
3121 const struct fragment_pipeline *frag_pipeline = NULL;
3122 DWORD ckey_caps, blit_caps, fx_caps;
3124 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3126 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3127 return WINED3DERR_INVALIDCALL;
3130 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3132 /* This function should *not* be modifying GL caps
3133 * TODO: move the functionality where it belongs */
3134 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3136 /* ------------------------------------------------
3137 The following fields apply to both d3d8 and d3d9
3138 ------------------------------------------------ */
3139 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3140 pCaps->AdapterOrdinal = Adapter;
3143 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3144 WINED3DCAPS2_FULLSCREENGAMMA |
3145 WINED3DCAPS2_DYNAMICTEXTURES;
3146 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3147 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3150 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3151 WINED3DCAPS3_COPY_TO_VIDMEM |
3152 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3154 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3155 WINED3DPRESENT_INTERVAL_ONE;
3157 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3158 WINED3DCURSORCAPS_LOWRES;
3160 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3161 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3162 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3163 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3164 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3165 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3166 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3167 WINED3DDEVCAPS_PUREDEVICE |
3168 WINED3DDEVCAPS_HWRASTERIZATION |
3169 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3170 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3171 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3172 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3173 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3174 WINED3DDEVCAPS_RTPATCHES;
3176 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3177 WINED3DPMISCCAPS_CULLCCW |
3178 WINED3DPMISCCAPS_CULLCW |
3179 WINED3DPMISCCAPS_COLORWRITEENABLE |
3180 WINED3DPMISCCAPS_CLIPTLVERTS |
3181 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3182 WINED3DPMISCCAPS_MASKZ |
3183 WINED3DPMISCCAPS_BLENDOP |
3184 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3186 WINED3DPMISCCAPS_NULLREFERENCE
3187 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3188 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3189 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3190 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3192 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3193 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3195 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3196 WINED3DPRASTERCAPS_PAT |
3197 WINED3DPRASTERCAPS_WFOG |
3198 WINED3DPRASTERCAPS_ZFOG |
3199 WINED3DPRASTERCAPS_FOGVERTEX |
3200 WINED3DPRASTERCAPS_FOGTABLE |
3201 WINED3DPRASTERCAPS_STIPPLE |
3202 WINED3DPRASTERCAPS_SUBPIXEL |
3203 WINED3DPRASTERCAPS_ZTEST |
3204 WINED3DPRASTERCAPS_SCISSORTEST |
3205 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3206 WINED3DPRASTERCAPS_DEPTHBIAS;
3208 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3209 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3210 WINED3DPRASTERCAPS_ZBIAS |
3211 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3213 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3214 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3217 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3218 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3219 WINED3DPRASTERCAPS_ANTIALIASEDGES
3220 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3221 WINED3DPRASTERCAPS_WBUFFER */
3223 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3224 WINED3DPCMPCAPS_EQUAL |
3225 WINED3DPCMPCAPS_GREATER |
3226 WINED3DPCMPCAPS_GREATEREQUAL |
3227 WINED3DPCMPCAPS_LESS |
3228 WINED3DPCMPCAPS_LESSEQUAL |
3229 WINED3DPCMPCAPS_NEVER |
3230 WINED3DPCMPCAPS_NOTEQUAL;
3232 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3233 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3234 WINED3DPBLENDCAPS_DESTALPHA |
3235 WINED3DPBLENDCAPS_DESTCOLOR |
3236 WINED3DPBLENDCAPS_INVDESTALPHA |
3237 WINED3DPBLENDCAPS_INVDESTCOLOR |
3238 WINED3DPBLENDCAPS_INVSRCALPHA |
3239 WINED3DPBLENDCAPS_INVSRCCOLOR |
3240 WINED3DPBLENDCAPS_ONE |
3241 WINED3DPBLENDCAPS_SRCALPHA |
3242 WINED3DPBLENDCAPS_SRCALPHASAT |
3243 WINED3DPBLENDCAPS_SRCCOLOR |
3244 WINED3DPBLENDCAPS_ZERO;
3246 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3247 WINED3DPBLENDCAPS_DESTCOLOR |
3248 WINED3DPBLENDCAPS_INVDESTALPHA |
3249 WINED3DPBLENDCAPS_INVDESTCOLOR |
3250 WINED3DPBLENDCAPS_INVSRCALPHA |
3251 WINED3DPBLENDCAPS_INVSRCCOLOR |
3252 WINED3DPBLENDCAPS_ONE |
3253 WINED3DPBLENDCAPS_SRCALPHA |
3254 WINED3DPBLENDCAPS_SRCCOLOR |
3255 WINED3DPBLENDCAPS_ZERO;
3256 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3257 * according to the glBlendFunc manpage
3259 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3260 * legacy settings for srcblend only
3263 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3264 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3265 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3269 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3270 WINED3DPCMPCAPS_EQUAL |
3271 WINED3DPCMPCAPS_GREATER |
3272 WINED3DPCMPCAPS_GREATEREQUAL |
3273 WINED3DPCMPCAPS_LESS |
3274 WINED3DPCMPCAPS_LESSEQUAL |
3275 WINED3DPCMPCAPS_NEVER |
3276 WINED3DPCMPCAPS_NOTEQUAL;
3278 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3279 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3280 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3281 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3282 WINED3DPSHADECAPS_COLORFLATRGB |
3283 WINED3DPSHADECAPS_FOGFLAT |
3284 WINED3DPSHADECAPS_FOGGOURAUD |
3285 WINED3DPSHADECAPS_SPECULARFLATRGB;
3287 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3288 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3289 WINED3DPTEXTURECAPS_TRANSPARENCY |
3290 WINED3DPTEXTURECAPS_BORDER |
3291 WINED3DPTEXTURECAPS_MIPMAP |
3292 WINED3DPTEXTURECAPS_PROJECTED |
3293 WINED3DPTEXTURECAPS_PERSPECTIVE;
3295 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3296 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3297 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3300 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3301 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3302 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3303 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3306 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3307 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3308 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3309 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3313 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3314 WINED3DPTFILTERCAPS_MAGFPOINT |
3315 WINED3DPTFILTERCAPS_MINFLINEAR |
3316 WINED3DPTFILTERCAPS_MINFPOINT |
3317 WINED3DPTFILTERCAPS_MIPFLINEAR |
3318 WINED3DPTFILTERCAPS_MIPFPOINT |
3319 WINED3DPTFILTERCAPS_LINEAR |
3320 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3321 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3322 WINED3DPTFILTERCAPS_MIPLINEAR |
3323 WINED3DPTFILTERCAPS_MIPNEAREST |
3324 WINED3DPTFILTERCAPS_NEAREST;
3326 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3327 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3328 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3331 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3332 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3333 WINED3DPTFILTERCAPS_MAGFPOINT |
3334 WINED3DPTFILTERCAPS_MINFLINEAR |
3335 WINED3DPTFILTERCAPS_MINFPOINT |
3336 WINED3DPTFILTERCAPS_MIPFLINEAR |
3337 WINED3DPTFILTERCAPS_MIPFPOINT |
3338 WINED3DPTFILTERCAPS_LINEAR |
3339 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3340 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3341 WINED3DPTFILTERCAPS_MIPLINEAR |
3342 WINED3DPTFILTERCAPS_MIPNEAREST |
3343 WINED3DPTFILTERCAPS_NEAREST;
3345 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3346 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3347 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3350 pCaps->CubeTextureFilterCaps = 0;
3352 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3353 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3354 WINED3DPTFILTERCAPS_MAGFPOINT |
3355 WINED3DPTFILTERCAPS_MINFLINEAR |
3356 WINED3DPTFILTERCAPS_MINFPOINT |
3357 WINED3DPTFILTERCAPS_MIPFLINEAR |
3358 WINED3DPTFILTERCAPS_MIPFPOINT |
3359 WINED3DPTFILTERCAPS_LINEAR |
3360 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3361 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3362 WINED3DPTFILTERCAPS_MIPLINEAR |
3363 WINED3DPTFILTERCAPS_MIPNEAREST |
3364 WINED3DPTFILTERCAPS_NEAREST;
3366 pCaps->VolumeTextureFilterCaps = 0;
3368 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3369 WINED3DPTADDRESSCAPS_CLAMP |
3370 WINED3DPTADDRESSCAPS_WRAP;
3372 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3373 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3375 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3376 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3378 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3379 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3382 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3383 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3384 WINED3DPTADDRESSCAPS_CLAMP |
3385 WINED3DPTADDRESSCAPS_WRAP;
3386 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3387 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3389 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3390 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3392 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3393 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3396 pCaps->VolumeTextureAddressCaps = 0;
3398 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3399 WINED3DLINECAPS_ZTEST |
3400 WINED3DLINECAPS_BLEND |
3401 WINED3DLINECAPS_ALPHACMP |
3402 WINED3DLINECAPS_FOG;
3403 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3404 * idea how generating the smoothing alpha values works; the result is different
3407 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3408 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3410 if(GL_SUPPORT(EXT_TEXTURE3D))
3411 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3413 pCaps->MaxVolumeExtent = 0;
3415 pCaps->MaxTextureRepeat = 32768;
3416 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3417 pCaps->MaxVertexW = 1.0;
3419 pCaps->GuardBandLeft = 0;
3420 pCaps->GuardBandTop = 0;
3421 pCaps->GuardBandRight = 0;
3422 pCaps->GuardBandBottom = 0;
3424 pCaps->ExtentsAdjust = 0;
3426 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3427 WINED3DSTENCILCAPS_INCRSAT |
3428 WINED3DSTENCILCAPS_INVERT |
3429 WINED3DSTENCILCAPS_KEEP |
3430 WINED3DSTENCILCAPS_REPLACE |
3431 WINED3DSTENCILCAPS_ZERO;
3432 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3433 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3434 WINED3DSTENCILCAPS_INCR;
3436 if ( This->dxVersion > 8 &&
3437 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3438 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3439 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3442 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3444 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3445 pCaps->MaxActiveLights = GL_LIMITS(lights);
3447 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3448 pCaps->MaxVertexBlendMatrixIndex = 0;
3450 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3451 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3454 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3455 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3456 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3457 WINED3DVTXPCAPS_LOCALVIEWER |
3458 WINED3DVTXPCAPS_VERTEXFOG |
3459 WINED3DVTXPCAPS_TEXGEN;
3461 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3463 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3464 pCaps->MaxVertexIndex = 0xFFFFF;
3465 pCaps->MaxStreams = MAX_STREAMS;
3466 pCaps->MaxStreamStride = 1024;
3468 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3469 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3470 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3471 pCaps->MaxNpatchTessellationLevel = 0;
3472 pCaps->MasterAdapterOrdinal = 0;
3473 pCaps->AdapterOrdinalInGroup = 0;
3474 pCaps->NumberOfAdaptersInGroup = 1;
3476 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3478 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3479 WINED3DPTFILTERCAPS_MAGFPOINT |
3480 WINED3DPTFILTERCAPS_MINFLINEAR |
3481 WINED3DPTFILTERCAPS_MAGFLINEAR;
3482 pCaps->VertexTextureFilterCaps = 0;
3484 memset(&shader_caps, 0, sizeof(shader_caps));
3485 shader_backend = select_shader_backend(adapter, DeviceType);
3486 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3488 memset(&fragment_caps, 0, sizeof(fragment_caps));
3489 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3490 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
3492 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3493 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3495 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3496 * Ignore shader model capabilities if disabled in config
3498 if(vs_selected_mode == SHADER_NONE) {
3499 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3500 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3501 pCaps->MaxVertexShaderConst = 0;
3503 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3504 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3507 if(ps_selected_mode == SHADER_NONE) {
3508 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3509 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3510 pCaps->PixelShader1xMaxValue = 0.0;
3512 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3513 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3516 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3517 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3518 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3520 pCaps->VS20Caps = shader_caps.VS20Caps;
3521 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3522 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3523 pCaps->PS20Caps = shader_caps.PS20Caps;
3524 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3525 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3527 /* The following caps are shader specific, but they are things we cannot detect, or which
3528 * are the same among all shader models. So to avoid code duplication set the shader version
3529 * specific, but otherwise constant caps here
3531 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3532 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3533 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3534 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3535 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3536 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
3537 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3539 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3540 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
3541 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3542 pCaps->VS20Caps.Caps = 0;
3543 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3544 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
3545 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3547 pCaps->MaxVShaderInstructionsExecuted = 65535;
3548 pCaps->MaxVertexShader30InstructionSlots = 0;
3549 } else { /* VS 1.x */
3550 pCaps->VS20Caps.Caps = 0;
3551 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3552 pCaps->VS20Caps.NumTemps = 0;
3553 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3555 pCaps->MaxVShaderInstructionsExecuted = 0;
3556 pCaps->MaxVertexShader30InstructionSlots = 0;
3559 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3560 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3561 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3563 /* 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 */
3564 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3565 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3566 WINED3DPS20CAPS_PREDICATION |
3567 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3568 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3569 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3570 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
3571 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3572 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3574 pCaps->MaxPShaderInstructionsExecuted = 65535;
3575 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
3576 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3577 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3578 pCaps->PS20Caps.Caps = 0;
3579 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3580 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
3581 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3582 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3584 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3585 pCaps->MaxPixelShader30InstructionSlots = 0;
3586 } else { /* PS 1.x */
3587 pCaps->PS20Caps.Caps = 0;
3588 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3589 pCaps->PS20Caps.NumTemps = 0;
3590 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3591 pCaps->PS20Caps.NumInstructionSlots = 0;
3593 pCaps->MaxPShaderInstructionsExecuted = 0;
3594 pCaps->MaxPixelShader30InstructionSlots = 0;
3597 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3598 /* OpenGL supports all the formats below, perhaps not always
3599 * without conversion, but it supports them.
3600 * Further GLSL doesn't seem to have an official unsigned type so
3601 * don't advertise it yet as I'm not sure how we handle it.
3602 * We might need to add some clamping in the shader engine to
3604 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3605 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3606 WINED3DDTCAPS_UBYTE4N |
3607 WINED3DDTCAPS_SHORT2N |
3608 WINED3DDTCAPS_SHORT4N;
3609 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3610 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3611 WINED3DDTCAPS_FLOAT16_4;
3614 pCaps->DeclTypes = 0;
3616 /* Set DirectDraw helper Caps */
3617 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3618 WINEDDCKEYCAPS_SRCBLT;
3619 fx_caps = WINEDDFXCAPS_BLTALPHA |
3620 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3621 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3622 WINEDDFXCAPS_BLTROTATION90 |
3623 WINEDDFXCAPS_BLTSHRINKX |
3624 WINEDDFXCAPS_BLTSHRINKXN |
3625 WINEDDFXCAPS_BLTSHRINKY |
3626 WINEDDFXCAPS_BLTSHRINKXN |
3627 WINEDDFXCAPS_BLTSTRETCHX |
3628 WINEDDFXCAPS_BLTSTRETCHXN |
3629 WINEDDFXCAPS_BLTSTRETCHY |
3630 WINEDDFXCAPS_BLTSTRETCHYN;
3631 blit_caps = WINEDDCAPS_BLT |
3632 WINEDDCAPS_BLTCOLORFILL |
3633 WINEDDCAPS_BLTDEPTHFILL |
3634 WINEDDCAPS_BLTSTRETCH |
3635 WINEDDCAPS_CANBLTSYSMEM |
3636 WINEDDCAPS_CANCLIP |
3637 WINEDDCAPS_CANCLIPSTRETCHED |
3638 WINEDDCAPS_COLORKEY |
3639 WINEDDCAPS_COLORKEYHWASSIST |
3640 WINEDDCAPS_ALIGNBOUNDARYSRC;
3642 /* Fill the ddraw caps structure */
3643 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3644 WINEDDCAPS_PALETTE |
3646 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3647 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3648 WINEDDCAPS2_PRIMARYGAMMA |
3649 WINEDDCAPS2_WIDESURFACES |
3650 WINEDDCAPS2_CANRENDERWINDOWED;
3651 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3652 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3653 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3654 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3655 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3656 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3657 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3658 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3659 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3661 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3662 WINEDDSCAPS_BACKBUFFER |
3664 WINEDDSCAPS_FRONTBUFFER |
3665 WINEDDSCAPS_OFFSCREENPLAIN |
3666 WINEDDSCAPS_PALETTE |
3667 WINEDDSCAPS_PRIMARYSURFACE |
3668 WINEDDSCAPS_SYSTEMMEMORY |
3669 WINEDDSCAPS_VIDEOMEMORY |
3670 WINEDDSCAPS_VISIBLE;
3671 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3673 /* Set D3D caps if OpenGL is available. */
3674 if (adapter->opengl)
3676 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3677 WINEDDSCAPS_MIPMAP |
3678 WINEDDSCAPS_TEXTURE |
3679 WINEDDSCAPS_ZBUFFER;
3680 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3686 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3687 and fields being inserted in the middle, a new structure is used in place */
3688 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
3689 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
3690 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
3692 IWineD3DDeviceImpl *object = NULL;
3693 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3694 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3695 WINED3DDISPLAYMODE mode;
3696 const struct fragment_pipeline *frag_pipeline = NULL;
3698 struct fragment_caps ffp_caps;
3701 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3702 * number and create a device without a 3D adapter for 2D only operation.
3704 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3705 return WINED3DERR_INVALIDCALL;
3708 /* Create a WineD3DDevice object */
3709 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3710 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3711 TRACE("Created WineD3DDevice object @ %p\n", object);
3712 if (NULL == object) {
3713 return WINED3DERR_OUTOFVIDEOMEMORY;
3716 /* Set up initial COM information */
3717 object->lpVtbl = &IWineD3DDevice_Vtbl;
3719 object->wineD3D = iface;
3720 object->adapter = This->adapter_count ? adapter : NULL;
3721 IWineD3D_AddRef(object->wineD3D);
3722 object->parent = parent;
3723 object->device_parent = device_parent;
3724 list_init(&object->resources);
3725 list_init(&object->shaders);
3727 if(This->dxVersion == 7) {
3728 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3730 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3732 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3734 /* Set the state up as invalid until the device is fully created */
3735 object->state = WINED3DERR_DRIVERINTERNALERROR;
3737 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3738 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3740 /* Save the creation parameters */
3741 object->createParms.AdapterOrdinal = Adapter;
3742 object->createParms.DeviceType = DeviceType;
3743 object->createParms.hFocusWindow = hFocusWindow;
3744 object->createParms.BehaviorFlags = BehaviourFlags;
3746 /* Initialize other useful values */
3747 object->adapterNo = Adapter;
3748 object->devType = DeviceType;
3750 select_shader_mode(&adapter->gl_info, DeviceType,
3751 &object->ps_selected_mode, &object->vs_selected_mode);
3752 object->shader_backend = select_shader_backend(adapter, DeviceType);
3754 memset(&ffp_caps, 0, sizeof(ffp_caps));
3755 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3756 object->frag_pipe = frag_pipeline;
3757 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
3758 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3759 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3760 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
3761 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3764 IWineD3D_Release(object->wineD3D);
3765 HeapFree(GetProcessHeap(), 0, object);
3770 object->blitter = select_blit_implementation(adapter, DeviceType);
3772 /* set the state of the device to valid */
3773 object->state = WINED3D_OK;
3775 /* Get the initial screen setup for ddraw */
3776 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3778 object->ddraw_width = mode.Width;
3779 object->ddraw_height = mode.Height;
3780 object->ddraw_format = mode.Format;
3782 for(i = 0; i < PATCHMAP_SIZE; i++) {
3783 list_init(&object->patches[i]);
3786 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
3791 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3792 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3793 IUnknown_AddRef(This->parent);
3794 *pParent = This->parent;
3798 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3799 IUnknown* surfaceParent;
3800 TRACE("(%p) call back\n", pSurface);
3802 /* Now, release the parent, which will take care of cleaning up the surface for us */
3803 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3804 IUnknown_Release(surfaceParent);
3805 return IUnknown_Release(surfaceParent);
3808 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3809 IUnknown* volumeParent;
3810 TRACE("(%p) call back\n", pVolume);
3812 /* Now, release the parent, which will take care of cleaning up the volume for us */
3813 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3814 IUnknown_Release(volumeParent);
3815 return IUnknown_Release(volumeParent);
3818 static BOOL implementation_is_apple(const WineD3D_GL_Info *gl_info)
3820 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3821 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3822 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3824 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3825 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3826 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3827 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3828 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3829 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3830 * DirectDraw, not OpenGL.
3832 if(gl_info->supported[APPLE_FENCE] &&
3833 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3834 gl_info->supported[APPLE_FLUSH_RENDER] &&
3835 gl_info->supported[APPLE_YCBCR_422]) {
3836 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3837 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3840 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3841 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3846 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3847 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3848 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3849 * all the texture. This function detects this bug by its symptom and disables PBOs
3850 * if the test fails.
3852 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3853 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3854 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3855 * read back is compared to the original. If they are equal PBOs are assumed to work,
3856 * otherwise the PBO extension is disabled.
3858 GLuint texture, pbo;
3859 static const unsigned int pattern[] = {
3860 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3861 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3862 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3863 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3865 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3867 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3868 /* No PBO -> No point in testing them */
3872 while(glGetError());
3873 glGenTextures(1, &texture);
3874 glBindTexture(GL_TEXTURE_2D, texture);
3875 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3876 checkGLcall("Specifying the PBO test texture\n");
3878 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3879 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3880 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3881 checkGLcall("Specifying the PBO test pbo\n");
3883 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3884 checkGLcall("Loading the PBO test texture\n");
3886 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3887 glFinish(); /* just to be sure */
3889 memset(check, 0, sizeof(check));
3890 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3891 checkGLcall("Reading back the PBO test texture\n");
3893 glDeleteTextures(1, &texture);
3894 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3895 checkGLcall("PBO test cleanup\n");
3897 if(memcmp(check, pattern, sizeof(check)) != 0) {
3898 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3899 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3900 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3902 TRACE_(d3d_caps)("PBO test successful\n");
3906 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3907 * reporting a driver version is moot because we are not the Windows driver, and we have different
3908 * bugs, features, etc.
3910 * If a card is not found in this table, the gl driver version is reported
3912 struct driver_version_information {
3913 WORD vendor; /* reported PCI card vendor ID */
3914 WORD card; /* reported PCI card device ID */
3915 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3916 WORD lopart_hi, lopart_lo; /* driver loword to report */
3919 static const struct driver_version_information driver_version_table[] = {
3920 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3921 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3922 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3923 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3924 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3925 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3926 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3927 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3928 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3929 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3930 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3931 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3932 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3933 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3934 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3935 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3936 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3937 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3938 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3939 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, 7, 15, 11, 7341 },
3941 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3942 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3943 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3944 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3945 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3946 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3947 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3949 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3952 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3954 BOOL apple = implementation_is_apple(gl_info);
3957 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3958 * used it falls back to software. While the compiler can detect if the shader uses all declared
3959 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3960 * using relative addressing falls back to software.
3962 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3964 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3965 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3967 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3968 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3969 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3972 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3973 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3974 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3975 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3976 * according to the spec.
3978 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3979 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3981 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3982 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3983 * this workaround is activated on cards that do not need it, it won't break things, just affect
3984 * performance negatively.
3986 if(gl_info->gl_vendor == VENDOR_INTEL ||
3987 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3988 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3989 gl_info->set_texcoord_w = TRUE;
3993 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3994 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3995 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3996 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3997 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3998 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3999 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
4001 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
4002 * has this extension promoted to core. The extension loading code sets this extension supported
4003 * due to that, so this code works on fglrx as well.
4005 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
4006 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
4007 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
4008 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
4009 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
4010 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4011 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
4015 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
4016 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
4017 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
4018 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
4019 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
4020 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
4022 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
4023 * triggering the software fallback. There is not much we can do here apart from disabling the
4024 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
4025 * in IWineD3DImpl_FillGLCaps).
4026 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
4027 * post-processing effects in the game "Max Payne 2").
4028 * The behaviour can be verified through a simple test app attached in bugreport #14724.
4030 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
4031 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
4032 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
4033 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4034 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
4038 /* Find out if PBOs work as they are supposed to */
4039 test_pbo_functionality(gl_info);
4041 /* Fixup the driver version */
4042 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
4043 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
4044 gl_info->gl_card == driver_version_table[i].card) {
4045 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
4047 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
4048 driver_version_table[i].lopart_lo);
4049 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
4050 driver_version_table[i].hipart_lo);
4056 static void WINE_GLAPI invalid_func(const void *data)
4058 ERR("Invalid vertex attribute function called\n");
4062 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4064 ERR("Invalid texcoord function called\n");
4068 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4069 * the extension detection and are used in drawStridedSlow
4071 static void WINE_GLAPI position_d3dcolor(const void *data)
4073 DWORD pos = *((const DWORD *)data);
4075 FIXME("Add a test for fixed function position from d3dcolor type\n");
4076 glVertex4s(D3DCOLOR_B_R(pos),
4082 static void WINE_GLAPI position_float4(const void *data)
4084 const GLfloat *pos = data;
4086 if (pos[3] < eps && pos[3] > -eps)
4089 float w = 1.0 / pos[3];
4091 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4095 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4097 DWORD diffuseColor = *((const DWORD *)data);
4099 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4100 D3DCOLOR_B_G(diffuseColor),
4101 D3DCOLOR_B_B(diffuseColor),
4102 D3DCOLOR_B_A(diffuseColor));
4105 static void WINE_GLAPI specular_d3dcolor(const void *data)
4107 DWORD specularColor = *((const DWORD *)data);
4108 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4109 D3DCOLOR_B_G(specularColor),
4110 D3DCOLOR_B_B(specularColor)};
4112 specular_func_3ubv(d);
4115 static void WINE_GLAPI warn_no_specular_func(const void *data)
4117 WARN("GL_EXT_secondary_color not supported\n");
4120 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4122 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4123 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4124 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4125 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4126 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4127 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4128 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4129 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4130 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4131 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4132 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4133 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4134 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4135 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4136 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4137 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4138 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4140 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4141 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4142 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4143 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4144 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4145 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4146 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4147 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4148 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4149 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4150 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4151 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4152 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4153 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4154 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4155 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4156 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4158 /* No 4 component entry points here */
4159 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4160 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4161 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4162 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4164 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4166 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4167 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4168 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4169 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4171 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4173 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4174 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4175 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4176 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4177 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4178 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4179 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4180 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4181 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4182 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4183 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4184 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4186 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4187 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4189 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4190 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4191 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4192 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4193 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4194 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4195 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4196 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4197 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4198 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4199 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4200 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4201 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4202 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4203 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4204 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4205 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4207 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4208 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4209 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4210 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4211 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4212 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4213 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4214 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4215 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4216 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4217 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4218 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4219 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4220 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4221 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4222 if (GL_SUPPORT(NV_HALF_FLOAT))
4224 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4225 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4227 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4228 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4232 BOOL InitAdapters(IWineD3DImpl *This)
4234 static HMODULE mod_gl;
4236 int ps_selected_mode, vs_selected_mode;
4238 /* No need to hold any lock. The calling library makes sure only one thread calls
4239 * wined3d simultaneously
4242 TRACE("Initializing adapters\n");
4245 #ifdef USE_WIN32_OPENGL
4246 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4247 mod_gl = LoadLibraryA("opengl32.dll");
4249 ERR("Can't load opengl32.dll!\n");
4253 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4254 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4255 mod_gl = GetModuleHandleA("gdi32.dll");
4259 /* Load WGL core functions from opengl32.dll */
4260 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4264 if(!pwglGetProcAddress) {
4265 ERR("Unable to load wglGetProcAddress!\n");
4269 /* Dynamically load all GL core functions */
4273 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4274 * otherwise because we have to use winex11.drv's override
4276 #ifdef USE_WIN32_OPENGL
4277 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4278 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4280 glFinish = (void*)pwglGetProcAddress("wglFinish");
4281 glFlush = (void*)pwglGetProcAddress("wglFlush");
4284 glEnableWINE = glEnable;
4285 glDisableWINE = glDisable;
4287 /* For now only one default adapter */
4289 struct WineD3DAdapter *adapter = &This->adapters[0];
4290 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4294 WineD3D_PixelFormat *cfgs;
4295 DISPLAY_DEVICEW DisplayDevice;
4298 TRACE("Initializing default adapter\n");
4300 adapter->monitorPoint.x = -1;
4301 adapter->monitorPoint.y = -1;
4303 if (!WineD3D_CreateFakeGLContext()) {
4304 ERR("Failed to get a gl context for default adapter\n");
4305 WineD3D_ReleaseFakeGLContext();
4309 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4311 ERR("Failed to initialize gl caps for default adapter\n");
4312 WineD3D_ReleaseFakeGLContext();
4315 ret = initPixelFormats(&adapter->gl_info);
4317 ERR("Failed to init gl formats\n");
4318 WineD3D_ReleaseFakeGLContext();
4322 hdc = pwglGetCurrentDC();
4324 ERR("Failed to get gl HDC\n");
4325 WineD3D_ReleaseFakeGLContext();
4329 adapter->driver = "Display";
4330 adapter->description = "Direct3D HAL";
4332 /* Use the VideoRamSize registry setting when set */
4333 if(wined3d_settings.emulated_textureram)
4334 adapter->TextureRam = wined3d_settings.emulated_textureram;
4336 adapter->TextureRam = adapter->gl_info.vidmem;
4337 adapter->UsedTextureRam = 0;
4338 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4340 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4341 DisplayDevice.cb = sizeof(DisplayDevice);
4342 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4343 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4344 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4346 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4353 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4354 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4356 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4357 cfgs = adapter->cfgs;
4358 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4359 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4360 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4361 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4362 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4363 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4364 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4365 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4366 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4367 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4369 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4371 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4376 /* Cache the pixel format */
4377 cfgs->iPixelFormat = iPixelFormat;
4378 cfgs->redSize = values[0];
4379 cfgs->greenSize = values[1];
4380 cfgs->blueSize = values[2];
4381 cfgs->alphaSize = values[3];
4382 cfgs->depthSize = values[4];
4383 cfgs->stencilSize = values[5];
4384 cfgs->windowDrawable = values[6];
4385 cfgs->iPixelType = values[7];
4386 cfgs->doubleBuffer = values[8];
4387 cfgs->auxBuffers = values[9];
4389 cfgs->pbufferDrawable = FALSE;
4390 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4391 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4392 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4394 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4395 cfgs->pbufferDrawable = value;
4398 cfgs->numSamples = 0;
4399 /* Check multisample support */
4400 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4401 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4403 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4404 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4405 * value[1] = number of multi sample buffers*/
4407 cfgs->numSamples = value[1];
4411 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4417 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4418 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4419 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4421 cfgs = adapter->cfgs;
4422 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4424 PIXELFORMATDESCRIPTOR ppfd;
4426 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4430 /* We only want HW acceleration using an OpenGL ICD driver.
4431 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4432 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4434 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4436 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4440 cfgs->iPixelFormat = iPixelFormat;
4441 cfgs->redSize = ppfd.cRedBits;
4442 cfgs->greenSize = ppfd.cGreenBits;
4443 cfgs->blueSize = ppfd.cBlueBits;
4444 cfgs->alphaSize = ppfd.cAlphaBits;
4445 cfgs->depthSize = ppfd.cDepthBits;
4446 cfgs->stencilSize = ppfd.cStencilBits;
4447 cfgs->pbufferDrawable = 0;
4448 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4449 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4450 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4451 cfgs->auxBuffers = ppfd.cAuxBuffers;
4452 cfgs->numSamples = 0;
4454 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4459 /* 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 */
4462 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4464 WineD3D_ReleaseFakeGLContext();
4465 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4470 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4471 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4472 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4473 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4474 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4475 * driver is allowed to consume more bits EXCEPT for stencil bits.
4477 * Mark an adapter with this broken stencil behavior.
4479 adapter->brokenStencil = TRUE;
4480 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4482 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4483 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4484 adapter->brokenStencil = FALSE;
4489 fixup_extensions(&adapter->gl_info);
4490 add_gl_compat_wrappers(&adapter->gl_info);
4492 WineD3D_ReleaseFakeGLContext();
4494 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4495 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4496 fillGLAttribFuncs(&adapter->gl_info);
4497 adapter->opengl = TRUE;
4499 This->adapter_count = 1;
4500 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4505 /* Initialize an adapter for ddraw-only memory counting */
4506 memset(This->adapters, 0, sizeof(This->adapters));
4507 This->adapters[0].num = 0;
4508 This->adapters[0].opengl = FALSE;
4509 This->adapters[0].monitorPoint.x = -1;
4510 This->adapters[0].monitorPoint.y = -1;
4512 This->adapters[0].driver = "Display";
4513 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4514 if(wined3d_settings.emulated_textureram) {
4515 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4517 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4520 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4522 This->adapter_count = 1;
4526 /**********************************************************
4527 * IWineD3D VTbl follows
4528 **********************************************************/
4530 const IWineD3DVtbl IWineD3D_Vtbl =
4533 IWineD3DImpl_QueryInterface,
4534 IWineD3DImpl_AddRef,
4535 IWineD3DImpl_Release,
4537 IWineD3DImpl_GetParent,
4538 IWineD3DImpl_GetAdapterCount,
4539 IWineD3DImpl_RegisterSoftwareDevice,
4540 IWineD3DImpl_GetAdapterMonitor,
4541 IWineD3DImpl_GetAdapterModeCount,
4542 IWineD3DImpl_EnumAdapterModes,
4543 IWineD3DImpl_GetAdapterDisplayMode,
4544 IWineD3DImpl_GetAdapterIdentifier,
4545 IWineD3DImpl_CheckDeviceMultiSampleType,
4546 IWineD3DImpl_CheckDepthStencilMatch,
4547 IWineD3DImpl_CheckDeviceType,
4548 IWineD3DImpl_CheckDeviceFormat,
4549 IWineD3DImpl_CheckDeviceFormatConversion,
4550 IWineD3DImpl_GetDeviceCaps,
4551 IWineD3DImpl_CreateDevice