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);
152 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
153 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
154 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
157 int minLookup[MAX_LOOKUPS];
158 int maxLookup[MAX_LOOKUPS];
159 DWORD *stateLookup[MAX_LOOKUPS];
161 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
162 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
163 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
164 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
165 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
166 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
169 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
170 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
171 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
174 /* drawStridedSlow attributes */
175 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
176 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
177 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
178 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
179 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
182 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
183 * i.e., there is no GL Context - Get a default rendering context to enable the
184 * function query some info from GL.
187 static int wined3d_fake_gl_context_ref = 0;
188 static BOOL wined3d_fake_gl_context_foreign;
189 static BOOL wined3d_fake_gl_context_available = FALSE;
190 static HDC wined3d_fake_gl_context_hdc = NULL;
191 static HWND wined3d_fake_gl_context_hwnd = NULL;
193 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
194 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
196 0, 0, &wined3d_fake_gl_context_cs,
197 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
198 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
199 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
201 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
203 static void WineD3D_ReleaseFakeGLContext(void) {
206 EnterCriticalSection(&wined3d_fake_gl_context_cs);
208 if(!wined3d_fake_gl_context_available) {
209 TRACE_(d3d_caps)("context not available\n");
210 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
214 glCtx = pwglGetCurrentContext();
216 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
217 if (0 == (--wined3d_fake_gl_context_ref) ) {
218 if(!wined3d_fake_gl_context_foreign && glCtx) {
219 TRACE_(d3d_caps)("destroying fake GL context\n");
220 pwglMakeCurrent(NULL, NULL);
221 pwglDeleteContext(glCtx);
223 if(wined3d_fake_gl_context_hdc)
224 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
225 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
226 if(wined3d_fake_gl_context_hwnd)
227 DestroyWindow(wined3d_fake_gl_context_hwnd);
228 wined3d_fake_gl_context_hwnd = NULL;
229 wined3d_fake_gl_context_available = FALSE;
231 assert(wined3d_fake_gl_context_ref >= 0);
233 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
236 static BOOL WineD3D_CreateFakeGLContext(void) {
239 EnterCriticalSection(&wined3d_fake_gl_context_cs);
241 TRACE("getting context...\n");
242 if(wined3d_fake_gl_context_ref > 0) goto ret;
243 assert(0 == wined3d_fake_gl_context_ref);
245 wined3d_fake_gl_context_foreign = TRUE;
247 glCtx = pwglGetCurrentContext();
249 PIXELFORMATDESCRIPTOR pfd;
252 wined3d_fake_gl_context_foreign = FALSE;
254 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
255 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
256 if(!wined3d_fake_gl_context_hwnd) {
257 ERR("HWND creation failed!\n");
260 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
261 if(!wined3d_fake_gl_context_hdc) {
262 ERR("GetDC failed!\n");
266 /* PixelFormat selection */
267 ZeroMemory(&pfd, sizeof(pfd));
268 pfd.nSize = sizeof(pfd);
270 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
271 pfd.iPixelType = PFD_TYPE_RGBA;
273 pfd.iLayerType = PFD_MAIN_PLANE;
275 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
277 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
278 ERR("Can't find a suitable iPixelFormat\n");
281 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
282 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
284 /* Create a GL context */
285 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
287 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
291 /* Make it the current GL context */
292 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
293 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
299 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
300 wined3d_fake_gl_context_ref++;
301 wined3d_fake_gl_context_available = TRUE;
302 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
305 if(wined3d_fake_gl_context_hdc)
306 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
307 wined3d_fake_gl_context_hdc = NULL;
308 if(wined3d_fake_gl_context_hwnd)
309 DestroyWindow(wined3d_fake_gl_context_hwnd);
310 wined3d_fake_gl_context_hwnd = NULL;
311 if(glCtx) pwglDeleteContext(glCtx);
312 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
316 /* Adjust the amount of used texture memory */
317 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
318 UINT Adapter = D3DDevice->adapterNo;
320 Adapters[Adapter].UsedTextureRam += glram;
321 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
322 return Adapters[Adapter].UsedTextureRam;
325 /**********************************************************
326 * IUnknown parts follows
327 **********************************************************/
329 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
331 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
333 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
334 if (IsEqualGUID(riid, &IID_IUnknown)
335 || IsEqualGUID(riid, &IID_IWineD3DBase)
336 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
337 IUnknown_AddRef(iface);
342 return E_NOINTERFACE;
345 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
346 IWineD3DImpl *This = (IWineD3DImpl *)iface;
347 ULONG refCount = InterlockedIncrement(&This->ref);
349 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
353 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
354 IWineD3DImpl *This = (IWineD3DImpl *)iface;
356 TRACE("(%p) : Releasing from %d\n", This, This->ref);
357 ref = InterlockedDecrement(&This->ref);
359 HeapFree(GetProcessHeap(), 0, This);
365 /* Set the shader type for this device, depending on the given capabilities,
366 * the device type, and the user preferences in wined3d_settings */
368 void select_shader_mode(
369 WineD3D_GL_Info *gl_info,
370 WINED3DDEVTYPE DeviceType,
374 if (wined3d_settings.vs_mode == VS_NONE) {
375 *vs_selected = SHADER_NONE;
376 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
377 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
378 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
379 * shaders only on this card. */
380 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
381 *vs_selected = SHADER_ARB;
383 *vs_selected = SHADER_GLSL;
384 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
385 *vs_selected = SHADER_ARB;
387 *vs_selected = SHADER_NONE;
390 if (wined3d_settings.ps_mode == PS_NONE) {
391 *ps_selected = SHADER_NONE;
392 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
393 *ps_selected = SHADER_GLSL;
394 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
395 *ps_selected = SHADER_ARB;
396 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
397 *ps_selected = SHADER_ATI;
399 *ps_selected = SHADER_NONE;
403 /** Select the number of report maximum shader constants based on the selected shader modes */
404 static void select_shader_max_constants(
405 int ps_selected_mode,
406 int vs_selected_mode,
407 WineD3D_GL_Info *gl_info) {
409 switch (vs_selected_mode) {
411 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
412 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
415 /* We have to subtract any other PARAMs that we might use in our shader programs.
416 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
417 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
418 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
421 gl_info->max_vshader_constantsF = 0;
425 switch (ps_selected_mode) {
427 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
428 * In theory the texbem instruction may need one more shader constant too. But lets assume
429 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
430 * and lets not take away a uniform needlessly from all other shaders.
432 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
435 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
436 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
438 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
441 gl_info->max_pshader_constantsF = 0;
446 /**********************************************************
447 * IWineD3D parts follows
448 **********************************************************/
450 #define GLINFO_LOCATION (*gl_info)
451 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
454 const char *testcode =
456 "PARAM C[66] = { program.env[0..65] };\n"
458 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
459 "ARL A0.x, zero.x;\n"
460 "MOV result.position, C[A0.x + 65];\n"
464 GL_EXTCALL(glGenProgramsARB(1, &prog));
466 ERR("Failed to create an ARB offset limit test program\n");
468 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
469 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
470 strlen(testcode), testcode));
471 if(glGetError() != 0) {
472 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
473 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
475 } else TRACE("OpenGL implementation allows offsets > 63\n");
477 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
478 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
479 checkGLcall("ARB vp offset limit test cleanup\n");
484 static DWORD ver_for_ext(GL_SupportedExt ext)
487 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
488 if(EXTENSION_MAP[i].extension == ext) {
489 return EXTENSION_MAP[i].version;
495 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
496 const char *GL_Extensions = NULL;
497 const char *WGL_Extensions = NULL;
498 const char *gl_string = NULL;
499 const char *gl_string_cursor = NULL;
501 GLfloat gl_floatv[2];
502 int major = 1, minor = 0;
503 BOOL return_value = TRUE;
506 unsigned int vidmem=0;
508 TRACE_(d3d_caps)("(%p)\n", gl_info);
512 gl_string = (const char *) glGetString(GL_RENDERER);
513 if (NULL == gl_string)
515 strcpy(gl_info->gl_renderer, gl_string);
517 gl_string = (const char *) glGetString(GL_VENDOR);
518 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
519 if (gl_string != NULL) {
520 /* Fill in the GL vendor */
521 if (strstr(gl_string, "NVIDIA")) {
522 gl_info->gl_vendor = VENDOR_NVIDIA;
523 } else if (strstr(gl_string, "ATI")) {
524 gl_info->gl_vendor = VENDOR_ATI;
525 } else if (strstr(gl_string, "Intel(R)") ||
526 strstr(gl_info->gl_renderer, "Intel(R)") ||
527 strstr(gl_string, "Intel Inc.")) {
528 gl_info->gl_vendor = VENDOR_INTEL;
529 } else if (strstr(gl_string, "Mesa")) {
530 gl_info->gl_vendor = VENDOR_MESA;
532 gl_info->gl_vendor = VENDOR_WINE;
535 gl_info->gl_vendor = VENDOR_WINE;
539 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
541 /* Parse the GL_VERSION field into major and minor information */
542 gl_string = (const char *) glGetString(GL_VERSION);
543 if (gl_string != NULL) {
545 /* First, parse the generic opengl version. This is supposed not to be convoluted with
546 * driver specific information
548 gl_string_cursor = gl_string;
549 major = atoi(gl_string_cursor);
551 ERR("Invalid opengl major version: %d\n", major);
553 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
556 if (*gl_string_cursor++ != '.') {
557 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
559 minor = atoi(gl_string_cursor);
560 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
561 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
563 /* Now parse the driver specific string which we'll report to the app */
564 switch (gl_info->gl_vendor) {
566 gl_string_cursor = strstr(gl_string, "NVIDIA");
567 if (!gl_string_cursor) {
568 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
572 gl_string_cursor = strstr(gl_string_cursor, " ");
573 if (!gl_string_cursor) {
574 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
578 while (*gl_string_cursor == ' ') {
582 if (!*gl_string_cursor) {
583 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
587 major = atoi(gl_string_cursor);
588 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
592 if (*gl_string_cursor++ != '.') {
593 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
597 minor = atoi(gl_string_cursor);
598 minor = major*100+minor;
605 gl_string_cursor = strchr(gl_string, '-');
606 if (gl_string_cursor) {
610 /* Check if version number is of the form x.y.z */
611 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
613 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
615 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
617 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
620 /* Mark version number as malformed */
622 gl_string_cursor = 0;
625 if (!gl_string_cursor)
626 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
628 major = *gl_string_cursor - '0';
629 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
634 /* Apple and Mesa version strings look differently, but both provide intel drivers */
635 if(strstr(gl_string, "APPLE")) {
636 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
637 * We only need the first part, and use the APPLE as identification
640 gl_string_cursor = gl_string;
641 major = atoi(gl_string_cursor);
642 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
646 if (*gl_string_cursor++ != '.') {
647 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
651 minor = atoi(gl_string_cursor);
656 gl_string_cursor = strstr(gl_string, "Mesa");
657 gl_string_cursor = strstr(gl_string_cursor, " ");
658 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
659 if (*gl_string_cursor) {
663 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
664 tmp[cursor++] = *gl_string_cursor;
670 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
674 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
675 tmp[cursor++] = *gl_string_cursor;
687 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
688 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
689 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
690 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
692 FIXME("OpenGL driver did not return version information\n");
693 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
694 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
697 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
700 * Initialize openGL extension related variables
701 * with Default values
703 memset(gl_info->supported, 0, sizeof(gl_info->supported));
704 gl_info->max_buffers = 1;
705 gl_info->max_textures = 1;
706 gl_info->max_texture_stages = 1;
707 gl_info->max_fragment_samplers = 1;
708 gl_info->max_vertex_samplers = 0;
709 gl_info->max_combined_samplers = 0;
710 gl_info->max_sampler_stages = 1;
711 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
712 gl_info->ps_arb_max_temps = 0;
713 gl_info->ps_arb_max_instructions = 0;
714 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
715 gl_info->vs_arb_max_temps = 0;
716 gl_info->vs_arb_max_instructions = 0;
717 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
718 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
719 gl_info->vs_glsl_constantsF = 0;
720 gl_info->ps_glsl_constantsF = 0;
721 gl_info->vs_arb_constantsF = 0;
722 gl_info->ps_arb_constantsF = 0;
724 /* Retrieve opengl defaults */
725 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
726 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
727 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
729 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
730 gl_info->max_lights = gl_max;
731 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
733 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
734 gl_info->max_texture_size = gl_max;
735 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
737 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
738 gl_info->max_pointsizemin = gl_floatv[0];
739 gl_info->max_pointsize = gl_floatv[1];
740 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
742 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
743 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
744 TRACE_(d3d_caps)("GL_Extensions reported:\n");
746 if (NULL == GL_Extensions) {
747 ERR(" GL_Extensions returns NULL\n");
749 while (*GL_Extensions != 0x00) {
754 while (isspace(*GL_Extensions)) GL_Extensions++;
755 Start = GL_Extensions;
756 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
760 len = GL_Extensions - Start;
761 if (len == 0 || len >= sizeof(ThisExtn))
764 memcpy(ThisExtn, Start, len);
765 ThisExtn[len] = '\0';
766 TRACE_(d3d_caps)("- %s\n", ThisExtn);
768 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
769 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
770 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
771 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
779 /* Now work out what GL support this card really has */
780 #define USE_GL_FUNC(type, pfn, ext, replace) { \
781 DWORD ver = ver_for_ext(ext); \
782 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
783 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
784 else gl_info->pfn = NULL; \
789 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
794 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
795 * loading the functions, otherwise the code above will load the extension entry points instead of the
796 * core functions, which may not work
798 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
799 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
800 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
801 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
802 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
806 if (gl_info->supported[APPLE_FENCE]) {
807 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
808 * The apple extension interacts with some other apple exts. Disable the NV
809 * extension if the apple one is support to prevent confusion in other parts
812 gl_info->supported[NV_FENCE] = FALSE;
814 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
815 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
817 * The enums are the same:
818 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
819 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
820 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
821 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
822 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
824 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
825 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
826 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
828 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
829 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
830 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
833 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
834 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
835 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
837 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
838 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
839 * Won't occur in any real world situation though
841 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
842 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
843 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
844 * are supported. The nv extensions provide the same functionality as the
845 * ATI one, and a bit more(signed pixelformats)
847 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
850 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
851 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
852 gl_info->max_buffers = gl_max;
853 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
855 if (gl_info->supported[ARB_MULTITEXTURE]) {
856 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
857 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
858 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
860 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
862 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
863 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
865 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
867 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
869 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
871 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
872 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
874 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
876 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
878 if (gl_info->supported[ARB_VERTEX_SHADER]) {
880 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
881 gl_info->max_vertex_samplers = tmp;
882 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
883 gl_info->max_combined_samplers = tmp;
885 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
886 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
887 * an issue because then the sampler setup only depends on the two shaders. If a pixel
888 * shader is used with fixed function vertex processing we're fine too because fixed function
889 * vertex processing doesn't use any samplers. If fixed function fragment processing is
890 * used we have to make sure that all vertex sampler setups are valid together with all
891 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
892 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
893 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
894 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
895 * a fixed function pipeline anymore.
897 * So this is just a check to check that our assumption holds true. If not, write a warning
898 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
900 if(gl_info->max_vertex_samplers &&
901 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
902 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
903 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
904 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
905 if( gl_info->max_combined_samplers > MAX_TEXTURES )
906 gl_info->max_vertex_samplers =
907 gl_info->max_combined_samplers - MAX_TEXTURES;
909 gl_info->max_vertex_samplers = 0;
912 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
914 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
915 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
917 if (gl_info->supported[ARB_VERTEX_BLEND]) {
918 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
919 gl_info->max_blends = gl_max;
920 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
922 if (gl_info->supported[EXT_TEXTURE3D]) {
923 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
924 gl_info->max_texture3d_size = gl_max;
925 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
927 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
928 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
929 gl_info->max_anisotropy = gl_max;
930 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
932 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
933 gl_info->ps_arb_version = PS_VERSION_11;
934 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
935 gl_info->ps_arb_constantsF = gl_max;
936 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
937 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
938 gl_info->ps_arb_max_temps = gl_max;
939 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
940 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
941 gl_info->ps_arb_max_instructions = gl_max;
942 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
944 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
945 gl_info->vs_arb_version = VS_VERSION_11;
946 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
947 gl_info->vs_arb_constantsF = gl_max;
948 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
949 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
950 gl_info->vs_arb_max_temps = gl_max;
951 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
952 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
953 gl_info->vs_arb_max_instructions = gl_max;
954 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
956 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
958 if (gl_info->supported[ARB_VERTEX_SHADER]) {
959 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
960 gl_info->vs_glsl_constantsF = gl_max / 4;
961 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
963 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
964 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
965 gl_info->ps_glsl_constantsF = gl_max / 4;
966 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
967 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
968 gl_info->max_glsl_varyings = gl_max;
969 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
971 if (gl_info->supported[EXT_VERTEX_SHADER]) {
972 gl_info->vs_ati_version = VS_VERSION_11;
974 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
975 gl_info->vs_nv_version = VS_VERSION_30;
976 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
977 gl_info->vs_nv_version = VS_VERSION_20;
978 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
979 gl_info->vs_nv_version = VS_VERSION_11;
980 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
981 gl_info->vs_nv_version = VS_VERSION_10;
983 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
984 gl_info->ps_nv_version = PS_VERSION_30;
985 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
986 gl_info->ps_nv_version = PS_VERSION_20;
988 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
989 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
991 gl_info->max_shininess = 128.0;
993 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
994 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
995 * This saves a few redundant glDisable calls
997 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
999 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1000 /* Disable NV_register_combiners and fragment shader if this is supported.
1001 * generally the NV extensions are preferred over the ATI ones, and this
1002 * extension is disabled if register_combiners and texture_shader2 are both
1003 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1004 * fragment processing support
1006 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1007 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1008 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1009 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1010 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1014 checkGLcall("extension detection\n");
1016 /* In some cases the number of texture stages can be larger than the number
1017 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1018 * shaders), but 8 texture stages (register combiners). */
1019 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1021 /* We can only use ORM_FBO when the hardware supports it. */
1022 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1023 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1024 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1027 /* MRTs are currently only supported when FBOs are used. */
1028 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1029 gl_info->max_buffers = 1;
1032 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1033 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1034 * in case of the latest videocards in the number of pixel/vertex pipelines.
1036 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1037 * rendering. Various games use this information to get a rough estimation of the features of the card
1038 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1039 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1040 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1043 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1044 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1045 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1046 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1047 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1048 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1049 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1052 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1053 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1054 * similar 3d features.
1056 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1057 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1058 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1059 * won't pass we return a default card. This way is better than maintaining a full card database as even
1060 * without a full database we can return a card with similar features. Second the size of the database
1061 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1062 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1063 * to distinguishes between different models from that family.
1065 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1066 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1067 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1068 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1069 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1070 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1071 * memory behind our backs if really needed.
1072 * Note that the amount of video memory can be overruled using a registry setting.
1074 switch (gl_info->gl_vendor) {
1076 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1077 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1079 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1080 /* Geforce9 - highend */
1081 if(strstr(gl_info->gl_renderer, "9800")) {
1082 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1085 /* Geforce9 - midend */
1086 else if(strstr(gl_info->gl_renderer, "9600")) {
1087 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1088 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1090 /* Geforce8 - highend */
1091 if (strstr(gl_info->gl_renderer, "8800")) {
1092 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1093 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1095 /* Geforce8 - midend mobile */
1096 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1097 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1100 /* Geforce8 - midend */
1101 else if(strstr(gl_info->gl_renderer, "8600") ||
1102 strstr(gl_info->gl_renderer, "8700"))
1104 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1107 /* Geforce8 - lowend */
1108 else if(strstr(gl_info->gl_renderer, "8300") ||
1109 strstr(gl_info->gl_renderer, "8400") ||
1110 strstr(gl_info->gl_renderer, "8500"))
1112 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1113 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1115 /* Geforce7 - highend */
1116 else if(strstr(gl_info->gl_renderer, "7800") ||
1117 strstr(gl_info->gl_renderer, "7900") ||
1118 strstr(gl_info->gl_renderer, "7950") ||
1119 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1120 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1122 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1123 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1125 /* Geforce7 midend */
1126 else if(strstr(gl_info->gl_renderer, "7600") ||
1127 strstr(gl_info->gl_renderer, "7700")) {
1128 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1129 vidmem = 256; /* The 7600 uses 256-512MB */
1130 /* Geforce7 lower medium */
1131 } else if(strstr(gl_info->gl_renderer, "7400")) {
1132 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1133 vidmem = 256; /* The 7400 uses 256-512MB */
1135 /* Geforce7 lowend */
1136 else if(strstr(gl_info->gl_renderer, "7300")) {
1137 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1138 vidmem = 256; /* Mac Pros with this card have 256 MB */
1140 /* Geforce6 highend */
1141 else if(strstr(gl_info->gl_renderer, "6800"))
1143 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1144 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1146 /* Geforce6 - midend */
1147 else if(strstr(gl_info->gl_renderer, "6600") ||
1148 strstr(gl_info->gl_renderer, "6610") ||
1149 strstr(gl_info->gl_renderer, "6700"))
1151 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1152 vidmem = 128; /* A 6600GT has 128-256MB */
1154 /* Geforce6/7 lowend */
1156 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1159 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1160 /* GeforceFX - highend */
1161 if (strstr(gl_info->gl_renderer, "5800") ||
1162 strstr(gl_info->gl_renderer, "5900") ||
1163 strstr(gl_info->gl_renderer, "5950") ||
1164 strstr(gl_info->gl_renderer, "Quadro FX"))
1166 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1167 vidmem = 256; /* 5800-5900 cards use 256MB */
1169 /* GeforceFX - midend */
1170 else if(strstr(gl_info->gl_renderer, "5600") ||
1171 strstr(gl_info->gl_renderer, "5650") ||
1172 strstr(gl_info->gl_renderer, "5700") ||
1173 strstr(gl_info->gl_renderer, "5750"))
1175 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1176 vidmem = 128; /* A 5600 uses 128-256MB */
1178 /* GeforceFX - lowend */
1180 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1181 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1183 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1184 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1185 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1186 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1189 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1190 vidmem = 64; /* Geforce3 cards have 64-128MB */
1192 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1193 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1194 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1195 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1197 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1198 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1199 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1201 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1202 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1203 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1206 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1207 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1210 if (strstr(gl_info->gl_renderer, "TNT2")) {
1211 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1212 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1215 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1216 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1221 if(WINE_D3D9_CAPABLE(gl_info)) {
1222 /* Radeon R6xx HD2900/HD3800 - highend */
1223 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1224 strstr(gl_info->gl_renderer, "HD 3870") ||
1225 strstr(gl_info->gl_renderer, "HD 3850"))
1227 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1228 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1230 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1231 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1232 strstr(gl_info->gl_renderer, "HD 3830") ||
1233 strstr(gl_info->gl_renderer, "HD 3690") ||
1234 strstr(gl_info->gl_renderer, "HD 3650"))
1236 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1237 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1239 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1240 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1241 strstr(gl_info->gl_renderer, "HD 2400") ||
1242 strstr(gl_info->gl_renderer, "HD 3470") ||
1243 strstr(gl_info->gl_renderer, "HD 3450") ||
1244 strstr(gl_info->gl_renderer, "HD 3430"))
1246 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1247 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1249 /* Radeon R6xx/R7xx integrated */
1250 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1251 strstr(gl_info->gl_renderer, "HD 3200") ||
1252 strstr(gl_info->gl_renderer, "HD 3300"))
1254 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1255 vidmem = 128; /* 128MB */
1258 else if (strstr(gl_info->gl_renderer, "X1600") ||
1259 strstr(gl_info->gl_renderer, "X1650") ||
1260 strstr(gl_info->gl_renderer, "X1800") ||
1261 strstr(gl_info->gl_renderer, "X1900") ||
1262 strstr(gl_info->gl_renderer, "X1950"))
1264 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1265 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1267 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1268 else if(strstr(gl_info->gl_renderer, "X700") ||
1269 strstr(gl_info->gl_renderer, "X800") ||
1270 strstr(gl_info->gl_renderer, "X850") ||
1271 strstr(gl_info->gl_renderer, "X1300") ||
1272 strstr(gl_info->gl_renderer, "X1400") ||
1273 strstr(gl_info->gl_renderer, "X1450") ||
1274 strstr(gl_info->gl_renderer, "X1550"))
1276 gl_info->gl_card = CARD_ATI_RADEON_X700;
1277 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1281 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1282 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1284 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1285 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1286 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1287 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1288 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1289 vidmem = 32; /* There are models with up to 64MB */
1291 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1292 vidmem = 16; /* There are 16-32MB models */
1296 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1297 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1298 gl_info->gl_card = CARD_INTEL_I945GM;
1300 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1301 gl_info->gl_card = CARD_INTEL_I915GM;
1302 } else if (strstr(gl_info->gl_renderer, "915G")) {
1303 gl_info->gl_card = CARD_INTEL_I915G;
1304 } else if (strstr(gl_info->gl_renderer, "865G")) {
1305 gl_info->gl_card = CARD_INTEL_I865G;
1306 } else if (strstr(gl_info->gl_renderer, "855G")) {
1307 gl_info->gl_card = CARD_INTEL_I855G;
1308 } else if (strstr(gl_info->gl_renderer, "830G")) {
1309 gl_info->gl_card = CARD_INTEL_I830G;
1311 gl_info->gl_card = CARD_INTEL_I915G;
1317 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1318 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1319 * them a good generic choice.
1321 gl_info->gl_vendor = VENDOR_NVIDIA;
1322 if(WINE_D3D9_CAPABLE(gl_info))
1323 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1324 else if(WINE_D3D8_CAPABLE(gl_info))
1325 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1326 else if(WINE_D3D7_CAPABLE(gl_info))
1327 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1328 else if(WINE_D3D6_CAPABLE(gl_info))
1329 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1331 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1333 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1335 /* If we have an estimate use it, else default to 64MB; */
1337 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1339 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1341 /* Load all the lookup tables
1342 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1343 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1344 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1346 for (i = 0; i < MAX_LOOKUPS; i++) {
1347 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1350 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1351 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1352 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1353 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1354 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1355 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1356 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1357 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1358 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1359 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1361 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1362 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1363 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1364 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1365 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1368 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1369 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1370 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1371 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1372 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1373 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1374 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1375 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1376 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1377 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1378 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1379 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1380 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1382 /* TODO: config lookups */
1384 /* Make sure there's an active HDC else the WGL extensions will fail */
1385 hdc = pwglGetCurrentDC();
1387 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1388 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1390 if (NULL == WGL_Extensions) {
1391 ERR(" WGL_Extensions returns NULL\n");
1393 while (*WGL_Extensions != 0x00) {
1398 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1399 Start = WGL_Extensions;
1400 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1404 len = WGL_Extensions - Start;
1405 if (len == 0 || len >= sizeof(ThisExtn))
1408 memcpy(ThisExtn, Start, len);
1409 ThisExtn[len] = '\0';
1410 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1412 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1413 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1414 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1416 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1417 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1418 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1425 return return_value;
1427 #undef GLINFO_LOCATION
1429 /**********************************************************
1430 * IWineD3D implementation follows
1431 **********************************************************/
1433 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1434 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1436 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1440 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1441 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1442 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1446 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1447 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1449 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1451 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1455 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1458 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1459 of the same bpp but different resolutions */
1461 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1462 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1463 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1464 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1466 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1470 /* TODO: Store modes per adapter and read it from the adapter structure */
1471 if (Adapter == 0) { /* Display */
1475 if (!DEBUG_SINGLE_MODE) {
1478 ZeroMemory(&DevModeW, sizeof(DevModeW));
1479 DevModeW.dmSize = sizeof(DevModeW);
1480 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1484 case WINED3DFMT_UNKNOWN:
1485 /* This is for D3D8, do not enumerate P8 here */
1486 if (DevModeW.dmBitsPerPel == 32 ||
1487 DevModeW.dmBitsPerPel == 16) i++;
1489 case WINED3DFMT_X8R8G8B8:
1490 if (DevModeW.dmBitsPerPel == 32) i++;
1492 case WINED3DFMT_R5G6B5:
1493 if (DevModeW.dmBitsPerPel == 16) i++;
1496 if (DevModeW.dmBitsPerPel == 8) i++;
1499 /* Skip other modes as they do not match the requested format */
1508 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1511 FIXME_(d3d_caps)("Adapter not primary display\n");
1516 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1517 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1518 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1519 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1521 /* Validate the parameters as much as possible */
1522 if (NULL == pMode ||
1523 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1524 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1525 return WINED3DERR_INVALIDCALL;
1528 /* TODO: Store modes per adapter and read it from the adapter structure */
1529 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1535 ZeroMemory(&DevModeW, sizeof(DevModeW));
1536 DevModeW.dmSize = sizeof(DevModeW);
1538 /* If we are filtering to a specific format (D3D9), then need to skip
1539 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1540 just count through the ones with valid bit depths */
1541 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1544 case WINED3DFMT_UNKNOWN:
1545 /* This is D3D8. Do not enumerate P8 here */
1546 if (DevModeW.dmBitsPerPel == 32 ||
1547 DevModeW.dmBitsPerPel == 16) i++;
1549 case WINED3DFMT_X8R8G8B8:
1550 if (DevModeW.dmBitsPerPel == 32) i++;
1552 case WINED3DFMT_R5G6B5:
1553 if (DevModeW.dmBitsPerPel == 16) i++;
1556 if (DevModeW.dmBitsPerPel == 8) i++;
1559 /* Modes that don't match what we support can get an early-out */
1560 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1561 return WINED3DERR_INVALIDCALL;
1566 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1567 return WINED3DERR_INVALIDCALL;
1571 /* Now get the display mode via the calculated index */
1572 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1573 pMode->Width = DevModeW.dmPelsWidth;
1574 pMode->Height = DevModeW.dmPelsHeight;
1575 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1576 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1577 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1579 if (Format == WINED3DFMT_UNKNOWN) {
1580 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1582 pMode->Format = Format;
1585 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1586 return WINED3DERR_INVALIDCALL;
1589 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1590 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1591 DevModeW.dmBitsPerPel);
1593 } else if (DEBUG_SINGLE_MODE) {
1594 /* Return one setting of the format requested */
1595 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1597 pMode->Height = 600;
1598 pMode->RefreshRate = 60;
1599 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1601 FIXME_(d3d_caps)("Adapter not primary display\n");
1607 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1608 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1609 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1611 if (NULL == pMode ||
1612 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1613 return WINED3DERR_INVALIDCALL;
1616 if (Adapter == 0) { /* Display */
1620 ZeroMemory(&DevModeW, sizeof(DevModeW));
1621 DevModeW.dmSize = sizeof(DevModeW);
1623 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1624 pMode->Width = DevModeW.dmPelsWidth;
1625 pMode->Height = DevModeW.dmPelsHeight;
1626 bpp = DevModeW.dmBitsPerPel;
1627 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1628 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1630 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1633 pMode->Format = pixelformat_for_depth(bpp);
1635 FIXME_(d3d_caps)("Adapter not primary display\n");
1638 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1639 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1643 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1644 and fields being inserted in the middle, a new structure is used in place */
1645 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1646 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1647 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1649 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1651 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1652 return WINED3DERR_INVALIDCALL;
1655 /* Return the information requested */
1656 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1657 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1658 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1660 /* Note dx8 doesn't supply a DeviceName */
1661 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1662 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1663 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1664 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1665 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1666 *(pIdentifier->SubSysId) = 0;
1667 *(pIdentifier->Revision) = 0;
1668 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1670 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1671 *(pIdentifier->WHQLLevel) = 0;
1673 *(pIdentifier->WHQLLevel) = 1;
1679 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1680 short redSize, greenSize, blueSize, alphaSize, colorBits;
1685 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1686 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1687 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1691 if(cfg->redSize < redSize)
1694 if(cfg->greenSize < greenSize)
1697 if(cfg->blueSize < blueSize)
1700 if(cfg->alphaSize < alphaSize)
1704 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1705 if(Format == WINED3DFMT_R16F)
1706 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1707 if(Format == WINED3DFMT_G16R16F)
1708 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1709 if(Format == WINED3DFMT_A16B16G16R16F)
1710 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1711 if(Format == WINED3DFMT_R32F)
1712 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1713 if(Format == WINED3DFMT_G32R32F)
1714 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1715 if(Format == WINED3DFMT_A32B32G32R32F)
1716 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1718 /* Probably a color index mode */
1725 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1726 short depthSize, stencilSize;
1727 BOOL lockable = FALSE;
1732 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1733 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1737 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1740 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1741 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1742 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1743 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1746 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1747 * allow more stencil bits than requested. */
1748 if(cfg->stencilSize < stencilSize)
1754 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1755 WINED3DFORMAT AdapterFormat,
1756 WINED3DFORMAT RenderTargetFormat,
1757 WINED3DFORMAT DepthStencilFormat) {
1758 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1760 WineD3D_PixelFormat *cfgs;
1763 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1765 DeviceType, debug_d3ddevicetype(DeviceType),
1766 AdapterFormat, debug_d3dformat(AdapterFormat),
1767 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1768 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1770 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1771 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1772 return WINED3DERR_INVALIDCALL;
1775 cfgs = Adapters[Adapter].cfgs;
1776 nCfgs = Adapters[Adapter].nCfgs;
1777 for (it = 0; it < nCfgs; ++it) {
1778 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1779 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1780 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1785 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1787 return WINED3DERR_NOTAVAILABLE;
1790 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1791 WINED3DFORMAT SurfaceFormat,
1792 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1794 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1795 const GlPixelFormatDesc *glDesc;
1796 const StaticPixelFormatDesc *desc;
1798 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1801 DeviceType, debug_d3ddevicetype(DeviceType),
1802 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1807 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1808 return WINED3DERR_INVALIDCALL;
1811 /* TODO: handle Windowed, add more quality levels */
1813 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1815 /* By default multisampling is disabled right now as it causes issues
1816 * on some Nvidia driver versions and it doesn't work well in combination
1818 if(!wined3d_settings.allow_multisampling)
1819 return WINED3DERR_NOTAVAILABLE;
1821 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1822 if(!desc || !glDesc) {
1823 return WINED3DERR_INVALIDCALL;
1826 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1828 WineD3D_PixelFormat *cfgs;
1830 cfgs = Adapters[Adapter].cfgs;
1831 nCfgs = Adapters[Adapter].nCfgs;
1832 for(i=0; i<nCfgs; i++) {
1833 if(cfgs[i].numSamples != MultiSampleType)
1836 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1839 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1842 *pQualityLevels = 1; /* Guess at a value! */
1846 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1847 short redSize, greenSize, blueSize, alphaSize, colorBits;
1849 WineD3D_PixelFormat *cfgs;
1851 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1852 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1853 return WINED3DERR_NOTAVAILABLE;
1856 cfgs = Adapters[Adapter].cfgs;
1857 nCfgs = Adapters[Adapter].nCfgs;
1858 for(i=0; i<nCfgs; i++) {
1859 if(cfgs[i].numSamples != MultiSampleType)
1861 if(cfgs[i].redSize != redSize)
1863 if(cfgs[i].greenSize != greenSize)
1865 if(cfgs[i].blueSize != blueSize)
1867 if(cfgs[i].alphaSize != alphaSize)
1870 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1873 *pQualityLevels = 1; /* Guess at a value! */
1877 return WINED3DERR_NOTAVAILABLE;
1880 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1881 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1883 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1884 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1887 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1890 DeviceType, debug_d3ddevicetype(DeviceType),
1891 DisplayFormat, debug_d3dformat(DisplayFormat),
1892 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1895 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1896 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1897 return WINED3DERR_INVALIDCALL;
1900 /* The task of this function is to check whether a certain display / backbuffer format
1901 * combination is available on the given adapter. In fullscreen mode microsoft specified
1902 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1903 * and display format should match exactly.
1904 * In windowed mode format conversion can occur and this depends on the driver. When format
1905 * conversion is done, this function should nevertheless fail and applications need to use
1906 * CheckDeviceFormatConversion.
1907 * At the moment we assume that fullscreen and windowed have the same capabilities */
1909 /* There are only 4 display formats */
1910 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1911 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1912 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1913 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1915 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1916 return WINED3DERR_NOTAVAILABLE;
1919 /* If the requested DisplayFormat is not available, don't continue */
1920 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1922 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1923 return WINED3DERR_NOTAVAILABLE;
1926 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1927 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1928 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1929 return WINED3DERR_NOTAVAILABLE;
1932 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1933 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1934 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1935 return WINED3DERR_NOTAVAILABLE;
1938 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1939 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1940 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1941 return WINED3DERR_NOTAVAILABLE;
1944 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1945 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1946 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1947 return WINED3DERR_NOTAVAILABLE;
1950 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1951 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1952 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1953 return WINED3DERR_NOTAVAILABLE;
1956 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1957 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1959 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1965 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1966 /* Check if we support bumpmapping for a format */
1967 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
1969 const struct fragment_pipeline *fp;
1970 const GlPixelFormatDesc *glDesc;
1972 switch(CheckFormat) {
1973 case WINED3DFMT_V8U8:
1974 case WINED3DFMT_V16U16:
1975 case WINED3DFMT_L6V5U5:
1976 case WINED3DFMT_X8L8V8U8:
1977 case WINED3DFMT_Q8W8V8U8:
1978 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1979 if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
1980 /* We have a GL extension giving native support */
1981 TRACE_(d3d_caps)("[OK]\n");
1985 /* No native support: Ask the fixed function pipeline implementation if it
1986 * can deal with the conversion
1988 fp = select_fragment_implementation(Adapter, DeviceType);
1989 if(fp->conv_supported(CheckFormat)) {
1990 TRACE_(d3d_caps)("[OK]\n");
1993 TRACE_(d3d_caps)("[FAILED]\n");
1998 TRACE_(d3d_caps)("[FAILED]\n");
2003 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2004 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2007 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2008 const GlPixelFormatDesc *glDesc;
2009 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2011 /* Fail if we weren't able to get a description of the format */
2012 if(!desc || !glDesc)
2015 /* Only allow depth/stencil formats */
2016 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2019 /* Walk through all WGL pixel formats to find a match */
2020 cfgs = Adapters[Adapter].cfgs;
2021 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2022 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
2023 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
2032 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2034 const GlPixelFormatDesc *glDesc;
2035 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2037 /* Fail if we weren't able to get a description of the format */
2038 if(!desc || !glDesc)
2041 /* The flags entry of a format contains the filtering capability */
2042 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2048 /* Check the render target capabilities of a format */
2049 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2052 const GlPixelFormatDesc *glDesc;
2053 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2055 /* Fail if we weren't able to get a description of the format */
2056 if(!desc || !glDesc)
2059 /* Filter out non-RT formats */
2060 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2063 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2064 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2066 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2067 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2069 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2070 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2072 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2073 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2074 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2075 TRACE_(d3d_caps)("[FAILED]\n");
2079 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2080 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2081 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2082 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2083 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2087 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2088 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2089 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2092 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2093 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2094 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2095 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2099 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2100 /* For now return TRUE for FBOs until we have some proper checks.
2101 * Note that this function will only be called when the format is around for texturing. */
2107 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2109 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2110 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2111 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2115 switch (CheckFormat) {
2116 case WINED3DFMT_A8R8G8B8:
2117 case WINED3DFMT_X8R8G8B8:
2118 case WINED3DFMT_A4R4G4B4:
2120 case WINED3DFMT_A8L8:
2121 case WINED3DFMT_DXT1:
2122 case WINED3DFMT_DXT2:
2123 case WINED3DFMT_DXT3:
2124 case WINED3DFMT_DXT4:
2125 case WINED3DFMT_DXT5:
2126 TRACE_(d3d_caps)("[OK]\n");
2130 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2136 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2138 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2139 * doing the color fixup in shaders.
2140 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2141 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2142 int vs_selected_mode;
2143 int ps_selected_mode;
2144 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2146 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2147 TRACE_(d3d_caps)("[OK]\n");
2152 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2156 /* Check if a format support blending in combination with pixel shaders */
2157 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2159 const GlPixelFormatDesc *glDesc;
2160 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2162 /* Fail if we weren't able to get a description of the format */
2163 if(!desc || !glDesc)
2166 /* The flags entry of a format contains the post pixel shader blending capability */
2167 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2173 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2174 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2175 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2176 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2177 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2178 * capability anyway.
2180 * For now lets report this on all formats, but in the future we may want to
2181 * restrict it to some should games need that
2186 /* Check if a texture format is supported on the given adapter */
2187 static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2189 const shader_backend_t *shader_backend;
2190 const struct fragment_pipeline *fp;
2191 const GlPixelFormatDesc *glDesc;
2193 switch (CheckFormat) {
2196 * supported: RGB(A) formats
2198 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2199 case WINED3DFMT_A8R8G8B8:
2200 case WINED3DFMT_X8R8G8B8:
2201 case WINED3DFMT_R5G6B5:
2202 case WINED3DFMT_X1R5G5B5:
2203 case WINED3DFMT_A1R5G5B5:
2204 case WINED3DFMT_A4R4G4B4:
2206 case WINED3DFMT_X4R4G4B4:
2207 case WINED3DFMT_A8B8G8R8:
2208 case WINED3DFMT_X8B8G8R8:
2209 case WINED3DFMT_A2R10G10B10:
2210 case WINED3DFMT_A2B10G10R10:
2211 case WINED3DFMT_G16R16:
2212 TRACE_(d3d_caps)("[OK]\n");
2215 case WINED3DFMT_R3G3B2:
2216 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2220 * supported: Palettized
2223 TRACE_(d3d_caps)("[OK]\n");
2225 /* No Windows driver offers A8P8, so don't offer it either */
2226 case WINED3DFMT_A8P8:
2230 * Supported: (Alpha)-Luminance
2233 case WINED3DFMT_A8L8:
2234 case WINED3DFMT_L16:
2235 TRACE_(d3d_caps)("[OK]\n");
2238 /* Not supported on Windows, thus disabled */
2239 case WINED3DFMT_A4L4:
2240 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2244 * Supported: Depth/Stencil formats
2246 case WINED3DFMT_D16_LOCKABLE:
2247 case WINED3DFMT_D16:
2248 case WINED3DFMT_D15S1:
2249 case WINED3DFMT_D24X8:
2250 case WINED3DFMT_D24X4S4:
2251 case WINED3DFMT_D24S8:
2252 case WINED3DFMT_D24FS8:
2253 case WINED3DFMT_D32:
2254 case WINED3DFMT_D32F_LOCKABLE:
2258 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2259 * GL_NV_texture_shader). Emulated by shaders
2261 case WINED3DFMT_V8U8:
2262 case WINED3DFMT_X8L8V8U8:
2263 case WINED3DFMT_L6V5U5:
2264 case WINED3DFMT_Q8W8V8U8:
2265 case WINED3DFMT_V16U16:
2266 case WINED3DFMT_W11V11U10:
2267 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2268 if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
2269 /* We have a GL extension giving native support */
2270 TRACE_(d3d_caps)("[OK]\n");
2274 /* No native support: Ask the fixed function pipeline implementation if it
2275 * can deal with the conversion
2277 shader_backend = select_shader_backend(Adapter, DeviceType);
2278 if(shader_backend->shader_conv_supported(CheckFormat)) {
2279 TRACE_(d3d_caps)("[OK]\n");
2282 TRACE_(d3d_caps)("[FAILED]\n");
2286 case WINED3DFMT_DXT1:
2287 case WINED3DFMT_DXT2:
2288 case WINED3DFMT_DXT3:
2289 case WINED3DFMT_DXT4:
2290 case WINED3DFMT_DXT5:
2291 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2292 TRACE_(d3d_caps)("[OK]\n");
2295 TRACE_(d3d_caps)("[FAILED]\n");
2300 * Odd formats - not supported
2302 case WINED3DFMT_VERTEXDATA:
2303 case WINED3DFMT_INDEX16:
2304 case WINED3DFMT_INDEX32:
2305 case WINED3DFMT_Q16W16V16U16:
2306 case WINED3DFMT_A2W10V10U10:
2307 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2311 * WINED3DFMT_CxV8U8: Not supported right now
2313 case WINED3DFMT_CxV8U8:
2314 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2318 case WINED3DFMT_UYVY:
2319 case WINED3DFMT_YUY2:
2320 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2321 TRACE_(d3d_caps)("[OK]\n");
2324 TRACE_(d3d_caps)("[FAILED]\n");
2328 case WINED3DFMT_A16B16G16R16:
2329 case WINED3DFMT_A8R3G3B2:
2330 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2333 /* Floating point formats */
2334 case WINED3DFMT_R16F:
2335 case WINED3DFMT_A16B16G16R16F:
2336 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2337 TRACE_(d3d_caps)("[OK]\n");
2340 TRACE_(d3d_caps)("[FAILED]\n");
2343 case WINED3DFMT_R32F:
2344 case WINED3DFMT_A32B32G32R32F:
2345 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2346 TRACE_(d3d_caps)("[OK]\n");
2349 TRACE_(d3d_caps)("[FAILED]\n");
2352 case WINED3DFMT_G16R16F:
2353 case WINED3DFMT_G32R32F:
2354 TRACE_(d3d_caps)("[FAILED]\n");
2357 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2358 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2359 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2360 * We can do instancing with all shader versions, but we need vertex shaders.
2362 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2363 * to enable instancing. WineD3D doesn't need that and just ignores it.
2365 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2367 case WINEMAKEFOURCC('I','N','S','T'):
2368 TRACE("ATI Instancing check hack\n");
2369 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2370 TRACE_(d3d_caps)("[OK]\n");
2373 TRACE_(d3d_caps)("[FAILED]\n");
2376 /* Some weird FOURCC formats */
2377 case WINED3DFMT_R8G8_B8G8:
2378 case WINED3DFMT_G8R8_G8B8:
2379 case WINED3DFMT_MULTI2_ARGB8:
2380 TRACE_(d3d_caps)("[FAILED]\n");
2383 /* Vendor specific formats */
2384 case WINED3DFMT_ATI2N:
2385 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2386 shader_backend = select_shader_backend(Adapter, DeviceType);
2387 fp = select_fragment_implementation(Adapter, DeviceType);
2388 if(shader_backend->shader_conv_supported(CheckFormat) &&
2389 fp->conv_supported(CheckFormat)) {
2390 TRACE_(d3d_caps)("[OK]\n");
2394 TRACE_(d3d_caps)("[OK]\n");
2397 TRACE_(d3d_caps)("[FAILED]\n");
2400 case WINED3DFMT_UNKNOWN:
2404 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2410 static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat) {
2411 const struct blit_shader *blitter;
2413 /* All format that are supported for textures are supported for surfaces as well */
2414 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
2415 /* All depth stencil formats are supported on surfaces */
2416 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
2418 /* If opengl can't process the format natively, the blitter may be able to convert it */
2419 blitter = select_blit_implementation(Adapter, DeviceType);
2420 if(blitter->conv_supported(CheckFormat)) {
2421 TRACE_(d3d_caps)("[OK]\n");
2425 /* Reject other formats */
2426 TRACE_(d3d_caps)("[FAILED]\n");
2430 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2432 if (!GL_LIMITS(vertex_samplers)) {
2433 TRACE_(d3d_caps)("[FAILED]\n");
2437 switch (CheckFormat) {
2438 case WINED3DFMT_A32B32G32R32F:
2439 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2440 TRACE_(d3d_caps)("[FAILED]\n");
2443 TRACE_(d3d_caps)("[OK]\n");
2447 TRACE_(d3d_caps)("[FAILED]\n");
2453 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2454 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2455 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2456 DWORD UsageCaps = 0;
2458 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2461 DeviceType, debug_d3ddevicetype(DeviceType),
2462 AdapterFormat, debug_d3dformat(AdapterFormat),
2463 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2464 RType, debug_d3dresourcetype(RType),
2465 CheckFormat, debug_d3dformat(CheckFormat));
2467 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2468 return WINED3DERR_INVALIDCALL;
2471 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2472 /* Cubetexture allows:
2473 * - D3DUSAGE_AUTOGENMIPMAP
2474 * - D3DUSAGE_DEPTHSTENCIL
2475 * - D3DUSAGE_DYNAMIC
2476 * - D3DUSAGE_NONSECURE (d3d9ex)
2477 * - D3DUSAGE_RENDERTARGET
2478 * - D3DUSAGE_SOFTWAREPROCESSING
2479 * - D3DUSAGE_QUERY_WRAPANDMIP
2481 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2482 /* Check if the texture format is around */
2483 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2484 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2485 /* Check for automatic mipmap generation support */
2486 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2487 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2489 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2490 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2494 /* Always report dynamic locking */
2495 if(Usage & WINED3DUSAGE_DYNAMIC)
2496 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2498 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2499 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2500 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2502 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2503 return WINED3DERR_NOTAVAILABLE;
2507 /* Always report software processing */
2508 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2509 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2511 /* Check QUERY_FILTER support */
2512 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2513 if(CheckFilterCapability(Adapter, CheckFormat)) {
2514 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2516 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2517 return WINED3DERR_NOTAVAILABLE;
2521 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2522 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2523 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2524 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2526 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2527 return WINED3DERR_NOTAVAILABLE;
2531 /* Check QUERY_SRGBREAD support */
2532 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2533 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2534 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2536 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2537 return WINED3DERR_NOTAVAILABLE;
2541 /* Check QUERY_SRGBWRITE support */
2542 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2543 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2544 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2546 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2547 return WINED3DERR_NOTAVAILABLE;
2551 /* Check QUERY_VERTEXTEXTURE support */
2552 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2553 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2554 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2556 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2557 return WINED3DERR_NOTAVAILABLE;
2561 /* Check QUERY_WRAPANDMIP support */
2562 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2563 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2564 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2566 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2567 return WINED3DERR_NOTAVAILABLE;
2571 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2572 return WINED3DERR_NOTAVAILABLE;
2575 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2576 return WINED3DERR_NOTAVAILABLE;
2578 } else if(RType == WINED3DRTYPE_SURFACE) {
2580 * - D3DUSAGE_DEPTHSTENCIL
2581 * - D3DUSAGE_NONSECURE (d3d9ex)
2582 * - D3DUSAGE_RENDERTARGET
2585 if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat)) {
2586 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2587 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2588 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2590 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2591 return WINED3DERR_NOTAVAILABLE;
2595 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2596 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2597 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2599 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2600 return WINED3DERR_NOTAVAILABLE;
2604 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2605 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2606 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2607 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2609 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2610 return WINED3DERR_NOTAVAILABLE;
2614 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2615 return WINED3DERR_NOTAVAILABLE;
2618 } else if(RType == WINED3DRTYPE_TEXTURE) {
2620 * - D3DUSAGE_AUTOGENMIPMAP
2621 * - D3DUSAGE_DEPTHSTENCIL
2623 * - D3DUSAGE_DYNAMIC
2624 * - D3DUSAGE_NONSECURE (d3d9ex)
2625 * - D3DUSAGE_RENDERTARGET
2626 * - D3DUSAGE_SOFTWAREPROCESSING
2627 * - D3DUSAGE_TEXTAPI (d3d9ex)
2628 * - D3DUSAGE_QUERY_WRAPANDMIP
2631 /* Check if the texture format is around */
2632 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2633 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2634 /* Check for automatic mipmap generation support */
2635 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2636 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2638 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2639 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2643 /* Always report dynamic locking */
2644 if(Usage & WINED3DUSAGE_DYNAMIC)
2645 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2647 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2648 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2649 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2651 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2652 return WINED3DERR_NOTAVAILABLE;
2656 /* Always report software processing */
2657 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2658 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2660 /* Check QUERY_FILTER support */
2661 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2662 if(CheckFilterCapability(Adapter, CheckFormat)) {
2663 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2665 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2666 return WINED3DERR_NOTAVAILABLE;
2670 /* Check QUERY_LEGACYBUMPMAP support */
2671 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2672 if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
2673 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2675 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2676 return WINED3DERR_NOTAVAILABLE;
2680 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2681 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2682 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2683 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2685 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2686 return WINED3DERR_NOTAVAILABLE;
2690 /* Check QUERY_SRGBREAD support */
2691 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2692 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2693 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2695 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2696 return WINED3DERR_NOTAVAILABLE;
2700 /* Check QUERY_SRGBWRITE support */
2701 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2702 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2703 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2705 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2706 return WINED3DERR_NOTAVAILABLE;
2710 /* Check QUERY_VERTEXTEXTURE support */
2711 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2712 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2713 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2715 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2716 return WINED3DERR_NOTAVAILABLE;
2720 /* Check QUERY_WRAPANDMIP support */
2721 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2722 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2723 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2725 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2726 return WINED3DERR_NOTAVAILABLE;
2730 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2731 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2732 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2734 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2735 return WINED3DERR_NOTAVAILABLE;
2739 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2740 return WINED3DERR_NOTAVAILABLE;
2742 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2743 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2744 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2746 * Volumetexture allows:
2747 * - D3DUSAGE_DYNAMIC
2748 * - D3DUSAGE_NONSECURE (d3d9ex)
2749 * - D3DUSAGE_SOFTWAREPROCESSING
2750 * - D3DUSAGE_QUERY_WRAPANDMIP
2753 /* Check volume texture and volume usage caps */
2754 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2755 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
2756 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2757 return WINED3DERR_NOTAVAILABLE;
2760 /* Always report dynamic locking */
2761 if(Usage & WINED3DUSAGE_DYNAMIC)
2762 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2764 /* Always report software processing */
2765 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2766 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2768 /* Check QUERY_FILTER support */
2769 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2770 if(CheckFilterCapability(Adapter, CheckFormat)) {
2771 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2773 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2774 return WINED3DERR_NOTAVAILABLE;
2778 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2779 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2780 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2781 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2783 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2784 return WINED3DERR_NOTAVAILABLE;
2788 /* Check QUERY_SRGBREAD support */
2789 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2790 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2791 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2793 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2794 return WINED3DERR_NOTAVAILABLE;
2798 /* Check QUERY_SRGBWRITE support */
2799 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2800 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2801 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2803 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2804 return WINED3DERR_NOTAVAILABLE;
2808 /* Check QUERY_VERTEXTEXTURE support */
2809 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2810 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2811 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2813 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2814 return WINED3DERR_NOTAVAILABLE;
2818 /* Check QUERY_WRAPANDMIP support */
2819 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2820 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2821 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2823 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2824 return WINED3DERR_NOTAVAILABLE;
2828 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2829 return WINED3DERR_NOTAVAILABLE;
2832 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2833 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2834 * app needing one of those formats, don't advertize them to avoid leading apps into
2835 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2838 switch(CheckFormat) {
2840 case WINED3DFMT_A4L4:
2841 case WINED3DFMT_R32F:
2842 case WINED3DFMT_R16F:
2843 case WINED3DFMT_X8L8V8U8:
2844 case WINED3DFMT_L6V5U5:
2845 case WINED3DFMT_G16R16:
2846 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2847 return WINED3DERR_NOTAVAILABLE;
2849 case WINED3DFMT_Q8W8V8U8:
2850 case WINED3DFMT_V16U16:
2851 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2852 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2853 return WINED3DERR_NOTAVAILABLE;
2857 case WINED3DFMT_V8U8:
2858 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2859 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2860 return WINED3DERR_NOTAVAILABLE;
2864 case WINED3DFMT_DXT1:
2865 case WINED3DFMT_DXT2:
2866 case WINED3DFMT_DXT3:
2867 case WINED3DFMT_DXT4:
2868 case WINED3DFMT_DXT5:
2869 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2870 * compressed texture results in an error. While the D3D refrast does
2871 * support s3tc volumes, at least the nvidia windows driver does not, so
2872 * we're free not to support this format.
2874 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2875 return WINED3DERR_NOTAVAILABLE;
2878 /* Do nothing, continue with checking the format below */
2881 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2882 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2883 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2884 return WINED3DERR_NOTAVAILABLE;
2887 /* This format is nothing special and it is supported perfectly.
2888 * However, ati and nvidia driver on windows do not mark this format as
2889 * supported (tested with the dxCapsViewer) and pretending to
2890 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2891 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2892 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2894 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2895 TRACE_(d3d_caps)("[FAILED]\n");
2896 return WINED3DERR_NOTAVAILABLE;
2899 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2900 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2901 * usage flags match. */
2902 if(UsageCaps == Usage) {
2904 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2905 return WINED3DOK_NOAUTOGEN;
2907 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);
2908 return WINED3DERR_NOTAVAILABLE;
2912 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2913 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2914 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2916 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2919 DeviceType, debug_d3ddevicetype(DeviceType),
2920 SourceFormat, debug_d3dformat(SourceFormat),
2921 TargetFormat, debug_d3dformat(TargetFormat));
2925 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2926 const shader_backend_t *ret;
2927 int vs_selected_mode;
2928 int ps_selected_mode;
2930 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2931 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2932 ret = &glsl_shader_backend;
2933 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2934 ret = &arb_program_shader_backend;
2936 ret = &none_shader_backend;
2941 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2942 int vs_selected_mode;
2943 int ps_selected_mode;
2945 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2946 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2947 return &arbfp_fragment_pipeline;
2948 } else if(ps_selected_mode == SHADER_ATI) {
2949 return &atifs_fragment_pipeline;
2950 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2951 return &nvts_fragment_pipeline;
2952 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2953 return &nvrc_fragment_pipeline;
2955 return &ffp_fragment_pipeline;
2959 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2960 int vs_selected_mode;
2961 int ps_selected_mode;
2963 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2964 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2971 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2972 subset of a D3DCAPS9 structure. However, it has to come via a void *
2973 as the d3d8 interface cannot import the d3d9 header */
2974 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2976 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2977 int vs_selected_mode;
2978 int ps_selected_mode;
2979 struct shader_caps shader_caps;
2980 struct fragment_caps fragment_caps;
2981 const shader_backend_t *shader_backend;
2982 const struct fragment_pipeline *frag_pipeline = NULL;
2983 DWORD ckey_caps, blit_caps, fx_caps;
2985 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2987 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2988 return WINED3DERR_INVALIDCALL;
2991 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2993 /* This function should *not* be modifying GL caps
2994 * TODO: move the functionality where it belongs */
2995 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2997 /* ------------------------------------------------
2998 The following fields apply to both d3d8 and d3d9
2999 ------------------------------------------------ */
3000 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3001 pCaps->AdapterOrdinal = Adapter;
3004 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3005 WINED3DCAPS2_FULLSCREENGAMMA |
3006 WINED3DCAPS2_DYNAMICTEXTURES;
3007 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3008 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3010 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
3011 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3012 WINED3DPRESENT_INTERVAL_ONE;
3014 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3015 WINED3DCURSORCAPS_LOWRES;
3017 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3018 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3019 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3020 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3021 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3022 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3023 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3024 WINED3DDEVCAPS_PUREDEVICE |
3025 WINED3DDEVCAPS_HWRASTERIZATION |
3026 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3027 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3028 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3029 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3030 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3031 WINED3DDEVCAPS_RTPATCHES;
3033 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3034 WINED3DPMISCCAPS_CULLCCW |
3035 WINED3DPMISCCAPS_CULLCW |
3036 WINED3DPMISCCAPS_COLORWRITEENABLE |
3037 WINED3DPMISCCAPS_CLIPTLVERTS |
3038 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3039 WINED3DPMISCCAPS_MASKZ |
3040 WINED3DPMISCCAPS_BLENDOP |
3041 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3043 WINED3DPMISCCAPS_NULLREFERENCE
3044 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3045 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3046 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3047 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3049 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3050 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3052 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3053 WINED3DPRASTERCAPS_PAT |
3054 WINED3DPRASTERCAPS_WFOG |
3055 WINED3DPRASTERCAPS_ZFOG |
3056 WINED3DPRASTERCAPS_FOGVERTEX |
3057 WINED3DPRASTERCAPS_FOGTABLE |
3058 WINED3DPRASTERCAPS_STIPPLE |
3059 WINED3DPRASTERCAPS_SUBPIXEL |
3060 WINED3DPRASTERCAPS_ZTEST |
3061 WINED3DPRASTERCAPS_SCISSORTEST |
3062 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3063 WINED3DPRASTERCAPS_DEPTHBIAS;
3065 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3066 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3067 WINED3DPRASTERCAPS_ZBIAS |
3068 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3070 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3071 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3074 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3075 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3076 WINED3DPRASTERCAPS_ANTIALIASEDGES
3077 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3078 WINED3DPRASTERCAPS_WBUFFER */
3080 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3081 WINED3DPCMPCAPS_EQUAL |
3082 WINED3DPCMPCAPS_GREATER |
3083 WINED3DPCMPCAPS_GREATEREQUAL |
3084 WINED3DPCMPCAPS_LESS |
3085 WINED3DPCMPCAPS_LESSEQUAL |
3086 WINED3DPCMPCAPS_NEVER |
3087 WINED3DPCMPCAPS_NOTEQUAL;
3089 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3090 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3091 WINED3DPBLENDCAPS_DESTALPHA |
3092 WINED3DPBLENDCAPS_DESTCOLOR |
3093 WINED3DPBLENDCAPS_INVDESTALPHA |
3094 WINED3DPBLENDCAPS_INVDESTCOLOR |
3095 WINED3DPBLENDCAPS_INVSRCALPHA |
3096 WINED3DPBLENDCAPS_INVSRCCOLOR |
3097 WINED3DPBLENDCAPS_ONE |
3098 WINED3DPBLENDCAPS_SRCALPHA |
3099 WINED3DPBLENDCAPS_SRCALPHASAT |
3100 WINED3DPBLENDCAPS_SRCCOLOR |
3101 WINED3DPBLENDCAPS_ZERO;
3103 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3104 WINED3DPBLENDCAPS_DESTCOLOR |
3105 WINED3DPBLENDCAPS_INVDESTALPHA |
3106 WINED3DPBLENDCAPS_INVDESTCOLOR |
3107 WINED3DPBLENDCAPS_INVSRCALPHA |
3108 WINED3DPBLENDCAPS_INVSRCCOLOR |
3109 WINED3DPBLENDCAPS_ONE |
3110 WINED3DPBLENDCAPS_SRCALPHA |
3111 WINED3DPBLENDCAPS_SRCCOLOR |
3112 WINED3DPBLENDCAPS_ZERO;
3113 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3114 * according to the glBlendFunc manpage
3116 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3117 * legacy settings for srcblend only
3120 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3121 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3122 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3126 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3127 WINED3DPCMPCAPS_EQUAL |
3128 WINED3DPCMPCAPS_GREATER |
3129 WINED3DPCMPCAPS_GREATEREQUAL |
3130 WINED3DPCMPCAPS_LESS |
3131 WINED3DPCMPCAPS_LESSEQUAL |
3132 WINED3DPCMPCAPS_NEVER |
3133 WINED3DPCMPCAPS_NOTEQUAL;
3135 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3136 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3137 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3138 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3139 WINED3DPSHADECAPS_COLORFLATRGB |
3140 WINED3DPSHADECAPS_FOGFLAT |
3141 WINED3DPSHADECAPS_FOGGOURAUD |
3142 WINED3DPSHADECAPS_SPECULARFLATRGB;
3144 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3145 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3146 WINED3DPTEXTURECAPS_TRANSPARENCY |
3147 WINED3DPTEXTURECAPS_BORDER |
3148 WINED3DPTEXTURECAPS_MIPMAP |
3149 WINED3DPTEXTURECAPS_PROJECTED |
3150 WINED3DPTEXTURECAPS_PERSPECTIVE;
3152 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3153 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3154 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3157 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3158 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3159 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3160 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3163 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3164 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3165 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3166 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3170 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3171 WINED3DPTFILTERCAPS_MAGFPOINT |
3172 WINED3DPTFILTERCAPS_MINFLINEAR |
3173 WINED3DPTFILTERCAPS_MINFPOINT |
3174 WINED3DPTFILTERCAPS_MIPFLINEAR |
3175 WINED3DPTFILTERCAPS_MIPFPOINT |
3176 WINED3DPTFILTERCAPS_LINEAR |
3177 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3178 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3179 WINED3DPTFILTERCAPS_MIPLINEAR |
3180 WINED3DPTFILTERCAPS_MIPNEAREST |
3181 WINED3DPTFILTERCAPS_NEAREST;
3183 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3184 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3185 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3188 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3189 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3190 WINED3DPTFILTERCAPS_MAGFPOINT |
3191 WINED3DPTFILTERCAPS_MINFLINEAR |
3192 WINED3DPTFILTERCAPS_MINFPOINT |
3193 WINED3DPTFILTERCAPS_MIPFLINEAR |
3194 WINED3DPTFILTERCAPS_MIPFPOINT |
3195 WINED3DPTFILTERCAPS_LINEAR |
3196 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3197 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3198 WINED3DPTFILTERCAPS_MIPLINEAR |
3199 WINED3DPTFILTERCAPS_MIPNEAREST |
3200 WINED3DPTFILTERCAPS_NEAREST;
3202 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3203 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3204 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3207 pCaps->CubeTextureFilterCaps = 0;
3209 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3210 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3211 WINED3DPTFILTERCAPS_MAGFPOINT |
3212 WINED3DPTFILTERCAPS_MINFLINEAR |
3213 WINED3DPTFILTERCAPS_MINFPOINT |
3214 WINED3DPTFILTERCAPS_MIPFLINEAR |
3215 WINED3DPTFILTERCAPS_MIPFPOINT |
3216 WINED3DPTFILTERCAPS_LINEAR |
3217 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3218 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3219 WINED3DPTFILTERCAPS_MIPLINEAR |
3220 WINED3DPTFILTERCAPS_MIPNEAREST |
3221 WINED3DPTFILTERCAPS_NEAREST;
3223 pCaps->VolumeTextureFilterCaps = 0;
3225 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3226 WINED3DPTADDRESSCAPS_CLAMP |
3227 WINED3DPTADDRESSCAPS_WRAP;
3229 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3230 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3232 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3233 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3235 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3236 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3239 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3240 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3241 WINED3DPTADDRESSCAPS_CLAMP |
3242 WINED3DPTADDRESSCAPS_WRAP;
3243 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3244 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3246 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3247 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3249 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3250 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3253 pCaps->VolumeTextureAddressCaps = 0;
3255 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3256 WINED3DLINECAPS_ZTEST;
3258 WINED3DLINECAPS_BLEND
3259 WINED3DLINECAPS_ALPHACMP
3260 WINED3DLINECAPS_FOG */
3262 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3263 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3265 if(GL_SUPPORT(EXT_TEXTURE3D))
3266 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3268 pCaps->MaxVolumeExtent = 0;
3270 pCaps->MaxTextureRepeat = 32768;
3271 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3272 pCaps->MaxVertexW = 1.0;
3274 pCaps->GuardBandLeft = 0;
3275 pCaps->GuardBandTop = 0;
3276 pCaps->GuardBandRight = 0;
3277 pCaps->GuardBandBottom = 0;
3279 pCaps->ExtentsAdjust = 0;
3281 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3282 WINED3DSTENCILCAPS_INCRSAT |
3283 WINED3DSTENCILCAPS_INVERT |
3284 WINED3DSTENCILCAPS_KEEP |
3285 WINED3DSTENCILCAPS_REPLACE |
3286 WINED3DSTENCILCAPS_ZERO;
3287 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3288 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3289 WINED3DSTENCILCAPS_INCR;
3291 if ( This->dxVersion > 8 &&
3292 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3293 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3294 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3297 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3299 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3300 pCaps->MaxActiveLights = GL_LIMITS(lights);
3302 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3303 pCaps->MaxVertexBlendMatrixIndex = 0;
3305 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3306 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3309 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3310 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3311 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3312 WINED3DVTXPCAPS_LOCALVIEWER |
3313 WINED3DVTXPCAPS_VERTEXFOG |
3314 WINED3DVTXPCAPS_TEXGEN;
3316 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3318 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3319 pCaps->MaxVertexIndex = 0xFFFFF;
3320 pCaps->MaxStreams = MAX_STREAMS;
3321 pCaps->MaxStreamStride = 1024;
3323 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3324 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3325 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3326 pCaps->MaxNpatchTessellationLevel = 0;
3327 pCaps->MasterAdapterOrdinal = 0;
3328 pCaps->AdapterOrdinalInGroup = 0;
3329 pCaps->NumberOfAdaptersInGroup = 1;
3331 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3333 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3334 WINED3DPTFILTERCAPS_MAGFPOINT |
3335 WINED3DPTFILTERCAPS_MINFLINEAR |
3336 WINED3DPTFILTERCAPS_MAGFLINEAR;
3337 pCaps->VertexTextureFilterCaps = 0;
3339 memset(&shader_caps, 0, sizeof(shader_caps));
3340 shader_backend = select_shader_backend(Adapter, DeviceType);
3341 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3343 memset(&fragment_caps, 0, sizeof(fragment_caps));
3344 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3345 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3347 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3348 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3350 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3351 * Ignore shader model capabilities if disabled in config
3353 if(vs_selected_mode == SHADER_NONE) {
3354 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3355 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3356 pCaps->MaxVertexShaderConst = 0;
3358 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3359 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3362 if(ps_selected_mode == SHADER_NONE) {
3363 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3364 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3365 pCaps->PixelShader1xMaxValue = 0.0;
3367 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3368 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3371 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3372 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3373 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3375 pCaps->VS20Caps = shader_caps.VS20Caps;
3376 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3377 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3378 pCaps->PS20Caps = shader_caps.PS20Caps;
3379 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3380 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3382 /* The following caps are shader specific, but they are things we cannot detect, or which
3383 * are the same among all shader models. So to avoid code duplication set the shader version
3384 * specific, but otherwise constant caps here
3386 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3387 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3388 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3389 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3390 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3391 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3392 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3394 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3395 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3396 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3397 pCaps->VS20Caps.Caps = 0;
3398 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3399 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3400 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3402 pCaps->MaxVShaderInstructionsExecuted = 65535;
3403 pCaps->MaxVertexShader30InstructionSlots = 0;
3404 } else { /* VS 1.x */
3405 pCaps->VS20Caps.Caps = 0;
3406 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3407 pCaps->VS20Caps.NumTemps = 0;
3408 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3410 pCaps->MaxVShaderInstructionsExecuted = 0;
3411 pCaps->MaxVertexShader30InstructionSlots = 0;
3414 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3415 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3416 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3418 /* 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 */
3419 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3420 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3421 WINED3DPS20CAPS_PREDICATION |
3422 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3423 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3424 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3425 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3426 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3427 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3429 pCaps->MaxPShaderInstructionsExecuted = 65535;
3430 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3431 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3432 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3433 pCaps->PS20Caps.Caps = 0;
3434 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3435 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3436 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3437 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3439 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3440 pCaps->MaxPixelShader30InstructionSlots = 0;
3441 } else { /* PS 1.x */
3442 pCaps->PS20Caps.Caps = 0;
3443 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3444 pCaps->PS20Caps.NumTemps = 0;
3445 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3446 pCaps->PS20Caps.NumInstructionSlots = 0;
3448 pCaps->MaxPShaderInstructionsExecuted = 0;
3449 pCaps->MaxPixelShader30InstructionSlots = 0;
3452 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3453 /* OpenGL supports all the formats below, perhaps not always
3454 * without conversion, but it supports them.
3455 * Further GLSL doesn't seem to have an official unsigned type so
3456 * don't advertise it yet as I'm not sure how we handle it.
3457 * We might need to add some clamping in the shader engine to
3459 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3460 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3461 WINED3DDTCAPS_UBYTE4N |
3462 WINED3DDTCAPS_SHORT2N |
3463 WINED3DDTCAPS_SHORT4N;
3464 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3465 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3466 WINED3DDTCAPS_FLOAT16_4;
3469 pCaps->DeclTypes = 0;
3471 /* Set DirectDraw helper Caps */
3472 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3473 WINEDDCKEYCAPS_SRCBLT;
3474 fx_caps = WINEDDFXCAPS_BLTALPHA |
3475 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3476 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3477 WINEDDFXCAPS_BLTROTATION90 |
3478 WINEDDFXCAPS_BLTSHRINKX |
3479 WINEDDFXCAPS_BLTSHRINKXN |
3480 WINEDDFXCAPS_BLTSHRINKY |
3481 WINEDDFXCAPS_BLTSHRINKXN |
3482 WINEDDFXCAPS_BLTSTRETCHX |
3483 WINEDDFXCAPS_BLTSTRETCHXN |
3484 WINEDDFXCAPS_BLTSTRETCHY |
3485 WINEDDFXCAPS_BLTSTRETCHYN;
3486 blit_caps = WINEDDCAPS_BLT |
3487 WINEDDCAPS_BLTCOLORFILL |
3488 WINEDDCAPS_BLTDEPTHFILL |
3489 WINEDDCAPS_BLTSTRETCH |
3490 WINEDDCAPS_CANBLTSYSMEM |
3491 WINEDDCAPS_CANCLIP |
3492 WINEDDCAPS_CANCLIPSTRETCHED |
3493 WINEDDCAPS_COLORKEY |
3494 WINEDDCAPS_COLORKEYHWASSIST |
3495 WINEDDCAPS_ALIGNBOUNDARYSRC;
3497 /* Fill the ddraw caps structure */
3498 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3499 WINEDDCAPS_PALETTE |
3501 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3502 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3503 WINEDDCAPS2_PRIMARYGAMMA |
3504 WINEDDCAPS2_WIDESURFACES |
3505 WINEDDCAPS2_CANRENDERWINDOWED;
3506 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3507 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3508 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3509 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3510 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3511 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3512 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3513 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3514 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3516 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3517 WINEDDSCAPS_BACKBUFFER |
3519 WINEDDSCAPS_FRONTBUFFER |
3520 WINEDDSCAPS_OFFSCREENPLAIN |
3521 WINEDDSCAPS_PALETTE |
3522 WINEDDSCAPS_PRIMARYSURFACE |
3523 WINEDDSCAPS_SYSTEMMEMORY |
3524 WINEDDSCAPS_VIDEOMEMORY |
3525 WINEDDSCAPS_VISIBLE;
3526 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3528 /* Set D3D caps if OpenGL is available. */
3529 if(Adapters[Adapter].opengl) {
3530 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3531 WINEDDSCAPS_MIPMAP |
3532 WINEDDSCAPS_TEXTURE |
3533 WINEDDSCAPS_ZBUFFER;
3534 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3540 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3541 and fields being inserted in the middle, a new structure is used in place */
3542 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3543 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3546 IWineD3DDeviceImpl *object = NULL;
3547 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3548 WINED3DDISPLAYMODE mode;
3549 const struct fragment_pipeline *frag_pipeline = NULL;
3551 struct fragment_caps ffp_caps;
3553 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3554 * number and create a device without a 3D adapter for 2D only operation.
3556 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3557 return WINED3DERR_INVALIDCALL;
3560 /* Create a WineD3DDevice object */
3561 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3562 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3563 TRACE("Created WineD3DDevice object @ %p\n", object);
3564 if (NULL == object) {
3565 return WINED3DERR_OUTOFVIDEOMEMORY;
3568 /* Set up initial COM information */
3569 object->lpVtbl = &IWineD3DDevice_Vtbl;
3571 object->wineD3D = iface;
3572 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3573 IWineD3D_AddRef(object->wineD3D);
3574 object->parent = parent;
3575 list_init(&object->resources);
3576 list_init(&object->shaders);
3578 if(This->dxVersion == 7) {
3579 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3581 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3583 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3585 /* Set the state up as invalid until the device is fully created */
3586 object->state = WINED3DERR_DRIVERINTERNALERROR;
3588 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3589 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3591 /* Save the creation parameters */
3592 object->createParms.AdapterOrdinal = Adapter;
3593 object->createParms.DeviceType = DeviceType;
3594 object->createParms.hFocusWindow = hFocusWindow;
3595 object->createParms.BehaviorFlags = BehaviourFlags;
3597 /* Initialize other useful values */
3598 object->adapterNo = Adapter;
3599 object->devType = DeviceType;
3601 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3602 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3604 memset(&ffp_caps, 0, sizeof(ffp_caps));
3605 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3606 object->frag_pipe = frag_pipeline;
3607 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
3608 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3609 compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3610 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3612 object->blitter = select_blit_implementation(Adapter, DeviceType);
3614 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3615 * model can deal with that. It is essentially the same, just with adjusted
3616 * Set*ShaderConstantF implementations
3618 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3619 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3622 /* set the state of the device to valid */
3623 object->state = WINED3D_OK;
3625 /* Get the initial screen setup for ddraw */
3626 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3628 object->ddraw_width = mode.Width;
3629 object->ddraw_height = mode.Height;
3630 object->ddraw_format = mode.Format;
3632 for(i = 0; i < PATCHMAP_SIZE; i++) {
3633 list_init(&object->patches[i]);
3637 #undef GLINFO_LOCATION
3639 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3640 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3641 IUnknown_AddRef(This->parent);
3642 *pParent = This->parent;
3646 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3647 IUnknown* surfaceParent;
3648 TRACE("(%p) call back\n", pSurface);
3650 /* Now, release the parent, which will take care of cleaning up the surface for us */
3651 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3652 IUnknown_Release(surfaceParent);
3653 return IUnknown_Release(surfaceParent);
3656 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3657 IUnknown* volumeParent;
3658 TRACE("(%p) call back\n", pVolume);
3660 /* Now, release the parent, which will take care of cleaning up the volume for us */
3661 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3662 IUnknown_Release(volumeParent);
3663 return IUnknown_Release(volumeParent);
3666 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3667 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3668 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3669 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3671 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3672 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3673 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3674 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3675 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3676 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3677 * DirectDraw, not OpenGL.
3679 if(gl_info->supported[APPLE_FENCE] &&
3680 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3681 gl_info->supported[APPLE_FLUSH_RENDER] &&
3682 gl_info->supported[APPLE_YCBCR_422]) {
3683 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3684 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3687 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3688 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3693 #define GLINFO_LOCATION (*gl_info)
3694 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3695 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3696 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3697 * all the texture. This function detects this bug by its symptom and disables PBOs
3698 * if the test fails.
3700 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3701 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3702 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3703 * read back is compared to the original. If they are equal PBOs are assumed to work,
3704 * otherwise the PBO extension is disabled.
3706 GLuint texture, pbo;
3707 static const unsigned int pattern[] = {
3708 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3709 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3710 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3711 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3713 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3715 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3716 /* No PBO -> No point in testing them */
3720 while(glGetError());
3721 glGenTextures(1, &texture);
3722 glBindTexture(GL_TEXTURE_2D, texture);
3723 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3724 checkGLcall("Specifying the PBO test texture\n");
3726 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3727 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3728 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3729 checkGLcall("Specifying the PBO test pbo\n");
3731 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3732 checkGLcall("Loading the PBO test texture\n");
3734 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3735 glFinish(); /* just to be sure */
3737 memset(check, 0, sizeof(check));
3738 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3739 checkGLcall("Reading back the PBO test texture\n");
3741 glDeleteTextures(1, &texture);
3742 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3743 checkGLcall("PBO test cleanup\n");
3745 if(memcmp(check, pattern, sizeof(check)) != 0) {
3746 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3747 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3748 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3750 TRACE_(d3d_caps)("PBO test successful\n");
3753 #undef GLINFO_LOCATION
3755 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3756 * reporting a driver version is moot because we are not the Windows driver, and we have different
3757 * bugs, features, etc.
3759 * If a card is not found in this table, the gl driver version is reported
3761 struct driver_version_information {
3762 WORD vendor; /* reported PCI card vendor ID */
3763 WORD card; /* reported PCI card device ID */
3764 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3765 WORD lopart_hi, lopart_lo; /* driver loword to report */
3768 static const struct driver_version_information driver_version_table[] = {
3769 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3770 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3771 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3772 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3773 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3774 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3775 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3776 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3777 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3778 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3779 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3780 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3781 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3782 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3783 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3784 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3785 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3786 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3787 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3789 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3790 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3791 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3792 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3793 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3794 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3795 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3797 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3800 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3802 BOOL apple = implementation_is_apple(gl_info);
3805 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3806 * used it falls back to software. While the compiler can detect if the shader uses all declared
3807 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3808 * using relative addressing falls back to software.
3810 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3812 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3813 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3815 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3816 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3817 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3820 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3821 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3822 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3823 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3824 * according to the spec.
3826 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3827 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3829 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3830 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3831 * this workaround is activated on cards that do not need it, it won't break things, just affect
3832 * performance negatively.
3834 if(gl_info->gl_vendor == VENDOR_INTEL ||
3835 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3836 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3837 gl_info->set_texcoord_w = TRUE;
3841 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3842 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3843 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3844 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3845 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3846 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3847 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3849 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3850 * has this extension promoted to core. The extension loading code sets this extension supported
3851 * due to that, so this code works on fglrx as well.
3853 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3854 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3855 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3856 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3857 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3858 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3859 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3863 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3864 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3865 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3866 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3867 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3868 * We therefore completly remove ARB_tex_npot from the list of supported extensions.
3870 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3871 * triggering the software fallback. There is not much we can do here apart from disabling the
3872 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3873 * in IWineD3DImpl_FillGLCaps).
3874 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3875 * post-processing effects in the game "Max Payne 2").
3876 * The behaviour can be verified through a simple test app attached in bugreport #14724.
3878 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3879 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3880 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3881 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3882 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3886 /* Find out if PBOs work as they are supposed to */
3887 test_pbo_functionality(gl_info);
3889 /* Fixup the driver version */
3890 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3891 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3892 gl_info->gl_card == driver_version_table[i].card) {
3893 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3895 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3896 driver_version_table[i].lopart_lo);
3897 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3898 driver_version_table[i].hipart_lo);
3904 static void WINE_GLAPI invalid_func(void *data) {
3905 ERR("Invalid vertex attribute function called\n");
3909 #define GLINFO_LOCATION (Adapters[0].gl_info)
3911 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3912 * the extension detection and are used in drawStridedSlow
3914 static void WINE_GLAPI position_d3dcolor(void *data) {
3915 DWORD pos = *((DWORD *) data);
3917 FIXME("Add a test for fixed function position from d3dcolor type\n");
3918 glVertex4s(D3DCOLOR_B_R(pos),
3923 static void WINE_GLAPI position_float4(void *data) {
3924 GLfloat *pos = (float *) data;
3926 if (pos[3] < eps && pos[3] > -eps)
3929 float w = 1.0 / pos[3];
3931 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3935 static void WINE_GLAPI diffuse_d3dcolor(void *data) {
3936 DWORD diffuseColor = *((DWORD *) data);
3938 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3939 D3DCOLOR_B_G(diffuseColor),
3940 D3DCOLOR_B_B(diffuseColor),
3941 D3DCOLOR_B_A(diffuseColor));
3944 static void WINE_GLAPI specular_d3dcolor(void *data) {
3945 DWORD specularColor = *((DWORD *) data);
3947 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3948 D3DCOLOR_B_G(specularColor),
3949 D3DCOLOR_B_B(specularColor));
3951 static void WINE_GLAPI warn_no_specular_func(void *data) {
3952 WARN("GL_EXT_secondary_color not supported\n");
3955 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3956 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3957 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3958 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3959 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3960 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3961 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3962 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3963 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3964 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3965 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3966 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3967 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3968 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3969 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3970 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3971 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3972 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3974 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3975 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3976 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3977 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3978 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3979 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3980 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3981 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3982 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3983 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3984 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3985 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3986 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3987 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3988 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3989 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3990 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3992 /* No 4 component entry points here */
3993 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3994 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3995 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3996 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3998 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
4000 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
4001 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4002 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
4004 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
4006 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4007 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4008 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
4009 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4010 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4011 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4012 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4013 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4014 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4015 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4016 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4017 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4019 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4020 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4022 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
4023 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
4024 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
4025 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
4026 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
4027 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4028 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4029 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
4030 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4031 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4032 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4033 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4034 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4035 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4036 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4037 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4038 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4041 #define PUSH1(att) attribs[nAttribs++] = (att);
4042 BOOL InitAdapters(void) {
4043 static HMODULE mod_gl, mod_win32gl;
4045 int ps_selected_mode, vs_selected_mode;
4047 /* No need to hold any lock. The calling library makes sure only one thread calls
4048 * wined3d simultaneously
4050 if(numAdapters > 0) return Adapters[0].opengl;
4052 TRACE("Initializing adapters\n");
4055 #ifdef USE_WIN32_OPENGL
4056 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4057 mod_gl = LoadLibraryA("opengl32.dll");
4059 ERR("Can't load opengl32.dll!\n");
4062 mod_win32gl = mod_gl;
4064 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4065 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4066 mod_gl = GetModuleHandleA("gdi32.dll");
4067 mod_win32gl = LoadLibraryA("opengl32.dll");
4069 ERR("Can't load opengl32.dll!\n");
4075 /* Load WGL core functions from opengl32.dll */
4076 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4080 if(!pwglGetProcAddress) {
4081 ERR("Unable to load wglGetProcAddress!\n");
4085 /* Dynamically load all GL core functions */
4089 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4090 * otherwise because we have to use winex11.drv's override
4092 glFinish = (void*)GetProcAddress(mod_win32gl, "glFinish");
4093 glFlush = (void*)GetProcAddress(mod_win32gl, "glFlush");
4095 /* For now only one default adapter */
4103 WineD3D_PixelFormat *cfgs;
4105 DISPLAY_DEVICEW DisplayDevice;
4108 TRACE("Initializing default adapter\n");
4109 Adapters[0].num = 0;
4110 Adapters[0].monitorPoint.x = -1;
4111 Adapters[0].monitorPoint.y = -1;
4113 if (!WineD3D_CreateFakeGLContext()) {
4114 ERR("Failed to get a gl context for default adapter\n");
4115 WineD3D_ReleaseFakeGLContext();
4119 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4121 ERR("Failed to initialize gl caps for default adapter\n");
4122 WineD3D_ReleaseFakeGLContext();
4125 ret = initPixelFormats(&Adapters[0].gl_info);
4127 ERR("Failed to init gl formats\n");
4128 WineD3D_ReleaseFakeGLContext();
4132 hdc = pwglGetCurrentDC();
4134 ERR("Failed to get gl HDC\n");
4135 WineD3D_ReleaseFakeGLContext();
4139 Adapters[0].driver = "Display";
4140 Adapters[0].description = "Direct3D HAL";
4142 /* Use the VideoRamSize registry setting when set */
4143 if(wined3d_settings.emulated_textureram)
4144 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4146 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4147 Adapters[0].UsedTextureRam = 0;
4148 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4150 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4151 DisplayDevice.cb = sizeof(DisplayDevice);
4152 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4153 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4154 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4156 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4157 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4159 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4160 cfgs = Adapters[0].cfgs;
4161 PUSH1(WGL_RED_BITS_ARB)
4162 PUSH1(WGL_GREEN_BITS_ARB)
4163 PUSH1(WGL_BLUE_BITS_ARB)
4164 PUSH1(WGL_ALPHA_BITS_ARB)
4165 PUSH1(WGL_DEPTH_BITS_ARB)
4166 PUSH1(WGL_STENCIL_BITS_ARB)
4167 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4168 PUSH1(WGL_PIXEL_TYPE_ARB)
4169 PUSH1(WGL_DOUBLE_BUFFER_ARB)
4170 PUSH1(WGL_AUX_BUFFERS_ARB)
4172 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4173 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4178 /* Cache the pixel format */
4179 cfgs->iPixelFormat = iPixelFormat;
4180 cfgs->redSize = values[0];
4181 cfgs->greenSize = values[1];
4182 cfgs->blueSize = values[2];
4183 cfgs->alphaSize = values[3];
4184 cfgs->depthSize = values[4];
4185 cfgs->stencilSize = values[5];
4186 cfgs->windowDrawable = values[6];
4187 cfgs->iPixelType = values[7];
4188 cfgs->doubleBuffer = values[8];
4189 cfgs->auxBuffers = values[9];
4191 cfgs->pbufferDrawable = FALSE;
4192 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4193 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4194 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4196 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4197 cfgs->pbufferDrawable = value;
4200 cfgs->numSamples = 0;
4201 /* Check multisample support */
4202 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4203 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4205 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4206 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4207 * value[1] = number of multi sample buffers*/
4209 cfgs->numSamples = value[1];
4213 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);
4217 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4218 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4219 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4220 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4221 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4222 * driver is allowed to consume more bits EXCEPT for stencil bits.
4224 * Mark an adapter with this broken stencil behavior.
4226 Adapters[0].brokenStencil = TRUE;
4227 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4228 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4229 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4230 Adapters[0].brokenStencil = FALSE;
4235 fixup_extensions(&Adapters[0].gl_info);
4237 WineD3D_ReleaseFakeGLContext();
4239 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4240 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4241 fillGLAttribFuncs(&Adapters[0].gl_info);
4242 init_type_lookup(&Adapters[0].gl_info);
4243 Adapters[0].opengl = TRUE;
4246 TRACE("%d adapters successfully initialized\n", numAdapters);
4251 /* Initialize an adapter for ddraw-only memory counting */
4252 memset(Adapters, 0, sizeof(Adapters));
4253 Adapters[0].num = 0;
4254 Adapters[0].opengl = FALSE;
4255 Adapters[0].monitorPoint.x = -1;
4256 Adapters[0].monitorPoint.y = -1;
4258 Adapters[0].driver = "Display";
4259 Adapters[0].description = "WineD3D DirectDraw Emulation";
4260 if(wined3d_settings.emulated_textureram) {
4261 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4263 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4270 #undef GLINFO_LOCATION
4272 /**********************************************************
4273 * IWineD3D VTbl follows
4274 **********************************************************/
4276 const IWineD3DVtbl IWineD3D_Vtbl =
4279 IWineD3DImpl_QueryInterface,
4280 IWineD3DImpl_AddRef,
4281 IWineD3DImpl_Release,
4283 IWineD3DImpl_GetParent,
4284 IWineD3DImpl_GetAdapterCount,
4285 IWineD3DImpl_RegisterSoftwareDevice,
4286 IWineD3DImpl_GetAdapterMonitor,
4287 IWineD3DImpl_GetAdapterModeCount,
4288 IWineD3DImpl_EnumAdapterModes,
4289 IWineD3DImpl_GetAdapterDisplayMode,
4290 IWineD3DImpl_GetAdapterIdentifier,
4291 IWineD3DImpl_CheckDeviceMultiSampleType,
4292 IWineD3DImpl_CheckDepthStencilMatch,
4293 IWineD3DImpl_CheckDeviceType,
4294 IWineD3DImpl_CheckDeviceFormat,
4295 IWineD3DImpl_CheckDeviceFormatConversion,
4296 IWineD3DImpl_GetDeviceCaps,
4297 IWineD3DImpl_CreateDevice