2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32 #define GLINFO_LOCATION (*gl_info)
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34 #define MAKEDWORD_VERSION(maj, min) ((maj & 0xffff) << 16) | (min & 0xffff)
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
39 /* Extension detection */
41 const char *extension_string;
42 GL_SupportedExt extension;
46 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
47 {"GL_APPLE_fence", APPLE_FENCE, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
49 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
50 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
51 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
54 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
56 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
57 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
58 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
59 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
60 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
61 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
62 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
63 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
64 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
67 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
68 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
69 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
70 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
71 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
72 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
73 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
74 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
75 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
76 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_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_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
90 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
91 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
92 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
93 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
96 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
97 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
98 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
99 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
100 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
103 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
104 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
105 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
106 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
107 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
108 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
109 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
110 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
111 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
112 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
113 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
114 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
115 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
116 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
117 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
118 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
119 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
120 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
121 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
122 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
123 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
124 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
125 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
126 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
127 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
128 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
129 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
132 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
133 {"GL_NV_fence", NV_FENCE, 0 },
134 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
135 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
136 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
137 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
138 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
139 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
140 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
141 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
142 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
143 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
144 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
145 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
146 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
147 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
148 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
149 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
150 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
153 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
156 /**********************************************************
157 * Utility functions follow
158 **********************************************************/
160 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
162 const struct min_lookup minMipLookup[] =
164 /* NONE POINT LINEAR */
165 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
166 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
167 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
170 const struct min_lookup minMipLookup_noFilter[] =
172 /* NONE POINT LINEAR */
173 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
178 const struct min_lookup minMipLookup_noMip[] =
180 /* NONE POINT LINEAR */
181 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
183 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
186 const GLenum magLookup[] =
188 /* NONE POINT LINEAR */
189 GL_NEAREST, GL_NEAREST, GL_LINEAR,
192 const GLenum magLookup_noFilter[] =
194 /* NONE POINT LINEAR */
195 GL_NEAREST, GL_NEAREST, GL_NEAREST,
198 /* drawStridedSlow attributes */
199 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
200 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc specular_func_3ubv;
202 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
204 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
207 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
208 * i.e., there is no GL Context - Get a default rendering context to enable the
209 * function query some info from GL.
212 struct wined3d_fake_gl_ctx
218 HGLRC restore_gl_ctx;
221 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
223 TRACE_(d3d_caps)("Destroying fake GL context.\n");
225 if (!pwglMakeCurrent(NULL, NULL))
227 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
230 if (!pwglDeleteContext(ctx->gl_ctx))
232 DWORD err = GetLastError();
233 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
236 ReleaseDC(ctx->wnd, ctx->dc);
237 DestroyWindow(ctx->wnd);
239 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
241 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
245 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
247 PIXELFORMATDESCRIPTOR pfd;
250 TRACE("getting context...\n");
252 ctx->restore_dc = pwglGetCurrentDC();
253 ctx->restore_gl_ctx = pwglGetCurrentContext();
255 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
256 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
257 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
260 ERR_(d3d_caps)("Failed to create a window.\n");
264 ctx->dc = GetDC(ctx->wnd);
267 ERR_(d3d_caps)("Failed to get a DC.\n");
271 /* PixelFormat selection */
272 ZeroMemory(&pfd, sizeof(pfd));
273 pfd.nSize = sizeof(pfd);
275 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
276 pfd.iPixelType = PFD_TYPE_RGBA;
278 pfd.iLayerType = PFD_MAIN_PLANE;
280 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
283 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
284 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
287 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
288 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
290 /* Create a GL context. */
291 ctx->gl_ctx = pwglCreateContext(ctx->dc);
294 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298 /* Make it the current GL context. */
299 if (!context_set_current(NULL))
301 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
304 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
306 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
313 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
315 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
317 if (ctx->wnd) DestroyWindow(ctx->wnd);
319 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
321 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
327 /* Adjust the amount of used texture memory */
328 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
330 struct wined3d_adapter *adapter = D3DDevice->adapter;
332 adapter->UsedTextureRam += glram;
333 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
334 return adapter->UsedTextureRam;
337 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
339 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
340 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
343 /**********************************************************
344 * IUnknown parts follows
345 **********************************************************/
347 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
349 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
351 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
352 if (IsEqualGUID(riid, &IID_IUnknown)
353 || IsEqualGUID(riid, &IID_IWineD3DBase)
354 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
355 IUnknown_AddRef(iface);
360 return E_NOINTERFACE;
363 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
364 IWineD3DImpl *This = (IWineD3DImpl *)iface;
365 ULONG refCount = InterlockedIncrement(&This->ref);
367 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
371 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
372 IWineD3DImpl *This = (IWineD3DImpl *)iface;
374 TRACE("(%p) : Releasing from %d\n", This, This->ref);
375 ref = InterlockedDecrement(&This->ref);
379 for (i = 0; i < This->adapter_count; ++i)
381 wined3d_adapter_cleanup(&This->adapters[i]);
383 HeapFree(GetProcessHeap(), 0, This);
389 /**********************************************************
390 * IWineD3D parts follows
391 **********************************************************/
393 /* GL locking is done by the caller */
394 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
398 const char *testcode =
400 "PARAM C[66] = { program.env[0..65] };\n"
402 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
403 "ARL A0.x, zero.x;\n"
404 "MOV result.position, C[A0.x + 65];\n"
408 GL_EXTCALL(glGenProgramsARB(1, &prog));
410 ERR("Failed to create an ARB offset limit test program\n");
412 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
413 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
414 strlen(testcode), testcode));
415 if(glGetError() != 0) {
416 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
417 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
419 } else TRACE("OpenGL implementation allows offsets > 63\n");
421 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
422 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
423 checkGLcall("ARB vp offset limit test cleanup");
428 static DWORD ver_for_ext(GL_SupportedExt ext)
431 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
432 if(EXTENSION_MAP[i].extension == ext) {
433 return EXTENSION_MAP[i].version;
439 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
440 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
442 if (card_vendor != HW_VENDOR_ATI) return FALSE;
443 if (device == CARD_ATI_RADEON_9500) return TRUE;
444 if (device == CARD_ATI_RADEON_X700) return TRUE;
445 if (device == CARD_ATI_RADEON_X1600) return TRUE;
449 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
450 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
452 if (card_vendor == HW_VENDOR_NVIDIA)
454 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
462 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
463 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
465 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
466 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
467 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
469 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
470 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
471 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
472 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
473 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
474 * the chance that other implementations support them is rather small since Win32 QuickTime uses
475 * DirectDraw, not OpenGL.
477 * This test has been moved into wined3d_guess_gl_vendor()
479 if (gl_vendor == GL_VENDOR_APPLE)
486 /* Context activation is done by the caller. */
487 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
489 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
490 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
491 * all the texture. This function detects this bug by its symptom and disables PBOs
494 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
495 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
496 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
497 * read back is compared to the original. If they are equal PBOs are assumed to work,
498 * otherwise the PBO extension is disabled. */
500 static const unsigned int pattern[] =
502 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
503 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
504 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
505 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
507 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
509 /* No PBO -> No point in testing them. */
510 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
514 while (glGetError());
515 glGenTextures(1, &texture);
516 glBindTexture(GL_TEXTURE_2D, texture);
518 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
519 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
520 checkGLcall("Specifying the PBO test texture");
522 GL_EXTCALL(glGenBuffersARB(1, &pbo));
523 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
524 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
525 checkGLcall("Specifying the PBO test pbo");
527 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
528 checkGLcall("Loading the PBO test texture");
530 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
531 wglFinish(); /* just to be sure */
533 memset(check, 0, sizeof(check));
534 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
535 checkGLcall("Reading back the PBO test texture");
537 glDeleteTextures(1, &texture);
538 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
539 checkGLcall("PBO test cleanup");
543 if (memcmp(check, pattern, sizeof(check)))
545 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
546 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
547 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
551 TRACE_(d3d_caps)("PBO test successful.\n");
555 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
556 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
558 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
561 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
562 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
564 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
565 if (card_vendor != HW_VENDOR_ATI) return FALSE;
566 if (device == CARD_ATI_RADEON_X1600) return FALSE;
570 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
571 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
573 return (gl_vendor == GL_VENDOR_ATI);
577 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
578 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
580 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
581 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
582 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
583 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
586 * dx10 cards usually have 64 varyings */
587 return gl_info->limits.glsl_varyings > 44;
590 /* A GL context is provided by the caller */
591 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
592 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
597 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
601 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
602 error = glGetError();
605 if(error == GL_NO_ERROR)
607 TRACE("GL Implementation accepts 4 component specular color pointers\n");
612 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
613 debug_glerror(error));
618 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
619 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
621 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
622 return gl_info->supported[NV_TEXTURE_SHADER];
625 /* A GL context is provided by the caller */
626 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
627 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
632 const char *testcode =
634 "OPTION NV_vertex_program2;\n"
635 "MOV result.clip[0], 0.0;\n"
636 "MOV result.position, 0.0;\n"
639 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
644 GL_EXTCALL(glGenProgramsARB(1, &prog));
647 ERR("Failed to create the NVvp clip test program\n");
651 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
652 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
653 strlen(testcode), testcode));
654 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
657 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
658 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
662 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
664 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
665 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
666 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
672 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
674 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
675 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
676 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
677 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
680 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
682 quirk_arb_constants(gl_info);
683 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
684 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
685 * allow 48 different offsets or other helper immediate values. */
686 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
687 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
690 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
691 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
692 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
693 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
694 * most games, but avoids the crash
696 * A more sophisticated way would be to find all units that need texture coordinates and enable
697 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
698 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
700 * Note that disabling the extension entirely does not gain predictability because there is no point
701 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
702 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
704 if (gl_info->supported[ARB_POINT_SPRITE])
706 TRACE("Limiting point sprites to one texture unit.\n");
707 gl_info->limits.point_sprite_units = 1;
711 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
713 quirk_arb_constants(gl_info);
715 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
716 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
717 * If real NP2 textures are used, the driver falls back to software. We could just remove the
718 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
719 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
720 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
721 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
723 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
724 * has this extension promoted to core. The extension loading code sets this extension supported
725 * due to that, so this code works on fglrx as well. */
726 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
728 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
729 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
730 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
733 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
734 * it is generally more efficient. Reserve just 8 constants. */
735 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
736 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
739 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
741 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
742 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
743 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
744 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
745 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
746 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
748 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
749 * triggering the software fallback. There is not much we can do here apart from disabling the
750 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
751 * in IWineD3DImpl_FillGLCaps).
752 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
753 * post-processing effects in the game "Max Payne 2").
754 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
755 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
756 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
757 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
760 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
762 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
763 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
764 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
765 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
766 * according to the spec.
768 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
769 * makes the shader slower and eats instruction slots which should be available to the d3d app.
771 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
772 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
773 * this workaround is activated on cards that do not need it, it won't break things, just affect
774 * performance negatively. */
775 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
776 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
779 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
781 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
784 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
786 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
789 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
791 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
792 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
795 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
797 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
802 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
803 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
804 void (*apply)(struct wined3d_gl_info *gl_info);
805 const char *description;
808 static const struct driver_quirk quirk_table[] =
811 match_ati_r300_to_500,
813 "ATI GLSL constant and normalized texrect quirk"
815 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
816 * used it falls back to software. While the compiler can detect if the shader uses all declared
817 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
818 * using relative addressing falls back to software.
820 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
823 quirk_apple_glsl_constants,
824 "Apple GLSL uniform override"
829 "Geforce 5 NP2 disable"
834 "Init texcoord .w for Apple Intel GPU driver"
837 match_apple_nonr500ati,
839 "Init texcoord .w for Apple ATI >= r600 GPU driver"
843 quirk_one_point_sprite,
844 "Fglrx point sprite crash workaround"
849 "Reserved varying for gl_ClipPos"
852 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
853 * GL implementations accept it. The Mac GL is the only implementation known to
856 * If we can pass 4 component specular colors, do it, because (a) we don't have
857 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
858 * passes specular alpha to the pixel shader if any is used. Otherwise the
859 * specular alpha is used to pass the fog coordinate, which we pass to opengl
860 * via GL_EXT_fog_coord.
862 match_allows_spec_alpha,
863 quirk_allows_specular_alpha,
864 "Allow specular alpha quirk"
867 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
872 "Apple NV_texture_shader disable"
875 match_broken_nv_clip,
876 quirk_disable_nvvp_clip,
877 "Apple NV_vertex_program clip bug quirk"
881 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
882 * reporting a driver version is moot because we are not the Windows driver, and we have different
883 * bugs, features, etc.
885 * The driver version has the form "x.y.z.w".
887 * "x" is the Windows version the driver is meant for:
894 * "y" is the Direct3D level the driver supports:
901 * "z" is unknown, possibly vendor specific.
903 * "w" is the vendor specific driver version.
905 struct driver_version_information
907 WORD vendor; /* reported PCI card vendor ID */
908 WORD card; /* reported PCI card device ID */
909 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
910 WORD d3d_level; /* driver hiword to report */
911 WORD lopart_hi, lopart_lo; /* driver loword to report */
914 static const struct driver_version_information driver_version_table[] =
916 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
917 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
918 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
919 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
921 * All version numbers used below are from the Linux nvidia drivers. */
922 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
923 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
924 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
925 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
926 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
927 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
928 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
929 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
930 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
931 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
932 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
933 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
934 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
935 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
936 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
937 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
938 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
939 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
940 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
941 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
942 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
943 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
944 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
945 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
946 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
947 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
948 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
949 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
950 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
951 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
952 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 },
954 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
955 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
956 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
957 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
958 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 14, 10, 6764 },
959 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
960 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
961 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
962 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
963 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
964 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
965 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
966 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
968 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
971 static void init_driver_info(struct wined3d_driver_info *driver_info,
972 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
974 OSVERSIONINFOW os_version;
975 WORD driver_os_version;
978 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
980 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
981 vendor = wined3d_settings.pci_vendor_id;
983 driver_info->vendor = vendor;
985 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
987 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
988 device = wined3d_settings.pci_device_id;
990 driver_info->device = device;
995 driver_info->name = "ati2dvag.dll";
998 case HW_VENDOR_NVIDIA:
999 driver_info->name = "nv4_disp.dll";
1002 case HW_VENDOR_INTEL:
1004 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1005 driver_info->name = "Display";
1009 memset(&os_version, 0, sizeof(os_version));
1010 os_version.dwOSVersionInfoSize = sizeof(os_version);
1011 if (!GetVersionExW(&os_version))
1013 ERR("Failed to get OS version, reporting 2000/XP.\n");
1014 driver_os_version = 6;
1018 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1019 switch (os_version.dwMajorVersion)
1022 driver_os_version = 4;
1026 driver_os_version = 6;
1030 if (os_version.dwMinorVersion == 0)
1032 driver_os_version = 7;
1036 if (os_version.dwMinorVersion > 1)
1038 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1039 os_version.dwMajorVersion, os_version.dwMinorVersion);
1041 driver_os_version = 8;
1046 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1047 os_version.dwMajorVersion, os_version.dwMinorVersion);
1048 driver_os_version = 6;
1053 driver_info->description = "Direct3D HAL";
1054 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1055 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1057 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1059 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1061 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1063 driver_info->description = driver_version_table[i].description;
1064 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1065 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1066 driver_version_table[i].lopart_lo);
1071 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1072 driver_info->version_high, driver_info->version_low);
1075 /* Context activation is done by the caller. */
1076 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1077 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1081 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1083 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1084 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1085 quirk_table[i].apply(gl_info);
1088 /* Find out if PBOs work as they are supposed to. */
1089 test_pbo_functionality(gl_info);
1092 static DWORD wined3d_parse_gl_version(const char *gl_version)
1094 const char *ptr = gl_version;
1098 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1100 while (isdigit(*ptr)) ++ptr;
1101 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1105 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1107 return MAKEDWORD_VERSION(major, minor);
1110 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1113 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1114 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1115 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1117 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1118 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1119 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1120 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1121 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1122 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1123 * DirectDraw, not OpenGL. */
1124 if (gl_info->supported[APPLE_FENCE]
1125 && gl_info->supported[APPLE_CLIENT_STORAGE]
1126 && gl_info->supported[APPLE_FLUSH_RENDER]
1127 && gl_info->supported[APPLE_YCBCR_422])
1128 return GL_VENDOR_APPLE;
1130 if (strstr(gl_vendor_string, "NVIDIA"))
1131 return GL_VENDOR_NVIDIA;
1133 if (strstr(gl_vendor_string, "ATI"))
1134 return GL_VENDOR_ATI;
1136 if (strstr(gl_vendor_string, "Intel(R)")
1137 || strstr(gl_renderer, "Intel(R)")
1138 || strstr(gl_vendor_string, "Intel Inc."))
1139 return GL_VENDOR_INTEL;
1141 if (strstr(gl_vendor_string, "Mesa")
1142 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1143 || strstr(gl_vendor_string, "DRI R300 Project")
1144 || strstr(gl_vendor_string, "X.Org R300 Project")
1145 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1146 || strstr(gl_vendor_string, "VMware, Inc.")
1147 || strstr(gl_renderer, "Mesa")
1148 || strstr(gl_renderer, "Gallium"))
1149 return GL_VENDOR_MESA;
1151 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_WINE.\n", debugstr_a(gl_vendor_string));
1153 return GL_VENDOR_WINE;
1156 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1158 if (strstr(gl_vendor_string, "NVIDIA"))
1159 return HW_VENDOR_NVIDIA;
1161 if (strstr(gl_vendor_string, "ATI")
1162 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1163 || strstr(gl_vendor_string, "DRI R300 Project"))
1164 return HW_VENDOR_ATI;
1166 if (strstr(gl_vendor_string, "Intel(R)")
1167 || strstr(gl_renderer, "Intel(R)")
1168 || strstr(gl_vendor_string, "Intel Inc."))
1169 return HW_VENDOR_INTEL;
1171 if (strstr(gl_vendor_string, "Mesa")
1172 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1173 || strstr(gl_vendor_string, "VMware, Inc."))
1174 return HW_VENDOR_WINE;
1176 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1178 return HW_VENDOR_NVIDIA;
1183 enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1184 unsigned int *vidmem )
1186 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1187 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1189 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1191 /* Geforce 200 - highend */
1192 if (strstr(gl_renderer, "GTX 280")
1193 || strstr(gl_renderer, "GTX 285")
1194 || strstr(gl_renderer, "GTX 295"))
1197 return CARD_NVIDIA_GEFORCE_GTX280;
1200 /* Geforce 200 - midend high */
1201 if (strstr(gl_renderer, "GTX 275"))
1204 return CARD_NVIDIA_GEFORCE_GTX275;
1207 /* Geforce 200 - midend */
1208 if (strstr(gl_renderer, "GTX 260"))
1211 return CARD_NVIDIA_GEFORCE_GTX260;
1213 /* Geforce 200 - midend */
1214 if (strstr(gl_renderer, "GT 240"))
1217 return CARD_NVIDIA_GEFORCE_GT240;
1220 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1221 if (strstr(gl_renderer, "9800")
1222 || strstr(gl_renderer, "GTS 150")
1223 || strstr(gl_renderer, "GTS 250"))
1226 return CARD_NVIDIA_GEFORCE_9800GT;
1229 /* Geforce9 - midend */
1230 if (strstr(gl_renderer, "9600"))
1232 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1233 return CARD_NVIDIA_GEFORCE_9600GT;
1236 /* Geforce9 - midend low / Geforce 200 - low */
1237 if (strstr(gl_renderer, "9500")
1238 || strstr(gl_renderer, "GT 120")
1239 || strstr(gl_renderer, "GT 130"))
1241 *vidmem = 256; /* The 9500GT has 256-1024MB */
1242 return CARD_NVIDIA_GEFORCE_9500GT;
1245 /* Geforce9 - lowend */
1246 if (strstr(gl_renderer, "9400"))
1248 *vidmem = 256; /* The 9400GT has 256-1024MB */
1249 return CARD_NVIDIA_GEFORCE_9400GT;
1252 /* Geforce9 - lowend low */
1253 if (strstr(gl_renderer, "9100")
1254 || strstr(gl_renderer, "9200")
1255 || strstr(gl_renderer, "9300")
1256 || strstr(gl_renderer, "G 100"))
1258 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1259 return CARD_NVIDIA_GEFORCE_9200;
1262 /* Geforce8 - highend */
1263 if (strstr(gl_renderer, "8800"))
1265 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1266 return CARD_NVIDIA_GEFORCE_8800GTS;
1269 /* Geforce8 - midend mobile */
1270 if (strstr(gl_renderer, "8600 M"))
1273 return CARD_NVIDIA_GEFORCE_8600MGT;
1276 /* Geforce8 - midend */
1277 if (strstr(gl_renderer, "8600")
1278 || strstr(gl_renderer, "8700"))
1281 return CARD_NVIDIA_GEFORCE_8600GT;
1284 /* Geforce8 - lowend */
1285 if (strstr(gl_renderer, "8100")
1286 || strstr(gl_renderer, "8200")
1287 || strstr(gl_renderer, "8300")
1288 || strstr(gl_renderer, "8400")
1289 || strstr(gl_renderer, "8500"))
1291 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1292 return CARD_NVIDIA_GEFORCE_8300GS;
1295 /* Geforce7 - highend */
1296 if (strstr(gl_renderer, "7800")
1297 || strstr(gl_renderer, "7900")
1298 || strstr(gl_renderer, "7950")
1299 || strstr(gl_renderer, "Quadro FX 4")
1300 || strstr(gl_renderer, "Quadro FX 5"))
1302 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1303 return CARD_NVIDIA_GEFORCE_7800GT;
1306 /* Geforce7 midend */
1307 if (strstr(gl_renderer, "7600")
1308 || strstr(gl_renderer, "7700"))
1310 *vidmem = 256; /* The 7600 uses 256-512MB */
1311 return CARD_NVIDIA_GEFORCE_7600;
1314 /* Geforce7 lower medium */
1315 if (strstr(gl_renderer, "7400"))
1317 *vidmem = 256; /* The 7400 uses 256-512MB */
1318 return CARD_NVIDIA_GEFORCE_7400;
1321 /* Geforce7 lowend */
1322 if (strstr(gl_renderer, "7300"))
1324 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1325 return CARD_NVIDIA_GEFORCE_7300;
1328 /* Geforce6 highend */
1329 if (strstr(gl_renderer, "6800"))
1331 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1332 return CARD_NVIDIA_GEFORCE_6800;
1335 /* Geforce6 - midend */
1336 if (strstr(gl_renderer, "6600")
1337 || strstr(gl_renderer, "6610")
1338 || strstr(gl_renderer, "6700"))
1340 *vidmem = 128; /* A 6600GT has 128-256MB */
1341 return CARD_NVIDIA_GEFORCE_6600GT;
1344 /* Geforce6/7 lowend */
1346 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1349 if (WINE_D3D9_CAPABLE(gl_info))
1351 /* GeforceFX - highend */
1352 if (strstr(gl_renderer, "5800")
1353 || strstr(gl_renderer, "5900")
1354 || strstr(gl_renderer, "5950")
1355 || strstr(gl_renderer, "Quadro FX"))
1357 *vidmem = 256; /* 5800-5900 cards use 256MB */
1358 return CARD_NVIDIA_GEFORCEFX_5800;
1361 /* GeforceFX - midend */
1362 if (strstr(gl_renderer, "5600")
1363 || strstr(gl_renderer, "5650")
1364 || strstr(gl_renderer, "5700")
1365 || strstr(gl_renderer, "5750"))
1367 *vidmem = 128; /* A 5600 uses 128-256MB */
1368 return CARD_NVIDIA_GEFORCEFX_5600;
1371 /* GeforceFX - lowend */
1372 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1373 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1376 if (WINE_D3D8_CAPABLE(gl_info))
1378 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1380 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1381 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1384 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1385 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1388 if (WINE_D3D7_CAPABLE(gl_info))
1390 if (strstr(gl_renderer, "GeForce4 MX"))
1392 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1393 * early models had 32MB but most have 64MB or even 128MB. */
1395 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1398 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1400 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1401 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1404 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1406 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1407 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1410 /* Most Geforce1 cards have 32MB, there are also some rare 16
1411 * and 64MB (Dell) models. */
1413 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1416 if (strstr(gl_renderer, "TNT2"))
1418 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1419 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1422 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1423 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1427 enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1428 unsigned int *vidmem )
1430 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1432 * Beware: renderer string do not match exact card model,
1433 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1434 if (WINE_D3D9_CAPABLE(gl_info))
1436 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1437 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1438 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1439 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1441 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1442 return CARD_ATI_RADEON_HD5800;
1445 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1446 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1447 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1448 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1450 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1451 return CARD_ATI_RADEON_HD5700;
1454 /* Radeon R7xx HD4800 - highend */
1455 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1456 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1457 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1458 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1459 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1461 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1462 return CARD_ATI_RADEON_HD4800;
1465 /* Radeon R740 HD4700 - midend */
1466 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1467 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1470 return CARD_ATI_RADEON_HD4700;
1473 /* Radeon R730 HD4600 - midend */
1474 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1475 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1476 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1479 return CARD_ATI_RADEON_HD4600;
1482 /* Radeon R710 HD4500/HD4350 - lowend */
1483 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1484 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1487 return CARD_ATI_RADEON_HD4350;
1490 /* Radeon R6xx HD2900/HD3800 - highend */
1491 if (strstr(gl_renderer, "HD 2900")
1492 || strstr(gl_renderer, "HD 3870")
1493 || strstr(gl_renderer, "HD 3850"))
1495 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1496 return CARD_ATI_RADEON_HD2900;
1499 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1500 if (strstr(gl_renderer, "HD 2600")
1501 || strstr(gl_renderer, "HD 3830")
1502 || strstr(gl_renderer, "HD 3690")
1503 || strstr(gl_renderer, "HD 3650"))
1505 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1506 return CARD_ATI_RADEON_HD2600;
1509 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1510 if (strstr(gl_renderer, "HD 2300")
1511 || strstr(gl_renderer, "HD 2400")
1512 || strstr(gl_renderer, "HD 3470")
1513 || strstr(gl_renderer, "HD 3450")
1514 || strstr(gl_renderer, "HD 3430")
1515 || strstr(gl_renderer, "HD 3400"))
1517 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1518 return CARD_ATI_RADEON_HD2300;
1521 /* Radeon R6xx/R7xx integrated */
1522 if (strstr(gl_renderer, "HD 3100")
1523 || strstr(gl_renderer, "HD 3200")
1524 || strstr(gl_renderer, "HD 3300"))
1526 *vidmem = 128; /* 128MB */
1527 return CARD_ATI_RADEON_HD3200;
1531 if (strstr(gl_renderer, "X1600")
1532 || strstr(gl_renderer, "X1650")
1533 || strstr(gl_renderer, "X1800")
1534 || strstr(gl_renderer, "X1900")
1535 || strstr(gl_renderer, "X1950"))
1537 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1538 return CARD_ATI_RADEON_X1600;
1541 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1542 if (strstr(gl_renderer, "X700")
1543 || strstr(gl_renderer, "X800")
1544 || strstr(gl_renderer, "X850")
1545 || strstr(gl_renderer, "X1300")
1546 || strstr(gl_renderer, "X1400")
1547 || strstr(gl_renderer, "X1450")
1548 || strstr(gl_renderer, "X1550"))
1550 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1551 return CARD_ATI_RADEON_X700;
1554 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1555 if (strstr(gl_renderer, "Radeon Xpress"))
1557 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1558 return CARD_ATI_RADEON_XPRESS_200M;
1562 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1563 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1566 if (WINE_D3D8_CAPABLE(gl_info))
1568 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1569 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1572 if (WINE_D3D7_CAPABLE(gl_info))
1574 *vidmem = 32; /* There are models with up to 64MB */
1575 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1578 *vidmem = 16; /* There are 16-32MB models */
1579 return CARD_ATI_RAGE_128PRO;
1583 enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1584 unsigned int *vidmem )
1586 if (strstr(gl_renderer, "X3100"))
1588 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1590 return CARD_INTEL_X3100;
1593 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1595 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1597 return CARD_INTEL_I945GM;
1600 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1601 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1602 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1603 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1604 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1605 return CARD_INTEL_I915G;
1609 enum wined3d_pci_device (select_card_ati_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1610 unsigned int *vidmem )
1612 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1614 * Beware: renderer string do not match exact card model,
1615 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1616 if (strstr(gl_renderer, "Gallium"))
1618 /* Radeon R7xx HD4800 - highend */
1619 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1620 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1621 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1623 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1624 return CARD_ATI_RADEON_HD4800;
1627 /* Radeon R740 HD4700 - midend */
1628 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1631 return CARD_ATI_RADEON_HD4700;
1634 /* Radeon R730 HD4600 - midend */
1635 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1638 return CARD_ATI_RADEON_HD4600;
1641 /* Radeon R710 HD4500/HD4350 - lowend */
1642 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1645 return CARD_ATI_RADEON_HD4350;
1648 /* Radeon R6xx HD2900/HD3800 - highend */
1649 if (strstr(gl_renderer, "R600")
1650 || strstr(gl_renderer, "RV670")
1651 || strstr(gl_renderer, "R680"))
1653 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1654 return CARD_ATI_RADEON_HD2900;
1657 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1658 if (strstr(gl_renderer, "RV630")
1659 || strstr(gl_renderer, "RV635"))
1661 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1662 return CARD_ATI_RADEON_HD2600;
1665 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1666 if (strstr(gl_renderer, "RV610")
1667 || strstr(gl_renderer, "RV620"))
1669 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1670 return CARD_ATI_RADEON_HD2300;
1673 /* Radeon R6xx/R7xx integrated */
1674 if (strstr(gl_renderer, "RS780")
1675 || strstr(gl_renderer, "RS880"))
1677 *vidmem = 128; /* 128MB */
1678 return CARD_ATI_RADEON_HD3200;
1682 if (strstr(gl_renderer, "RV530")
1683 || strstr(gl_renderer, "RV535")
1684 || strstr(gl_renderer, "RV560")
1685 || strstr(gl_renderer, "R520")
1686 || strstr(gl_renderer, "RV570")
1687 || strstr(gl_renderer, "R580"))
1689 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1690 return CARD_ATI_RADEON_X1600;
1693 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1694 if (strstr(gl_renderer, "R410")
1695 || strstr(gl_renderer, "R420")
1696 || strstr(gl_renderer, "R423")
1697 || strstr(gl_renderer, "R430")
1698 || strstr(gl_renderer, "R480")
1699 || strstr(gl_renderer, "R481")
1700 || strstr(gl_renderer, "RV410")
1701 || strstr(gl_renderer, "RV515")
1702 || strstr(gl_renderer, "RV516"))
1704 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1705 return CARD_ATI_RADEON_X700;
1708 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1709 if (strstr(gl_renderer, "RS400")
1710 || strstr(gl_renderer, "RS480")
1711 || strstr(gl_renderer, "RS482")
1712 || strstr(gl_renderer, "RS485")
1713 || strstr(gl_renderer, "RS600")
1714 || strstr(gl_renderer, "RS690")
1715 || strstr(gl_renderer, "RS740"))
1717 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1718 return CARD_ATI_RADEON_XPRESS_200M;
1722 if (strstr(gl_renderer, "R300")
1723 || strstr(gl_renderer, "RV350")
1724 || strstr(gl_renderer, "RV351")
1725 || strstr(gl_renderer, "RV360")
1726 || strstr(gl_renderer, "RV370")
1727 || strstr(gl_renderer, "R350")
1728 || strstr(gl_renderer, "R360"))
1730 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1731 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1735 if (WINE_D3D9_CAPABLE(gl_info))
1737 /* Radeon R7xx HD4800 - highend */
1738 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1739 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1740 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1742 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1743 return CARD_ATI_RADEON_HD4800;
1746 /* Radeon R740 HD4700 - midend */
1747 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1750 return CARD_ATI_RADEON_HD4700;
1753 /* Radeon R730 HD4600 - midend */
1754 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1757 return CARD_ATI_RADEON_HD4600;
1760 /* Radeon R710 HD4500/HD4350 - lowend */
1761 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1764 return CARD_ATI_RADEON_HD4350;
1767 /* Radeon R6xx HD2900/HD3800 - highend */
1768 if (strstr(gl_renderer, "(R600")
1769 || strstr(gl_renderer, "(RV670")
1770 || strstr(gl_renderer, "(R680"))
1772 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1773 return CARD_ATI_RADEON_HD2900;
1776 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1777 if (strstr(gl_renderer, "(RV630")
1778 || strstr(gl_renderer, "(RV635"))
1780 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1781 return CARD_ATI_RADEON_HD2600;
1784 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1785 if (strstr(gl_renderer, "(RV610")
1786 || strstr(gl_renderer, "(RV620"))
1788 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1789 return CARD_ATI_RADEON_HD2300;
1792 /* Radeon R6xx/R7xx integrated */
1793 if (strstr(gl_renderer, "(RS780")
1794 || strstr(gl_renderer, "(RS880"))
1796 *vidmem = 128; /* 128MB */
1797 return CARD_ATI_RADEON_HD3200;
1801 if (WINE_D3D8_CAPABLE(gl_info))
1803 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1804 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1807 if (WINE_D3D7_CAPABLE(gl_info))
1809 *vidmem = 32; /* There are models with up to 64MB */
1810 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1813 *vidmem = 16; /* There are 16-32MB models */
1814 return CARD_ATI_RAGE_128PRO;
1818 enum wined3d_pci_device (select_card_nvidia_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1819 unsigned int *vidmem )
1821 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1822 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1823 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1824 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1825 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1826 return CARD_NVIDIA_RIVA_128;
1829 enum wined3d_pci_device (select_card_intel_mesa)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1830 unsigned int *vidmem )
1832 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1833 return CARD_INTEL_I915G;
1837 struct vendor_card_selection
1839 enum wined3d_gl_vendor gl_vendor;
1840 enum wined3d_pci_vendor card_vendor;
1841 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1842 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1843 unsigned int *vidmem );
1846 static const struct vendor_card_selection vendor_card_select_table[] =
1848 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1849 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1850 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1851 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1852 {GL_VENDOR_ATI, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1853 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1854 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1855 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
1859 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1860 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1862 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1863 * different GPUs with roughly the same features. In most cases GPUs from a
1864 * certain family differ in clockspeeds, the amount of video memory and the
1865 * number of shader pipelines.
1867 * A Direct3D device object contains the PCI id (vendor + device) of the
1868 * videocard which is used for rendering. Various applications use this
1869 * information to get a rough estimation of the features of the card and
1870 * some might use it for enabling 3d effects only on certain types of
1871 * videocards. In some cases games might even use it to work around bugs
1872 * which happen on certain videocards/driver combinations. The problem is
1873 * that OpenGL only exposes a rendering string containing the name of the
1874 * videocard and not the PCI id.
1876 * Various games depend on the PCI id, so somehow we need to provide one.
1877 * A simple option is to parse the renderer string and translate this to
1878 * the right PCI id. This is a lot of work because there are more than 200
1879 * GPUs just for Nvidia. Various cards share the same renderer string, so
1880 * the amount of code might be 'small' but there are quite a number of
1881 * exceptions which would make this a pain to maintain. Another way would
1882 * be to query the PCI id from the operating system (assuming this is the
1883 * videocard which is used for rendering which is not always the case).
1884 * This would work but it is not very portable. Second it would not work
1885 * well in, let's say, a remote X situation in which the amount of 3d
1886 * features which can be used is limited.
1888 * As said most games only use the PCI id to get an indication of the
1889 * capabilities of the card. It doesn't really matter if the given id is
1890 * the correct one if we return the id of a card with similar 3d features.
1892 * The code below checks the OpenGL capabilities of a videocard and matches
1893 * that to a certain level of Direct3D functionality. Once a card passes
1894 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1895 * least a GeforceFX. To give a better estimate we do a basic check on the
1896 * renderer string but if that won't pass we return a default card. This
1897 * way is better than maintaining a full card database as even without a
1898 * full database we can return a card with similar features. Second the
1899 * size of the database can be made quite small because when you know what
1900 * type of 3d functionality a card has, you know to which GPU family the
1901 * GPU must belong. Because of this you only have to check a small part of
1902 * the renderer string to distinguishes between different models from that
1905 * The code also selects a default amount of video memory which we will
1906 * use for an estimation of the amount of free texture memory. In case of
1907 * real D3D the amount of texture memory includes video memory and system
1908 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1909 * HyperMemory). We don't know how much system memory can be addressed by
1910 * the system but we can make a reasonable estimation about the amount of
1911 * video memory. If the value is slightly wrong it doesn't matter as we
1912 * didn't include AGP-like memory which makes the amount of addressable
1913 * memory higher and second OpenGL isn't that critical it moves to system
1914 * memory behind our backs if really needed. Note that the amount of video
1915 * memory can be overruled using a registry setting. */
1919 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1921 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1922 || (vendor_card_select_table[i].card_vendor != *card_vendor))
1924 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1925 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
1928 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1929 *gl_vendor, *card_vendor);
1931 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1932 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1933 * them a good generic choice. */
1934 *card_vendor = HW_VENDOR_NVIDIA;
1935 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1936 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1937 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1938 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1939 return CARD_NVIDIA_RIVA_128;
1942 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1944 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1945 int vs_selected_mode, ps_selected_mode;
1947 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1948 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1949 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1950 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1951 else if (gl_info->supported[NV_REGISTER_COMBINERS]
1952 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1953 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1954 else return &ffp_fragment_pipeline;
1957 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1959 int vs_selected_mode, ps_selected_mode;
1961 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1962 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1963 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1964 return &none_shader_backend;
1967 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
1969 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1970 int vs_selected_mode, ps_selected_mode;
1972 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1973 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1974 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
1975 else return &ffp_blit;
1978 /* Context activation is done by the caller. */
1979 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
1981 struct wined3d_driver_info *driver_info = &adapter->driver_info;
1982 struct wined3d_gl_info *gl_info = &adapter->gl_info;
1983 const char *GL_Extensions = NULL;
1984 const char *WGL_Extensions = NULL;
1985 const char *gl_string = NULL;
1986 struct fragment_caps fragment_caps;
1987 enum wined3d_gl_vendor gl_vendor;
1988 enum wined3d_pci_vendor card_vendor;
1989 enum wined3d_pci_device device;
1991 GLfloat gl_floatv[2];
1994 unsigned int vidmem=0;
1999 TRACE_(d3d_caps)("(%p)\n", gl_info);
2003 gl_string = (const char *)glGetString(GL_RENDERER);
2004 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_string));
2008 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2012 len = strlen(gl_string) + 1;
2013 gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
2017 ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
2020 memcpy(gl_renderer, gl_string, len);
2022 gl_string = (const char *)glGetString(GL_VENDOR);
2023 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_string));
2027 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2028 HeapFree(GetProcessHeap(), 0, gl_renderer);
2032 /* Parse the GL_VERSION field into major and minor information */
2033 gl_string = (const char *)glGetString(GL_VERSION);
2034 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_string));
2038 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2039 HeapFree(GetProcessHeap(), 0, gl_renderer);
2042 gl_version = wined3d_parse_gl_version(gl_string);
2045 * Initialize openGL extension related variables
2046 * with Default values
2048 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2049 gl_info->limits.buffers = 1;
2050 gl_info->limits.textures = 1;
2051 gl_info->limits.fragment_samplers = 1;
2052 gl_info->limits.vertex_samplers = 0;
2053 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2054 gl_info->limits.sampler_stages = 1;
2055 gl_info->limits.glsl_vs_float_constants = 0;
2056 gl_info->limits.glsl_ps_float_constants = 0;
2057 gl_info->limits.arb_vs_float_constants = 0;
2058 gl_info->limits.arb_vs_native_constants = 0;
2059 gl_info->limits.arb_vs_instructions = 0;
2060 gl_info->limits.arb_vs_temps = 0;
2061 gl_info->limits.arb_ps_float_constants = 0;
2062 gl_info->limits.arb_ps_local_constants = 0;
2063 gl_info->limits.arb_ps_instructions = 0;
2064 gl_info->limits.arb_ps_temps = 0;
2066 /* Retrieve opengl defaults */
2067 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2068 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2069 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2071 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2072 gl_info->limits.lights = gl_max;
2073 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2075 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2076 gl_info->limits.texture_size = gl_max;
2077 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2079 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2080 gl_info->limits.pointsize_min = gl_floatv[0];
2081 gl_info->limits.pointsize_max = gl_floatv[1];
2082 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2084 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2085 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2089 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2090 HeapFree(GetProcessHeap(), 0, gl_renderer);
2096 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2098 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2100 while (*GL_Extensions)
2103 char current_ext[256];
2105 while (isspace(*GL_Extensions)) ++GL_Extensions;
2106 start = GL_Extensions;
2107 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2109 len = GL_Extensions - start;
2110 if (!len || len >= sizeof(current_ext)) continue;
2112 memcpy(current_ext, start, len);
2113 current_ext[len] = '\0';
2114 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2116 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2118 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2120 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2121 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2127 /* Now work out what GL support this card really has */
2128 #define USE_GL_FUNC(type, pfn, ext, replace) \
2130 DWORD ver = ver_for_ext(ext); \
2131 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2132 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2133 else gl_info->pfn = NULL; \
2138 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2144 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2145 * loading the functions, otherwise the code above will load the extension entry points instead of the
2146 * core functions, which may not work. */
2147 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2149 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2150 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2152 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2153 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2157 if (gl_info->supported[APPLE_FENCE])
2159 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2160 * The apple extension interacts with some other apple exts. Disable the NV
2161 * extension if the apple one is support to prevent confusion in other parts
2163 gl_info->supported[NV_FENCE] = FALSE;
2165 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2167 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2169 * The enums are the same:
2170 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2171 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2172 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2173 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2174 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2176 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2178 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2179 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2181 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2183 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2184 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2187 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2189 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2190 * functionality. Prefer the ARB extension */
2191 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2193 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2195 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2196 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2198 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2200 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2201 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2203 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2205 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2206 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2208 if (gl_info->supported[NV_TEXTURE_SHADER2])
2210 if (gl_info->supported[NV_REGISTER_COMBINERS])
2212 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2213 * are supported. The nv extensions provide the same functionality as the
2214 * ATI one, and a bit more(signed pixelformats). */
2215 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2219 if (gl_info->supported[NV_REGISTER_COMBINERS])
2221 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2222 gl_info->limits.general_combiners = gl_max;
2223 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2225 if (gl_info->supported[ARB_DRAW_BUFFERS])
2227 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2228 gl_info->limits.buffers = gl_max;
2229 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2231 if (gl_info->supported[ARB_MULTITEXTURE])
2233 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2234 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2235 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2237 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2240 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2241 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2245 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2247 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2249 if (gl_info->supported[ARB_VERTEX_SHADER])
2252 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2253 gl_info->limits.vertex_samplers = tmp;
2254 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2255 gl_info->limits.combined_samplers = tmp;
2257 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2258 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2259 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2260 * shader is used with fixed function vertex processing we're fine too because fixed function
2261 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2262 * used we have to make sure that all vertex sampler setups are valid together with all
2263 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2264 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2265 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2266 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2267 * a fixed function pipeline anymore.
2269 * So this is just a check to check that our assumption holds true. If not, write a warning
2270 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2271 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2272 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2274 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2275 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2276 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2277 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2278 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2280 gl_info->limits.vertex_samplers = 0;
2285 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2287 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2288 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2290 if (gl_info->supported[ARB_VERTEX_BLEND])
2292 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2293 gl_info->limits.blends = gl_max;
2294 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2296 if (gl_info->supported[EXT_TEXTURE3D])
2298 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2299 gl_info->limits.texture3d_size = gl_max;
2300 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2302 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2304 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2305 gl_info->limits.anisotropy = gl_max;
2306 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2308 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2310 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2311 gl_info->limits.arb_ps_float_constants = gl_max;
2312 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2313 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2314 gl_info->limits.arb_ps_native_constants = gl_max;
2315 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2316 gl_info->limits.arb_ps_native_constants);
2317 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2318 gl_info->limits.arb_ps_temps = gl_max;
2319 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2320 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2321 gl_info->limits.arb_ps_instructions = gl_max;
2322 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2323 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2324 gl_info->limits.arb_ps_local_constants = gl_max;
2325 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2327 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2329 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2330 gl_info->limits.arb_vs_float_constants = gl_max;
2331 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2332 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2333 gl_info->limits.arb_vs_native_constants = gl_max;
2334 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2335 gl_info->limits.arb_vs_native_constants);
2336 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2337 gl_info->limits.arb_vs_temps = gl_max;
2338 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2339 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2340 gl_info->limits.arb_vs_instructions = gl_max;
2341 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2343 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2345 if (gl_info->supported[ARB_VERTEX_SHADER])
2347 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2348 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2349 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2351 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2353 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2354 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2355 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2356 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2357 gl_info->limits.glsl_varyings = gl_max;
2358 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2360 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2362 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2363 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2365 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2367 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2371 gl_info->limits.shininess = 128.0f;
2373 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2375 /* If we have full NP2 texture support, disable
2376 * GL_ARB_texture_rectangle because we will never use it.
2377 * This saves a few redundant glDisable calls. */
2378 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2380 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2382 /* Disable NV_register_combiners and fragment shader if this is supported.
2383 * generally the NV extensions are preferred over the ATI ones, and this
2384 * extension is disabled if register_combiners and texture_shader2 are both
2385 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2386 * fragment processing support. */
2387 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2388 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2389 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2390 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2392 if (gl_info->supported[NV_HALF_FLOAT])
2394 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2395 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2397 if (gl_info->supported[ARB_POINT_SPRITE])
2399 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2403 gl_info->limits.point_sprite_units = 0;
2405 checkGLcall("extension detection");
2409 adapter->fragment_pipe = select_fragment_implementation(adapter);
2410 adapter->shader_backend = select_shader_backend(adapter);
2411 adapter->blitter = select_blit_implementation(adapter);
2413 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2414 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2415 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2417 /* In some cases the number of texture stages can be larger than the number
2418 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2419 * shaders), but 8 texture stages (register combiners). */
2420 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2422 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2424 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2425 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2426 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2427 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2428 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2429 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2430 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2431 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2432 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2433 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2434 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2435 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2436 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2437 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2438 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2439 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2440 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2441 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2442 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2446 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2448 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2449 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2450 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2451 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2452 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2453 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2454 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2455 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2456 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2457 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2458 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2459 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2460 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2461 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2462 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2463 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2464 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2466 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2468 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2469 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2471 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2473 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2475 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2477 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2481 /* MRTs are currently only supported when FBOs are used. */
2482 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2484 gl_info->limits.buffers = 1;
2487 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_string, gl_renderer);
2488 card_vendor = wined3d_guess_card_vendor(gl_string, gl_renderer);
2489 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_string), gl_vendor, card_vendor);
2491 device = wined3d_guess_card(gl_info, gl_renderer, &gl_vendor, &card_vendor, &vidmem);
2492 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2494 /* If we have an estimate use it, else default to 64MB; */
2496 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2498 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2500 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2501 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2502 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2503 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2504 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2505 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2506 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2507 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2509 /* Make sure there's an active HDC else the WGL extensions will fail */
2510 hdc = pwglGetCurrentDC();
2512 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2513 if(GL_EXTCALL(wglGetExtensionsStringARB))
2514 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2516 if (NULL == WGL_Extensions) {
2517 ERR(" WGL_Extensions returns NULL\n");
2519 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2520 while (*WGL_Extensions != 0x00) {
2524 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2525 Start = WGL_Extensions;
2526 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2530 len = WGL_Extensions - Start;
2531 if (len == 0 || len >= sizeof(ThisExtn))
2534 memcpy(ThisExtn, Start, len);
2535 ThisExtn[len] = '\0';
2536 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2538 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2539 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2540 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2542 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2543 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2544 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2546 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2547 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2548 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2554 fixup_extensions(gl_info, gl_renderer, gl_vendor, card_vendor, device);
2555 init_driver_info(driver_info, card_vendor, device);
2556 add_gl_compat_wrappers(gl_info);
2558 HeapFree(GetProcessHeap(), 0, gl_renderer);
2562 /**********************************************************
2563 * IWineD3D implementation follows
2564 **********************************************************/
2566 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2567 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2569 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2571 return This->adapter_count;
2574 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2576 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2581 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2582 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2584 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2586 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2590 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2593 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2594 of the same bpp but different resolutions */
2596 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2597 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2598 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2599 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2601 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2605 /* TODO: Store modes per adapter and read it from the adapter structure */
2606 if (Adapter == 0) { /* Display */
2607 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2608 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2613 memset(&mode, 0, sizeof(mode));
2614 mode.dmSize = sizeof(mode);
2616 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2620 if (Format == WINED3DFMT_UNKNOWN)
2622 /* This is for D3D8, do not enumerate P8 here */
2623 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2625 else if (mode.dmBitsPerPel == format_bits)
2631 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2634 FIXME_(d3d_caps)("Adapter not primary display\n");
2639 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2640 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2641 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2642 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2644 /* Validate the parameters as much as possible */
2645 if (NULL == pMode ||
2646 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2647 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2648 return WINED3DERR_INVALIDCALL;
2651 /* TODO: Store modes per adapter and read it from the adapter structure */
2654 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2655 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2661 ZeroMemory(&DevModeW, sizeof(DevModeW));
2662 DevModeW.dmSize = sizeof(DevModeW);
2664 /* If we are filtering to a specific format (D3D9), then need to skip
2665 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2666 just count through the ones with valid bit depths */
2667 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2669 if (Format == WINED3DFMT_UNKNOWN)
2671 /* This is for D3D8, do not enumerate P8 here */
2672 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2674 else if (DevModeW.dmBitsPerPel == format_bits)
2681 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2682 return WINED3DERR_INVALIDCALL;
2686 /* Now get the display mode via the calculated index */
2687 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2688 pMode->Width = DevModeW.dmPelsWidth;
2689 pMode->Height = DevModeW.dmPelsHeight;
2690 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2691 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2692 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2694 if (Format == WINED3DFMT_UNKNOWN) {
2695 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2697 pMode->Format = Format;
2700 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2701 return WINED3DERR_INVALIDCALL;
2704 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2705 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2706 DevModeW.dmBitsPerPel);
2711 FIXME_(d3d_caps)("Adapter not primary display\n");
2717 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2719 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2721 if (NULL == pMode ||
2722 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2723 return WINED3DERR_INVALIDCALL;
2726 if (Adapter == 0) { /* Display */
2730 ZeroMemory(&DevModeW, sizeof(DevModeW));
2731 DevModeW.dmSize = sizeof(DevModeW);
2733 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2734 pMode->Width = DevModeW.dmPelsWidth;
2735 pMode->Height = DevModeW.dmPelsHeight;
2736 bpp = DevModeW.dmBitsPerPel;
2737 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2738 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2740 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2743 pMode->Format = pixelformat_for_depth(bpp);
2745 FIXME_(d3d_caps)("Adapter not primary display\n");
2748 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2749 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2753 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2754 and fields being inserted in the middle, a new structure is used in place */
2755 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2756 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2757 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2758 struct wined3d_adapter *adapter;
2761 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2763 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2764 return WINED3DERR_INVALIDCALL;
2767 adapter = &This->adapters[Adapter];
2769 /* Return the information requested */
2770 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2772 if (pIdentifier->driver_size)
2774 const char *name = adapter->driver_info.name;
2775 len = min(strlen(name), pIdentifier->driver_size - 1);
2776 memcpy(pIdentifier->driver, name, len);
2777 pIdentifier->driver[len] = '\0';
2780 if (pIdentifier->description_size)
2782 const char *description = adapter->driver_info.description;
2783 len = min(strlen(description), pIdentifier->description_size - 1);
2784 memcpy(pIdentifier->description, description, len);
2785 pIdentifier->description[len] = '\0';
2788 /* Note that d3d8 doesn't supply a device name. */
2789 if (pIdentifier->device_name_size)
2791 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2793 len = strlen(device_name);
2794 if (len >= pIdentifier->device_name_size)
2796 ERR("Device name size too small.\n");
2797 return WINED3DERR_INVALIDCALL;
2800 memcpy(pIdentifier->device_name, device_name, len);
2801 pIdentifier->device_name[len] = '\0';
2804 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2805 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2806 pIdentifier->vendor_id = adapter->driver_info.vendor;
2807 pIdentifier->device_id = adapter->driver_info.device;
2808 pIdentifier->subsystem_id = 0;
2809 pIdentifier->revision = 0;
2810 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2811 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2812 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2813 pIdentifier->video_memory = adapter->TextureRam;
2818 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2819 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2821 short redSize, greenSize, blueSize, alphaSize, colorBits;
2826 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2827 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2829 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2833 if(cfg->redSize < redSize)
2836 if(cfg->greenSize < greenSize)
2839 if(cfg->blueSize < blueSize)
2842 if(cfg->alphaSize < alphaSize)
2846 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2847 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2848 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2849 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2850 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2851 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2852 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2853 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2854 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2855 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2856 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2857 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2858 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2860 /* Probably a color index mode */
2867 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2868 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2870 short depthSize, stencilSize;
2871 BOOL lockable = FALSE;
2876 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2878 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2882 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2885 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2886 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2887 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2888 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2891 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2892 * allow more stencil bits than requested. */
2893 if(cfg->stencilSize < stencilSize)
2899 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2900 WINED3DFORMAT AdapterFormat,
2901 WINED3DFORMAT RenderTargetFormat,
2902 WINED3DFORMAT DepthStencilFormat) {
2903 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2905 const WineD3D_PixelFormat *cfgs;
2906 const struct wined3d_adapter *adapter;
2907 const struct GlPixelFormatDesc *rt_format_desc;
2908 const struct GlPixelFormatDesc *ds_format_desc;
2911 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2913 DeviceType, debug_d3ddevicetype(DeviceType),
2914 AdapterFormat, debug_d3dformat(AdapterFormat),
2915 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2916 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2918 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2919 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2920 return WINED3DERR_INVALIDCALL;
2923 adapter = &This->adapters[Adapter];
2924 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2925 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2926 cfgs = adapter->cfgs;
2927 nCfgs = adapter->nCfgs;
2928 for (it = 0; it < nCfgs; ++it) {
2929 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2931 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2933 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2938 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2940 return WINED3DERR_NOTAVAILABLE;
2943 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2944 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2946 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2947 const struct GlPixelFormatDesc *glDesc;
2948 const struct wined3d_adapter *adapter;
2950 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2953 DeviceType, debug_d3ddevicetype(DeviceType),
2954 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2959 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2960 return WINED3DERR_INVALIDCALL;
2963 /* TODO: handle Windowed, add more quality levels */
2965 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2966 if(pQualityLevels) *pQualityLevels = 1;
2970 /* By default multisampling is disabled right now as it causes issues
2971 * on some Nvidia driver versions and it doesn't work well in combination
2973 if(!wined3d_settings.allow_multisampling)
2974 return WINED3DERR_NOTAVAILABLE;
2976 adapter = &This->adapters[Adapter];
2977 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2978 if (!glDesc) return WINED3DERR_INVALIDCALL;
2980 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2982 const WineD3D_PixelFormat *cfgs;
2984 cfgs = adapter->cfgs;
2985 nCfgs = adapter->nCfgs;
2986 for(i=0; i<nCfgs; i++) {
2987 if(cfgs[i].numSamples != MultiSampleType)
2990 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2993 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2996 *pQualityLevels = 1; /* Guess at a value! */
3000 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3001 short redSize, greenSize, blueSize, alphaSize, colorBits;
3003 const WineD3D_PixelFormat *cfgs;
3005 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3007 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3008 return WINED3DERR_NOTAVAILABLE;
3011 cfgs = adapter->cfgs;
3012 nCfgs = adapter->nCfgs;
3013 for(i=0; i<nCfgs; i++) {
3014 if(cfgs[i].numSamples != MultiSampleType)
3016 if(cfgs[i].redSize != redSize)
3018 if(cfgs[i].greenSize != greenSize)
3020 if(cfgs[i].blueSize != blueSize)
3022 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3023 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3025 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3028 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3031 *pQualityLevels = 1; /* Guess at a value! */
3035 return WINED3DERR_NOTAVAILABLE;
3038 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3039 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3041 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3044 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3045 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3046 debug_d3dformat(BackBufferFormat), Windowed);
3048 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3049 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3050 return WINED3DERR_INVALIDCALL;
3053 /* The task of this function is to check whether a certain display / backbuffer format
3054 * combination is available on the given adapter. In fullscreen mode microsoft specified
3055 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3056 * and display format should match exactly.
3057 * In windowed mode format conversion can occur and this depends on the driver. When format
3058 * conversion is done, this function should nevertheless fail and applications need to use
3059 * CheckDeviceFormatConversion.
3060 * At the moment we assume that fullscreen and windowed have the same capabilities */
3062 /* There are only 4 display formats */
3063 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3064 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3065 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3066 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3068 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3069 return WINED3DERR_NOTAVAILABLE;
3072 /* If the requested DisplayFormat is not available, don't continue */
3073 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3075 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3076 return WINED3DERR_NOTAVAILABLE;
3079 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3080 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3081 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3082 return WINED3DERR_NOTAVAILABLE;
3085 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3086 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3088 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3089 return WINED3DERR_NOTAVAILABLE;
3092 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3093 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3094 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3096 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3097 return WINED3DERR_NOTAVAILABLE;
3100 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3101 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3102 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3104 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3105 return WINED3DERR_NOTAVAILABLE;
3108 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3109 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3110 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3112 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3113 return WINED3DERR_NOTAVAILABLE;
3116 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3117 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3119 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3125 /* Check if we support bumpmapping for a format */
3126 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
3127 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
3129 switch(format_desc->format)
3131 case WINED3DFMT_R8G8_SNORM:
3132 case WINED3DFMT_R16G16_SNORM:
3133 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3134 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3135 case WINED3DFMT_R8G8B8A8_SNORM:
3136 /* Ask the fixed function pipeline implementation if it can deal
3137 * with the conversion. If we've got a GL extension giving native
3138 * support this will be an identity conversion. */
3139 if (adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3141 TRACE_(d3d_caps)("[OK]\n");
3144 TRACE_(d3d_caps)("[FAILED]\n");
3148 TRACE_(d3d_caps)("[FAILED]\n");
3153 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3154 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3155 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
3159 /* Only allow depth/stencil formats */
3160 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3162 /* Walk through all WGL pixel formats to find a match */
3163 for (it = 0; it < adapter->nCfgs; ++it)
3165 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3166 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3168 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3178 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3180 /* The flags entry of a format contains the filtering capability */
3181 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3186 /* Check the render target capabilities of a format */
3187 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3188 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
3190 /* Filter out non-RT formats */
3191 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3193 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3194 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3196 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3197 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3199 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3200 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3202 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3203 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3204 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3205 TRACE_(d3d_caps)("[FAILED]\n");
3209 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3210 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3211 for (it = 0; it < adapter->nCfgs; ++it)
3213 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3214 &cfgs[it], check_format_desc))
3216 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3217 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3221 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
3222 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
3223 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3226 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
3227 for (it = 0; it < adapter->nCfgs; ++it)
3229 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3230 &cfgs[it], check_format_desc))
3232 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3233 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3237 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
3238 /* For now return TRUE for FBOs until we have some proper checks.
3239 * Note that this function will only be called when the format is around for texturing. */
3245 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3247 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3249 /* Check for supported sRGB formats (Texture loading and framebuffer) */
3250 if (!gl_info->supported[EXT_TEXTURE_SRGB])
3252 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
3256 switch (format_desc->format)
3258 case WINED3DFMT_B8G8R8A8_UNORM:
3259 case WINED3DFMT_B8G8R8X8_UNORM:
3260 case WINED3DFMT_B4G4R4A4_UNORM:
3261 case WINED3DFMT_L8_UNORM:
3262 case WINED3DFMT_L8A8_UNORM:
3263 case WINED3DFMT_DXT1:
3264 case WINED3DFMT_DXT2:
3265 case WINED3DFMT_DXT3:
3266 case WINED3DFMT_DXT4:
3267 case WINED3DFMT_DXT5:
3268 TRACE_(d3d_caps)("[OK]\n");
3272 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
3278 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
3279 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
3281 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3282 * doing the color fixup in shaders.
3283 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3284 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
3286 int vs_selected_mode;
3287 int ps_selected_mode;
3288 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3290 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3291 TRACE_(d3d_caps)("[OK]\n");
3296 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3300 /* Check if a format support blending in combination with pixel shaders */
3301 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3302 const struct GlPixelFormatDesc *format_desc)
3304 /* The flags entry of a format contains the post pixel shader blending capability */
3305 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3310 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3312 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3313 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3314 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3315 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3316 * capability anyway.
3318 * For now lets report this on all formats, but in the future we may want to
3319 * restrict it to some should games need that
3324 /* Check if a texture format is supported on the given adapter */
3325 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
3326 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
3328 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3330 switch (format_desc->format)
3333 * supported: RGB(A) formats
3335 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3336 case WINED3DFMT_B8G8R8A8_UNORM:
3337 case WINED3DFMT_B8G8R8X8_UNORM:
3338 case WINED3DFMT_B5G6R5_UNORM:
3339 case WINED3DFMT_B5G5R5X1_UNORM:
3340 case WINED3DFMT_B5G5R5A1_UNORM:
3341 case WINED3DFMT_B4G4R4A4_UNORM:
3342 case WINED3DFMT_A8_UNORM:
3343 case WINED3DFMT_B4G4R4X4_UNORM:
3344 case WINED3DFMT_R8G8B8A8_UNORM:
3345 case WINED3DFMT_R8G8B8X8_UNORM:
3346 case WINED3DFMT_B10G10R10A2_UNORM:
3347 case WINED3DFMT_R10G10B10A2_UNORM:
3348 case WINED3DFMT_R16G16_UNORM:
3349 TRACE_(d3d_caps)("[OK]\n");
3352 case WINED3DFMT_B2G3R3_UNORM:
3353 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3357 * supported: Palettized
3359 case WINED3DFMT_P8_UINT:
3360 TRACE_(d3d_caps)("[OK]\n");
3362 /* No Windows driver offers WINED3DFMT_P8_UINT_A8_UNORM, so don't offer it either */
3363 case WINED3DFMT_P8_UINT_A8_UNORM:
3367 * Supported: (Alpha)-Luminance
3369 case WINED3DFMT_L8_UNORM:
3370 case WINED3DFMT_L8A8_UNORM:
3371 case WINED3DFMT_L16_UNORM:
3372 TRACE_(d3d_caps)("[OK]\n");
3375 /* Not supported on Windows, thus disabled */
3376 case WINED3DFMT_L4A4_UNORM:
3377 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3381 * Supported: Depth/Stencil formats
3383 case WINED3DFMT_D16_LOCKABLE:
3384 case WINED3DFMT_D16_UNORM:
3385 case WINED3DFMT_S1_UINT_D15_UNORM:
3386 case WINED3DFMT_X8D24_UNORM:
3387 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3388 case WINED3DFMT_D24_UNORM_S8_UINT:
3389 case WINED3DFMT_S8_UINT_D24_FLOAT:
3390 case WINED3DFMT_D32_UNORM:
3391 case WINED3DFMT_D32_FLOAT:
3395 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3396 * GL_NV_texture_shader). Emulated by shaders
3398 case WINED3DFMT_R8G8_SNORM:
3399 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3400 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3401 case WINED3DFMT_R8G8B8A8_SNORM:
3402 case WINED3DFMT_R16G16_SNORM:
3403 /* Ask the shader backend if it can deal with the conversion. If
3404 * we've got a GL extension giving native support this will be an
3405 * identity conversion. */
3406 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3408 TRACE_(d3d_caps)("[OK]\n");
3411 TRACE_(d3d_caps)("[FAILED]\n");
3414 case WINED3DFMT_DXT1:
3415 case WINED3DFMT_DXT2:
3416 case WINED3DFMT_DXT3:
3417 case WINED3DFMT_DXT4:
3418 case WINED3DFMT_DXT5:
3419 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3421 TRACE_(d3d_caps)("[OK]\n");
3424 TRACE_(d3d_caps)("[FAILED]\n");
3429 * Odd formats - not supported
3431 case WINED3DFMT_VERTEXDATA:
3432 case WINED3DFMT_R16_UINT:
3433 case WINED3DFMT_R32_UINT:
3434 case WINED3DFMT_R16G16B16A16_SNORM:
3435 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3436 case WINED3DFMT_R10G11B11_SNORM:
3437 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3441 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3443 case WINED3DFMT_R8G8_SNORM_Cx:
3444 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3448 case WINED3DFMT_UYVY:
3449 case WINED3DFMT_YUY2:
3450 if (gl_info->supported[APPLE_YCBCR_422])
3452 TRACE_(d3d_caps)("[OK]\n");
3455 TRACE_(d3d_caps)("[FAILED]\n");
3457 case WINED3DFMT_YV12:
3458 TRACE_(d3d_caps)("[FAILED]\n");
3462 case WINED3DFMT_R16G16B16A16_UNORM:
3463 case WINED3DFMT_B2G3R3A8_UNORM:
3464 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3467 /* Floating point formats */
3468 case WINED3DFMT_R16_FLOAT:
3469 case WINED3DFMT_R16G16_FLOAT:
3470 case WINED3DFMT_R16G16B16A16_FLOAT:
3471 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3473 TRACE_(d3d_caps)("[OK]\n");
3476 TRACE_(d3d_caps)("[FAILED]\n");
3479 case WINED3DFMT_R32_FLOAT:
3480 case WINED3DFMT_R32G32_FLOAT:
3481 case WINED3DFMT_R32G32B32A32_FLOAT:
3482 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3484 TRACE_(d3d_caps)("[OK]\n");
3487 TRACE_(d3d_caps)("[FAILED]\n");
3490 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3491 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3492 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3493 * We can do instancing with all shader versions, but we need vertex shaders.
3495 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3496 * to enable instancing. WineD3D doesn't need that and just ignores it.
3498 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3500 case WINED3DFMT_INST:
3501 TRACE("ATI Instancing check hack\n");
3502 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3504 TRACE_(d3d_caps)("[OK]\n");
3507 TRACE_(d3d_caps)("[FAILED]\n");
3510 /* Some weird FOURCC formats */
3511 case WINED3DFMT_R8G8_B8G8:
3512 case WINED3DFMT_G8R8_G8B8:
3513 case WINED3DFMT_MULTI2_ARGB8:
3514 TRACE_(d3d_caps)("[FAILED]\n");
3517 /* Vendor specific formats */
3518 case WINED3DFMT_ATI2N:
3519 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3520 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3522 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3523 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3525 TRACE_(d3d_caps)("[OK]\n");
3529 TRACE_(d3d_caps)("[OK]\n");
3532 TRACE_(d3d_caps)("[FAILED]\n");
3535 case WINED3DFMT_NVHU:
3536 case WINED3DFMT_NVHS:
3537 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3538 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3539 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3540 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3541 * Applications have to deal with not having NVHS and NVHU.
3543 TRACE_(d3d_caps)("[FAILED]\n");
3546 case WINED3DFMT_UNKNOWN:
3550 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3556 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3557 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3559 if(SurfaceType == SURFACE_GDI) {
3560 switch(check_format_desc->format)
3562 case WINED3DFMT_B8G8R8_UNORM:
3563 case WINED3DFMT_B8G8R8A8_UNORM:
3564 case WINED3DFMT_B8G8R8X8_UNORM:
3565 case WINED3DFMT_B5G6R5_UNORM:
3566 case WINED3DFMT_B5G5R5X1_UNORM:
3567 case WINED3DFMT_B5G5R5A1_UNORM:
3568 case WINED3DFMT_B4G4R4A4_UNORM:
3569 case WINED3DFMT_B2G3R3_UNORM:
3570 case WINED3DFMT_A8_UNORM:
3571 case WINED3DFMT_B2G3R3A8_UNORM:
3572 case WINED3DFMT_B4G4R4X4_UNORM:
3573 case WINED3DFMT_R10G10B10A2_UNORM:
3574 case WINED3DFMT_R8G8B8A8_UNORM:
3575 case WINED3DFMT_R8G8B8X8_UNORM:
3576 case WINED3DFMT_R16G16_UNORM:
3577 case WINED3DFMT_B10G10R10A2_UNORM:
3578 case WINED3DFMT_R16G16B16A16_UNORM:
3579 case WINED3DFMT_P8_UINT:
3580 TRACE_(d3d_caps)("[OK]\n");
3583 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3588 /* All format that are supported for textures are supported for surfaces as well */
3589 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3590 /* All depth stencil formats are supported on surfaces */
3591 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3593 /* If opengl can't process the format natively, the blitter may be able to convert it */
3594 if (adapter->blitter->color_fixup_supported(check_format_desc->color_fixup))
3596 TRACE_(d3d_caps)("[OK]\n");
3600 /* Reject other formats */
3601 TRACE_(d3d_caps)("[FAILED]\n");
3605 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3607 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3609 if (!gl_info->limits.vertex_samplers)
3611 TRACE_(d3d_caps)("[FAILED]\n");
3615 switch (format_desc->format)
3617 case WINED3DFMT_R32G32B32A32_FLOAT:
3618 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3620 TRACE_(d3d_caps)("[FAILED]\n");
3623 TRACE_(d3d_caps)("[OK]\n");
3627 TRACE_(d3d_caps)("[FAILED]\n");
3633 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3634 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3635 WINED3DSURFTYPE SurfaceType)
3637 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3638 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3639 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3640 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3641 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3642 DWORD UsageCaps = 0;
3644 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3647 DeviceType, debug_d3ddevicetype(DeviceType),
3648 AdapterFormat, debug_d3dformat(AdapterFormat),
3649 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3650 RType, debug_d3dresourcetype(RType),
3651 CheckFormat, debug_d3dformat(CheckFormat));
3653 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3654 return WINED3DERR_INVALIDCALL;
3657 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3659 if(SurfaceType != SURFACE_OPENGL) {
3660 TRACE("[FAILED]\n");
3661 return WINED3DERR_NOTAVAILABLE;
3664 /* Cubetexture allows:
3665 * - D3DUSAGE_AUTOGENMIPMAP
3666 * - D3DUSAGE_DEPTHSTENCIL
3667 * - D3DUSAGE_DYNAMIC
3668 * - D3DUSAGE_NONSECURE (d3d9ex)
3669 * - D3DUSAGE_RENDERTARGET
3670 * - D3DUSAGE_SOFTWAREPROCESSING
3671 * - D3DUSAGE_QUERY_WRAPANDMIP
3673 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3675 /* Check if the texture format is around */
3676 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3678 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3679 /* Check for automatic mipmap generation support */
3680 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3682 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3684 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3685 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3689 /* Always report dynamic locking */
3690 if(Usage & WINED3DUSAGE_DYNAMIC)
3691 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3693 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3694 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3696 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3698 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3699 return WINED3DERR_NOTAVAILABLE;
3703 /* Always report software processing */
3704 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3705 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3707 /* Check QUERY_FILTER support */
3708 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3709 if (CheckFilterCapability(adapter, format_desc))
3711 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3713 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3714 return WINED3DERR_NOTAVAILABLE;
3718 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3719 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3720 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3722 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3724 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3725 return WINED3DERR_NOTAVAILABLE;
3729 /* Check QUERY_SRGBREAD support */
3730 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3731 if (CheckSrgbReadCapability(adapter, format_desc))
3733 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3735 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3736 return WINED3DERR_NOTAVAILABLE;
3740 /* Check QUERY_SRGBWRITE support */
3741 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3742 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3744 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3746 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3747 return WINED3DERR_NOTAVAILABLE;
3751 /* Check QUERY_VERTEXTEXTURE support */
3752 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3753 if (CheckVertexTextureCapability(adapter, format_desc))
3755 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3757 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3758 return WINED3DERR_NOTAVAILABLE;
3762 /* Check QUERY_WRAPANDMIP support */
3763 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3764 if (CheckWrapAndMipCapability(adapter, format_desc))
3766 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3768 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3769 return WINED3DERR_NOTAVAILABLE;
3773 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3774 return WINED3DERR_NOTAVAILABLE;
3777 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3778 return WINED3DERR_NOTAVAILABLE;
3780 } else if(RType == WINED3DRTYPE_SURFACE) {
3782 * - D3DUSAGE_DEPTHSTENCIL
3783 * - D3DUSAGE_NONSECURE (d3d9ex)
3784 * - D3DUSAGE_RENDERTARGET
3787 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3789 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3790 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3792 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3794 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3795 return WINED3DERR_NOTAVAILABLE;
3799 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3800 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3802 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3804 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3805 return WINED3DERR_NOTAVAILABLE;
3809 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3810 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3811 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3813 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3815 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3816 return WINED3DERR_NOTAVAILABLE;
3820 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3821 return WINED3DERR_NOTAVAILABLE;
3824 } else if(RType == WINED3DRTYPE_TEXTURE) {
3826 * - D3DUSAGE_AUTOGENMIPMAP
3827 * - D3DUSAGE_DEPTHSTENCIL
3829 * - D3DUSAGE_DYNAMIC
3830 * - D3DUSAGE_NONSECURE (d3d9ex)
3831 * - D3DUSAGE_RENDERTARGET
3832 * - D3DUSAGE_SOFTWAREPROCESSING
3833 * - D3DUSAGE_TEXTAPI (d3d9ex)
3834 * - D3DUSAGE_QUERY_WRAPANDMIP
3837 if(SurfaceType != SURFACE_OPENGL) {
3838 TRACE("[FAILED]\n");
3839 return WINED3DERR_NOTAVAILABLE;
3842 /* Check if the texture format is around */
3843 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3845 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3846 /* Check for automatic mipmap generation support */
3847 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3849 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3851 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3852 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3856 /* Always report dynamic locking */
3857 if(Usage & WINED3DUSAGE_DYNAMIC)
3858 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3860 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3861 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3863 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3865 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3866 return WINED3DERR_NOTAVAILABLE;
3870 /* Always report software processing */
3871 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3872 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3874 /* Check QUERY_FILTER support */
3875 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3876 if (CheckFilterCapability(adapter, format_desc))
3878 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3880 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3881 return WINED3DERR_NOTAVAILABLE;
3885 /* Check QUERY_LEGACYBUMPMAP support */
3886 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3887 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3889 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3891 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3892 return WINED3DERR_NOTAVAILABLE;
3896 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3897 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3898 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3900 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3902 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3903 return WINED3DERR_NOTAVAILABLE;
3907 /* Check QUERY_SRGBREAD support */
3908 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3909 if (CheckSrgbReadCapability(adapter, format_desc))
3911 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3913 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3914 return WINED3DERR_NOTAVAILABLE;
3918 /* Check QUERY_SRGBWRITE support */
3919 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3920 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3922 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3924 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3925 return WINED3DERR_NOTAVAILABLE;
3929 /* Check QUERY_VERTEXTEXTURE support */
3930 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3931 if (CheckVertexTextureCapability(adapter, format_desc))
3933 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3935 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3936 return WINED3DERR_NOTAVAILABLE;
3940 /* Check QUERY_WRAPANDMIP support */
3941 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3942 if (CheckWrapAndMipCapability(adapter, format_desc))
3944 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3946 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3947 return WINED3DERR_NOTAVAILABLE;
3951 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3952 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3954 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3956 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3957 return WINED3DERR_NOTAVAILABLE;
3961 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3962 return WINED3DERR_NOTAVAILABLE;
3964 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3965 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3966 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3968 * Volumetexture allows:
3969 * - D3DUSAGE_DYNAMIC
3970 * - D3DUSAGE_NONSECURE (d3d9ex)
3971 * - D3DUSAGE_SOFTWAREPROCESSING
3972 * - D3DUSAGE_QUERY_WRAPANDMIP
3975 if(SurfaceType != SURFACE_OPENGL) {
3976 TRACE("[FAILED]\n");
3977 return WINED3DERR_NOTAVAILABLE;
3980 /* Check volume texture and volume usage caps */
3981 if (gl_info->supported[EXT_TEXTURE3D])
3983 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3985 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3986 return WINED3DERR_NOTAVAILABLE;
3989 /* Always report dynamic locking */
3990 if(Usage & WINED3DUSAGE_DYNAMIC)
3991 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3993 /* Always report software processing */
3994 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3995 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3997 /* Check QUERY_FILTER support */
3998 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3999 if (CheckFilterCapability(adapter, format_desc))
4001 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4003 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4004 return WINED3DERR_NOTAVAILABLE;
4008 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
4009 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
4010 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4012 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4014 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4015 return WINED3DERR_NOTAVAILABLE;
4019 /* Check QUERY_SRGBREAD support */
4020 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
4021 if (CheckSrgbReadCapability(adapter, format_desc))
4023 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4025 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4026 return WINED3DERR_NOTAVAILABLE;
4030 /* Check QUERY_SRGBWRITE support */
4031 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
4032 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
4034 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4036 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4037 return WINED3DERR_NOTAVAILABLE;
4041 /* Check QUERY_VERTEXTEXTURE support */
4042 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
4043 if (CheckVertexTextureCapability(adapter, format_desc))
4045 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4047 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4048 return WINED3DERR_NOTAVAILABLE;
4052 /* Check QUERY_WRAPANDMIP support */
4053 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4054 if (CheckWrapAndMipCapability(adapter, format_desc))
4056 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4058 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4059 return WINED3DERR_NOTAVAILABLE;
4063 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4064 return WINED3DERR_NOTAVAILABLE;
4067 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
4068 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
4069 * app needing one of those formats, don't advertize them to avoid leading apps into
4070 * temptation. The windows drivers don't support most of those formats on volumes anyway,
4073 switch(CheckFormat) {
4074 case WINED3DFMT_P8_UINT:
4075 case WINED3DFMT_L4A4_UNORM:
4076 case WINED3DFMT_R32_FLOAT:
4077 case WINED3DFMT_R16_FLOAT:
4078 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4079 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4080 case WINED3DFMT_R16G16_UNORM:
4081 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4082 return WINED3DERR_NOTAVAILABLE;
4084 case WINED3DFMT_R8G8B8A8_SNORM:
4085 case WINED3DFMT_R16G16_SNORM:
4086 if (!gl_info->supported[NV_TEXTURE_SHADER])
4088 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4089 return WINED3DERR_NOTAVAILABLE;
4093 case WINED3DFMT_R8G8_SNORM:
4094 if (!gl_info->supported[NV_TEXTURE_SHADER])
4096 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4097 return WINED3DERR_NOTAVAILABLE;
4101 case WINED3DFMT_DXT1:
4102 case WINED3DFMT_DXT2:
4103 case WINED3DFMT_DXT3:
4104 case WINED3DFMT_DXT4:
4105 case WINED3DFMT_DXT5:
4106 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
4107 * compressed texture results in an error. While the D3D refrast does
4108 * support s3tc volumes, at least the nvidia windows driver does not, so
4109 * we're free not to support this format.
4111 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4112 return WINED3DERR_NOTAVAILABLE;
4115 /* Do nothing, continue with checking the format below */
4118 } else if(RType == WINED3DRTYPE_BUFFER){
4119 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
4120 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
4121 return WINED3DERR_NOTAVAILABLE;
4124 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
4125 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
4126 * usage flags match. */
4127 if(UsageCaps == Usage) {
4129 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
4130 return WINED3DOK_NOAUTOGEN;
4132 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);
4133 return WINED3DERR_NOTAVAILABLE;
4137 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4138 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4140 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4141 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4142 debug_d3dformat(dst_format));
4147 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4148 subset of a D3DCAPS9 structure. However, it has to come via a void *
4149 as the d3d8 interface cannot import the d3d9 header */
4150 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4152 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4153 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4154 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4155 int vs_selected_mode;
4156 int ps_selected_mode;
4157 struct shader_caps shader_caps;
4158 struct fragment_caps fragment_caps;
4159 DWORD ckey_caps, blit_caps, fx_caps;
4161 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4163 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4164 return WINED3DERR_INVALIDCALL;
4167 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4169 /* ------------------------------------------------
4170 The following fields apply to both d3d8 and d3d9
4171 ------------------------------------------------ */
4172 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4173 pCaps->AdapterOrdinal = Adapter;
4176 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4177 WINED3DCAPS2_FULLSCREENGAMMA |
4178 WINED3DCAPS2_DYNAMICTEXTURES;
4179 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4181 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4184 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4185 WINED3DCAPS3_COPY_TO_VIDMEM |
4186 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4188 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4189 WINED3DPRESENT_INTERVAL_ONE;
4191 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4192 WINED3DCURSORCAPS_LOWRES;
4194 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4195 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4196 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4197 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4198 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4199 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4200 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4201 WINED3DDEVCAPS_PUREDEVICE |
4202 WINED3DDEVCAPS_HWRASTERIZATION |
4203 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4204 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4205 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4206 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4207 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4208 WINED3DDEVCAPS_RTPATCHES;
4210 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4211 WINED3DPMISCCAPS_CULLCCW |
4212 WINED3DPMISCCAPS_CULLCW |
4213 WINED3DPMISCCAPS_COLORWRITEENABLE |
4214 WINED3DPMISCCAPS_CLIPTLVERTS |
4215 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4216 WINED3DPMISCCAPS_MASKZ |
4217 WINED3DPMISCCAPS_BLENDOP |
4218 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4220 WINED3DPMISCCAPS_NULLREFERENCE
4221 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
4222 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4223 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4224 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4226 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4227 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4229 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4230 WINED3DPRASTERCAPS_PAT |
4231 WINED3DPRASTERCAPS_WFOG |
4232 WINED3DPRASTERCAPS_ZFOG |
4233 WINED3DPRASTERCAPS_FOGVERTEX |
4234 WINED3DPRASTERCAPS_FOGTABLE |
4235 WINED3DPRASTERCAPS_STIPPLE |
4236 WINED3DPRASTERCAPS_SUBPIXEL |
4237 WINED3DPRASTERCAPS_ZTEST |
4238 WINED3DPRASTERCAPS_SCISSORTEST |
4239 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4240 WINED3DPRASTERCAPS_DEPTHBIAS;
4242 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4244 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4245 WINED3DPRASTERCAPS_ZBIAS |
4246 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4248 if (gl_info->supported[NV_FOG_DISTANCE])
4250 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4253 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4254 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4255 WINED3DPRASTERCAPS_ANTIALIASEDGES
4256 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4257 WINED3DPRASTERCAPS_WBUFFER */
4259 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4260 WINED3DPCMPCAPS_EQUAL |
4261 WINED3DPCMPCAPS_GREATER |
4262 WINED3DPCMPCAPS_GREATEREQUAL |
4263 WINED3DPCMPCAPS_LESS |
4264 WINED3DPCMPCAPS_LESSEQUAL |
4265 WINED3DPCMPCAPS_NEVER |
4266 WINED3DPCMPCAPS_NOTEQUAL;
4268 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4269 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4270 WINED3DPBLENDCAPS_DESTALPHA |
4271 WINED3DPBLENDCAPS_DESTCOLOR |
4272 WINED3DPBLENDCAPS_INVDESTALPHA |
4273 WINED3DPBLENDCAPS_INVDESTCOLOR |
4274 WINED3DPBLENDCAPS_INVSRCALPHA |
4275 WINED3DPBLENDCAPS_INVSRCCOLOR |
4276 WINED3DPBLENDCAPS_ONE |
4277 WINED3DPBLENDCAPS_SRCALPHA |
4278 WINED3DPBLENDCAPS_SRCALPHASAT |
4279 WINED3DPBLENDCAPS_SRCCOLOR |
4280 WINED3DPBLENDCAPS_ZERO;
4282 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4283 WINED3DPBLENDCAPS_DESTCOLOR |
4284 WINED3DPBLENDCAPS_INVDESTALPHA |
4285 WINED3DPBLENDCAPS_INVDESTCOLOR |
4286 WINED3DPBLENDCAPS_INVSRCALPHA |
4287 WINED3DPBLENDCAPS_INVSRCCOLOR |
4288 WINED3DPBLENDCAPS_ONE |
4289 WINED3DPBLENDCAPS_SRCALPHA |
4290 WINED3DPBLENDCAPS_SRCCOLOR |
4291 WINED3DPBLENDCAPS_ZERO;
4292 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4293 * according to the glBlendFunc manpage
4295 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4296 * legacy settings for srcblend only
4299 if (gl_info->supported[EXT_BLEND_COLOR])
4301 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4302 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4306 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4307 WINED3DPCMPCAPS_EQUAL |
4308 WINED3DPCMPCAPS_GREATER |
4309 WINED3DPCMPCAPS_GREATEREQUAL |
4310 WINED3DPCMPCAPS_LESS |
4311 WINED3DPCMPCAPS_LESSEQUAL |
4312 WINED3DPCMPCAPS_NEVER |
4313 WINED3DPCMPCAPS_NOTEQUAL;
4315 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4316 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4317 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4318 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4319 WINED3DPSHADECAPS_COLORFLATRGB |
4320 WINED3DPSHADECAPS_FOGFLAT |
4321 WINED3DPSHADECAPS_FOGGOURAUD |
4322 WINED3DPSHADECAPS_SPECULARFLATRGB;
4324 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4325 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4326 WINED3DPTEXTURECAPS_TRANSPARENCY |
4327 WINED3DPTEXTURECAPS_BORDER |
4328 WINED3DPTEXTURECAPS_MIPMAP |
4329 WINED3DPTEXTURECAPS_PROJECTED |
4330 WINED3DPTEXTURECAPS_PERSPECTIVE;
4332 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4334 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4335 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4338 if (gl_info->supported[EXT_TEXTURE3D])
4340 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4341 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4342 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4345 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4347 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4348 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4349 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4353 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4354 WINED3DPTFILTERCAPS_MAGFPOINT |
4355 WINED3DPTFILTERCAPS_MINFLINEAR |
4356 WINED3DPTFILTERCAPS_MINFPOINT |
4357 WINED3DPTFILTERCAPS_MIPFLINEAR |
4358 WINED3DPTFILTERCAPS_MIPFPOINT |
4359 WINED3DPTFILTERCAPS_LINEAR |
4360 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4361 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4362 WINED3DPTFILTERCAPS_MIPLINEAR |
4363 WINED3DPTFILTERCAPS_MIPNEAREST |
4364 WINED3DPTFILTERCAPS_NEAREST;
4366 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4368 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4369 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4372 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4374 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4375 WINED3DPTFILTERCAPS_MAGFPOINT |
4376 WINED3DPTFILTERCAPS_MINFLINEAR |
4377 WINED3DPTFILTERCAPS_MINFPOINT |
4378 WINED3DPTFILTERCAPS_MIPFLINEAR |
4379 WINED3DPTFILTERCAPS_MIPFPOINT |
4380 WINED3DPTFILTERCAPS_LINEAR |
4381 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4382 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4383 WINED3DPTFILTERCAPS_MIPLINEAR |
4384 WINED3DPTFILTERCAPS_MIPNEAREST |
4385 WINED3DPTFILTERCAPS_NEAREST;
4387 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4389 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4390 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4393 pCaps->CubeTextureFilterCaps = 0;
4395 if (gl_info->supported[EXT_TEXTURE3D])
4397 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4398 WINED3DPTFILTERCAPS_MAGFPOINT |
4399 WINED3DPTFILTERCAPS_MINFLINEAR |
4400 WINED3DPTFILTERCAPS_MINFPOINT |
4401 WINED3DPTFILTERCAPS_MIPFLINEAR |
4402 WINED3DPTFILTERCAPS_MIPFPOINT |
4403 WINED3DPTFILTERCAPS_LINEAR |
4404 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4405 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4406 WINED3DPTFILTERCAPS_MIPLINEAR |
4407 WINED3DPTFILTERCAPS_MIPNEAREST |
4408 WINED3DPTFILTERCAPS_NEAREST;
4410 pCaps->VolumeTextureFilterCaps = 0;
4412 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4413 WINED3DPTADDRESSCAPS_CLAMP |
4414 WINED3DPTADDRESSCAPS_WRAP;
4416 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4418 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4420 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4422 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4424 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4426 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4429 if (gl_info->supported[EXT_TEXTURE3D])
4431 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4432 WINED3DPTADDRESSCAPS_CLAMP |
4433 WINED3DPTADDRESSCAPS_WRAP;
4434 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4436 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4438 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4440 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4442 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4444 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4447 pCaps->VolumeTextureAddressCaps = 0;
4449 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4450 WINED3DLINECAPS_ZTEST |
4451 WINED3DLINECAPS_BLEND |
4452 WINED3DLINECAPS_ALPHACMP |
4453 WINED3DLINECAPS_FOG;
4454 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4455 * idea how generating the smoothing alpha values works; the result is different
4458 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4459 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4461 if (gl_info->supported[EXT_TEXTURE3D])
4462 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4464 pCaps->MaxVolumeExtent = 0;
4466 pCaps->MaxTextureRepeat = 32768;
4467 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4468 pCaps->MaxVertexW = 1.0f;
4470 pCaps->GuardBandLeft = 0.0f;
4471 pCaps->GuardBandTop = 0.0f;
4472 pCaps->GuardBandRight = 0.0f;
4473 pCaps->GuardBandBottom = 0.0f;
4475 pCaps->ExtentsAdjust = 0.0f;
4477 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4478 WINED3DSTENCILCAPS_INCRSAT |
4479 WINED3DSTENCILCAPS_INVERT |
4480 WINED3DSTENCILCAPS_KEEP |
4481 WINED3DSTENCILCAPS_REPLACE |
4482 WINED3DSTENCILCAPS_ZERO;
4483 if (gl_info->supported[EXT_STENCIL_WRAP])
4485 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4486 WINED3DSTENCILCAPS_INCR;
4488 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4490 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4493 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4495 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4496 pCaps->MaxActiveLights = gl_info->limits.lights;
4498 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4499 pCaps->MaxVertexBlendMatrixIndex = 0;
4501 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4502 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4505 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4506 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4507 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4508 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4509 WINED3DVTXPCAPS_LOCALVIEWER |
4510 WINED3DVTXPCAPS_VERTEXFOG |
4511 WINED3DVTXPCAPS_TEXGEN;
4513 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4514 pCaps->MaxVertexIndex = 0xFFFFF;
4515 pCaps->MaxStreams = MAX_STREAMS;
4516 pCaps->MaxStreamStride = 1024;
4518 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4519 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4520 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4521 pCaps->MaxNpatchTessellationLevel = 0;
4522 pCaps->MasterAdapterOrdinal = 0;
4523 pCaps->AdapterOrdinalInGroup = 0;
4524 pCaps->NumberOfAdaptersInGroup = 1;
4526 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4528 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4529 WINED3DPTFILTERCAPS_MAGFPOINT |
4530 WINED3DPTFILTERCAPS_MINFLINEAR |
4531 WINED3DPTFILTERCAPS_MAGFLINEAR;
4532 pCaps->VertexTextureFilterCaps = 0;
4534 memset(&shader_caps, 0, sizeof(shader_caps));
4535 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4537 memset(&fragment_caps, 0, sizeof(fragment_caps));
4538 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4540 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4541 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4543 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4544 * Ignore shader model capabilities if disabled in config
4546 if(vs_selected_mode == SHADER_NONE) {
4547 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4548 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4549 pCaps->MaxVertexShaderConst = 0;
4551 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4552 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4555 if(ps_selected_mode == SHADER_NONE) {
4556 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4557 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4558 pCaps->PixelShader1xMaxValue = 0.0f;
4560 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4561 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4564 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4565 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4566 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4568 pCaps->VS20Caps = shader_caps.VS20Caps;
4569 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4570 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4571 pCaps->PS20Caps = shader_caps.PS20Caps;
4572 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4573 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4575 /* The following caps are shader specific, but they are things we cannot detect, or which
4576 * are the same among all shader models. So to avoid code duplication set the shader version
4577 * specific, but otherwise constant caps here
4579 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4580 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4581 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4582 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4583 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4584 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4585 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4587 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4588 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4590 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4592 pCaps->VS20Caps.Caps = 0;
4593 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4594 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4595 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4597 pCaps->MaxVShaderInstructionsExecuted = 65535;
4598 pCaps->MaxVertexShader30InstructionSlots = 0;
4599 } else { /* VS 1.x */
4600 pCaps->VS20Caps.Caps = 0;
4601 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4602 pCaps->VS20Caps.NumTemps = 0;
4603 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4605 pCaps->MaxVShaderInstructionsExecuted = 0;
4606 pCaps->MaxVertexShader30InstructionSlots = 0;
4609 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4610 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4611 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4613 /* 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 */
4614 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4615 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4616 WINED3DPS20CAPS_PREDICATION |
4617 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4618 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4619 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4620 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4621 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4622 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4624 pCaps->MaxPShaderInstructionsExecuted = 65535;
4625 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4626 adapter->gl_info.limits.arb_ps_instructions);
4628 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4630 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4631 pCaps->PS20Caps.Caps = 0;
4632 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4633 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4634 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4635 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4637 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4638 pCaps->MaxPixelShader30InstructionSlots = 0;
4639 } else { /* PS 1.x */
4640 pCaps->PS20Caps.Caps = 0;
4641 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4642 pCaps->PS20Caps.NumTemps = 0;
4643 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4644 pCaps->PS20Caps.NumInstructionSlots = 0;
4646 pCaps->MaxPShaderInstructionsExecuted = 0;
4647 pCaps->MaxPixelShader30InstructionSlots = 0;
4650 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4651 /* OpenGL supports all the formats below, perhaps not always
4652 * without conversion, but it supports them.
4653 * Further GLSL doesn't seem to have an official unsigned type so
4654 * don't advertise it yet as I'm not sure how we handle it.
4655 * We might need to add some clamping in the shader engine to
4657 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4658 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4659 WINED3DDTCAPS_UBYTE4N |
4660 WINED3DDTCAPS_SHORT2N |
4661 WINED3DDTCAPS_SHORT4N;
4662 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4664 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4665 WINED3DDTCAPS_FLOAT16_4;
4668 pCaps->DeclTypes = 0;
4670 /* Set DirectDraw helper Caps */
4671 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4672 WINEDDCKEYCAPS_SRCBLT;
4673 fx_caps = WINEDDFXCAPS_BLTALPHA |
4674 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4675 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4676 WINEDDFXCAPS_BLTROTATION90 |
4677 WINEDDFXCAPS_BLTSHRINKX |
4678 WINEDDFXCAPS_BLTSHRINKXN |
4679 WINEDDFXCAPS_BLTSHRINKY |
4680 WINEDDFXCAPS_BLTSHRINKXN |
4681 WINEDDFXCAPS_BLTSTRETCHX |
4682 WINEDDFXCAPS_BLTSTRETCHXN |
4683 WINEDDFXCAPS_BLTSTRETCHY |
4684 WINEDDFXCAPS_BLTSTRETCHYN;
4685 blit_caps = WINEDDCAPS_BLT |
4686 WINEDDCAPS_BLTCOLORFILL |
4687 WINEDDCAPS_BLTDEPTHFILL |
4688 WINEDDCAPS_BLTSTRETCH |
4689 WINEDDCAPS_CANBLTSYSMEM |
4690 WINEDDCAPS_CANCLIP |
4691 WINEDDCAPS_CANCLIPSTRETCHED |
4692 WINEDDCAPS_COLORKEY |
4693 WINEDDCAPS_COLORKEYHWASSIST |
4694 WINEDDCAPS_ALIGNBOUNDARYSRC;
4696 /* Fill the ddraw caps structure */
4697 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4698 WINEDDCAPS_PALETTE |
4700 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4701 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4702 WINEDDCAPS2_PRIMARYGAMMA |
4703 WINEDDCAPS2_WIDESURFACES |
4704 WINEDDCAPS2_CANRENDERWINDOWED;
4705 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4706 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4707 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4708 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4709 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4710 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4711 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4712 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4713 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4715 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4716 WINEDDSCAPS_BACKBUFFER |
4718 WINEDDSCAPS_FRONTBUFFER |
4719 WINEDDSCAPS_OFFSCREENPLAIN |
4720 WINEDDSCAPS_PALETTE |
4721 WINEDDSCAPS_PRIMARYSURFACE |
4722 WINEDDSCAPS_SYSTEMMEMORY |
4723 WINEDDSCAPS_VIDEOMEMORY |
4724 WINEDDSCAPS_VISIBLE;
4725 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4727 /* Set D3D caps if OpenGL is available. */
4728 if (adapter->opengl)
4730 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4731 WINEDDSCAPS_MIPMAP |
4732 WINEDDSCAPS_TEXTURE |
4733 WINEDDSCAPS_ZBUFFER;
4734 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4740 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4741 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4742 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4744 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4745 IWineD3DDeviceImpl *object;
4748 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4749 "parent %p, device_parent %p, device %p.\n",
4750 iface, adapter_idx, device_type, focus_window, flags,
4751 parent, device_parent, device);
4753 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4754 * number and create a device without a 3D adapter for 2D only operation. */
4755 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4757 return WINED3DERR_INVALIDCALL;
4760 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4763 ERR("Failed to allocate device memory.\n");
4764 return E_OUTOFMEMORY;
4767 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4770 WARN("Failed to initialize device, hr %#x.\n", hr);
4771 HeapFree(GetProcessHeap(), 0, object);
4775 TRACE("Created device %p.\n", object);
4776 *device = (IWineD3DDevice *)object;
4778 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4783 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4784 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4785 IUnknown_AddRef(This->parent);
4786 *pParent = This->parent;
4790 static void WINE_GLAPI invalid_func(const void *data)
4792 ERR("Invalid vertex attribute function called\n");
4796 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4798 ERR("Invalid texcoord function called\n");
4802 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4803 * the extension detection and are used in drawStridedSlow
4805 static void WINE_GLAPI position_d3dcolor(const void *data)
4807 DWORD pos = *((const DWORD *)data);
4809 FIXME("Add a test for fixed function position from d3dcolor type\n");
4810 glVertex4s(D3DCOLOR_B_R(pos),
4816 static void WINE_GLAPI position_float4(const void *data)
4818 const GLfloat *pos = data;
4820 if (pos[3] != 0.0f && pos[3] != 1.0f)
4822 float w = 1.0f / pos[3];
4824 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4832 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4834 DWORD diffuseColor = *((const DWORD *)data);
4836 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4837 D3DCOLOR_B_G(diffuseColor),
4838 D3DCOLOR_B_B(diffuseColor),
4839 D3DCOLOR_B_A(diffuseColor));
4842 static void WINE_GLAPI specular_d3dcolor(const void *data)
4844 DWORD specularColor = *((const DWORD *)data);
4845 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4846 D3DCOLOR_B_G(specularColor),
4847 D3DCOLOR_B_B(specularColor)};
4849 specular_func_3ubv(d);
4852 static void WINE_GLAPI warn_no_specular_func(const void *data)
4854 WARN("GL_EXT_secondary_color not supported\n");
4857 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4859 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4860 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4861 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4862 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4863 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4864 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4865 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4866 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4867 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4868 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4869 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4870 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4871 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4872 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4873 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4874 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4875 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4877 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4878 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4879 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4880 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4881 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4882 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4883 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4884 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4885 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4886 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4887 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4888 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4889 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4890 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4891 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4892 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4893 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4895 /* No 4 component entry points here */
4896 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4897 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4898 if (gl_info->supported[EXT_SECONDARY_COLOR])
4900 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4904 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4906 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4907 if (gl_info->supported[EXT_SECONDARY_COLOR])
4909 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4910 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4914 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4916 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4917 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4918 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4919 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4920 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4921 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4922 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4923 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4924 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4925 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4926 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4927 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4929 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4930 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4932 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4933 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4934 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4935 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4936 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4937 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4938 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4939 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4940 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4941 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4942 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4943 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4944 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4945 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4946 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4947 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4948 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4950 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4951 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4952 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4953 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4954 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4955 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4956 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4957 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4958 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4959 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4960 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4961 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4962 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4963 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4964 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4965 if (gl_info->supported[NV_HALF_FLOAT])
4967 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4968 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4969 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4971 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4972 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4976 BOOL InitAdapters(IWineD3DImpl *This)
4978 static HMODULE mod_gl;
4980 int ps_selected_mode, vs_selected_mode;
4982 /* No need to hold any lock. The calling library makes sure only one thread calls
4983 * wined3d simultaneously
4986 TRACE("Initializing adapters\n");
4989 #ifdef USE_WIN32_OPENGL
4990 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4991 mod_gl = LoadLibraryA("opengl32.dll");
4993 ERR("Can't load opengl32.dll!\n");
4997 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4998 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4999 mod_gl = GetModuleHandleA("gdi32.dll");
5003 /* Load WGL core functions from opengl32.dll */
5004 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5008 if(!pwglGetProcAddress) {
5009 ERR("Unable to load wglGetProcAddress!\n");
5013 /* Dynamically load all GL core functions */
5017 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5018 * otherwise because we have to use winex11.drv's override
5020 #ifdef USE_WIN32_OPENGL
5021 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5022 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5024 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5025 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5028 glEnableWINE = glEnable;
5029 glDisableWINE = glDisable;
5031 /* For now only one default adapter */
5033 struct wined3d_adapter *adapter = &This->adapters[0];
5034 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5035 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5039 WineD3D_PixelFormat *cfgs;
5040 DISPLAY_DEVICEW DisplayDevice;
5043 TRACE("Initializing default adapter\n");
5044 adapter->ordinal = 0;
5045 adapter->monitorPoint.x = -1;
5046 adapter->monitorPoint.y = -1;
5048 if (!AllocateLocallyUniqueId(&adapter->luid))
5050 DWORD err = GetLastError();
5051 ERR("Failed to set adapter LUID (%#x).\n", err);
5054 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5055 adapter->luid.HighPart, adapter->luid.LowPart);
5057 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5059 ERR("Failed to get a gl context for default adapter\n");
5063 ret = IWineD3DImpl_FillGLCaps(adapter);
5065 ERR("Failed to initialize gl caps for default adapter\n");
5066 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5069 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5071 ERR("Failed to init gl formats\n");
5072 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5076 hdc = fake_gl_ctx.dc;
5078 /* Use the VideoRamSize registry setting when set */
5079 if(wined3d_settings.emulated_textureram)
5080 adapter->TextureRam = wined3d_settings.emulated_textureram;
5082 adapter->TextureRam = adapter->gl_info.vidmem;
5083 adapter->UsedTextureRam = 0;
5084 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5086 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5087 DisplayDevice.cb = sizeof(DisplayDevice);
5088 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5089 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5090 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5092 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5099 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5100 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5102 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5103 cfgs = adapter->cfgs;
5104 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5105 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5106 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5107 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5108 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5109 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5110 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5111 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5112 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5113 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5114 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5116 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5118 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5123 /* Cache the pixel format */
5124 cfgs->iPixelFormat = iPixelFormat;
5125 cfgs->redSize = values[0];
5126 cfgs->greenSize = values[1];
5127 cfgs->blueSize = values[2];
5128 cfgs->alphaSize = values[3];
5129 cfgs->colorSize = values[4];
5130 cfgs->depthSize = values[5];
5131 cfgs->stencilSize = values[6];
5132 cfgs->windowDrawable = values[7];
5133 cfgs->iPixelType = values[8];
5134 cfgs->doubleBuffer = values[9];
5135 cfgs->auxBuffers = values[10];
5137 cfgs->pbufferDrawable = FALSE;
5138 /* Check for pbuffer support when it is around as
5139 * wglGetPixelFormatAttribiv fails for unknown attributes. */
5140 if (gl_info->supported[WGL_ARB_PBUFFER])
5142 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
5144 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
5145 cfgs->pbufferDrawable = value;
5148 cfgs->numSamples = 0;
5149 /* Check multisample support */
5150 if (gl_info->supported[ARB_MULTISAMPLE])
5152 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5154 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5155 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5156 * value[1] = number of multi sample buffers*/
5158 cfgs->numSamples = value[1];
5162 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, samples=%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->numSamples, cfgs->windowDrawable, cfgs->pbufferDrawable);
5168 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5169 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5170 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5172 cfgs = adapter->cfgs;
5173 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5175 PIXELFORMATDESCRIPTOR ppfd;
5177 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5181 /* We only want HW acceleration using an OpenGL ICD driver.
5182 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5183 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5185 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5187 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5191 cfgs->iPixelFormat = iPixelFormat;
5192 cfgs->redSize = ppfd.cRedBits;
5193 cfgs->greenSize = ppfd.cGreenBits;
5194 cfgs->blueSize = ppfd.cBlueBits;
5195 cfgs->alphaSize = ppfd.cAlphaBits;
5196 cfgs->colorSize = ppfd.cColorBits;
5197 cfgs->depthSize = ppfd.cDepthBits;
5198 cfgs->stencilSize = ppfd.cStencilBits;
5199 cfgs->pbufferDrawable = 0;
5200 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5201 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5202 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5203 cfgs->auxBuffers = ppfd.cAuxBuffers;
5204 cfgs->numSamples = 0;
5206 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);
5211 /* 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 */
5214 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5216 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5217 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5222 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5223 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5224 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5225 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5226 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5227 * driver is allowed to consume more bits EXCEPT for stencil bits.
5229 * Mark an adapter with this broken stencil behavior.
5231 adapter->brokenStencil = TRUE;
5232 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5234 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5235 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5236 adapter->brokenStencil = FALSE;
5241 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5243 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5244 fillGLAttribFuncs(&adapter->gl_info);
5245 adapter->opengl = TRUE;
5247 This->adapter_count = 1;
5248 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5253 /* Initialize an adapter for ddraw-only memory counting */
5254 memset(This->adapters, 0, sizeof(This->adapters));
5255 This->adapters[0].ordinal = 0;
5256 This->adapters[0].opengl = FALSE;
5257 This->adapters[0].monitorPoint.x = -1;
5258 This->adapters[0].monitorPoint.y = -1;
5260 This->adapters[0].driver_info.name = "Display";
5261 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5262 if(wined3d_settings.emulated_textureram) {
5263 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5265 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5268 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5270 This->adapter_count = 1;
5274 /**********************************************************
5275 * IWineD3D VTbl follows
5276 **********************************************************/
5278 const IWineD3DVtbl IWineD3D_Vtbl =
5281 IWineD3DImpl_QueryInterface,
5282 IWineD3DImpl_AddRef,
5283 IWineD3DImpl_Release,
5285 IWineD3DImpl_GetParent,
5286 IWineD3DImpl_GetAdapterCount,
5287 IWineD3DImpl_RegisterSoftwareDevice,
5288 IWineD3DImpl_GetAdapterMonitor,
5289 IWineD3DImpl_GetAdapterModeCount,
5290 IWineD3DImpl_EnumAdapterModes,
5291 IWineD3DImpl_GetAdapterDisplayMode,
5292 IWineD3DImpl_GetAdapterIdentifier,
5293 IWineD3DImpl_CheckDeviceMultiSampleType,
5294 IWineD3DImpl_CheckDepthStencilMatch,
5295 IWineD3DImpl_CheckDeviceType,
5296 IWineD3DImpl_CheckDeviceFormat,
5297 IWineD3DImpl_CheckDeviceFormatConversion,
5298 IWineD3DImpl_GetDeviceCaps,
5299 IWineD3DImpl_CreateDevice
5302 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5304 const struct wined3d_parent_ops wined3d_null_parent_ops =
5306 wined3d_null_wined3d_object_destroyed,