2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
42 /* Extension detection */
44 const char *extension_string;
45 GL_SupportedExt extension;
49 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
50 {"GL_APPLE_fence", APPLE_FENCE, 0 },
51 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
52 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
56 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
57 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
58 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
59 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
60 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
61 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
64 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
65 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
66 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
67 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
68 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
69 {"GL_ARB_imaging", ARB_IMAGING, 0 },
70 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
71 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
72 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
73 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
74 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
75 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
76 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
77 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
78 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
79 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
80 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
81 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
82 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
83 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
84 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
85 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
86 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
87 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
88 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
89 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
90 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
93 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
94 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
95 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
96 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
97 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
98 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
101 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
102 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
103 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
104 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
105 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
106 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
107 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
108 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
109 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
110 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
111 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
112 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
113 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
114 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
115 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
116 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
119 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
120 {"GL_NV_fence", NV_FENCE, 0 },
121 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
122 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
123 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
124 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
125 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
126 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
127 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
128 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
129 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
130 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
131 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
132 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
133 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
134 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
135 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
136 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
137 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
140 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
143 /**********************************************************
144 * Utility functions follow
145 **********************************************************/
148 static int numAdapters = 0;
149 static struct WineD3DAdapter Adapters[1];
151 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
154 int minLookup[MAX_LOOKUPS];
155 int maxLookup[MAX_LOOKUPS];
156 DWORD *stateLookup[MAX_LOOKUPS];
158 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
159 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
160 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
161 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
162 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
163 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
166 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
167 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
168 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
171 /* drawStridedSlow attributes */
172 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
173 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
174 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
175 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
176 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
179 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
180 * i.e., there is no GL Context - Get a default rendering context to enable the
181 * function query some info from GL.
184 static int wined3d_fake_gl_context_ref = 0;
185 static BOOL wined3d_fake_gl_context_foreign;
186 static BOOL wined3d_fake_gl_context_available = FALSE;
187 static HDC wined3d_fake_gl_context_hdc = NULL;
188 static HWND wined3d_fake_gl_context_hwnd = NULL;
190 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
191 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
193 0, 0, &wined3d_fake_gl_context_cs,
194 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
195 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
196 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
198 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
200 static void WineD3D_ReleaseFakeGLContext(void) {
203 EnterCriticalSection(&wined3d_fake_gl_context_cs);
205 if(!wined3d_fake_gl_context_available) {
206 TRACE_(d3d_caps)("context not available\n");
207 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
211 glCtx = pwglGetCurrentContext();
213 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
214 if (0 == (--wined3d_fake_gl_context_ref) ) {
215 if(!wined3d_fake_gl_context_foreign && glCtx) {
216 TRACE_(d3d_caps)("destroying fake GL context\n");
217 pwglMakeCurrent(NULL, NULL);
218 pwglDeleteContext(glCtx);
220 if(wined3d_fake_gl_context_hdc)
221 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
222 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
223 if(wined3d_fake_gl_context_hwnd)
224 DestroyWindow(wined3d_fake_gl_context_hwnd);
225 wined3d_fake_gl_context_hwnd = NULL;
226 wined3d_fake_gl_context_available = FALSE;
228 assert(wined3d_fake_gl_context_ref >= 0);
230 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
233 static BOOL WineD3D_CreateFakeGLContext(void) {
236 EnterCriticalSection(&wined3d_fake_gl_context_cs);
238 TRACE("getting context...\n");
239 if(wined3d_fake_gl_context_ref > 0) goto ret;
240 assert(0 == wined3d_fake_gl_context_ref);
242 wined3d_fake_gl_context_foreign = TRUE;
244 glCtx = pwglGetCurrentContext();
246 PIXELFORMATDESCRIPTOR pfd;
249 wined3d_fake_gl_context_foreign = FALSE;
251 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
252 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
253 if(!wined3d_fake_gl_context_hwnd) {
254 ERR("HWND creation failed!\n");
257 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
258 if(!wined3d_fake_gl_context_hdc) {
259 ERR("GetDC failed!\n");
263 /* PixelFormat selection */
264 ZeroMemory(&pfd, sizeof(pfd));
265 pfd.nSize = sizeof(pfd);
267 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
268 pfd.iPixelType = PFD_TYPE_RGBA;
270 pfd.iLayerType = PFD_MAIN_PLANE;
272 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
274 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
275 ERR("Can't find a suitable iPixelFormat\n");
278 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
279 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
281 /* Create a GL context */
282 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
284 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
288 /* Make it the current GL context */
289 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
290 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
296 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
297 wined3d_fake_gl_context_ref++;
298 wined3d_fake_gl_context_available = TRUE;
299 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
302 if(wined3d_fake_gl_context_hdc)
303 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
304 wined3d_fake_gl_context_hdc = NULL;
305 if(wined3d_fake_gl_context_hwnd)
306 DestroyWindow(wined3d_fake_gl_context_hwnd);
307 wined3d_fake_gl_context_hwnd = NULL;
308 if(glCtx) pwglDeleteContext(glCtx);
309 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
313 /* Adjust the amount of used texture memory */
314 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
315 UINT Adapter = D3DDevice->adapterNo;
317 Adapters[Adapter].UsedTextureRam += glram;
318 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
319 return Adapters[Adapter].UsedTextureRam;
322 /**********************************************************
323 * IUnknown parts follows
324 **********************************************************/
326 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
328 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
330 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
331 if (IsEqualGUID(riid, &IID_IUnknown)
332 || IsEqualGUID(riid, &IID_IWineD3DBase)
333 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
334 IUnknown_AddRef(iface);
339 return E_NOINTERFACE;
342 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
343 IWineD3DImpl *This = (IWineD3DImpl *)iface;
344 ULONG refCount = InterlockedIncrement(&This->ref);
346 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
350 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
351 IWineD3DImpl *This = (IWineD3DImpl *)iface;
353 TRACE("(%p) : Releasing from %d\n", This, This->ref);
354 ref = InterlockedDecrement(&This->ref);
356 HeapFree(GetProcessHeap(), 0, This);
362 /* Set the shader type for this device, depending on the given capabilities,
363 * the device type, and the user preferences in wined3d_settings */
365 void select_shader_mode(
366 WineD3D_GL_Info *gl_info,
367 WINED3DDEVTYPE DeviceType,
371 if (wined3d_settings.vs_mode == VS_NONE) {
372 *vs_selected = SHADER_NONE;
373 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
374 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
375 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
376 * shaders only on this card. */
377 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
378 *vs_selected = SHADER_ARB;
380 *vs_selected = SHADER_GLSL;
381 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
382 *vs_selected = SHADER_ARB;
384 *vs_selected = SHADER_NONE;
387 if (wined3d_settings.ps_mode == PS_NONE) {
388 *ps_selected = SHADER_NONE;
389 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
390 *ps_selected = SHADER_GLSL;
391 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
392 *ps_selected = SHADER_ARB;
393 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
394 *ps_selected = SHADER_ATI;
396 *ps_selected = SHADER_NONE;
400 /** Select the number of report maximum shader constants based on the selected shader modes */
401 static void select_shader_max_constants(
402 int ps_selected_mode,
403 int vs_selected_mode,
404 WineD3D_GL_Info *gl_info) {
406 switch (vs_selected_mode) {
408 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
409 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
412 /* We have to subtract any other PARAMs that we might use in our shader programs.
413 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
414 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
415 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
418 gl_info->max_vshader_constantsF = 0;
422 switch (ps_selected_mode) {
424 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
425 * In theory the texbem instruction may need one more shader constant too. But lets assume
426 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
427 * and lets not take away a uniform needlessly from all other shaders.
429 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
432 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
433 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
435 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
438 gl_info->max_pshader_constantsF = 0;
443 /**********************************************************
444 * IWineD3D parts follows
445 **********************************************************/
447 #define GLINFO_LOCATION (*gl_info)
448 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
451 const char *testcode =
453 "PARAM C[66] = { program.env[0..65] };\n"
455 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
456 "ARL A0.x, zero.x;\n"
457 "MOV result.position, C[A0.x + 65];\n"
461 GL_EXTCALL(glGenProgramsARB(1, &prog));
463 ERR("Failed to create an ARB offset limit test program\n");
465 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
466 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
467 strlen(testcode), testcode));
468 if(glGetError() != 0) {
469 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
470 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
472 } else TRACE("OpenGL implementation allows offsets > 63\n");
474 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
475 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
476 checkGLcall("ARB vp offset limit test cleanup\n");
481 static DWORD ver_for_ext(GL_SupportedExt ext)
484 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
485 if(EXTENSION_MAP[i].extension == ext) {
486 return EXTENSION_MAP[i].version;
492 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
493 const char *GL_Extensions = NULL;
494 const char *WGL_Extensions = NULL;
495 const char *gl_string = NULL;
496 const char *gl_string_cursor = NULL;
498 GLfloat gl_floatv[2];
499 int major = 1, minor = 0;
500 BOOL return_value = TRUE;
503 unsigned int vidmem=0;
505 TRACE_(d3d_caps)("(%p)\n", gl_info);
509 gl_string = (const char *) glGetString(GL_RENDERER);
510 if (NULL == gl_string)
512 strcpy(gl_info->gl_renderer, gl_string);
514 gl_string = (const char *) glGetString(GL_VENDOR);
515 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
516 if (gl_string != NULL) {
517 /* Fill in the GL vendor */
518 if (strstr(gl_string, "NVIDIA")) {
519 gl_info->gl_vendor = VENDOR_NVIDIA;
520 } else if (strstr(gl_string, "ATI")) {
521 gl_info->gl_vendor = VENDOR_ATI;
522 } else if (strstr(gl_string, "Intel(R)") ||
523 strstr(gl_info->gl_renderer, "Intel(R)") ||
524 strstr(gl_string, "Intel Inc.")) {
525 gl_info->gl_vendor = VENDOR_INTEL;
526 } else if (strstr(gl_string, "Mesa")) {
527 gl_info->gl_vendor = VENDOR_MESA;
529 gl_info->gl_vendor = VENDOR_WINE;
532 gl_info->gl_vendor = VENDOR_WINE;
536 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
538 /* Parse the GL_VERSION field into major and minor information */
539 gl_string = (const char *) glGetString(GL_VERSION);
540 if (gl_string != NULL) {
542 /* First, parse the generic opengl version. This is supposed not to be convoluted with
543 * driver specific information
545 gl_string_cursor = gl_string;
546 major = atoi(gl_string_cursor);
548 ERR("Invalid opengl major version: %d\n", major);
550 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
553 if (*gl_string_cursor++ != '.') {
554 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
556 minor = atoi(gl_string_cursor);
557 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
558 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
560 /* Now parse the driver specific string which we'll report to the app */
561 switch (gl_info->gl_vendor) {
563 gl_string_cursor = strstr(gl_string, "NVIDIA");
564 if (!gl_string_cursor) {
565 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
569 gl_string_cursor = strstr(gl_string_cursor, " ");
570 if (!gl_string_cursor) {
571 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
575 while (*gl_string_cursor == ' ') {
579 if (!*gl_string_cursor) {
580 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
584 major = atoi(gl_string_cursor);
585 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
589 if (*gl_string_cursor++ != '.') {
590 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
594 minor = atoi(gl_string_cursor);
595 minor = major*100+minor;
602 gl_string_cursor = strchr(gl_string, '-');
603 if (gl_string_cursor) {
607 /* Check if version number is of the form x.y.z */
608 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
610 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
612 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
614 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
617 /* Mark version number as malformed */
619 gl_string_cursor = 0;
622 if (!gl_string_cursor)
623 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
625 major = *gl_string_cursor - '0';
626 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
631 /* Apple and Mesa version strings look differently, but both provide intel drivers */
632 if(strstr(gl_string, "APPLE")) {
633 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
634 * We only need the first part, and use the APPLE as identification
637 gl_string_cursor = gl_string;
638 major = atoi(gl_string_cursor);
639 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
643 if (*gl_string_cursor++ != '.') {
644 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
648 minor = atoi(gl_string_cursor);
653 gl_string_cursor = strstr(gl_string, "Mesa");
654 gl_string_cursor = strstr(gl_string_cursor, " ");
655 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
656 if (*gl_string_cursor) {
660 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
661 tmp[cursor++] = *gl_string_cursor;
667 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
671 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
672 tmp[cursor++] = *gl_string_cursor;
684 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
685 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
686 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
687 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
689 FIXME("OpenGL driver did not return version information\n");
690 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
691 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
694 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
697 * Initialize openGL extension related variables
698 * with Default values
700 memset(gl_info->supported, 0, sizeof(gl_info->supported));
701 gl_info->max_buffers = 1;
702 gl_info->max_textures = 1;
703 gl_info->max_texture_stages = 1;
704 gl_info->max_fragment_samplers = 1;
705 gl_info->max_vertex_samplers = 0;
706 gl_info->max_combined_samplers = 0;
707 gl_info->max_sampler_stages = 1;
708 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
709 gl_info->ps_arb_max_temps = 0;
710 gl_info->ps_arb_max_instructions = 0;
711 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
712 gl_info->vs_arb_max_temps = 0;
713 gl_info->vs_arb_max_instructions = 0;
714 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
715 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
716 gl_info->vs_glsl_constantsF = 0;
717 gl_info->ps_glsl_constantsF = 0;
718 gl_info->vs_arb_constantsF = 0;
719 gl_info->ps_arb_constantsF = 0;
721 /* Retrieve opengl defaults */
722 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
723 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
724 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
726 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
727 gl_info->max_lights = gl_max;
728 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
730 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
731 gl_info->max_texture_size = gl_max;
732 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
734 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
735 gl_info->max_pointsizemin = gl_floatv[0];
736 gl_info->max_pointsize = gl_floatv[1];
737 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
739 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
740 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
741 TRACE_(d3d_caps)("GL_Extensions reported:\n");
743 if (NULL == GL_Extensions) {
744 ERR(" GL_Extensions returns NULL\n");
746 while (*GL_Extensions != 0x00) {
751 while (isspace(*GL_Extensions)) GL_Extensions++;
752 Start = GL_Extensions;
753 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
757 len = GL_Extensions - Start;
758 if (len == 0 || len >= sizeof(ThisExtn))
761 memcpy(ThisExtn, Start, len);
762 ThisExtn[len] = '\0';
763 TRACE_(d3d_caps)("- %s\n", ThisExtn);
765 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
766 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
767 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
768 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
776 /* Now work out what GL support this card really has */
777 #define USE_GL_FUNC(type, pfn, ext, replace) { \
778 DWORD ver = ver_for_ext(ext); \
779 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
780 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
781 else gl_info->pfn = NULL; \
786 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
791 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
792 * loading the functions, otherwise the code above will load the extension entry points instead of the
793 * core functions, which may not work
795 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
796 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
797 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
798 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
799 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
803 if (gl_info->supported[APPLE_FENCE]) {
804 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
805 * The apple extension interacts with some other apple exts. Disable the NV
806 * extension if the apple one is support to prevent confusion in other parts
809 gl_info->supported[NV_FENCE] = FALSE;
811 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
812 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
814 * The enums are the same:
815 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
816 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
817 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
818 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
819 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
821 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
822 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
823 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
825 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
826 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
827 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
830 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
831 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
832 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
834 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
835 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
836 * Won't occur in any real world situation though
838 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
839 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
840 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
841 * are supported. The nv extensions provide the same functionality as the
842 * ATI one, and a bit more(signed pixelformats)
844 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
847 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
848 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
849 gl_info->max_buffers = gl_max;
850 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
852 if (gl_info->supported[ARB_MULTITEXTURE]) {
853 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
854 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
855 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
857 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
859 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
860 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
862 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
864 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
866 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
868 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
869 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
871 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
873 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
875 if (gl_info->supported[ARB_VERTEX_SHADER]) {
877 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
878 gl_info->max_vertex_samplers = tmp;
879 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
880 gl_info->max_combined_samplers = tmp;
882 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
883 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
884 * an issue because then the sampler setup only depends on the two shaders. If a pixel
885 * shader is used with fixed function vertex processing we're fine too because fixed function
886 * vertex processing doesn't use any samplers. If fixed function fragment processing is
887 * used we have to make sure that all vertex sampler setups are valid together with all
888 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
889 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
890 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
891 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
892 * a fixed function pipeline anymore.
894 * So this is just a check to check that our assumption holds true. If not, write a warning
895 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
897 if(gl_info->max_vertex_samplers &&
898 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
899 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
900 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
901 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
902 if( gl_info->max_combined_samplers > MAX_TEXTURES )
903 gl_info->max_vertex_samplers =
904 gl_info->max_combined_samplers - MAX_TEXTURES;
906 gl_info->max_vertex_samplers = 0;
909 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
911 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
912 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
914 if (gl_info->supported[ARB_VERTEX_BLEND]) {
915 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
916 gl_info->max_blends = gl_max;
917 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
919 if (gl_info->supported[EXT_TEXTURE3D]) {
920 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
921 gl_info->max_texture3d_size = gl_max;
922 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
924 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
925 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
926 gl_info->max_anisotropy = gl_max;
927 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
929 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
930 gl_info->ps_arb_version = PS_VERSION_11;
931 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
932 gl_info->ps_arb_constantsF = gl_max;
933 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
934 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
935 gl_info->ps_arb_max_temps = gl_max;
936 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
937 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
938 gl_info->ps_arb_max_instructions = gl_max;
939 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
941 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
942 gl_info->vs_arb_version = VS_VERSION_11;
943 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
944 gl_info->vs_arb_constantsF = gl_max;
945 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
946 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
947 gl_info->vs_arb_max_temps = gl_max;
948 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
949 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
950 gl_info->vs_arb_max_instructions = gl_max;
951 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
953 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
955 if (gl_info->supported[ARB_VERTEX_SHADER]) {
956 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
957 gl_info->vs_glsl_constantsF = gl_max / 4;
958 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
960 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
961 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
962 gl_info->ps_glsl_constantsF = gl_max / 4;
963 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
964 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
965 gl_info->max_glsl_varyings = gl_max;
966 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
968 if (gl_info->supported[EXT_VERTEX_SHADER]) {
969 gl_info->vs_ati_version = VS_VERSION_11;
971 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
972 gl_info->vs_nv_version = VS_VERSION_30;
973 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
974 gl_info->vs_nv_version = VS_VERSION_20;
975 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
976 gl_info->vs_nv_version = VS_VERSION_11;
977 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
978 gl_info->vs_nv_version = VS_VERSION_10;
980 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
981 gl_info->ps_nv_version = PS_VERSION_30;
982 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
983 gl_info->ps_nv_version = PS_VERSION_20;
985 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
986 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
988 gl_info->max_shininess = 128.0;
990 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
991 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
992 * This saves a few redundant glDisable calls
994 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
996 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
997 /* Disable NV_register_combiners and fragment shader if this is supported.
998 * generally the NV extensions are preferred over the ATI ones, and this
999 * extension is disabled if register_combiners and texture_shader2 are both
1000 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1001 * fragment processing support
1003 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1004 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1005 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1006 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1007 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1011 checkGLcall("extension detection\n");
1013 /* In some cases the number of texture stages can be larger than the number
1014 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1015 * shaders), but 8 texture stages (register combiners). */
1016 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1018 /* We can only use ORM_FBO when the hardware supports it. */
1019 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1020 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1021 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1024 /* MRTs are currently only supported when FBOs are used. */
1025 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1026 gl_info->max_buffers = 1;
1029 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1030 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1031 * in case of the latest videocards in the number of pixel/vertex pipelines.
1033 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1034 * rendering. Various games use this information to get a rough estimation of the features of the card
1035 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1036 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1037 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1040 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1041 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1042 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1043 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1044 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1045 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1046 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1049 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1050 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1051 * similar 3d features.
1053 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1054 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1055 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1056 * won't pass we return a default card. This way is better than maintaining a full card database as even
1057 * without a full database we can return a card with similar features. Second the size of the database
1058 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1059 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1060 * to distinguishes between different models from that family.
1062 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1063 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1064 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1065 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1066 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1067 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1068 * memory behind our backs if really needed.
1069 * Note that the amount of video memory can be overruled using a registry setting.
1071 switch (gl_info->gl_vendor) {
1073 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1074 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1076 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1077 /* Geforce9 - highend */
1078 if(strstr(gl_info->gl_renderer, "9800")) {
1079 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1082 /* Geforce9 - midend */
1083 else if(strstr(gl_info->gl_renderer, "9600")) {
1084 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1085 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1087 /* Geforce8 - highend */
1088 if (strstr(gl_info->gl_renderer, "8800")) {
1089 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1090 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1092 /* Geforce8 - midend mobile */
1093 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1094 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1097 /* Geforce8 - midend */
1098 else if(strstr(gl_info->gl_renderer, "8600") ||
1099 strstr(gl_info->gl_renderer, "8700"))
1101 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1104 /* Geforce8 - lowend */
1105 else if(strstr(gl_info->gl_renderer, "8300") ||
1106 strstr(gl_info->gl_renderer, "8400") ||
1107 strstr(gl_info->gl_renderer, "8500"))
1109 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1110 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1112 /* Geforce7 - highend */
1113 else if(strstr(gl_info->gl_renderer, "7800") ||
1114 strstr(gl_info->gl_renderer, "7900") ||
1115 strstr(gl_info->gl_renderer, "7950") ||
1116 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1117 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1119 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1120 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1122 /* Geforce7 midend */
1123 else if(strstr(gl_info->gl_renderer, "7600") ||
1124 strstr(gl_info->gl_renderer, "7700")) {
1125 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1126 vidmem = 256; /* The 7600 uses 256-512MB */
1127 /* Geforce7 lower medium */
1128 } else if(strstr(gl_info->gl_renderer, "7400")) {
1129 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1130 vidmem = 256; /* The 7400 uses 256-512MB */
1132 /* Geforce7 lowend */
1133 else if(strstr(gl_info->gl_renderer, "7300")) {
1134 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1135 vidmem = 256; /* Mac Pros with this card have 256 MB */
1137 /* Geforce6 highend */
1138 else if(strstr(gl_info->gl_renderer, "6800"))
1140 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1141 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1143 /* Geforce6 - midend */
1144 else if(strstr(gl_info->gl_renderer, "6600") ||
1145 strstr(gl_info->gl_renderer, "6610") ||
1146 strstr(gl_info->gl_renderer, "6700"))
1148 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1149 vidmem = 128; /* A 6600GT has 128-256MB */
1151 /* Geforce6/7 lowend */
1153 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1156 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1157 /* GeforceFX - highend */
1158 if (strstr(gl_info->gl_renderer, "5800") ||
1159 strstr(gl_info->gl_renderer, "5900") ||
1160 strstr(gl_info->gl_renderer, "5950") ||
1161 strstr(gl_info->gl_renderer, "Quadro FX"))
1163 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1164 vidmem = 256; /* 5800-5900 cards use 256MB */
1166 /* GeforceFX - midend */
1167 else if(strstr(gl_info->gl_renderer, "5600") ||
1168 strstr(gl_info->gl_renderer, "5650") ||
1169 strstr(gl_info->gl_renderer, "5700") ||
1170 strstr(gl_info->gl_renderer, "5750"))
1172 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1173 vidmem = 128; /* A 5600 uses 128-256MB */
1175 /* GeforceFX - lowend */
1177 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1178 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1180 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1181 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1182 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1183 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1186 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1187 vidmem = 64; /* Geforce3 cards have 64-128MB */
1189 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1190 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1191 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1192 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1194 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1195 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1196 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1198 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1199 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1200 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1203 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1204 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1207 if (strstr(gl_info->gl_renderer, "TNT2")) {
1208 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1209 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1212 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1213 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1218 if(WINE_D3D9_CAPABLE(gl_info)) {
1219 /* Radeon R6xx HD2900/HD3800 - highend */
1220 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1221 strstr(gl_info->gl_renderer, "HD 3870") ||
1222 strstr(gl_info->gl_renderer, "HD 3850"))
1224 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1225 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1227 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1228 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1229 strstr(gl_info->gl_renderer, "HD 3830") ||
1230 strstr(gl_info->gl_renderer, "HD 3690") ||
1231 strstr(gl_info->gl_renderer, "HD 3650"))
1233 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1234 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1236 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1237 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1238 strstr(gl_info->gl_renderer, "HD 2400") ||
1239 strstr(gl_info->gl_renderer, "HD 3470") ||
1240 strstr(gl_info->gl_renderer, "HD 3450") ||
1241 strstr(gl_info->gl_renderer, "HD 3430"))
1243 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1244 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1246 /* Radeon R6xx/R7xx integrated */
1247 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1248 strstr(gl_info->gl_renderer, "HD 3200") ||
1249 strstr(gl_info->gl_renderer, "HD 3300"))
1251 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1252 vidmem = 128; /* 128MB */
1255 else if (strstr(gl_info->gl_renderer, "X1600") ||
1256 strstr(gl_info->gl_renderer, "X1650") ||
1257 strstr(gl_info->gl_renderer, "X1800") ||
1258 strstr(gl_info->gl_renderer, "X1900") ||
1259 strstr(gl_info->gl_renderer, "X1950"))
1261 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1262 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1264 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1265 else if(strstr(gl_info->gl_renderer, "X700") ||
1266 strstr(gl_info->gl_renderer, "X800") ||
1267 strstr(gl_info->gl_renderer, "X850") ||
1268 strstr(gl_info->gl_renderer, "X1300") ||
1269 strstr(gl_info->gl_renderer, "X1400") ||
1270 strstr(gl_info->gl_renderer, "X1450") ||
1271 strstr(gl_info->gl_renderer, "X1550"))
1273 gl_info->gl_card = CARD_ATI_RADEON_X700;
1274 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1278 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1279 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1281 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1282 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1283 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1284 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1285 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1286 vidmem = 32; /* There are models with up to 64MB */
1288 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1289 vidmem = 16; /* There are 16-32MB models */
1293 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1294 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1295 gl_info->gl_card = CARD_INTEL_I945GM;
1297 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1298 gl_info->gl_card = CARD_INTEL_I915GM;
1299 } else if (strstr(gl_info->gl_renderer, "915G")) {
1300 gl_info->gl_card = CARD_INTEL_I915G;
1301 } else if (strstr(gl_info->gl_renderer, "865G")) {
1302 gl_info->gl_card = CARD_INTEL_I865G;
1303 } else if (strstr(gl_info->gl_renderer, "855G")) {
1304 gl_info->gl_card = CARD_INTEL_I855G;
1305 } else if (strstr(gl_info->gl_renderer, "830G")) {
1306 gl_info->gl_card = CARD_INTEL_I830G;
1308 gl_info->gl_card = CARD_INTEL_I915G;
1314 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1315 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1316 * them a good generic choice.
1318 gl_info->gl_vendor = VENDOR_NVIDIA;
1319 if(WINE_D3D9_CAPABLE(gl_info))
1320 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1321 else if(WINE_D3D8_CAPABLE(gl_info))
1322 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1323 else if(WINE_D3D7_CAPABLE(gl_info))
1324 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1325 else if(WINE_D3D6_CAPABLE(gl_info))
1326 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1328 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1330 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1332 /* If we have an estimate use it, else default to 64MB; */
1334 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1336 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1338 /* Load all the lookup tables
1339 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1340 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1341 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1343 for (i = 0; i < MAX_LOOKUPS; i++) {
1344 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1347 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1348 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1349 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1350 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1351 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1352 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1353 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1354 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1355 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1356 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1358 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1359 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1360 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1361 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1362 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1365 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1366 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1367 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1368 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1369 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1370 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1371 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1372 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1373 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1374 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1375 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1376 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1377 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1379 /* TODO: config lookups */
1381 /* Make sure there's an active HDC else the WGL extensions will fail */
1382 hdc = pwglGetCurrentDC();
1384 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1385 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1387 if (NULL == WGL_Extensions) {
1388 ERR(" WGL_Extensions returns NULL\n");
1390 while (*WGL_Extensions != 0x00) {
1395 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1396 Start = WGL_Extensions;
1397 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1401 len = WGL_Extensions - Start;
1402 if (len == 0 || len >= sizeof(ThisExtn))
1405 memcpy(ThisExtn, Start, len);
1406 ThisExtn[len] = '\0';
1407 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1409 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1410 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1411 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1413 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1414 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1415 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1422 return return_value;
1424 #undef GLINFO_LOCATION
1426 /**********************************************************
1427 * IWineD3D implementation follows
1428 **********************************************************/
1430 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1431 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1433 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1437 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1438 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1439 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1443 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1444 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1446 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1450 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1451 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1454 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1455 of the same bpp but different resolutions */
1457 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1458 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1459 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1460 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1462 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1466 /* TODO: Store modes per adapter and read it from the adapter structure */
1467 if (Adapter == 0) { /* Display */
1471 if (!DEBUG_SINGLE_MODE) {
1474 ZeroMemory(&DevModeW, sizeof(DevModeW));
1475 DevModeW.dmSize = sizeof(DevModeW);
1476 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1480 case WINED3DFMT_UNKNOWN:
1481 /* This is for D3D8, do not enumerate P8 here */
1482 if (DevModeW.dmBitsPerPel == 32 ||
1483 DevModeW.dmBitsPerPel == 16) i++;
1485 case WINED3DFMT_X8R8G8B8:
1486 if (DevModeW.dmBitsPerPel == 32) i++;
1488 case WINED3DFMT_R5G6B5:
1489 if (DevModeW.dmBitsPerPel == 16) i++;
1492 if (DevModeW.dmBitsPerPel == 8) i++;
1495 /* Skip other modes as they do not match the requested format */
1504 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1507 FIXME_(d3d_caps)("Adapter not primary display\n");
1512 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1513 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1514 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1515 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1517 /* Validate the parameters as much as possible */
1518 if (NULL == pMode ||
1519 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1520 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1521 return WINED3DERR_INVALIDCALL;
1524 /* TODO: Store modes per adapter and read it from the adapter structure */
1525 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1531 ZeroMemory(&DevModeW, sizeof(DevModeW));
1532 DevModeW.dmSize = sizeof(DevModeW);
1534 /* If we are filtering to a specific format (D3D9), then need to skip
1535 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1536 just count through the ones with valid bit depths */
1537 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1540 case WINED3DFMT_UNKNOWN:
1541 /* This is D3D8. Do not enumerate P8 here */
1542 if (DevModeW.dmBitsPerPel == 32 ||
1543 DevModeW.dmBitsPerPel == 16) i++;
1545 case WINED3DFMT_X8R8G8B8:
1546 if (DevModeW.dmBitsPerPel == 32) i++;
1548 case WINED3DFMT_R5G6B5:
1549 if (DevModeW.dmBitsPerPel == 16) i++;
1552 if (DevModeW.dmBitsPerPel == 8) i++;
1555 /* Modes that don't match what we support can get an early-out */
1556 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1557 return WINED3DERR_INVALIDCALL;
1562 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1563 return WINED3DERR_INVALIDCALL;
1567 /* Now get the display mode via the calculated index */
1568 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1569 pMode->Width = DevModeW.dmPelsWidth;
1570 pMode->Height = DevModeW.dmPelsHeight;
1571 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1572 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1573 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1575 if (Format == WINED3DFMT_UNKNOWN) {
1576 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1578 pMode->Format = Format;
1581 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1582 return WINED3DERR_INVALIDCALL;
1585 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1586 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1587 DevModeW.dmBitsPerPel);
1589 } else if (DEBUG_SINGLE_MODE) {
1590 /* Return one setting of the format requested */
1591 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1593 pMode->Height = 600;
1594 pMode->RefreshRate = 60;
1595 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1597 FIXME_(d3d_caps)("Adapter not primary display\n");
1603 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1604 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1605 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1607 if (NULL == pMode ||
1608 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1609 return WINED3DERR_INVALIDCALL;
1612 if (Adapter == 0) { /* Display */
1616 ZeroMemory(&DevModeW, sizeof(DevModeW));
1617 DevModeW.dmSize = sizeof(DevModeW);
1619 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1620 pMode->Width = DevModeW.dmPelsWidth;
1621 pMode->Height = DevModeW.dmPelsHeight;
1622 bpp = DevModeW.dmBitsPerPel;
1623 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1624 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1626 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1629 pMode->Format = pixelformat_for_depth(bpp);
1631 FIXME_(d3d_caps)("Adapter not primary display\n");
1634 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1635 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1639 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1640 and fields being inserted in the middle, a new structure is used in place */
1641 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1642 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1643 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1645 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1647 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1648 return WINED3DERR_INVALIDCALL;
1651 /* Return the information requested */
1652 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1653 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1654 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1656 /* Note dx8 doesn't supply a DeviceName */
1657 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1658 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1659 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1660 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1661 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1662 *(pIdentifier->SubSysId) = 0;
1663 *(pIdentifier->Revision) = 0;
1664 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1666 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1667 *(pIdentifier->WHQLLevel) = 0;
1669 *(pIdentifier->WHQLLevel) = 1;
1675 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1676 short redSize, greenSize, blueSize, alphaSize, colorBits;
1681 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1682 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1683 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1687 if(cfg->redSize < redSize)
1690 if(cfg->greenSize < greenSize)
1693 if(cfg->blueSize < blueSize)
1696 if(cfg->alphaSize < alphaSize)
1700 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1701 if(Format == WINED3DFMT_R16F)
1702 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1703 if(Format == WINED3DFMT_G16R16F)
1704 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1705 if(Format == WINED3DFMT_A16B16G16R16F)
1706 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1707 if(Format == WINED3DFMT_R32F)
1708 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1709 if(Format == WINED3DFMT_G32R32F)
1710 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1711 if(Format == WINED3DFMT_A32B32G32R32F)
1712 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1714 /* Probably a color index mode */
1721 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1722 short depthSize, stencilSize;
1723 BOOL lockable = FALSE;
1728 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1729 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1733 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1736 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1737 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1738 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1739 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1742 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1743 * allow more stencil bits than requested. */
1744 if(cfg->stencilSize < stencilSize)
1750 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1751 WINED3DFORMAT AdapterFormat,
1752 WINED3DFORMAT RenderTargetFormat,
1753 WINED3DFORMAT DepthStencilFormat) {
1754 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1756 WineD3D_PixelFormat *cfgs;
1759 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1761 DeviceType, debug_d3ddevicetype(DeviceType),
1762 AdapterFormat, debug_d3dformat(AdapterFormat),
1763 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1764 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1766 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1767 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1768 return WINED3DERR_INVALIDCALL;
1771 cfgs = Adapters[Adapter].cfgs;
1772 nCfgs = Adapters[Adapter].nCfgs;
1773 for (it = 0; it < nCfgs; ++it) {
1774 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1775 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1776 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1781 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1783 return WINED3DERR_NOTAVAILABLE;
1786 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1787 WINED3DFORMAT SurfaceFormat,
1788 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1790 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1791 const GlPixelFormatDesc *glDesc;
1792 const StaticPixelFormatDesc *desc;
1794 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1797 DeviceType, debug_d3ddevicetype(DeviceType),
1798 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1803 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1804 return WINED3DERR_INVALIDCALL;
1807 /* TODO: handle Windowed, add more quality levels */
1809 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1811 /* By default multisampling is disabled right now as it causes issues
1812 * on some Nvidia driver versions and it doesn't work well in combination
1814 if(!wined3d_settings.allow_multisampling)
1815 return WINED3DERR_NOTAVAILABLE;
1817 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1818 if(!desc || !glDesc) {
1819 return WINED3DERR_INVALIDCALL;
1822 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1824 WineD3D_PixelFormat *cfgs;
1826 cfgs = Adapters[Adapter].cfgs;
1827 nCfgs = Adapters[Adapter].nCfgs;
1828 for(i=0; i<nCfgs; i++) {
1829 if(cfgs[i].numSamples != MultiSampleType)
1832 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1835 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1838 *pQualityLevels = 1; /* Guess at a value! */
1842 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1843 short redSize, greenSize, blueSize, alphaSize, colorBits;
1845 WineD3D_PixelFormat *cfgs;
1847 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1848 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1849 return WINED3DERR_NOTAVAILABLE;
1852 cfgs = Adapters[Adapter].cfgs;
1853 nCfgs = Adapters[Adapter].nCfgs;
1854 for(i=0; i<nCfgs; i++) {
1855 if(cfgs[i].numSamples != MultiSampleType)
1857 if(cfgs[i].redSize != redSize)
1859 if(cfgs[i].greenSize != greenSize)
1861 if(cfgs[i].blueSize != blueSize)
1863 if(cfgs[i].alphaSize != alphaSize)
1866 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1869 *pQualityLevels = 1; /* Guess at a value! */
1873 return WINED3DERR_NOTAVAILABLE;
1876 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1877 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1879 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1880 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1883 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1886 DeviceType, debug_d3ddevicetype(DeviceType),
1887 DisplayFormat, debug_d3dformat(DisplayFormat),
1888 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1891 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1892 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1893 return WINED3DERR_INVALIDCALL;
1896 /* The task of this function is to check whether a certain display / backbuffer format
1897 * combination is available on the given adapter. In fullscreen mode microsoft specified
1898 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1899 * and display format should match exactly.
1900 * In windowed mode format conversion can occur and this depends on the driver. When format
1901 * conversion is done, this function should nevertheless fail and applications need to use
1902 * CheckDeviceFormatConversion.
1903 * At the moment we assume that fullscreen and windowed have the same capabilities */
1905 /* There are only 4 display formats */
1906 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1907 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1908 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1909 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1911 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1912 return WINED3DERR_NOTAVAILABLE;
1915 /* If the requested DisplayFormat is not available, don't continue */
1916 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1918 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1919 return WINED3DERR_NOTAVAILABLE;
1922 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1923 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1924 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1925 return WINED3DERR_NOTAVAILABLE;
1928 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1929 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1930 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1931 return WINED3DERR_NOTAVAILABLE;
1934 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1935 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1936 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1937 return WINED3DERR_NOTAVAILABLE;
1940 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1941 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1942 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1943 return WINED3DERR_NOTAVAILABLE;
1946 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1947 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1948 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1949 return WINED3DERR_NOTAVAILABLE;
1952 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1953 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1955 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1961 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1962 /* Check if we support bumpmapping for a format */
1963 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1965 /* TODO: Check this in the fixed function pipeline backend */
1966 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1967 switch (CheckFormat) {
1968 case WINED3DFMT_V8U8:
1969 TRACE_(d3d_caps)("[OK]\n");
1971 /* TODO: Other bump map formats */
1973 TRACE_(d3d_caps)("[FAILED]\n");
1977 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
1978 switch (CheckFormat) {
1979 case WINED3DFMT_V8U8:
1980 TRACE_(d3d_caps)("[OK]\n");
1983 TRACE_(d3d_caps)("[FAILED]\n");
1987 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1988 switch (CheckFormat) {
1989 case WINED3DFMT_V8U8:
1990 case WINED3DFMT_V16U16:
1991 case WINED3DFMT_L6V5U5:
1992 case WINED3DFMT_X8L8V8U8:
1993 case WINED3DFMT_Q8W8V8U8:
1994 TRACE_(d3d_caps)("[OK]\n");
1997 TRACE_(d3d_caps)("[FAILED]\n");
2001 TRACE_(d3d_caps)("[FAILED]\n");
2005 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2006 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2009 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2010 const GlPixelFormatDesc *glDesc;
2011 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2013 /* Fail if we weren't able to get a description of the format */
2014 if(!desc || !glDesc)
2017 /* Only allow depth/stencil formats */
2018 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2021 /* Walk through all WGL pixel formats to find a match */
2022 cfgs = Adapters[Adapter].cfgs;
2023 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2024 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
2025 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
2034 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2036 const GlPixelFormatDesc *glDesc;
2037 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2039 /* Fail if we weren't able to get a description of the format */
2040 if(!desc || !glDesc)
2043 /* The flags entry of a format contains the filtering capability */
2044 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2050 /* Check the render target capabilities of a format */
2051 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2054 const GlPixelFormatDesc *glDesc;
2055 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2057 /* Fail if we weren't able to get a description of the format */
2058 if(!desc || !glDesc)
2061 /* Filter out non-RT formats */
2062 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2065 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2066 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2068 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2069 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2071 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2072 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2074 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2075 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2076 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2077 TRACE_(d3d_caps)("[FAILED]\n");
2081 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2082 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2083 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2084 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2085 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2089 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2090 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2091 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2094 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2095 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2096 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2097 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2101 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2102 /* For now return TRUE for FBOs until we have some proper checks.
2103 * Note that this function will only be called when the format is around for texturing. */
2109 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2111 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2112 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2113 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2117 switch (CheckFormat) {
2118 case WINED3DFMT_A8R8G8B8:
2119 case WINED3DFMT_X8R8G8B8:
2120 case WINED3DFMT_A4R4G4B4:
2122 case WINED3DFMT_A8L8:
2123 case WINED3DFMT_DXT1:
2124 case WINED3DFMT_DXT2:
2125 case WINED3DFMT_DXT3:
2126 case WINED3DFMT_DXT4:
2127 case WINED3DFMT_DXT5:
2128 TRACE_(d3d_caps)("[OK]\n");
2132 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2138 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2140 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2141 * doing the color fixup in shaders.
2142 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2143 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2144 int vs_selected_mode;
2145 int ps_selected_mode;
2146 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2148 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2149 TRACE_(d3d_caps)("[OK]\n");
2154 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2158 /* Check if a format support blending in combination with pixel shaders */
2159 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2161 const GlPixelFormatDesc *glDesc;
2162 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2164 /* Fail if we weren't able to get a description of the format */
2165 if(!desc || !glDesc)
2168 /* The flags entry of a format contains the post pixel shader blending capability */
2169 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2175 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2176 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2177 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2178 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2179 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2180 * capability anyway.
2182 * For now lets report this on all formats, but in the future we may want to
2183 * restrict it to some should games need that
2188 /* Check if a texture format is supported on the given adapter */
2189 static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2191 switch (CheckFormat) {
2194 * supported: RGB(A) formats
2196 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2197 case WINED3DFMT_A8R8G8B8:
2198 case WINED3DFMT_X8R8G8B8:
2199 case WINED3DFMT_R5G6B5:
2200 case WINED3DFMT_X1R5G5B5:
2201 case WINED3DFMT_A1R5G5B5:
2202 case WINED3DFMT_A4R4G4B4:
2203 case WINED3DFMT_R3G3B2:
2205 case WINED3DFMT_X4R4G4B4:
2206 case WINED3DFMT_A8B8G8R8:
2207 case WINED3DFMT_X8B8G8R8:
2208 case WINED3DFMT_A2R10G10B10:
2209 case WINED3DFMT_A2B10G10R10:
2210 case WINED3DFMT_G16R16:
2211 TRACE_(d3d_caps)("[OK]\n");
2215 * supported: Palettized
2218 TRACE_(d3d_caps)("[OK]\n");
2220 /* No Windows driver offers A8P8, so don't offer it either */
2221 case WINED3DFMT_A8P8:
2225 * Supported: (Alpha)-Luminance
2228 case WINED3DFMT_A8L8:
2229 case WINED3DFMT_A4L4:
2230 case WINED3DFMT_L16:
2231 TRACE_(d3d_caps)("[OK]\n");
2235 * Supported: Depth/Stencil formats
2237 case WINED3DFMT_D16_LOCKABLE:
2238 case WINED3DFMT_D16:
2239 case WINED3DFMT_D15S1:
2240 case WINED3DFMT_D24X8:
2241 case WINED3DFMT_D24X4S4:
2242 case WINED3DFMT_D24S8:
2243 case WINED3DFMT_D24FS8:
2244 case WINED3DFMT_D32:
2245 case WINED3DFMT_D32F_LOCKABLE:
2249 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2250 * GL_NV_texture_shader), but advertized to make apps happy.
2251 * Enable some because games often fail when they are not available
2252 * and are still playable even without bump mapping
2254 case WINED3DFMT_V8U8:
2255 if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP) ||
2256 GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
2259 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2260 /* Shader emulated */
2263 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2266 case WINED3DFMT_X8L8V8U8:
2267 case WINED3DFMT_L6V5U5:
2268 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2269 /* Shader emulated */
2272 WARN_(d3d_caps)("[FAILED]\n");
2275 case WINED3DFMT_Q8W8V8U8:
2276 case WINED3DFMT_V16U16:
2277 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2278 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2281 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2282 /* Shader emulated */
2285 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2288 /* Those are not advertized by the nvidia windows driver, and not
2289 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2290 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2291 * ARGB format if needed
2293 case WINED3DFMT_W11V11U10:
2294 case WINED3DFMT_A2W10V10U10:
2295 WARN_(d3d_caps)("[FAILED]\n");
2298 case WINED3DFMT_DXT1:
2299 case WINED3DFMT_DXT2:
2300 case WINED3DFMT_DXT3:
2301 case WINED3DFMT_DXT4:
2302 case WINED3DFMT_DXT5:
2303 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2304 TRACE_(d3d_caps)("[OK]\n");
2307 TRACE_(d3d_caps)("[FAILED]\n");
2312 * Odd formats - not supported
2314 case WINED3DFMT_VERTEXDATA:
2315 case WINED3DFMT_INDEX16:
2316 case WINED3DFMT_INDEX32:
2317 case WINED3DFMT_Q16W16V16U16:
2318 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2322 * WINED3DFMT_CxV8U8: Not supported right now
2324 case WINED3DFMT_CxV8U8:
2325 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2329 case WINED3DFMT_UYVY:
2330 case WINED3DFMT_YUY2:
2331 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2332 TRACE_(d3d_caps)("[OK]\n");
2335 TRACE_(d3d_caps)("[FAILED]\n");
2339 case WINED3DFMT_A16B16G16R16:
2340 case WINED3DFMT_A8R3G3B2:
2341 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2344 /* Floating point formats */
2345 case WINED3DFMT_R16F:
2346 case WINED3DFMT_A16B16G16R16F:
2347 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2348 TRACE_(d3d_caps)("[OK]\n");
2351 TRACE_(d3d_caps)("[FAILED]\n");
2354 case WINED3DFMT_R32F:
2355 case WINED3DFMT_A32B32G32R32F:
2356 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2357 TRACE_(d3d_caps)("[OK]\n");
2360 TRACE_(d3d_caps)("[FAILED]\n");
2363 case WINED3DFMT_G16R16F:
2364 case WINED3DFMT_G32R32F:
2365 TRACE_(d3d_caps)("[FAILED]\n");
2368 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2369 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2370 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2371 * We can do instancing with all shader versions, but we need vertex shaders.
2373 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2374 * to enable instancing. WineD3D doesn't need that and just ignores it.
2376 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2378 case WINEMAKEFOURCC('I','N','S','T'):
2379 TRACE("ATI Instancing check hack\n");
2380 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2381 TRACE_(d3d_caps)("[OK]\n");
2384 TRACE_(d3d_caps)("[FAILED]\n");
2387 /* Some weird FOURCC formats */
2388 case WINED3DFMT_R8G8_B8G8:
2389 case WINED3DFMT_G8R8_G8B8:
2390 case WINED3DFMT_MULTI2_ARGB8:
2391 TRACE_(d3d_caps)("[FAILED]\n");
2394 /* Vendor specific formats */
2395 case WINED3DFMT_ATI2N:
2396 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2397 TRACE_(d3d_caps)("[OK]\n");
2400 TRACE_(d3d_caps)("[FAILED]\n");
2403 case WINED3DFMT_UNKNOWN:
2407 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2413 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2415 if (!GL_LIMITS(vertex_samplers)) {
2416 TRACE_(d3d_caps)("[FAILED]\n");
2420 switch (CheckFormat) {
2421 case WINED3DFMT_A32B32G32R32F:
2422 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2423 TRACE_(d3d_caps)("[FAILED]\n");
2426 TRACE_(d3d_caps)("[OK]\n");
2430 TRACE_(d3d_caps)("[FAILED]\n");
2436 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2437 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2438 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2439 DWORD UsageCaps = 0;
2441 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2444 DeviceType, debug_d3ddevicetype(DeviceType),
2445 AdapterFormat, debug_d3dformat(AdapterFormat),
2446 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2447 RType, debug_d3dresourcetype(RType),
2448 CheckFormat, debug_d3dformat(CheckFormat));
2450 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2451 return WINED3DERR_INVALIDCALL;
2454 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2455 /* Cubetexture allows:
2456 * - D3DUSAGE_AUTOGENMIPMAP
2457 * - D3DUSAGE_DEPTHSTENCIL
2458 * - D3DUSAGE_DYNAMIC
2459 * - D3DUSAGE_NONSECURE (d3d9ex)
2460 * - D3DUSAGE_RENDERTARGET
2461 * - D3DUSAGE_SOFTWAREPROCESSING
2462 * - D3DUSAGE_QUERY_WRAPANDMIP
2464 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2465 /* Check if the texture format is around */
2466 if(CheckTextureCapability(Adapter, CheckFormat)) {
2467 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2468 /* Check for automatic mipmap generation support */
2469 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2470 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2472 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2473 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2477 /* Always report dynamic locking */
2478 if(Usage & WINED3DUSAGE_DYNAMIC)
2479 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2481 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2482 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2483 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2485 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2486 return WINED3DERR_NOTAVAILABLE;
2490 /* Always report software processing */
2491 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2492 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2494 /* Check QUERY_FILTER support */
2495 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2496 if(CheckFilterCapability(Adapter, CheckFormat)) {
2497 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2499 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2500 return WINED3DERR_NOTAVAILABLE;
2504 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2505 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2506 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2507 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2509 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2510 return WINED3DERR_NOTAVAILABLE;
2514 /* Check QUERY_SRGBREAD support */
2515 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2516 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2517 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2519 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2520 return WINED3DERR_NOTAVAILABLE;
2524 /* Check QUERY_SRGBWRITE support */
2525 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2526 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2527 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2529 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2530 return WINED3DERR_NOTAVAILABLE;
2534 /* Check QUERY_VERTEXTEXTURE support */
2535 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2536 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2537 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2539 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2540 return WINED3DERR_NOTAVAILABLE;
2544 /* Check QUERY_WRAPANDMIP support */
2545 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2546 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2547 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2549 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2550 return WINED3DERR_NOTAVAILABLE;
2554 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2555 return WINED3DERR_NOTAVAILABLE;
2558 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2559 return WINED3DERR_NOTAVAILABLE;
2561 } else if(RType == WINED3DRTYPE_SURFACE) {
2563 * - D3DUSAGE_DEPTHSTENCIL
2564 * - D3DUSAGE_NONSECURE (d3d9ex)
2565 * - D3DUSAGE_RENDERTARGET
2568 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2569 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2570 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2572 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2573 return WINED3DERR_NOTAVAILABLE;
2577 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2578 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2579 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2581 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2582 return WINED3DERR_NOTAVAILABLE;
2586 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2587 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2588 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2589 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2591 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2592 return WINED3DERR_NOTAVAILABLE;
2595 } else if(RType == WINED3DRTYPE_TEXTURE) {
2597 * - D3DUSAGE_AUTOGENMIPMAP
2598 * - D3DUSAGE_DEPTHSTENCIL
2600 * - D3DUSAGE_DYNAMIC
2601 * - D3DUSAGE_NONSECURE (d3d9ex)
2602 * - D3DUSAGE_RENDERTARGET
2603 * - D3DUSAGE_SOFTWAREPROCESSING
2604 * - D3DUSAGE_TEXTAPI (d3d9ex)
2605 * - D3DUSAGE_QUERY_WRAPANDMIP
2608 /* Check if the texture format is around */
2609 if(CheckTextureCapability(Adapter, CheckFormat)) {
2610 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2611 /* Check for automatic mipmap generation support */
2612 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2613 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2615 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2616 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2620 /* Always report dynamic locking */
2621 if(Usage & WINED3DUSAGE_DYNAMIC)
2622 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2624 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2625 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2626 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2628 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2629 return WINED3DERR_NOTAVAILABLE;
2633 /* Always report software processing */
2634 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2635 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2637 /* Check QUERY_FILTER support */
2638 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2639 if(CheckFilterCapability(Adapter, CheckFormat)) {
2640 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2642 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2643 return WINED3DERR_NOTAVAILABLE;
2647 /* Check QUERY_LEGACYBUMPMAP support */
2648 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2649 if(CheckBumpMapCapability(Adapter, CheckFormat)) {
2650 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2652 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2653 return WINED3DERR_NOTAVAILABLE;
2657 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2658 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2659 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2660 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2662 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2663 return WINED3DERR_NOTAVAILABLE;
2667 /* Check QUERY_SRGBREAD support */
2668 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2669 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2670 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2672 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2673 return WINED3DERR_NOTAVAILABLE;
2677 /* Check QUERY_SRGBWRITE support */
2678 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2679 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2680 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2682 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2683 return WINED3DERR_NOTAVAILABLE;
2687 /* Check QUERY_VERTEXTEXTURE support */
2688 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2689 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2690 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2692 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2693 return WINED3DERR_NOTAVAILABLE;
2697 /* Check QUERY_WRAPANDMIP support */
2698 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2699 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2700 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2702 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2703 return WINED3DERR_NOTAVAILABLE;
2707 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2708 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2709 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2711 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2712 return WINED3DERR_NOTAVAILABLE;
2716 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2717 return WINED3DERR_NOTAVAILABLE;
2719 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2720 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2721 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2723 * Volumetexture allows:
2724 * - D3DUSAGE_DYNAMIC
2725 * - D3DUSAGE_NONSECURE (d3d9ex)
2726 * - D3DUSAGE_SOFTWAREPROCESSING
2727 * - D3DUSAGE_QUERY_WRAPANDMIP
2730 /* Check volume texture and volume usage caps */
2731 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2732 if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
2733 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2734 return WINED3DERR_NOTAVAILABLE;
2737 /* Always report dynamic locking */
2738 if(Usage & WINED3DUSAGE_DYNAMIC)
2739 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2741 /* Always report software processing */
2742 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2743 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2745 /* Check QUERY_FILTER support */
2746 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2747 if(CheckFilterCapability(Adapter, CheckFormat)) {
2748 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2750 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2751 return WINED3DERR_NOTAVAILABLE;
2755 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2756 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2757 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2758 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2760 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2761 return WINED3DERR_NOTAVAILABLE;
2765 /* Check QUERY_SRGBREAD support */
2766 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2767 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2768 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2770 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2771 return WINED3DERR_NOTAVAILABLE;
2775 /* Check QUERY_SRGBWRITE support */
2776 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2777 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2778 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2780 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2781 return WINED3DERR_NOTAVAILABLE;
2785 /* Check QUERY_VERTEXTEXTURE support */
2786 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2787 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2788 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2790 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2791 return WINED3DERR_NOTAVAILABLE;
2795 /* Check QUERY_WRAPANDMIP support */
2796 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2797 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2798 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2800 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2801 return WINED3DERR_NOTAVAILABLE;
2805 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2806 return WINED3DERR_NOTAVAILABLE;
2809 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2810 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2811 * app needing one of those formats, don't advertize them to avoid leading apps into
2812 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2815 switch(CheckFormat) {
2817 case WINED3DFMT_A4L4:
2818 case WINED3DFMT_R32F:
2819 case WINED3DFMT_R16F:
2820 case WINED3DFMT_X8L8V8U8:
2821 case WINED3DFMT_L6V5U5:
2822 case WINED3DFMT_G16R16:
2823 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2824 return WINED3DERR_NOTAVAILABLE;
2826 case WINED3DFMT_Q8W8V8U8:
2827 case WINED3DFMT_V16U16:
2828 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2829 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2830 return WINED3DERR_NOTAVAILABLE;
2834 case WINED3DFMT_V8U8:
2835 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2836 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2837 return WINED3DERR_NOTAVAILABLE;
2841 case WINED3DFMT_DXT1:
2842 case WINED3DFMT_DXT2:
2843 case WINED3DFMT_DXT3:
2844 case WINED3DFMT_DXT4:
2845 case WINED3DFMT_DXT5:
2846 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2847 * compressed texture results in an error. While the D3D refrast does
2848 * support s3tc volumes, at least the nvidia windows driver does not, so
2849 * we're free not to support this format.
2851 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2852 return WINED3DERR_NOTAVAILABLE;
2855 /* Do nothing, continue with checking the format below */
2858 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2859 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2860 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2861 return WINED3DERR_NOTAVAILABLE;
2864 /* This format is nothing special and it is supported perfectly.
2865 * However, ati and nvidia driver on windows do not mark this format as
2866 * supported (tested with the dxCapsViewer) and pretending to
2867 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2868 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2869 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2871 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2872 TRACE_(d3d_caps)("[FAILED]\n");
2873 return WINED3DERR_NOTAVAILABLE;
2876 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2877 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2878 * usage flags match. */
2879 if(UsageCaps == Usage) {
2881 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2882 return WINED3DOK_NOAUTOGEN;
2884 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);
2885 return WINED3DERR_NOTAVAILABLE;
2889 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2890 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2891 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2893 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2896 DeviceType, debug_d3ddevicetype(DeviceType),
2897 SourceFormat, debug_d3dformat(SourceFormat),
2898 TargetFormat, debug_d3dformat(TargetFormat));
2902 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2903 const shader_backend_t *ret;
2904 int vs_selected_mode;
2905 int ps_selected_mode;
2907 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2908 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2909 ret = &glsl_shader_backend;
2910 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2911 ret = &arb_program_shader_backend;
2913 ret = &none_shader_backend;
2918 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2919 int vs_selected_mode;
2920 int ps_selected_mode;
2922 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2923 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2924 return &arbfp_fragment_pipeline;
2925 } else if(ps_selected_mode == SHADER_ATI) {
2926 return &atifs_fragment_pipeline;
2927 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2928 return &nvts_fragment_pipeline;
2929 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2930 return &nvrc_fragment_pipeline;
2932 return &ffp_fragment_pipeline;
2936 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2937 subset of a D3DCAPS9 structure. However, it has to come via a void *
2938 as the d3d8 interface cannot import the d3d9 header */
2939 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2941 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2942 int vs_selected_mode;
2943 int ps_selected_mode;
2944 struct shader_caps shader_caps;
2945 struct fragment_caps fragment_caps;
2946 const shader_backend_t *shader_backend;
2947 const struct fragment_pipeline *frag_pipeline = NULL;
2948 DWORD ckey_caps, blit_caps, fx_caps;
2950 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2952 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2953 return WINED3DERR_INVALIDCALL;
2956 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2958 /* This function should *not* be modifying GL caps
2959 * TODO: move the functionality where it belongs */
2960 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2962 /* ------------------------------------------------
2963 The following fields apply to both d3d8 and d3d9
2964 ------------------------------------------------ */
2965 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2966 pCaps->AdapterOrdinal = Adapter;
2969 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2970 WINED3DCAPS2_FULLSCREENGAMMA |
2971 WINED3DCAPS2_DYNAMICTEXTURES;
2972 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2973 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2975 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2976 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2977 WINED3DPRESENT_INTERVAL_ONE;
2979 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2980 WINED3DCURSORCAPS_LOWRES;
2982 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2983 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2984 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2985 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2986 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2987 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2988 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2989 WINED3DDEVCAPS_PUREDEVICE |
2990 WINED3DDEVCAPS_HWRASTERIZATION |
2991 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2992 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2993 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2994 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2995 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2996 WINED3DDEVCAPS_RTPATCHES;
2998 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2999 WINED3DPMISCCAPS_CULLCCW |
3000 WINED3DPMISCCAPS_CULLCW |
3001 WINED3DPMISCCAPS_COLORWRITEENABLE |
3002 WINED3DPMISCCAPS_CLIPTLVERTS |
3003 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3004 WINED3DPMISCCAPS_MASKZ |
3005 WINED3DPMISCCAPS_BLENDOP |
3006 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3008 WINED3DPMISCCAPS_NULLREFERENCE
3009 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3010 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3011 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3012 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3014 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3015 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3017 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3018 WINED3DPRASTERCAPS_PAT |
3019 WINED3DPRASTERCAPS_WFOG |
3020 WINED3DPRASTERCAPS_ZFOG |
3021 WINED3DPRASTERCAPS_FOGVERTEX |
3022 WINED3DPRASTERCAPS_FOGTABLE |
3023 WINED3DPRASTERCAPS_STIPPLE |
3024 WINED3DPRASTERCAPS_SUBPIXEL |
3025 WINED3DPRASTERCAPS_ZTEST |
3026 WINED3DPRASTERCAPS_SCISSORTEST |
3027 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3028 WINED3DPRASTERCAPS_DEPTHBIAS;
3030 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3031 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3032 WINED3DPRASTERCAPS_ZBIAS |
3033 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3035 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3036 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3039 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3040 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3041 WINED3DPRASTERCAPS_ANTIALIASEDGES
3042 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3043 WINED3DPRASTERCAPS_WBUFFER */
3045 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3046 WINED3DPCMPCAPS_EQUAL |
3047 WINED3DPCMPCAPS_GREATER |
3048 WINED3DPCMPCAPS_GREATEREQUAL |
3049 WINED3DPCMPCAPS_LESS |
3050 WINED3DPCMPCAPS_LESSEQUAL |
3051 WINED3DPCMPCAPS_NEVER |
3052 WINED3DPCMPCAPS_NOTEQUAL;
3054 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3055 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3056 WINED3DPBLENDCAPS_DESTALPHA |
3057 WINED3DPBLENDCAPS_DESTCOLOR |
3058 WINED3DPBLENDCAPS_INVDESTALPHA |
3059 WINED3DPBLENDCAPS_INVDESTCOLOR |
3060 WINED3DPBLENDCAPS_INVSRCALPHA |
3061 WINED3DPBLENDCAPS_INVSRCCOLOR |
3062 WINED3DPBLENDCAPS_ONE |
3063 WINED3DPBLENDCAPS_SRCALPHA |
3064 WINED3DPBLENDCAPS_SRCALPHASAT |
3065 WINED3DPBLENDCAPS_SRCCOLOR |
3066 WINED3DPBLENDCAPS_ZERO;
3068 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3069 WINED3DPBLENDCAPS_DESTCOLOR |
3070 WINED3DPBLENDCAPS_INVDESTALPHA |
3071 WINED3DPBLENDCAPS_INVDESTCOLOR |
3072 WINED3DPBLENDCAPS_INVSRCALPHA |
3073 WINED3DPBLENDCAPS_INVSRCCOLOR |
3074 WINED3DPBLENDCAPS_ONE |
3075 WINED3DPBLENDCAPS_SRCALPHA |
3076 WINED3DPBLENDCAPS_SRCCOLOR |
3077 WINED3DPBLENDCAPS_ZERO;
3078 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3079 * according to the glBlendFunc manpage
3081 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3082 * legacy settings for srcblend only
3085 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3086 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3087 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3091 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3092 WINED3DPCMPCAPS_EQUAL |
3093 WINED3DPCMPCAPS_GREATER |
3094 WINED3DPCMPCAPS_GREATEREQUAL |
3095 WINED3DPCMPCAPS_LESS |
3096 WINED3DPCMPCAPS_LESSEQUAL |
3097 WINED3DPCMPCAPS_NEVER |
3098 WINED3DPCMPCAPS_NOTEQUAL;
3100 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3101 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3102 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3103 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3104 WINED3DPSHADECAPS_COLORFLATRGB |
3105 WINED3DPSHADECAPS_FOGFLAT |
3106 WINED3DPSHADECAPS_FOGGOURAUD |
3107 WINED3DPSHADECAPS_SPECULARFLATRGB;
3109 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3110 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3111 WINED3DPTEXTURECAPS_BORDER |
3112 WINED3DPTEXTURECAPS_MIPMAP |
3113 WINED3DPTEXTURECAPS_PROJECTED |
3114 WINED3DPTEXTURECAPS_PERSPECTIVE;
3116 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3117 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3118 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3121 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3122 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3123 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3124 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3127 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3128 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3129 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3130 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3134 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3135 WINED3DPTFILTERCAPS_MAGFPOINT |
3136 WINED3DPTFILTERCAPS_MINFLINEAR |
3137 WINED3DPTFILTERCAPS_MINFPOINT |
3138 WINED3DPTFILTERCAPS_MIPFLINEAR |
3139 WINED3DPTFILTERCAPS_MIPFPOINT |
3140 WINED3DPTFILTERCAPS_LINEAR |
3141 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3142 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3143 WINED3DPTFILTERCAPS_MIPLINEAR |
3144 WINED3DPTFILTERCAPS_MIPNEAREST |
3145 WINED3DPTFILTERCAPS_NEAREST;
3147 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3148 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3149 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3152 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3153 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3154 WINED3DPTFILTERCAPS_MAGFPOINT |
3155 WINED3DPTFILTERCAPS_MINFLINEAR |
3156 WINED3DPTFILTERCAPS_MINFPOINT |
3157 WINED3DPTFILTERCAPS_MIPFLINEAR |
3158 WINED3DPTFILTERCAPS_MIPFPOINT |
3159 WINED3DPTFILTERCAPS_LINEAR |
3160 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3161 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3162 WINED3DPTFILTERCAPS_MIPLINEAR |
3163 WINED3DPTFILTERCAPS_MIPNEAREST |
3164 WINED3DPTFILTERCAPS_NEAREST;
3166 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3167 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3168 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3171 pCaps->CubeTextureFilterCaps = 0;
3173 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3174 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3175 WINED3DPTFILTERCAPS_MAGFPOINT |
3176 WINED3DPTFILTERCAPS_MINFLINEAR |
3177 WINED3DPTFILTERCAPS_MINFPOINT |
3178 WINED3DPTFILTERCAPS_MIPFLINEAR |
3179 WINED3DPTFILTERCAPS_MIPFPOINT |
3180 WINED3DPTFILTERCAPS_LINEAR |
3181 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3182 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3183 WINED3DPTFILTERCAPS_MIPLINEAR |
3184 WINED3DPTFILTERCAPS_MIPNEAREST |
3185 WINED3DPTFILTERCAPS_NEAREST;
3187 pCaps->VolumeTextureFilterCaps = 0;
3189 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3190 WINED3DPTADDRESSCAPS_CLAMP |
3191 WINED3DPTADDRESSCAPS_WRAP;
3193 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3194 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3196 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3197 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3199 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3200 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3203 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3204 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3205 WINED3DPTADDRESSCAPS_CLAMP |
3206 WINED3DPTADDRESSCAPS_WRAP;
3207 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3208 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3210 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3211 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3213 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3214 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3217 pCaps->VolumeTextureAddressCaps = 0;
3219 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3220 WINED3DLINECAPS_ZTEST;
3222 WINED3DLINECAPS_BLEND
3223 WINED3DLINECAPS_ALPHACMP
3224 WINED3DLINECAPS_FOG */
3226 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3227 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3229 if(GL_SUPPORT(EXT_TEXTURE3D))
3230 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3232 pCaps->MaxVolumeExtent = 0;
3234 pCaps->MaxTextureRepeat = 32768;
3235 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3236 pCaps->MaxVertexW = 1.0;
3238 pCaps->GuardBandLeft = 0;
3239 pCaps->GuardBandTop = 0;
3240 pCaps->GuardBandRight = 0;
3241 pCaps->GuardBandBottom = 0;
3243 pCaps->ExtentsAdjust = 0;
3245 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3246 WINED3DSTENCILCAPS_INCRSAT |
3247 WINED3DSTENCILCAPS_INVERT |
3248 WINED3DSTENCILCAPS_KEEP |
3249 WINED3DSTENCILCAPS_REPLACE |
3250 WINED3DSTENCILCAPS_ZERO;
3251 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3252 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3253 WINED3DSTENCILCAPS_INCR;
3255 if ( This->dxVersion > 8 &&
3256 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3257 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3258 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3261 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3263 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3264 pCaps->MaxActiveLights = GL_LIMITS(lights);
3266 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3267 pCaps->MaxVertexBlendMatrixIndex = 0;
3269 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3270 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3273 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3274 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3275 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3276 WINED3DVTXPCAPS_LOCALVIEWER |
3277 WINED3DVTXPCAPS_VERTEXFOG |
3278 WINED3DVTXPCAPS_TEXGEN;
3280 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3282 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3283 pCaps->MaxVertexIndex = 0xFFFFF;
3284 pCaps->MaxStreams = MAX_STREAMS;
3285 pCaps->MaxStreamStride = 1024;
3287 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3288 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3289 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3290 pCaps->MaxNpatchTessellationLevel = 0;
3291 pCaps->MasterAdapterOrdinal = 0;
3292 pCaps->AdapterOrdinalInGroup = 0;
3293 pCaps->NumberOfAdaptersInGroup = 1;
3295 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3297 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3298 WINED3DPTFILTERCAPS_MAGFPOINT |
3299 WINED3DPTFILTERCAPS_MINFLINEAR |
3300 WINED3DPTFILTERCAPS_MAGFLINEAR;
3301 pCaps->VertexTextureFilterCaps = 0;
3303 memset(&shader_caps, 0, sizeof(shader_caps));
3304 shader_backend = select_shader_backend(Adapter, DeviceType);
3305 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3307 memset(&fragment_caps, 0, sizeof(fragment_caps));
3308 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3309 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3311 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3312 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3314 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3315 * Ignore shader model capabilities if disabled in config
3317 if(vs_selected_mode == SHADER_NONE) {
3318 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3319 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3320 pCaps->MaxVertexShaderConst = 0;
3322 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3323 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3326 if(ps_selected_mode == SHADER_NONE) {
3327 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3328 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3329 pCaps->PixelShader1xMaxValue = 0.0;
3331 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3332 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3335 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3336 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3337 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3339 pCaps->VS20Caps = shader_caps.VS20Caps;
3340 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3341 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3342 pCaps->PS20Caps = shader_caps.PS20Caps;
3343 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3344 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3346 /* The following caps are shader specific, but they are things we cannot detect, or which
3347 * are the same among all shader models. So to avoid code duplication set the shader version
3348 * specific, but otherwise constant caps here
3350 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3351 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3352 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3353 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3354 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3355 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3356 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3358 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3359 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3360 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3361 pCaps->VS20Caps.Caps = 0;
3362 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3363 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3364 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3366 pCaps->MaxVShaderInstructionsExecuted = 65535;
3367 pCaps->MaxVertexShader30InstructionSlots = 0;
3368 } else { /* VS 1.x */
3369 pCaps->VS20Caps.Caps = 0;
3370 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3371 pCaps->VS20Caps.NumTemps = 0;
3372 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3374 pCaps->MaxVShaderInstructionsExecuted = 0;
3375 pCaps->MaxVertexShader30InstructionSlots = 0;
3378 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3379 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3380 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3382 /* 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 */
3383 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3384 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3385 WINED3DPS20CAPS_PREDICATION |
3386 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3387 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3388 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3389 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3390 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3391 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3393 pCaps->MaxPShaderInstructionsExecuted = 65535;
3394 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3395 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3396 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3397 pCaps->PS20Caps.Caps = 0;
3398 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3399 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3400 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3401 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3403 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3404 pCaps->MaxPixelShader30InstructionSlots = 0;
3405 } else { /* PS 1.x */
3406 pCaps->PS20Caps.Caps = 0;
3407 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3408 pCaps->PS20Caps.NumTemps = 0;
3409 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3410 pCaps->PS20Caps.NumInstructionSlots = 0;
3412 pCaps->MaxPShaderInstructionsExecuted = 0;
3413 pCaps->MaxPixelShader30InstructionSlots = 0;
3416 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3417 /* OpenGL supports all the formats below, perhaps not always
3418 * without conversion, but it supports them.
3419 * Further GLSL doesn't seem to have an official unsigned type so
3420 * don't advertise it yet as I'm not sure how we handle it.
3421 * We might need to add some clamping in the shader engine to
3423 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3424 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3425 WINED3DDTCAPS_UBYTE4N |
3426 WINED3DDTCAPS_SHORT2N |
3427 WINED3DDTCAPS_SHORT4N;
3428 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3429 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3430 WINED3DDTCAPS_FLOAT16_4;
3433 pCaps->DeclTypes = 0;
3435 /* Set DirectDraw helper Caps */
3436 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3437 WINEDDCKEYCAPS_SRCBLT;
3438 fx_caps = WINEDDFXCAPS_BLTALPHA |
3439 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3440 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3441 WINEDDFXCAPS_BLTROTATION90 |
3442 WINEDDFXCAPS_BLTSHRINKX |
3443 WINEDDFXCAPS_BLTSHRINKXN |
3444 WINEDDFXCAPS_BLTSHRINKY |
3445 WINEDDFXCAPS_BLTSHRINKXN |
3446 WINEDDFXCAPS_BLTSTRETCHX |
3447 WINEDDFXCAPS_BLTSTRETCHXN |
3448 WINEDDFXCAPS_BLTSTRETCHY |
3449 WINEDDFXCAPS_BLTSTRETCHYN;
3450 blit_caps = WINEDDCAPS_BLT |
3451 WINEDDCAPS_BLTCOLORFILL |
3452 WINEDDCAPS_BLTDEPTHFILL |
3453 WINEDDCAPS_BLTSTRETCH |
3454 WINEDDCAPS_CANBLTSYSMEM |
3455 WINEDDCAPS_CANCLIP |
3456 WINEDDCAPS_CANCLIPSTRETCHED |
3457 WINEDDCAPS_COLORKEY |
3458 WINEDDCAPS_COLORKEYHWASSIST |
3459 WINEDDCAPS_ALIGNBOUNDARYSRC;
3461 /* Fill the ddraw caps structure */
3462 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3463 WINEDDCAPS_PALETTE |
3465 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3466 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3467 WINEDDCAPS2_PRIMARYGAMMA |
3468 WINEDDCAPS2_WIDESURFACES |
3469 WINEDDCAPS2_CANRENDERWINDOWED;
3470 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3471 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3472 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3473 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3474 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3475 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3476 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3477 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3478 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3480 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3481 WINEDDSCAPS_BACKBUFFER |
3483 WINEDDSCAPS_FRONTBUFFER |
3484 WINEDDSCAPS_OFFSCREENPLAIN |
3485 WINEDDSCAPS_PALETTE |
3486 WINEDDSCAPS_PRIMARYSURFACE |
3487 WINEDDSCAPS_SYSTEMMEMORY |
3488 WINEDDSCAPS_VIDEOMEMORY |
3489 WINEDDSCAPS_VISIBLE;
3490 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3492 /* Set D3D caps if OpenGL is available. */
3493 if(Adapters[Adapter].opengl) {
3494 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3495 WINEDDSCAPS_MIPMAP |
3496 WINEDDSCAPS_TEXTURE |
3497 WINEDDSCAPS_ZBUFFER;
3498 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3504 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3505 and fields being inserted in the middle, a new structure is used in place */
3506 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3507 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3510 IWineD3DDeviceImpl *object = NULL;
3511 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3512 WINED3DDISPLAYMODE mode;
3513 const struct fragment_pipeline *frag_pipeline = NULL;
3516 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3517 * number and create a device without a 3D adapter for 2D only operation.
3519 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3520 return WINED3DERR_INVALIDCALL;
3523 /* Create a WineD3DDevice object */
3524 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3525 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3526 TRACE("Created WineD3DDevice object @ %p\n", object);
3527 if (NULL == object) {
3528 return WINED3DERR_OUTOFVIDEOMEMORY;
3531 /* Set up initial COM information */
3532 object->lpVtbl = &IWineD3DDevice_Vtbl;
3534 object->wineD3D = iface;
3535 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3536 IWineD3D_AddRef(object->wineD3D);
3537 object->parent = parent;
3538 list_init(&object->resources);
3539 list_init(&object->shaders);
3541 if(This->dxVersion == 7) {
3542 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3544 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3546 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3548 /* Set the state up as invalid until the device is fully created */
3549 object->state = WINED3DERR_DRIVERINTERNALERROR;
3551 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3552 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3554 /* Save the creation parameters */
3555 object->createParms.AdapterOrdinal = Adapter;
3556 object->createParms.DeviceType = DeviceType;
3557 object->createParms.hFocusWindow = hFocusWindow;
3558 object->createParms.BehaviorFlags = BehaviourFlags;
3560 /* Initialize other useful values */
3561 object->adapterNo = Adapter;
3562 object->devType = DeviceType;
3564 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3565 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3567 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3568 object->frag_pipe = frag_pipeline;
3569 compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3570 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3572 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3573 * model can deal with that. It is essentially the same, just with adjusted
3574 * Set*ShaderConstantF implementations
3576 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3577 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3580 /* set the state of the device to valid */
3581 object->state = WINED3D_OK;
3583 /* Get the initial screen setup for ddraw */
3584 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3586 object->ddraw_width = mode.Width;
3587 object->ddraw_height = mode.Height;
3588 object->ddraw_format = mode.Format;
3590 for(i = 0; i < PATCHMAP_SIZE; i++) {
3591 list_init(&object->patches[i]);
3595 #undef GLINFO_LOCATION
3597 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3598 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3599 IUnknown_AddRef(This->parent);
3600 *pParent = This->parent;
3604 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3605 IUnknown* surfaceParent;
3606 TRACE("(%p) call back\n", pSurface);
3608 /* Now, release the parent, which will take care of cleaning up the surface for us */
3609 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3610 IUnknown_Release(surfaceParent);
3611 return IUnknown_Release(surfaceParent);
3614 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3615 IUnknown* volumeParent;
3616 TRACE("(%p) call back\n", pVolume);
3618 /* Now, release the parent, which will take care of cleaning up the volume for us */
3619 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3620 IUnknown_Release(volumeParent);
3621 return IUnknown_Release(volumeParent);
3624 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3625 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3626 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3627 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3629 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3630 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3631 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3632 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3633 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3634 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3635 * DirectDraw, not OpenGL.
3637 if(gl_info->supported[APPLE_FENCE] &&
3638 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3639 gl_info->supported[APPLE_FLUSH_RENDER] &&
3640 gl_info->supported[APPLE_YCBCR_422]) {
3641 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3642 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3645 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3646 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3651 #define GLINFO_LOCATION (*gl_info)
3652 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3653 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3654 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3655 * all the texture. This function detects this bug by its symptom and disables PBOs
3656 * if the test fails.
3658 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3659 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3660 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3661 * read back is compared to the original. If they are equal PBOs are assumed to work,
3662 * otherwise the PBO extension is disabled.
3664 GLuint texture, pbo;
3665 static const unsigned int pattern[] = {
3666 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3667 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3668 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3669 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3671 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3673 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3674 /* No PBO -> No point in testing them */
3678 while(glGetError());
3679 glGenTextures(1, &texture);
3680 glBindTexture(GL_TEXTURE_2D, texture);
3681 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3682 checkGLcall("Specifying the PBO test texture\n");
3684 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3685 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3686 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3687 checkGLcall("Specifying the PBO test pbo\n");
3689 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3690 checkGLcall("Loading the PBO test texture\n");
3692 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3693 glFinish(); /* just to be sure */
3695 memset(check, 0, sizeof(check));
3696 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3697 checkGLcall("Reading back the PBO test texture\n");
3699 glDeleteTextures(1, &texture);
3700 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3701 checkGLcall("PBO test cleanup\n");
3703 if(memcmp(check, pattern, sizeof(check)) != 0) {
3704 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3705 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3706 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3708 TRACE_(d3d_caps)("PBO test successful\n");
3711 #undef GLINFO_LOCATION
3713 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3714 * reporting a driver version is moot because we are not the Windows driver, and we have different
3715 * bugs, features, etc.
3717 * If a card is not found in this table, the gl driver version is reported
3719 struct driver_version_information {
3720 WORD vendor; /* reported PCI card vendor ID */
3721 WORD card; /* reported PCI card device ID */
3722 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3723 WORD lopart_hi, lopart_lo; /* driver loword to report */
3726 static const struct driver_version_information driver_version_table[] = {
3727 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3728 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3729 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3730 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3731 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3732 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3733 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3734 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3735 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3736 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3737 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3738 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3739 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3740 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3741 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3742 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3743 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3744 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3745 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3747 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3748 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3749 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3750 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3751 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3752 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3753 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3755 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3758 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3760 BOOL apple = implementation_is_apple(gl_info);
3763 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3764 * used it falls back to software. While the compiler can detect if the shader uses all declared
3765 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3766 * using relative addressing falls back to software.
3768 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3770 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3771 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3773 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3774 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3775 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3778 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3779 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3780 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3781 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3782 * according to the spec.
3784 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3785 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3787 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3788 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3789 * this workaround is activated on cards that do not need it, it won't break things, just affect
3790 * performance negatively.
3792 if(gl_info->gl_vendor == VENDOR_INTEL ||
3793 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3794 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3795 gl_info->set_texcoord_w = TRUE;
3799 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3800 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3801 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3802 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3803 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3804 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3805 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3807 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3808 * has this extension promoted to core. The extension loading code sets this extension supported
3809 * due to that, so this code works on fglrx as well.
3811 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3812 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3813 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3814 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3815 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3816 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3817 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3821 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3822 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3823 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3824 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3825 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3826 * We therefore completly remove ARB_tex_npot from the list of supported extensions.
3828 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3829 * triggering the software fallback. There is not much we can do here apart from disabling the
3830 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3831 * in IWineD3DImpl_FillGLCaps).
3832 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3833 * post-processing effects in the game "Max Payne 2").
3834 * The behaviour can be verified through a simple test app attached in bugreport #14724.
3836 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3837 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3838 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3839 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3840 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3844 /* Find out if PBOs work as they are supposed to */
3845 test_pbo_functionality(gl_info);
3847 /* Fixup the driver version */
3848 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3849 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3850 gl_info->gl_card == driver_version_table[i].card) {
3851 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3853 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3854 driver_version_table[i].lopart_lo);
3855 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3856 driver_version_table[i].hipart_lo);
3862 void invalid_func(void *data) {
3863 ERR("Invalid vertex attribute function called\n");
3867 #define GLINFO_LOCATION (Adapters[0].gl_info)
3869 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3870 * the extension detection and are used in drawStridedSlow
3872 static void position_d3dcolor(void *data) {
3873 DWORD pos = *((DWORD *) data);
3875 FIXME("Add a test for fixed function position from d3dcolor type\n");
3876 glVertex4s(D3DCOLOR_B_R(pos),
3881 static void position_float4(void *data) {
3882 GLfloat *pos = (float *) data;
3884 if (pos[3] < eps && pos[3] > -eps)
3887 float w = 1.0 / pos[3];
3889 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3893 static void diffuse_d3dcolor(void *data) {
3894 DWORD diffuseColor = *((DWORD *) data);
3896 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3897 D3DCOLOR_B_G(diffuseColor),
3898 D3DCOLOR_B_B(diffuseColor),
3899 D3DCOLOR_B_A(diffuseColor));
3902 static void specular_d3dcolor(void *data) {
3903 DWORD specularColor = *((DWORD *) data);
3905 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3906 D3DCOLOR_B_G(specularColor),
3907 D3DCOLOR_B_B(specularColor));
3909 static void warn_no_specular_func(void *data) {
3910 WARN("GL_EXT_secondary_color not supported\n");
3913 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3914 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3915 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3916 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3917 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3918 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3919 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3920 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3921 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3922 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3923 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3924 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3925 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3926 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3927 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3928 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3929 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3930 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3932 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3933 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3934 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3935 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3936 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3937 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3938 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3939 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3940 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3941 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3942 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3943 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3944 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3945 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3946 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3947 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3948 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3950 /* No 4 component entry points here */
3951 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3952 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3953 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3954 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3956 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3958 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3959 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3960 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3962 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3964 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3965 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3966 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3967 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3968 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3969 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3970 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3971 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3972 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3973 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3974 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3975 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3977 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3978 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3980 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3981 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3982 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3983 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3984 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3985 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3986 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3987 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3988 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3989 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3990 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3991 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3992 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3993 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3994 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3995 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3996 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3999 #define PUSH1(att) attribs[nAttribs++] = (att);
4000 BOOL InitAdapters(void) {
4001 static HMODULE mod_gl, mod_win32gl;
4003 int ps_selected_mode, vs_selected_mode;
4005 /* No need to hold any lock. The calling library makes sure only one thread calls
4006 * wined3d simultaneously
4008 if(numAdapters > 0) return Adapters[0].opengl;
4010 TRACE("Initializing adapters\n");
4013 #ifdef USE_WIN32_OPENGL
4014 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4015 mod_gl = LoadLibraryA("opengl32.dll");
4017 ERR("Can't load opengl32.dll!\n");
4020 mod_win32gl = mod_gl;
4022 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4023 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4024 mod_gl = GetModuleHandleA("gdi32.dll");
4025 mod_win32gl = LoadLibraryA("opengl32.dll");
4027 ERR("Can't load opengl32.dll!\n");
4033 /* Load WGL core functions from opengl32.dll */
4034 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4038 if(!pwglGetProcAddress) {
4039 ERR("Unable to load wglGetProcAddress!\n");
4043 /* Dynamically load all GL core functions */
4047 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4048 * otherwise because we have to use winex11.drv's override
4050 glFinish = (void*)GetProcAddress(mod_win32gl, "glFinish");
4051 glFlush = (void*)GetProcAddress(mod_win32gl, "glFlush");
4053 /* For now only one default adapter */
4061 WineD3D_PixelFormat *cfgs;
4063 DISPLAY_DEVICEW DisplayDevice;
4066 TRACE("Initializing default adapter\n");
4067 Adapters[0].num = 0;
4068 Adapters[0].monitorPoint.x = -1;
4069 Adapters[0].monitorPoint.y = -1;
4071 if (!WineD3D_CreateFakeGLContext()) {
4072 ERR("Failed to get a gl context for default adapter\n");
4073 WineD3D_ReleaseFakeGLContext();
4077 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4079 ERR("Failed to initialize gl caps for default adapter\n");
4080 WineD3D_ReleaseFakeGLContext();
4083 ret = initPixelFormats(&Adapters[0].gl_info);
4085 ERR("Failed to init gl formats\n");
4086 WineD3D_ReleaseFakeGLContext();
4090 hdc = pwglGetCurrentDC();
4092 ERR("Failed to get gl HDC\n");
4093 WineD3D_ReleaseFakeGLContext();
4097 Adapters[0].driver = "Display";
4098 Adapters[0].description = "Direct3D HAL";
4100 /* Use the VideoRamSize registry setting when set */
4101 if(wined3d_settings.emulated_textureram)
4102 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4104 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4105 Adapters[0].UsedTextureRam = 0;
4106 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4108 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4109 DisplayDevice.cb = sizeof(DisplayDevice);
4110 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4111 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4112 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4114 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4115 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4117 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4118 cfgs = Adapters[0].cfgs;
4119 PUSH1(WGL_RED_BITS_ARB)
4120 PUSH1(WGL_GREEN_BITS_ARB)
4121 PUSH1(WGL_BLUE_BITS_ARB)
4122 PUSH1(WGL_ALPHA_BITS_ARB)
4123 PUSH1(WGL_DEPTH_BITS_ARB)
4124 PUSH1(WGL_STENCIL_BITS_ARB)
4125 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4126 PUSH1(WGL_PIXEL_TYPE_ARB)
4127 PUSH1(WGL_DOUBLE_BUFFER_ARB)
4128 PUSH1(WGL_AUX_BUFFERS_ARB)
4130 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4131 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4136 /* Cache the pixel format */
4137 cfgs->iPixelFormat = iPixelFormat;
4138 cfgs->redSize = values[0];
4139 cfgs->greenSize = values[1];
4140 cfgs->blueSize = values[2];
4141 cfgs->alphaSize = values[3];
4142 cfgs->depthSize = values[4];
4143 cfgs->stencilSize = values[5];
4144 cfgs->windowDrawable = values[6];
4145 cfgs->iPixelType = values[7];
4146 cfgs->doubleBuffer = values[8];
4147 cfgs->auxBuffers = values[9];
4149 cfgs->pbufferDrawable = FALSE;
4150 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4151 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4152 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4154 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4155 cfgs->pbufferDrawable = value;
4158 cfgs->numSamples = 0;
4159 /* Check multisample support */
4160 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4161 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4163 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4164 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4165 * value[1] = number of multi sample buffers*/
4167 cfgs->numSamples = value[1];
4171 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);
4175 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4176 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4177 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4178 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4179 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4180 * driver is allowed to consume more bits EXCEPT for stencil bits.
4182 * Mark an adapter with this broken stencil behavior.
4184 Adapters[0].brokenStencil = TRUE;
4185 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4186 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4187 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4188 Adapters[0].brokenStencil = FALSE;
4193 fixup_extensions(&Adapters[0].gl_info);
4195 WineD3D_ReleaseFakeGLContext();
4197 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4198 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4199 fillGLAttribFuncs(&Adapters[0].gl_info);
4200 init_type_lookup(&Adapters[0].gl_info);
4201 Adapters[0].opengl = TRUE;
4204 TRACE("%d adapters successfully initialized\n", numAdapters);
4209 /* Initialize an adapter for ddraw-only memory counting */
4210 memset(Adapters, 0, sizeof(Adapters));
4211 Adapters[0].num = 0;
4212 Adapters[0].opengl = FALSE;
4213 Adapters[0].monitorPoint.x = -1;
4214 Adapters[0].monitorPoint.y = -1;
4216 Adapters[0].driver = "Display";
4217 Adapters[0].description = "WineD3D DirectDraw Emulation";
4218 if(wined3d_settings.emulated_textureram) {
4219 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4221 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4228 #undef GLINFO_LOCATION
4230 /**********************************************************
4231 * IWineD3D VTbl follows
4232 **********************************************************/
4234 const IWineD3DVtbl IWineD3D_Vtbl =
4237 IWineD3DImpl_QueryInterface,
4238 IWineD3DImpl_AddRef,
4239 IWineD3DImpl_Release,
4241 IWineD3DImpl_GetParent,
4242 IWineD3DImpl_GetAdapterCount,
4243 IWineD3DImpl_RegisterSoftwareDevice,
4244 IWineD3DImpl_GetAdapterMonitor,
4245 IWineD3DImpl_GetAdapterModeCount,
4246 IWineD3DImpl_EnumAdapterModes,
4247 IWineD3DImpl_GetAdapterDisplayMode,
4248 IWineD3DImpl_GetAdapterIdentifier,
4249 IWineD3DImpl_CheckDeviceMultiSampleType,
4250 IWineD3DImpl_CheckDepthStencilMatch,
4251 IWineD3DImpl_CheckDeviceType,
4252 IWineD3DImpl_CheckDeviceFormat,
4253 IWineD3DImpl_CheckDeviceFormatConversion,
4254 IWineD3DImpl_GetDeviceCaps,
4255 IWineD3DImpl_CreateDevice