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
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 /* The d3d device ID */
41 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
43 /* Extension detection */
45 const char *extension_string;
46 GL_SupportedExt extension;
50 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
51 {"GL_APPLE_fence", APPLE_FENCE, 0 },
52 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
53 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
54 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
57 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
58 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
59 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
60 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
61 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
62 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
65 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
66 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
67 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
68 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
69 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
70 {"GL_ARB_imaging", ARB_IMAGING, 0 },
71 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
72 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
73 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
74 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
75 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
76 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
77 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
78 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
79 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
80 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
81 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
82 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
83 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
84 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
85 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
86 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
87 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
88 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
89 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
90 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
91 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
94 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
95 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
96 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
97 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
98 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
99 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
100 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
101 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
102 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
103 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
104 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
105 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
106 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
107 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
108 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
109 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
110 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
111 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
112 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
113 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
114 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
115 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
116 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
117 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
120 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
121 {"GL_NV_fence", NV_FENCE, 0 },
122 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
123 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
124 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
125 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
126 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
127 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
128 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
129 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
130 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
131 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
132 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
133 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
134 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
135 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
136 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
137 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
138 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
141 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
144 /**********************************************************
145 * Utility functions follow
146 **********************************************************/
149 static int numAdapters = 0;
150 static struct WineD3DAdapter Adapters[1];
152 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
155 int minLookup[MAX_LOOKUPS];
156 int maxLookup[MAX_LOOKUPS];
157 DWORD *stateLookup[MAX_LOOKUPS];
159 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
160 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
161 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
162 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
163 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
164 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
167 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
168 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
169 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
172 /* drawStridedSlow attributes */
173 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
174 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
175 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
176 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
177 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
180 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
181 * i.e., there is no GL Context - Get a default rendering context to enable the
182 * function query some info from GL.
185 static int wined3d_fake_gl_context_ref = 0;
186 static BOOL wined3d_fake_gl_context_foreign;
187 static BOOL wined3d_fake_gl_context_available = FALSE;
188 static HDC wined3d_fake_gl_context_hdc = NULL;
189 static HWND wined3d_fake_gl_context_hwnd = NULL;
191 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
192 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
194 0, 0, &wined3d_fake_gl_context_cs,
195 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
196 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
197 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
199 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
201 static void WineD3D_ReleaseFakeGLContext(void) {
204 EnterCriticalSection(&wined3d_fake_gl_context_cs);
206 if(!wined3d_fake_gl_context_available) {
207 TRACE_(d3d_caps)("context not available\n");
208 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
212 glCtx = pwglGetCurrentContext();
214 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
215 if (0 == (--wined3d_fake_gl_context_ref) ) {
216 if(!wined3d_fake_gl_context_foreign && glCtx) {
217 TRACE_(d3d_caps)("destroying fake GL context\n");
218 pwglMakeCurrent(NULL, NULL);
219 pwglDeleteContext(glCtx);
221 if(wined3d_fake_gl_context_hdc)
222 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
223 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
224 if(wined3d_fake_gl_context_hwnd)
225 DestroyWindow(wined3d_fake_gl_context_hwnd);
226 wined3d_fake_gl_context_hwnd = NULL;
227 wined3d_fake_gl_context_available = FALSE;
229 assert(wined3d_fake_gl_context_ref >= 0);
231 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
234 static BOOL WineD3D_CreateFakeGLContext(void) {
237 EnterCriticalSection(&wined3d_fake_gl_context_cs);
239 TRACE("getting context...\n");
240 if(wined3d_fake_gl_context_ref > 0) goto ret;
241 assert(0 == wined3d_fake_gl_context_ref);
243 wined3d_fake_gl_context_foreign = TRUE;
245 glCtx = pwglGetCurrentContext();
247 PIXELFORMATDESCRIPTOR pfd;
250 wined3d_fake_gl_context_foreign = FALSE;
252 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
253 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
254 if(!wined3d_fake_gl_context_hwnd) {
255 ERR("HWND creation failed!\n");
258 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
259 if(!wined3d_fake_gl_context_hdc) {
260 ERR("GetDC failed!\n");
264 /* PixelFormat selection */
265 ZeroMemory(&pfd, sizeof(pfd));
266 pfd.nSize = sizeof(pfd);
268 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
269 pfd.iPixelType = PFD_TYPE_RGBA;
271 pfd.iLayerType = PFD_MAIN_PLANE;
273 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
275 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
276 ERR("Can't find a suitable iPixelFormat\n");
279 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
280 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
282 /* Create a GL context */
283 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
285 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
289 /* Make it the current GL context */
290 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
291 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
297 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
298 wined3d_fake_gl_context_ref++;
299 wined3d_fake_gl_context_available = TRUE;
300 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
303 if(wined3d_fake_gl_context_hdc)
304 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
305 wined3d_fake_gl_context_hdc = NULL;
306 if(wined3d_fake_gl_context_hwnd)
307 DestroyWindow(wined3d_fake_gl_context_hwnd);
308 wined3d_fake_gl_context_hwnd = NULL;
309 if(glCtx) pwglDeleteContext(glCtx);
310 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
314 /* Adjust the amount of used texture memory */
315 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
316 UINT Adapter = D3DDevice->adapterNo;
318 Adapters[Adapter].UsedTextureRam += glram;
319 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
320 return Adapters[Adapter].UsedTextureRam;
323 /**********************************************************
324 * IUnknown parts follows
325 **********************************************************/
327 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
329 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
331 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
332 if (IsEqualGUID(riid, &IID_IUnknown)
333 || IsEqualGUID(riid, &IID_IWineD3DBase)
334 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
335 IUnknown_AddRef(iface);
340 return E_NOINTERFACE;
343 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
344 IWineD3DImpl *This = (IWineD3DImpl *)iface;
345 ULONG refCount = InterlockedIncrement(&This->ref);
347 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
351 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
352 IWineD3DImpl *This = (IWineD3DImpl *)iface;
354 TRACE("(%p) : Releasing from %d\n", This, This->ref);
355 ref = InterlockedDecrement(&This->ref);
357 HeapFree(GetProcessHeap(), 0, This);
363 /* Set the shader type for this device, depending on the given capabilities,
364 * the device type, and the user preferences in wined3d_settings */
366 void select_shader_mode(
367 WineD3D_GL_Info *gl_info,
368 WINED3DDEVTYPE DeviceType,
372 if (wined3d_settings.vs_mode == VS_NONE) {
373 *vs_selected = SHADER_NONE;
374 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
375 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
376 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
377 * shaders only on this card. */
378 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
379 *vs_selected = SHADER_ARB;
381 *vs_selected = SHADER_GLSL;
382 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
383 *vs_selected = SHADER_ARB;
385 *vs_selected = SHADER_NONE;
388 if (wined3d_settings.ps_mode == PS_NONE) {
389 *ps_selected = SHADER_NONE;
390 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
391 *ps_selected = SHADER_GLSL;
392 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
393 *ps_selected = SHADER_ARB;
394 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
395 *ps_selected = SHADER_ATI;
397 *ps_selected = SHADER_NONE;
401 /** Select the number of report maximum shader constants based on the selected shader modes */
402 static void select_shader_max_constants(
403 int ps_selected_mode,
404 int vs_selected_mode,
405 WineD3D_GL_Info *gl_info) {
407 switch (vs_selected_mode) {
409 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
410 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
413 /* We have to subtract any other PARAMs that we might use in our shader programs.
414 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
415 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
416 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
419 gl_info->max_vshader_constantsF = 0;
423 switch (ps_selected_mode) {
425 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
426 * In theory the texbem instruction may need one more shader constant too. But lets assume
427 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
428 * and lets not take away a uniform needlessly from all other shaders.
430 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
433 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
434 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
436 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
439 gl_info->max_pshader_constantsF = 0;
444 /**********************************************************
445 * IWineD3D parts follows
446 **********************************************************/
448 #define GLINFO_LOCATION (*gl_info)
449 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
452 const char *testcode =
454 "PARAM C[66] = { program.env[0..65] };\n"
456 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
457 "ARL A0.x, zero.x;\n"
458 "MOV result.position, C[A0.x + 65];\n"
462 GL_EXTCALL(glGenProgramsARB(1, &prog));
464 ERR("Failed to create an ARB offset limit test program\n");
466 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
467 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
468 strlen(testcode), testcode));
469 if(glGetError() != 0) {
470 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
471 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
473 } else TRACE("OpenGL implementation allows offsets > 63\n");
475 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
476 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
477 checkGLcall("ARB vp offset limit test cleanup\n");
482 static DWORD ver_for_ext(GL_SupportedExt ext)
485 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
486 if(EXTENSION_MAP[i].extension == ext) {
487 return EXTENSION_MAP[i].version;
493 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
494 const char *GL_Extensions = NULL;
495 const char *WGL_Extensions = NULL;
496 const char *gl_string = NULL;
497 const char *gl_string_cursor = NULL;
499 GLfloat gl_floatv[2];
500 int major = 1, minor = 0;
501 BOOL return_value = TRUE;
504 unsigned int vidmem=0;
506 TRACE_(d3d_caps)("(%p)\n", gl_info);
510 gl_string = (const char *) glGetString(GL_RENDERER);
511 if (NULL == gl_string)
513 strcpy(gl_info->gl_renderer, gl_string);
515 gl_string = (const char *) glGetString(GL_VENDOR);
516 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
517 if (gl_string != NULL) {
518 /* Fill in the GL vendor */
519 if (strstr(gl_string, "NVIDIA")) {
520 gl_info->gl_vendor = VENDOR_NVIDIA;
521 } else if (strstr(gl_string, "ATI")) {
522 gl_info->gl_vendor = VENDOR_ATI;
523 } else if (strstr(gl_string, "Intel(R)") ||
524 strstr(gl_info->gl_renderer, "Intel(R)") ||
525 strstr(gl_string, "Intel Inc.")) {
526 gl_info->gl_vendor = VENDOR_INTEL;
527 } else if (strstr(gl_string, "Mesa")) {
528 gl_info->gl_vendor = VENDOR_MESA;
530 gl_info->gl_vendor = VENDOR_WINE;
533 gl_info->gl_vendor = VENDOR_WINE;
537 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
539 /* Parse the GL_VERSION field into major and minor information */
540 gl_string = (const char *) glGetString(GL_VERSION);
541 if (gl_string != NULL) {
543 /* First, parse the generic opengl version. This is supposed not to be convoluted with
544 * driver specific information
546 gl_string_cursor = gl_string;
547 major = atoi(gl_string_cursor);
549 ERR("Invalid opengl major version: %d\n", major);
551 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
554 if (*gl_string_cursor++ != '.') {
555 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
557 minor = atoi(gl_string_cursor);
558 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
559 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
561 /* Now parse the driver specific string which we'll report to the app */
562 switch (gl_info->gl_vendor) {
564 gl_string_cursor = strstr(gl_string, "NVIDIA");
565 if (!gl_string_cursor) {
566 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
570 gl_string_cursor = strstr(gl_string_cursor, " ");
571 if (!gl_string_cursor) {
572 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
576 while (*gl_string_cursor == ' ') {
580 if (!*gl_string_cursor) {
581 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
585 major = atoi(gl_string_cursor);
586 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
590 if (*gl_string_cursor++ != '.') {
591 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
595 minor = atoi(gl_string_cursor);
596 minor = major*100+minor;
603 gl_string_cursor = strchr(gl_string, '-');
604 if (gl_string_cursor) {
608 /* Check if version number is of the form x.y.z */
609 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
611 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
613 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
615 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
618 /* Mark version number as malformed */
620 gl_string_cursor = 0;
623 if (!gl_string_cursor)
624 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
626 major = *gl_string_cursor - '0';
627 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
632 /* Apple and Mesa version strings look differently, but both provide intel drivers */
633 if(strstr(gl_string, "APPLE")) {
634 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
635 * We only need the first part, and use the APPLE as identification
638 gl_string_cursor = gl_string;
639 major = atoi(gl_string_cursor);
640 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
644 if (*gl_string_cursor++ != '.') {
645 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
649 minor = atoi(gl_string_cursor);
654 gl_string_cursor = strstr(gl_string, "Mesa");
655 gl_string_cursor = strstr(gl_string_cursor, " ");
656 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
657 if (*gl_string_cursor) {
661 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
662 tmp[cursor++] = *gl_string_cursor;
668 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
672 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
673 tmp[cursor++] = *gl_string_cursor;
685 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
686 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
687 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
688 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
690 FIXME("OpenGL driver did not return version information\n");
691 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
692 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
695 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
698 * Initialize openGL extension related variables
699 * with Default values
701 memset(gl_info->supported, 0, sizeof(gl_info->supported));
702 gl_info->max_buffers = 1;
703 gl_info->max_textures = 1;
704 gl_info->max_texture_stages = 1;
705 gl_info->max_fragment_samplers = 1;
706 gl_info->max_vertex_samplers = 0;
707 gl_info->max_combined_samplers = 0;
708 gl_info->max_sampler_stages = 1;
709 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
710 gl_info->ps_arb_max_temps = 0;
711 gl_info->ps_arb_max_instructions = 0;
712 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
713 gl_info->vs_arb_max_temps = 0;
714 gl_info->vs_arb_max_instructions = 0;
715 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
716 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
717 gl_info->vs_glsl_constantsF = 0;
718 gl_info->ps_glsl_constantsF = 0;
719 gl_info->vs_arb_constantsF = 0;
720 gl_info->ps_arb_constantsF = 0;
722 /* Retrieve opengl defaults */
723 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
724 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
725 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
727 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
728 gl_info->max_lights = gl_max;
729 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
731 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
732 gl_info->max_texture_size = gl_max;
733 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
735 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
736 gl_info->max_pointsizemin = gl_floatv[0];
737 gl_info->max_pointsize = gl_floatv[1];
738 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
740 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
741 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
742 TRACE_(d3d_caps)("GL_Extensions reported:\n");
744 if (NULL == GL_Extensions) {
745 ERR(" GL_Extensions returns NULL\n");
747 while (*GL_Extensions != 0x00) {
752 while (isspace(*GL_Extensions)) GL_Extensions++;
753 Start = GL_Extensions;
754 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
758 len = GL_Extensions - Start;
759 if (len == 0 || len >= sizeof(ThisExtn))
762 memcpy(ThisExtn, Start, len);
763 ThisExtn[len] = '\0';
764 TRACE_(d3d_caps)("- %s\n", ThisExtn);
766 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
767 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
768 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
769 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
777 /* Now work out what GL support this card really has */
778 #define USE_GL_FUNC(type, pfn, ext, replace) { \
779 DWORD ver = ver_for_ext(ext); \
780 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
781 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
782 else gl_info->pfn = NULL; \
787 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
792 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
793 * loading the functions, otherwise the code above will load the extension entry points instead of the
794 * core functions, which may not work
796 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
797 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
798 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
799 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
800 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
804 if (gl_info->supported[APPLE_FENCE]) {
805 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
806 * The apple extension interacts with some other apple exts. Disable the NV
807 * extension if the apple one is support to prevent confusion in other parts
810 gl_info->supported[NV_FENCE] = FALSE;
812 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
813 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
815 * The enums are the same:
816 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
817 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
818 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
819 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
820 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
822 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
823 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
824 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
826 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
827 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
828 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
831 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
832 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
833 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
835 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
836 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
837 * Won't occur in any real world situation though
839 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
840 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
841 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
842 * are supported. The nv extensions provide the same functionality as the
843 * ATI one, and a bit more(signed pixelformats)
845 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
848 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
849 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
850 gl_info->max_buffers = gl_max;
851 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
853 if (gl_info->supported[ARB_MULTITEXTURE]) {
854 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
855 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
856 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
858 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
860 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
861 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
863 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
865 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
867 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
869 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
870 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
872 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
874 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
876 if (gl_info->supported[ARB_VERTEX_SHADER]) {
878 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
879 gl_info->max_vertex_samplers = tmp;
880 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
881 gl_info->max_combined_samplers = tmp;
883 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
884 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
885 * an issue because then the sampler setup only depends on the two shaders. If a pixel
886 * shader is used with fixed function vertex processing we're fine too because fixed function
887 * vertex processing doesn't use any samplers. If fixed function fragment processing is
888 * used we have to make sure that all vertex sampler setups are valid together with all
889 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
890 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
891 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
892 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
893 * a fixed function pipeline anymore.
895 * So this is just a check to check that our assumption holds true. If not, write a warning
896 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
898 if(gl_info->max_vertex_samplers &&
899 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
900 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
901 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
902 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
903 if( gl_info->max_combined_samplers > MAX_TEXTURES )
904 gl_info->max_vertex_samplers =
905 gl_info->max_combined_samplers - MAX_TEXTURES;
907 gl_info->max_vertex_samplers = 0;
910 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
912 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
913 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
915 if (gl_info->supported[ARB_VERTEX_BLEND]) {
916 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
917 gl_info->max_blends = gl_max;
918 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
920 if (gl_info->supported[EXT_TEXTURE3D]) {
921 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
922 gl_info->max_texture3d_size = gl_max;
923 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
925 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
926 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
927 gl_info->max_anisotropy = gl_max;
928 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
930 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
931 gl_info->ps_arb_version = PS_VERSION_11;
932 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
933 gl_info->ps_arb_constantsF = gl_max;
934 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
935 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
936 gl_info->ps_arb_max_temps = gl_max;
937 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
938 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
939 gl_info->ps_arb_max_instructions = gl_max;
940 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
942 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
943 gl_info->vs_arb_version = VS_VERSION_11;
944 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
945 gl_info->vs_arb_constantsF = gl_max;
946 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
947 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
948 gl_info->vs_arb_max_temps = gl_max;
949 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
950 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
951 gl_info->vs_arb_max_instructions = gl_max;
952 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
954 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
956 if (gl_info->supported[ARB_VERTEX_SHADER]) {
957 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
958 gl_info->vs_glsl_constantsF = gl_max / 4;
959 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
961 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
962 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
963 gl_info->ps_glsl_constantsF = gl_max / 4;
964 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
965 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
966 gl_info->max_glsl_varyings = gl_max;
967 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
969 if (gl_info->supported[EXT_VERTEX_SHADER]) {
970 gl_info->vs_ati_version = VS_VERSION_11;
972 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
973 gl_info->vs_nv_version = VS_VERSION_30;
974 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
975 gl_info->vs_nv_version = VS_VERSION_20;
976 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
977 gl_info->vs_nv_version = VS_VERSION_11;
978 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
979 gl_info->vs_nv_version = VS_VERSION_10;
981 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
982 gl_info->ps_nv_version = PS_VERSION_30;
983 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
984 gl_info->ps_nv_version = PS_VERSION_20;
986 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
987 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
989 gl_info->max_shininess = 128.0;
991 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
992 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
993 * This saves a few redundant glDisable calls
995 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
997 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
998 /* Disable NV_register_combiners and fragment shader if this is supported.
999 * generally the NV extensions are preferred over the ATI ones, and this
1000 * extension is disabled if register_combiners and texture_shader2 are both
1001 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1002 * fragment processing support
1004 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1005 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1006 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1007 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1008 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1012 checkGLcall("extension detection\n");
1014 /* In some cases the number of texture stages can be larger than the number
1015 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1016 * shaders), but 8 texture stages (register combiners). */
1017 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1019 /* We can only use ORM_FBO when the hardware supports it. */
1020 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1021 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1022 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1025 /* MRTs are currently only supported when FBOs are used. */
1026 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1027 gl_info->max_buffers = 1;
1030 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1031 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1032 * in case of the latest videocards in the number of pixel/vertex pipelines.
1034 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1035 * rendering. Various games use this information to get a rough estimation of the features of the card
1036 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1037 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1038 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1041 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1042 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1043 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1044 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1045 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1046 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1047 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1050 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1051 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1052 * similar 3d features.
1054 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1055 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1056 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1057 * won't pass we return a default card. This way is better than maintaining a full card database as even
1058 * without a full database we can return a card with similar features. Second the size of the database
1059 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1060 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1061 * to distinguishes between different models from that family.
1063 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1064 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1065 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1066 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1067 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1068 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1069 * memory behind our backs if really needed.
1070 * Note that the amount of video memory can be overruled using a registry setting.
1072 switch (gl_info->gl_vendor) {
1074 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1075 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1077 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1078 /* Geforce9 - highend */
1079 if(strstr(gl_info->gl_renderer, "9800")) {
1080 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1083 /* Geforce9 - midend */
1084 else if(strstr(gl_info->gl_renderer, "9600")) {
1085 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1086 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1088 /* Geforce8 - highend */
1089 if (strstr(gl_info->gl_renderer, "8800")) {
1090 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1091 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1093 /* Geforce8 - midend mobile */
1094 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1095 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1098 /* Geforce8 - midend */
1099 else if(strstr(gl_info->gl_renderer, "8600") ||
1100 strstr(gl_info->gl_renderer, "8700"))
1102 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1105 /* Geforce8 - lowend */
1106 else if(strstr(gl_info->gl_renderer, "8300") ||
1107 strstr(gl_info->gl_renderer, "8400") ||
1108 strstr(gl_info->gl_renderer, "8500"))
1110 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1111 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1113 /* Geforce7 - highend */
1114 else if(strstr(gl_info->gl_renderer, "7800") ||
1115 strstr(gl_info->gl_renderer, "7900") ||
1116 strstr(gl_info->gl_renderer, "7950") ||
1117 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1118 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1120 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1121 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1123 /* Geforce7 midend */
1124 else if(strstr(gl_info->gl_renderer, "7600") ||
1125 strstr(gl_info->gl_renderer, "7700")) {
1126 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1127 vidmem = 256; /* The 7600 uses 256-512MB */
1128 /* Geforce7 lower medium */
1129 } else if(strstr(gl_info->gl_renderer, "7400")) {
1130 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1131 vidmem = 256; /* The 7400 uses 256-512MB */
1133 /* Geforce7 lowend */
1134 else if(strstr(gl_info->gl_renderer, "7300")) {
1135 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1136 vidmem = 256; /* Mac Pros with this card have 256 MB */
1138 /* Geforce6 highend */
1139 else if(strstr(gl_info->gl_renderer, "6800"))
1141 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1142 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1144 /* Geforce6 - midend */
1145 else if(strstr(gl_info->gl_renderer, "6600") ||
1146 strstr(gl_info->gl_renderer, "6610") ||
1147 strstr(gl_info->gl_renderer, "6700"))
1149 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1150 vidmem = 128; /* A 6600GT has 128-256MB */
1152 /* Geforce6/7 lowend */
1154 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1157 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1158 /* GeforceFX - highend */
1159 if (strstr(gl_info->gl_renderer, "5800") ||
1160 strstr(gl_info->gl_renderer, "5900") ||
1161 strstr(gl_info->gl_renderer, "5950") ||
1162 strstr(gl_info->gl_renderer, "Quadro FX"))
1164 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1165 vidmem = 256; /* 5800-5900 cards use 256MB */
1167 /* GeforceFX - midend */
1168 else if(strstr(gl_info->gl_renderer, "5600") ||
1169 strstr(gl_info->gl_renderer, "5650") ||
1170 strstr(gl_info->gl_renderer, "5700") ||
1171 strstr(gl_info->gl_renderer, "5750"))
1173 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1174 vidmem = 128; /* A 5600 uses 128-256MB */
1176 /* GeforceFX - lowend */
1178 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1179 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1181 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1182 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1183 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1184 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1187 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1188 vidmem = 64; /* Geforce3 cards have 64-128MB */
1190 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1191 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1192 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1193 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1195 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1196 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1197 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1199 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1200 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1201 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1204 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1205 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1208 if (strstr(gl_info->gl_renderer, "TNT2")) {
1209 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1210 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1213 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1214 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1219 if(WINE_D3D9_CAPABLE(gl_info)) {
1220 /* Radeon R6xx HD2900/HD3800 - highend */
1221 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1222 strstr(gl_info->gl_renderer, "HD 3870") ||
1223 strstr(gl_info->gl_renderer, "HD 3850"))
1225 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1226 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1228 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1229 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1230 strstr(gl_info->gl_renderer, "HD 3830") ||
1231 strstr(gl_info->gl_renderer, "HD 3690") ||
1232 strstr(gl_info->gl_renderer, "HD 3650"))
1234 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1235 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1237 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1238 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1239 strstr(gl_info->gl_renderer, "HD 2400") ||
1240 strstr(gl_info->gl_renderer, "HD 3470") ||
1241 strstr(gl_info->gl_renderer, "HD 3450") ||
1242 strstr(gl_info->gl_renderer, "HD 3430"))
1244 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1245 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1247 /* Radeon R6xx/R7xx integrated */
1248 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1249 strstr(gl_info->gl_renderer, "HD 3200") ||
1250 strstr(gl_info->gl_renderer, "HD 3300"))
1252 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1253 vidmem = 128; /* 128MB */
1256 else if (strstr(gl_info->gl_renderer, "X1600") ||
1257 strstr(gl_info->gl_renderer, "X1650") ||
1258 strstr(gl_info->gl_renderer, "X1800") ||
1259 strstr(gl_info->gl_renderer, "X1900") ||
1260 strstr(gl_info->gl_renderer, "X1950"))
1262 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1263 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1265 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1266 else if(strstr(gl_info->gl_renderer, "X700") ||
1267 strstr(gl_info->gl_renderer, "X800") ||
1268 strstr(gl_info->gl_renderer, "X850") ||
1269 strstr(gl_info->gl_renderer, "X1300") ||
1270 strstr(gl_info->gl_renderer, "X1400") ||
1271 strstr(gl_info->gl_renderer, "X1450") ||
1272 strstr(gl_info->gl_renderer, "X1550"))
1274 gl_info->gl_card = CARD_ATI_RADEON_X700;
1275 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1279 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1280 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1282 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1283 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1284 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1285 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1286 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1287 vidmem = 32; /* There are models with up to 64MB */
1289 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1290 vidmem = 16; /* There are 16-32MB models */
1294 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1295 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1296 gl_info->gl_card = CARD_INTEL_I945GM;
1298 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1299 gl_info->gl_card = CARD_INTEL_I915GM;
1300 } else if (strstr(gl_info->gl_renderer, "915G")) {
1301 gl_info->gl_card = CARD_INTEL_I915G;
1302 } else if (strstr(gl_info->gl_renderer, "865G")) {
1303 gl_info->gl_card = CARD_INTEL_I865G;
1304 } else if (strstr(gl_info->gl_renderer, "855G")) {
1305 gl_info->gl_card = CARD_INTEL_I855G;
1306 } else if (strstr(gl_info->gl_renderer, "830G")) {
1307 gl_info->gl_card = CARD_INTEL_I830G;
1309 gl_info->gl_card = CARD_INTEL_I915G;
1315 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1316 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1317 * them a good generic choice.
1319 gl_info->gl_vendor = VENDOR_NVIDIA;
1320 if(WINE_D3D9_CAPABLE(gl_info))
1321 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1322 else if(WINE_D3D8_CAPABLE(gl_info))
1323 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1324 else if(WINE_D3D7_CAPABLE(gl_info))
1325 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1326 else if(WINE_D3D6_CAPABLE(gl_info))
1327 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1329 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1331 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1333 /* If we have an estimate use it, else default to 64MB; */
1335 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1337 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1339 /* Load all the lookup tables
1340 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1341 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1342 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1344 for (i = 0; i < MAX_LOOKUPS; i++) {
1345 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1348 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1349 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1350 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1351 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
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_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1355 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1356 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1357 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1359 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1360 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1361 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1362 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1363 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1366 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1367 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1368 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1369 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1370 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1371 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1372 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1373 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1374 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1375 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1376 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1377 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1378 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1380 /* TODO: config lookups */
1382 /* Make sure there's an active HDC else the WGL extensions will fail */
1383 hdc = pwglGetCurrentDC();
1385 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1386 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1388 if (NULL == WGL_Extensions) {
1389 ERR(" WGL_Extensions returns NULL\n");
1391 while (*WGL_Extensions != 0x00) {
1396 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1397 Start = WGL_Extensions;
1398 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1402 len = WGL_Extensions - Start;
1403 if (len == 0 || len >= sizeof(ThisExtn))
1406 memcpy(ThisExtn, Start, len);
1407 ThisExtn[len] = '\0';
1408 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1410 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1411 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1412 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1414 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1415 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1416 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1423 return return_value;
1425 #undef GLINFO_LOCATION
1427 /**********************************************************
1428 * IWineD3D implementation follows
1429 **********************************************************/
1431 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1432 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1434 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1438 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1439 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1440 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1444 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1445 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1447 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1451 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1452 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1455 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1456 of the same bpp but different resolutions */
1458 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1459 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1460 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1461 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1463 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1467 /* TODO: Store modes per adapter and read it from the adapter structure */
1468 if (Adapter == 0) { /* Display */
1472 if (!DEBUG_SINGLE_MODE) {
1475 ZeroMemory(&DevModeW, sizeof(DevModeW));
1476 DevModeW.dmSize = sizeof(DevModeW);
1477 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1481 case WINED3DFMT_UNKNOWN:
1482 /* This is for D3D8, do not enumerate P8 here */
1483 if (DevModeW.dmBitsPerPel == 32 ||
1484 DevModeW.dmBitsPerPel == 16) i++;
1486 case WINED3DFMT_X8R8G8B8:
1487 if (DevModeW.dmBitsPerPel == 32) i++;
1489 case WINED3DFMT_R5G6B5:
1490 if (DevModeW.dmBitsPerPel == 16) i++;
1493 if (DevModeW.dmBitsPerPel == 8) i++;
1496 /* Skip other modes as they do not match the requested format */
1505 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1508 FIXME_(d3d_caps)("Adapter not primary display\n");
1513 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1514 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1515 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1516 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1518 /* Validate the parameters as much as possible */
1519 if (NULL == pMode ||
1520 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1521 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1522 return WINED3DERR_INVALIDCALL;
1525 /* TODO: Store modes per adapter and read it from the adapter structure */
1526 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1532 ZeroMemory(&DevModeW, sizeof(DevModeW));
1533 DevModeW.dmSize = sizeof(DevModeW);
1535 /* If we are filtering to a specific format (D3D9), then need to skip
1536 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1537 just count through the ones with valid bit depths */
1538 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1541 case WINED3DFMT_UNKNOWN:
1542 /* This is D3D8. Do not enumerate P8 here */
1543 if (DevModeW.dmBitsPerPel == 32 ||
1544 DevModeW.dmBitsPerPel == 16) i++;
1546 case WINED3DFMT_X8R8G8B8:
1547 if (DevModeW.dmBitsPerPel == 32) i++;
1549 case WINED3DFMT_R5G6B5:
1550 if (DevModeW.dmBitsPerPel == 16) i++;
1553 if (DevModeW.dmBitsPerPel == 8) i++;
1556 /* Modes that don't match what we support can get an early-out */
1557 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1558 return WINED3DERR_INVALIDCALL;
1563 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1564 return WINED3DERR_INVALIDCALL;
1568 /* Now get the display mode via the calculated index */
1569 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1570 pMode->Width = DevModeW.dmPelsWidth;
1571 pMode->Height = DevModeW.dmPelsHeight;
1572 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1573 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1574 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1576 if (Format == WINED3DFMT_UNKNOWN) {
1577 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1579 pMode->Format = Format;
1582 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1583 return WINED3DERR_INVALIDCALL;
1586 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1587 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1588 DevModeW.dmBitsPerPel);
1590 } else if (DEBUG_SINGLE_MODE) {
1591 /* Return one setting of the format requested */
1592 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1594 pMode->Height = 600;
1595 pMode->RefreshRate = 60;
1596 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1598 FIXME_(d3d_caps)("Adapter not primary display\n");
1604 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1605 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1606 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1608 if (NULL == pMode ||
1609 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1610 return WINED3DERR_INVALIDCALL;
1613 if (Adapter == 0) { /* Display */
1617 ZeroMemory(&DevModeW, sizeof(DevModeW));
1618 DevModeW.dmSize = sizeof(DevModeW);
1620 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1621 pMode->Width = DevModeW.dmPelsWidth;
1622 pMode->Height = DevModeW.dmPelsHeight;
1623 bpp = DevModeW.dmBitsPerPel;
1624 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1625 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1627 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1630 pMode->Format = pixelformat_for_depth(bpp);
1632 FIXME_(d3d_caps)("Adapter not primary display\n");
1635 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1636 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1640 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1641 and fields being inserted in the middle, a new structure is used in place */
1642 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1643 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1644 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1646 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1648 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1649 return WINED3DERR_INVALIDCALL;
1652 /* Return the information requested */
1653 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1654 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1655 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1657 /* Note dx8 doesn't supply a DeviceName */
1658 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1659 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1660 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1661 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1662 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1663 *(pIdentifier->SubSysId) = 0;
1664 *(pIdentifier->Revision) = 0;
1665 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1667 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1668 *(pIdentifier->WHQLLevel) = 0;
1670 *(pIdentifier->WHQLLevel) = 1;
1676 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1677 short redSize, greenSize, blueSize, alphaSize, colorBits;
1682 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1683 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1684 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1688 if(cfg->redSize < redSize)
1691 if(cfg->greenSize < greenSize)
1694 if(cfg->blueSize < blueSize)
1697 if(cfg->alphaSize < alphaSize)
1701 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1702 if(Format == WINED3DFMT_R16F)
1703 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1704 if(Format == WINED3DFMT_G16R16F)
1705 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1706 if(Format == WINED3DFMT_A16B16G16R16F)
1707 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1708 if(Format == WINED3DFMT_R32F)
1709 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1710 if(Format == WINED3DFMT_G32R32F)
1711 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1712 if(Format == WINED3DFMT_A32B32G32R32F)
1713 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1715 /* Probably a color index mode */
1722 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1723 short depthSize, stencilSize;
1724 BOOL lockable = FALSE;
1729 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1730 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1734 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1737 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1738 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1739 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1740 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1743 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1744 * allow more stencil bits than requested. */
1745 if(cfg->stencilSize < stencilSize)
1751 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1752 WINED3DFORMAT AdapterFormat,
1753 WINED3DFORMAT RenderTargetFormat,
1754 WINED3DFORMAT DepthStencilFormat) {
1755 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1757 WineD3D_PixelFormat *cfgs;
1760 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1762 DeviceType, debug_d3ddevicetype(DeviceType),
1763 AdapterFormat, debug_d3dformat(AdapterFormat),
1764 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1765 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1767 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1768 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1769 return WINED3DERR_INVALIDCALL;
1772 cfgs = Adapters[Adapter].cfgs;
1773 nCfgs = Adapters[Adapter].nCfgs;
1774 for (it = 0; it < nCfgs; ++it) {
1775 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1776 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1777 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1782 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1784 return WINED3DERR_NOTAVAILABLE;
1787 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1788 WINED3DFORMAT SurfaceFormat,
1789 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1791 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1792 const GlPixelFormatDesc *glDesc;
1793 const StaticPixelFormatDesc *desc;
1795 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1798 DeviceType, debug_d3ddevicetype(DeviceType),
1799 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1804 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1805 return WINED3DERR_INVALIDCALL;
1808 /* TODO: handle Windowed, add more quality levels */
1810 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1812 /* By default multisampling is disabled right now as it causes issues
1813 * on some Nvidia driver versions and it doesn't work well in combination
1815 if(!wined3d_settings.allow_multisampling)
1816 return WINED3DERR_NOTAVAILABLE;
1818 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1819 if(!desc || !glDesc) {
1820 return WINED3DERR_INVALIDCALL;
1823 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1825 WineD3D_PixelFormat *cfgs;
1827 cfgs = Adapters[Adapter].cfgs;
1828 nCfgs = Adapters[Adapter].nCfgs;
1829 for(i=0; i<nCfgs; i++) {
1830 if(cfgs[i].numSamples != MultiSampleType)
1833 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1836 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1839 *pQualityLevels = 1; /* Guess at a value! */
1843 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1844 short redSize, greenSize, blueSize, alphaSize, colorBits;
1846 WineD3D_PixelFormat *cfgs;
1848 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1849 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1850 return WINED3DERR_NOTAVAILABLE;
1853 cfgs = Adapters[Adapter].cfgs;
1854 nCfgs = Adapters[Adapter].nCfgs;
1855 for(i=0; i<nCfgs; i++) {
1856 if(cfgs[i].numSamples != MultiSampleType)
1858 if(cfgs[i].redSize != redSize)
1860 if(cfgs[i].greenSize != greenSize)
1862 if(cfgs[i].blueSize != blueSize)
1864 if(cfgs[i].alphaSize != alphaSize)
1867 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1870 *pQualityLevels = 1; /* Guess at a value! */
1874 return WINED3DERR_NOTAVAILABLE;
1877 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1878 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1880 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1881 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1884 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1887 DeviceType, debug_d3ddevicetype(DeviceType),
1888 DisplayFormat, debug_d3dformat(DisplayFormat),
1889 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1892 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1893 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1894 return WINED3DERR_INVALIDCALL;
1897 /* The task of this function is to check whether a certain display / backbuffer format
1898 * combination is available on the given adapter. In fullscreen mode microsoft specified
1899 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1900 * and display format should match exactly.
1901 * In windowed mode format conversion can occur and this depends on the driver. When format
1902 * conversion is done, this function should nevertheless fail and applications need to use
1903 * CheckDeviceFormatConversion.
1904 * At the moment we assume that fullscreen and windowed have the same capabilities */
1906 /* There are only 4 display formats */
1907 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1908 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1909 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1910 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1912 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1913 return WINED3DERR_NOTAVAILABLE;
1916 /* If the requested DisplayFormat is not available, don't continue */
1917 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1919 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1920 return WINED3DERR_NOTAVAILABLE;
1923 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1924 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1925 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1926 return WINED3DERR_NOTAVAILABLE;
1929 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1930 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1931 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1932 return WINED3DERR_NOTAVAILABLE;
1935 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1936 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1937 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1938 return WINED3DERR_NOTAVAILABLE;
1941 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1942 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1943 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1944 return WINED3DERR_NOTAVAILABLE;
1947 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1948 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1949 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1950 return WINED3DERR_NOTAVAILABLE;
1953 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1954 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1956 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1962 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1963 /* Check if we support bumpmapping for a format */
1964 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1966 /* TODO: Check this in the fixed function pipeline backend */
1967 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1968 switch (CheckFormat) {
1969 case WINED3DFMT_V8U8:
1970 TRACE_(d3d_caps)("[OK]\n");
1972 /* TODO: Other bump map formats */
1974 TRACE_(d3d_caps)("[FAILED]\n");
1978 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
1979 switch (CheckFormat) {
1980 case WINED3DFMT_V8U8:
1981 TRACE_(d3d_caps)("[OK]\n");
1984 TRACE_(d3d_caps)("[FAILED]\n");
1988 if(GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
1989 switch (CheckFormat) {
1990 case WINED3DFMT_V8U8:
1991 case WINED3DFMT_V16U16:
1992 case WINED3DFMT_L6V5U5:
1993 case WINED3DFMT_X8L8V8U8:
1994 case WINED3DFMT_Q8W8V8U8:
1995 TRACE_(d3d_caps)("[OK]\n");
1998 TRACE_(d3d_caps)("[FAILED]\n");
2002 TRACE_(d3d_caps)("[FAILED]\n");
2006 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2007 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2010 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2011 const GlPixelFormatDesc *glDesc;
2012 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2014 /* Fail if we weren't able to get a description of the format */
2015 if(!desc || !glDesc)
2018 /* Only allow depth/stencil formats */
2019 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2022 /* Walk through all WGL pixel formats to find a match */
2023 cfgs = Adapters[Adapter].cfgs;
2024 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2025 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
2026 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
2035 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2037 const GlPixelFormatDesc *glDesc;
2038 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2040 /* Fail if we weren't able to get a description of the format */
2041 if(!desc || !glDesc)
2044 /* The flags entry of a format contains the filtering capability */
2045 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2051 /* Check the render target capabilities of a format */
2052 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2055 const GlPixelFormatDesc *glDesc;
2056 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2058 /* Fail if we weren't able to get a description of the format */
2059 if(!desc || !glDesc)
2062 /* Filter out non-RT formats */
2063 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2066 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2067 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2069 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2070 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2072 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2073 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2075 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2076 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2077 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2078 TRACE_(d3d_caps)("[FAILED]\n");
2082 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2083 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2084 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2085 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2086 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2090 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2091 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2092 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2095 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2096 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2097 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2098 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2102 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2103 /* For now return TRUE for FBOs until we have some proper checks.
2104 * Note that this function will only be called when the format is around for texturing. */
2110 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2112 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2113 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2114 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2118 switch (CheckFormat) {
2119 case WINED3DFMT_A8R8G8B8:
2120 case WINED3DFMT_X8R8G8B8:
2121 case WINED3DFMT_A4R4G4B4:
2123 case WINED3DFMT_A8L8:
2124 case WINED3DFMT_DXT1:
2125 case WINED3DFMT_DXT2:
2126 case WINED3DFMT_DXT3:
2127 case WINED3DFMT_DXT4:
2128 case WINED3DFMT_DXT5:
2129 TRACE_(d3d_caps)("[OK]\n");
2133 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2139 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2141 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2142 * doing the color fixup in shaders.
2143 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2144 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2145 int vs_selected_mode;
2146 int ps_selected_mode;
2147 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2149 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2150 TRACE_(d3d_caps)("[OK]\n");
2155 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2159 /* Check if a format support blending in combination with pixel shaders */
2160 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2162 const GlPixelFormatDesc *glDesc;
2163 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2165 /* Fail if we weren't able to get a description of the format */
2166 if(!desc || !glDesc)
2169 /* The flags entry of a format contains the post pixel shader blending capability */
2170 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2176 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2177 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2178 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2179 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2180 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2181 * capability anyway.
2183 * For now lets report this on all formats, but in the future we may want to
2184 * restrict it to some should games need that
2189 /* Check if a texture format is supported on the given adapter */
2190 static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2192 switch (CheckFormat) {
2195 * supported: RGB(A) formats
2197 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2198 case WINED3DFMT_A8R8G8B8:
2199 case WINED3DFMT_X8R8G8B8:
2200 case WINED3DFMT_R5G6B5:
2201 case WINED3DFMT_X1R5G5B5:
2202 case WINED3DFMT_A1R5G5B5:
2203 case WINED3DFMT_A4R4G4B4:
2204 case WINED3DFMT_R3G3B2:
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");
2216 * supported: Palettized
2219 TRACE_(d3d_caps)("[OK]\n");
2221 /* No Windows driver offers A8P8, so don't offer it either */
2222 case WINED3DFMT_A8P8:
2226 * Supported: (Alpha)-Luminance
2229 case WINED3DFMT_A8L8:
2230 case WINED3DFMT_A4L4:
2231 case WINED3DFMT_L16:
2232 TRACE_(d3d_caps)("[OK]\n");
2236 * Supported: Depth/Stencil formats
2238 case WINED3DFMT_D16_LOCKABLE:
2239 case WINED3DFMT_D16:
2240 case WINED3DFMT_D15S1:
2241 case WINED3DFMT_D24X8:
2242 case WINED3DFMT_D24X4S4:
2243 case WINED3DFMT_D24S8:
2244 case WINED3DFMT_D24FS8:
2245 case WINED3DFMT_D32:
2246 case WINED3DFMT_D32F_LOCKABLE:
2250 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2251 * GL_NV_texture_shader), but advertized to make apps happy.
2252 * Enable some because games often fail when they are not available
2253 * and are still playable even without bump mapping
2255 case WINED3DFMT_V8U8:
2256 if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP) ||
2257 GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
2260 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2261 /* Shader emulated */
2264 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2267 case WINED3DFMT_X8L8V8U8:
2268 case WINED3DFMT_L6V5U5:
2269 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2270 /* Shader emulated */
2273 WARN_(d3d_caps)("[FAILED]\n");
2276 case WINED3DFMT_Q8W8V8U8:
2277 case WINED3DFMT_V16U16:
2278 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2279 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2282 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2283 /* Shader emulated */
2286 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2289 /* Those are not advertized by the nvidia windows driver, and not
2290 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2291 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2292 * ARGB format if needed
2294 case WINED3DFMT_W11V11U10:
2295 case WINED3DFMT_A2W10V10U10:
2296 WARN_(d3d_caps)("[FAILED]\n");
2299 case WINED3DFMT_DXT1:
2300 case WINED3DFMT_DXT2:
2301 case WINED3DFMT_DXT3:
2302 case WINED3DFMT_DXT4:
2303 case WINED3DFMT_DXT5:
2304 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2305 TRACE_(d3d_caps)("[OK]\n");
2308 TRACE_(d3d_caps)("[FAILED]\n");
2313 * Odd formats - not supported
2315 case WINED3DFMT_VERTEXDATA:
2316 case WINED3DFMT_INDEX16:
2317 case WINED3DFMT_INDEX32:
2318 case WINED3DFMT_Q16W16V16U16:
2319 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2323 * WINED3DFMT_CxV8U8: Not supported right now
2325 case WINED3DFMT_CxV8U8:
2326 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2329 /* YUV formats, not supported for now */
2330 case WINED3DFMT_UYVY:
2331 case WINED3DFMT_YUY2:
2332 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2336 case WINED3DFMT_A16B16G16R16:
2337 case WINED3DFMT_A8R3G3B2:
2338 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2341 /* Floating point formats */
2342 case WINED3DFMT_R16F:
2343 case WINED3DFMT_A16B16G16R16F:
2344 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2345 TRACE_(d3d_caps)("[OK]\n");
2348 TRACE_(d3d_caps)("[FAILED]\n");
2351 case WINED3DFMT_R32F:
2352 case WINED3DFMT_A32B32G32R32F:
2353 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2354 TRACE_(d3d_caps)("[OK]\n");
2357 TRACE_(d3d_caps)("[FAILED]\n");
2360 case WINED3DFMT_G16R16F:
2361 case WINED3DFMT_G32R32F:
2362 TRACE_(d3d_caps)("[FAILED]\n");
2365 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2366 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2367 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2368 * We can do instancing with all shader versions, but we need vertex shaders.
2370 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2371 * to enable instancing. WineD3D doesn't need that and just ignores it.
2373 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2375 case WINEMAKEFOURCC('I','N','S','T'):
2376 TRACE("ATI Instancing check hack\n");
2377 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2378 TRACE_(d3d_caps)("[OK]\n");
2381 TRACE_(d3d_caps)("[FAILED]\n");
2384 /* Some weird FOURCC formats */
2385 case WINED3DFMT_R8G8_B8G8:
2386 case WINED3DFMT_G8R8_G8B8:
2387 case WINED3DFMT_MULTI2_ARGB8:
2388 TRACE_(d3d_caps)("[FAILED]\n");
2391 /* Vendor specific formats */
2392 case WINED3DFMT_ATI2N:
2393 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
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 CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2412 if (!GL_LIMITS(vertex_samplers)) {
2413 TRACE_(d3d_caps)("[FAILED]\n");
2417 switch (CheckFormat) {
2418 case WINED3DFMT_A32B32G32R32F:
2419 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2420 TRACE_(d3d_caps)("[FAILED]\n");
2423 TRACE_(d3d_caps)("[OK]\n");
2427 TRACE_(d3d_caps)("[FAILED]\n");
2433 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2434 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2435 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2436 DWORD UsageCaps = 0;
2438 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2441 DeviceType, debug_d3ddevicetype(DeviceType),
2442 AdapterFormat, debug_d3dformat(AdapterFormat),
2443 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2444 RType, debug_d3dresourcetype(RType),
2445 CheckFormat, debug_d3dformat(CheckFormat));
2447 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2448 return WINED3DERR_INVALIDCALL;
2451 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2452 /* Cubetexture allows:
2453 * - D3DUSAGE_AUTOGENMIPMAP
2454 * - D3DUSAGE_DEPTHSTENCIL
2455 * - D3DUSAGE_DYNAMIC
2456 * - D3DUSAGE_NONSECURE (d3d9ex)
2457 * - D3DUSAGE_RENDERTARGET
2458 * - D3DUSAGE_SOFTWAREPROCESSING
2459 * - D3DUSAGE_QUERY_WRAPANDMIP
2461 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2462 /* Check if the texture format is around */
2463 if(CheckTextureCapability(Adapter, CheckFormat)) {
2464 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2465 /* Check for automatic mipmap generation support */
2466 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2467 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2469 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2470 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2474 /* Always report dynamic locking */
2475 if(Usage & WINED3DUSAGE_DYNAMIC)
2476 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2478 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2479 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2480 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2482 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2483 return WINED3DERR_NOTAVAILABLE;
2487 /* Always report software processing */
2488 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2489 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2491 /* Check QUERY_FILTER support */
2492 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2493 if(CheckFilterCapability(Adapter, CheckFormat)) {
2494 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2496 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2497 return WINED3DERR_NOTAVAILABLE;
2501 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2502 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2503 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2504 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2506 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2507 return WINED3DERR_NOTAVAILABLE;
2511 /* Check QUERY_SRGBREAD support */
2512 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2513 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2514 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2516 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2517 return WINED3DERR_NOTAVAILABLE;
2521 /* Check QUERY_SRGBWRITE support */
2522 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2523 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2524 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2526 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2527 return WINED3DERR_NOTAVAILABLE;
2531 /* Check QUERY_VERTEXTEXTURE support */
2532 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2533 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2534 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2536 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2537 return WINED3DERR_NOTAVAILABLE;
2541 /* Check QUERY_WRAPANDMIP support */
2542 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2543 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2544 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2546 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2547 return WINED3DERR_NOTAVAILABLE;
2551 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2552 return WINED3DERR_NOTAVAILABLE;
2555 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2556 return WINED3DERR_NOTAVAILABLE;
2558 } else if(RType == WINED3DRTYPE_SURFACE) {
2560 * - D3DUSAGE_DEPTHSTENCIL
2561 * - D3DUSAGE_NONSECURE (d3d9ex)
2562 * - D3DUSAGE_RENDERTARGET
2565 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2566 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2567 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2569 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2570 return WINED3DERR_NOTAVAILABLE;
2574 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2575 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2576 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2578 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2579 return WINED3DERR_NOTAVAILABLE;
2583 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2584 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2585 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2586 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2588 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2589 return WINED3DERR_NOTAVAILABLE;
2592 } else if(RType == WINED3DRTYPE_TEXTURE) {
2594 * - D3DUSAGE_AUTOGENMIPMAP
2595 * - D3DUSAGE_DEPTHSTENCIL
2597 * - D3DUSAGE_DYNAMIC
2598 * - D3DUSAGE_NONSECURE (d3d9ex)
2599 * - D3DUSAGE_RENDERTARGET
2600 * - D3DUSAGE_SOFTWAREPROCESSING
2601 * - D3DUSAGE_TEXTAPI (d3d9ex)
2602 * - D3DUSAGE_QUERY_WRAPANDMIP
2605 /* Check if the texture format is around */
2606 if(CheckTextureCapability(Adapter, CheckFormat)) {
2607 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2608 /* Check for automatic mipmap generation support */
2609 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2610 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2612 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2613 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2617 /* Always report dynamic locking */
2618 if(Usage & WINED3DUSAGE_DYNAMIC)
2619 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2621 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2622 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2623 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2625 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2626 return WINED3DERR_NOTAVAILABLE;
2630 /* Always report software processing */
2631 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2632 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2634 /* Check QUERY_FILTER support */
2635 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2636 if(CheckFilterCapability(Adapter, CheckFormat)) {
2637 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2639 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2640 return WINED3DERR_NOTAVAILABLE;
2644 /* Check QUERY_LEGACYBUMPMAP support */
2645 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2646 if(CheckBumpMapCapability(Adapter, CheckFormat)) {
2647 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2649 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2650 return WINED3DERR_NOTAVAILABLE;
2654 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2655 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2656 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2657 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2659 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2660 return WINED3DERR_NOTAVAILABLE;
2664 /* Check QUERY_SRGBREAD support */
2665 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2666 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2667 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2669 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2670 return WINED3DERR_NOTAVAILABLE;
2674 /* Check QUERY_SRGBWRITE support */
2675 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2676 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2677 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2679 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2680 return WINED3DERR_NOTAVAILABLE;
2684 /* Check QUERY_VERTEXTEXTURE support */
2685 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2686 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2687 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2689 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2690 return WINED3DERR_NOTAVAILABLE;
2694 /* Check QUERY_WRAPANDMIP support */
2695 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2696 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2697 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2699 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2700 return WINED3DERR_NOTAVAILABLE;
2704 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2705 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2706 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2708 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2709 return WINED3DERR_NOTAVAILABLE;
2713 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2714 return WINED3DERR_NOTAVAILABLE;
2716 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2717 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2718 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2720 * Volumetexture allows:
2721 * - D3DUSAGE_DYNAMIC
2722 * - D3DUSAGE_NONSECURE (d3d9ex)
2723 * - D3DUSAGE_SOFTWAREPROCESSING
2724 * - D3DUSAGE_QUERY_WRAPANDMIP
2727 /* Check volume texture and volume usage caps */
2728 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2729 if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
2730 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2731 return WINED3DERR_NOTAVAILABLE;
2734 /* Always report dynamic locking */
2735 if(Usage & WINED3DUSAGE_DYNAMIC)
2736 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2738 /* Always report software processing */
2739 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2740 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2742 /* Check QUERY_FILTER support */
2743 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2744 if(CheckFilterCapability(Adapter, CheckFormat)) {
2745 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2747 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2748 return WINED3DERR_NOTAVAILABLE;
2752 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2753 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2754 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2755 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2757 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2758 return WINED3DERR_NOTAVAILABLE;
2762 /* Check QUERY_SRGBREAD support */
2763 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2764 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2765 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2767 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2768 return WINED3DERR_NOTAVAILABLE;
2772 /* Check QUERY_SRGBWRITE support */
2773 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2774 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2775 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2777 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2778 return WINED3DERR_NOTAVAILABLE;
2782 /* Check QUERY_VERTEXTEXTURE support */
2783 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2784 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2785 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2787 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2788 return WINED3DERR_NOTAVAILABLE;
2792 /* Check QUERY_WRAPANDMIP support */
2793 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2794 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2795 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2797 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2798 return WINED3DERR_NOTAVAILABLE;
2802 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2803 return WINED3DERR_NOTAVAILABLE;
2806 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2807 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2808 * app needing one of those formats, don't advertize them to avoid leading apps into
2809 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2812 switch(CheckFormat) {
2814 case WINED3DFMT_A4L4:
2815 case WINED3DFMT_R32F:
2816 case WINED3DFMT_R16F:
2817 case WINED3DFMT_X8L8V8U8:
2818 case WINED3DFMT_L6V5U5:
2819 case WINED3DFMT_G16R16:
2820 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2821 return WINED3DERR_NOTAVAILABLE;
2823 case WINED3DFMT_Q8W8V8U8:
2824 case WINED3DFMT_V16U16:
2825 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2826 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2827 return WINED3DERR_NOTAVAILABLE;
2831 case WINED3DFMT_V8U8:
2832 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2833 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2834 return WINED3DERR_NOTAVAILABLE;
2838 case WINED3DFMT_DXT1:
2839 case WINED3DFMT_DXT2:
2840 case WINED3DFMT_DXT3:
2841 case WINED3DFMT_DXT4:
2842 case WINED3DFMT_DXT5:
2843 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2844 * compressed texture results in an error. While the D3D refrast does
2845 * support s3tc volumes, at least the nvidia windows driver does not, so
2846 * we're free not to support this format.
2848 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2849 return WINED3DERR_NOTAVAILABLE;
2852 /* Do nothing, continue with checking the format below */
2855 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2856 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2857 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2858 return WINED3DERR_NOTAVAILABLE;
2861 /* This format is nothing special and it is supported perfectly.
2862 * However, ati and nvidia driver on windows do not mark this format as
2863 * supported (tested with the dxCapsViewer) and pretending to
2864 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2865 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2866 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2868 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2869 TRACE_(d3d_caps)("[FAILED]\n");
2870 return WINED3DERR_NOTAVAILABLE;
2873 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2874 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2875 * usage flags match. */
2876 if(UsageCaps == Usage) {
2878 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2879 return WINED3DOK_NOAUTOGEN;
2881 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);
2882 return WINED3DERR_NOTAVAILABLE;
2886 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2887 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2888 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2890 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2893 DeviceType, debug_d3ddevicetype(DeviceType),
2894 SourceFormat, debug_d3dformat(SourceFormat),
2895 TargetFormat, debug_d3dformat(TargetFormat));
2899 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2900 const shader_backend_t *ret;
2901 int vs_selected_mode;
2902 int ps_selected_mode;
2904 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2905 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2906 ret = &glsl_shader_backend;
2907 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2908 ret = &arb_program_shader_backend;
2910 ret = &none_shader_backend;
2915 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2916 int vs_selected_mode;
2917 int ps_selected_mode;
2919 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2920 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2921 return &arbfp_fragment_pipeline;
2922 } else if(ps_selected_mode == SHADER_ATI) {
2923 return &atifs_fragment_pipeline;
2924 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2925 return &nvts_fragment_pipeline;
2926 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2927 return &nvrc_fragment_pipeline;
2929 return &ffp_fragment_pipeline;
2933 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2934 subset of a D3DCAPS9 structure. However, it has to come via a void *
2935 as the d3d8 interface cannot import the d3d9 header */
2936 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2938 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2939 int vs_selected_mode;
2940 int ps_selected_mode;
2941 struct shader_caps shader_caps;
2942 struct fragment_caps fragment_caps;
2943 const shader_backend_t *shader_backend;
2944 const struct fragment_pipeline *frag_pipeline = NULL;
2946 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2948 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2949 return WINED3DERR_INVALIDCALL;
2952 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2954 /* This function should *not* be modifying GL caps
2955 * TODO: move the functionality where it belongs */
2956 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2958 /* ------------------------------------------------
2959 The following fields apply to both d3d8 and d3d9
2960 ------------------------------------------------ */
2961 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2962 pCaps->AdapterOrdinal = Adapter;
2965 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2966 WINED3DCAPS2_FULLSCREENGAMMA |
2967 WINED3DCAPS2_DYNAMICTEXTURES;
2968 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2969 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2971 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2972 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2973 WINED3DPRESENT_INTERVAL_ONE;
2975 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2976 WINED3DCURSORCAPS_LOWRES;
2978 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2979 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2980 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2981 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2982 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2983 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2984 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2985 WINED3DDEVCAPS_PUREDEVICE |
2986 WINED3DDEVCAPS_HWRASTERIZATION |
2987 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2988 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2989 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2990 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2991 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2992 WINED3DDEVCAPS_RTPATCHES;
2994 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2995 WINED3DPMISCCAPS_CULLCCW |
2996 WINED3DPMISCCAPS_CULLCW |
2997 WINED3DPMISCCAPS_COLORWRITEENABLE |
2998 WINED3DPMISCCAPS_CLIPTLVERTS |
2999 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3000 WINED3DPMISCCAPS_MASKZ |
3001 WINED3DPMISCCAPS_BLENDOP |
3002 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3004 WINED3DPMISCCAPS_NULLREFERENCE
3005 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3006 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3007 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3008 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3010 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3011 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3013 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3014 WINED3DPRASTERCAPS_PAT |
3015 WINED3DPRASTERCAPS_WFOG |
3016 WINED3DPRASTERCAPS_ZFOG |
3017 WINED3DPRASTERCAPS_FOGVERTEX |
3018 WINED3DPRASTERCAPS_FOGTABLE |
3019 WINED3DPRASTERCAPS_STIPPLE |
3020 WINED3DPRASTERCAPS_SUBPIXEL |
3021 WINED3DPRASTERCAPS_ZTEST |
3022 WINED3DPRASTERCAPS_SCISSORTEST |
3023 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3024 WINED3DPRASTERCAPS_DEPTHBIAS;
3026 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3027 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3028 WINED3DPRASTERCAPS_ZBIAS |
3029 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3031 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3032 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3035 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3036 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3037 WINED3DPRASTERCAPS_ANTIALIASEDGES
3038 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3039 WINED3DPRASTERCAPS_WBUFFER */
3041 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3042 WINED3DPCMPCAPS_EQUAL |
3043 WINED3DPCMPCAPS_GREATER |
3044 WINED3DPCMPCAPS_GREATEREQUAL |
3045 WINED3DPCMPCAPS_LESS |
3046 WINED3DPCMPCAPS_LESSEQUAL |
3047 WINED3DPCMPCAPS_NEVER |
3048 WINED3DPCMPCAPS_NOTEQUAL;
3050 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3051 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3052 WINED3DPBLENDCAPS_DESTALPHA |
3053 WINED3DPBLENDCAPS_DESTCOLOR |
3054 WINED3DPBLENDCAPS_INVDESTALPHA |
3055 WINED3DPBLENDCAPS_INVDESTCOLOR |
3056 WINED3DPBLENDCAPS_INVSRCALPHA |
3057 WINED3DPBLENDCAPS_INVSRCCOLOR |
3058 WINED3DPBLENDCAPS_ONE |
3059 WINED3DPBLENDCAPS_SRCALPHA |
3060 WINED3DPBLENDCAPS_SRCALPHASAT |
3061 WINED3DPBLENDCAPS_SRCCOLOR |
3062 WINED3DPBLENDCAPS_ZERO;
3064 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3065 WINED3DPBLENDCAPS_DESTCOLOR |
3066 WINED3DPBLENDCAPS_INVDESTALPHA |
3067 WINED3DPBLENDCAPS_INVDESTCOLOR |
3068 WINED3DPBLENDCAPS_INVSRCALPHA |
3069 WINED3DPBLENDCAPS_INVSRCCOLOR |
3070 WINED3DPBLENDCAPS_ONE |
3071 WINED3DPBLENDCAPS_SRCALPHA |
3072 WINED3DPBLENDCAPS_SRCCOLOR |
3073 WINED3DPBLENDCAPS_ZERO;
3074 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3075 * according to the glBlendFunc manpage
3077 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3078 * legacy settings for srcblend only
3081 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3082 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3083 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3087 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3088 WINED3DPCMPCAPS_EQUAL |
3089 WINED3DPCMPCAPS_GREATER |
3090 WINED3DPCMPCAPS_GREATEREQUAL |
3091 WINED3DPCMPCAPS_LESS |
3092 WINED3DPCMPCAPS_LESSEQUAL |
3093 WINED3DPCMPCAPS_NEVER |
3094 WINED3DPCMPCAPS_NOTEQUAL;
3096 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3097 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3098 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3099 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3100 WINED3DPSHADECAPS_COLORFLATRGB |
3101 WINED3DPSHADECAPS_FOGFLAT |
3102 WINED3DPSHADECAPS_FOGGOURAUD |
3103 WINED3DPSHADECAPS_SPECULARFLATRGB;
3105 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3106 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3107 WINED3DPTEXTURECAPS_BORDER |
3108 WINED3DPTEXTURECAPS_MIPMAP |
3109 WINED3DPTEXTURECAPS_PROJECTED |
3110 WINED3DPTEXTURECAPS_PERSPECTIVE;
3112 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3113 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3114 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3117 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3118 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3119 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3120 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3123 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3124 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3125 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3126 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3130 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3131 WINED3DPTFILTERCAPS_MAGFPOINT |
3132 WINED3DPTFILTERCAPS_MINFLINEAR |
3133 WINED3DPTFILTERCAPS_MINFPOINT |
3134 WINED3DPTFILTERCAPS_MIPFLINEAR |
3135 WINED3DPTFILTERCAPS_MIPFPOINT |
3136 WINED3DPTFILTERCAPS_LINEAR |
3137 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3138 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3139 WINED3DPTFILTERCAPS_MIPLINEAR |
3140 WINED3DPTFILTERCAPS_MIPNEAREST |
3141 WINED3DPTFILTERCAPS_NEAREST;
3143 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3144 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3145 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3148 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3149 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3150 WINED3DPTFILTERCAPS_MAGFPOINT |
3151 WINED3DPTFILTERCAPS_MINFLINEAR |
3152 WINED3DPTFILTERCAPS_MINFPOINT |
3153 WINED3DPTFILTERCAPS_MIPFLINEAR |
3154 WINED3DPTFILTERCAPS_MIPFPOINT |
3155 WINED3DPTFILTERCAPS_LINEAR |
3156 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3157 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3158 WINED3DPTFILTERCAPS_MIPLINEAR |
3159 WINED3DPTFILTERCAPS_MIPNEAREST |
3160 WINED3DPTFILTERCAPS_NEAREST;
3162 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3163 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3164 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3167 pCaps->CubeTextureFilterCaps = 0;
3169 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3170 pCaps->VolumeTextureFilterCaps = 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 pCaps->VolumeTextureFilterCaps = 0;
3185 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3186 WINED3DPTADDRESSCAPS_CLAMP |
3187 WINED3DPTADDRESSCAPS_WRAP;
3189 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3190 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3192 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3193 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3195 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3196 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3199 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3200 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3201 WINED3DPTADDRESSCAPS_CLAMP |
3202 WINED3DPTADDRESSCAPS_WRAP;
3203 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3204 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3206 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3207 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3209 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3210 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3213 pCaps->VolumeTextureAddressCaps = 0;
3215 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3216 WINED3DLINECAPS_ZTEST;
3218 WINED3DLINECAPS_BLEND
3219 WINED3DLINECAPS_ALPHACMP
3220 WINED3DLINECAPS_FOG */
3222 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3223 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3225 if(GL_SUPPORT(EXT_TEXTURE3D))
3226 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3228 pCaps->MaxVolumeExtent = 0;
3230 pCaps->MaxTextureRepeat = 32768;
3231 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3232 pCaps->MaxVertexW = 1.0;
3234 pCaps->GuardBandLeft = 0;
3235 pCaps->GuardBandTop = 0;
3236 pCaps->GuardBandRight = 0;
3237 pCaps->GuardBandBottom = 0;
3239 pCaps->ExtentsAdjust = 0;
3241 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3242 WINED3DSTENCILCAPS_INCRSAT |
3243 WINED3DSTENCILCAPS_INVERT |
3244 WINED3DSTENCILCAPS_KEEP |
3245 WINED3DSTENCILCAPS_REPLACE |
3246 WINED3DSTENCILCAPS_ZERO;
3247 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3248 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3249 WINED3DSTENCILCAPS_INCR;
3251 if ( This->dxVersion > 8 &&
3252 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3253 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3254 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3257 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3259 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3260 pCaps->MaxActiveLights = GL_LIMITS(lights);
3262 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3263 pCaps->MaxVertexBlendMatrixIndex = 0;
3265 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3266 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3269 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3270 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3271 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3272 WINED3DVTXPCAPS_LOCALVIEWER |
3273 WINED3DVTXPCAPS_VERTEXFOG |
3274 WINED3DVTXPCAPS_TEXGEN;
3276 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3278 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3279 pCaps->MaxVertexIndex = 0xFFFFF;
3280 pCaps->MaxStreams = MAX_STREAMS;
3281 pCaps->MaxStreamStride = 1024;
3283 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3284 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3285 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3286 pCaps->MaxNpatchTessellationLevel = 0;
3287 pCaps->MasterAdapterOrdinal = 0;
3288 pCaps->AdapterOrdinalInGroup = 0;
3289 pCaps->NumberOfAdaptersInGroup = 1;
3291 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3293 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3294 WINED3DPTFILTERCAPS_MAGFPOINT |
3295 WINED3DPTFILTERCAPS_MINFLINEAR |
3296 WINED3DPTFILTERCAPS_MAGFLINEAR;
3297 pCaps->VertexTextureFilterCaps = 0;
3299 memset(&shader_caps, 0, sizeof(shader_caps));
3300 shader_backend = select_shader_backend(Adapter, DeviceType);
3301 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3303 memset(&fragment_caps, 0, sizeof(fragment_caps));
3304 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3305 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3307 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3308 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3310 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3311 * Ignore shader model capabilities if disabled in config
3313 if(vs_selected_mode == SHADER_NONE) {
3314 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3315 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3316 pCaps->MaxVertexShaderConst = 0;
3318 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3319 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3322 if(ps_selected_mode == SHADER_NONE) {
3323 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3324 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3325 pCaps->PixelShader1xMaxValue = 0.0;
3327 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3328 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3331 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3332 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3333 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3335 pCaps->VS20Caps = shader_caps.VS20Caps;
3336 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3337 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3338 pCaps->PS20Caps = shader_caps.PS20Caps;
3339 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3340 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3342 /* The following caps are shader specific, but they are things we cannot detect, or which
3343 * are the same among all shader models. So to avoid code duplication set the shader version
3344 * specific, but otherwise constant caps here
3346 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3347 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3348 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3349 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3350 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3351 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3352 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3354 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3355 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3356 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3357 pCaps->VS20Caps.Caps = 0;
3358 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3359 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3360 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3362 pCaps->MaxVShaderInstructionsExecuted = 65535;
3363 pCaps->MaxVertexShader30InstructionSlots = 0;
3364 } else { /* VS 1.x */
3365 pCaps->VS20Caps.Caps = 0;
3366 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3367 pCaps->VS20Caps.NumTemps = 0;
3368 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3370 pCaps->MaxVShaderInstructionsExecuted = 0;
3371 pCaps->MaxVertexShader30InstructionSlots = 0;
3374 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3375 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3376 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3378 /* 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 */
3379 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3380 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3381 WINED3DPS20CAPS_PREDICATION |
3382 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3383 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3384 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3385 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3386 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3387 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3389 pCaps->MaxPShaderInstructionsExecuted = 65535;
3390 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3391 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3392 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3393 pCaps->PS20Caps.Caps = 0;
3394 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3395 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3396 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3397 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3399 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3400 pCaps->MaxPixelShader30InstructionSlots = 0;
3401 } else { /* PS 1.x */
3402 pCaps->PS20Caps.Caps = 0;
3403 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3404 pCaps->PS20Caps.NumTemps = 0;
3405 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3406 pCaps->PS20Caps.NumInstructionSlots = 0;
3408 pCaps->MaxPShaderInstructionsExecuted = 0;
3409 pCaps->MaxPixelShader30InstructionSlots = 0;
3412 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3413 /* OpenGL supports all the formats below, perhaps not always
3414 * without conversion, but it supports them.
3415 * Further GLSL doesn't seem to have an official unsigned type so
3416 * don't advertise it yet as I'm not sure how we handle it.
3417 * We might need to add some clamping in the shader engine to
3419 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3420 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3421 WINED3DDTCAPS_UBYTE4N |
3422 WINED3DDTCAPS_SHORT2N |
3423 WINED3DDTCAPS_SHORT4N;
3424 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3425 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3426 WINED3DDTCAPS_FLOAT16_4;
3429 pCaps->DeclTypes = 0;
3434 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3435 and fields being inserted in the middle, a new structure is used in place */
3436 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3437 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3440 IWineD3DDeviceImpl *object = NULL;
3441 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3442 WINED3DDISPLAYMODE mode;
3443 const struct fragment_pipeline *frag_pipeline = NULL;
3446 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3447 * number and create a device without a 3D adapter for 2D only operation.
3449 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3450 return WINED3DERR_INVALIDCALL;
3453 /* Create a WineD3DDevice object */
3454 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3455 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3456 TRACE("Created WineD3DDevice object @ %p\n", object);
3457 if (NULL == object) {
3458 return WINED3DERR_OUTOFVIDEOMEMORY;
3461 /* Set up initial COM information */
3462 object->lpVtbl = &IWineD3DDevice_Vtbl;
3464 object->wineD3D = iface;
3465 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3466 IWineD3D_AddRef(object->wineD3D);
3467 object->parent = parent;
3468 list_init(&object->resources);
3469 list_init(&object->shaders);
3471 if(This->dxVersion == 7) {
3472 object->surface_alignment = 8;
3474 object->surface_alignment = 4;
3476 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3478 /* Set the state up as invalid until the device is fully created */
3479 object->state = WINED3DERR_DRIVERINTERNALERROR;
3481 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3482 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3484 /* Save the creation parameters */
3485 object->createParms.AdapterOrdinal = Adapter;
3486 object->createParms.DeviceType = DeviceType;
3487 object->createParms.hFocusWindow = hFocusWindow;
3488 object->createParms.BehaviorFlags = BehaviourFlags;
3490 /* Initialize other useful values */
3491 object->adapterNo = Adapter;
3492 object->devType = DeviceType;
3494 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3495 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3497 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3498 object->frag_pipe = frag_pipeline;
3499 compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3500 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3502 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3503 * model can deal with that. It is essentially the same, just with adjusted
3504 * Set*ShaderConstantF implementations
3506 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3507 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3510 /* set the state of the device to valid */
3511 object->state = WINED3D_OK;
3513 /* Get the initial screen setup for ddraw */
3514 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3516 object->ddraw_width = mode.Width;
3517 object->ddraw_height = mode.Height;
3518 object->ddraw_format = mode.Format;
3520 for(i = 0; i < PATCHMAP_SIZE; i++) {
3521 list_init(&object->patches[i]);
3525 #undef GLINFO_LOCATION
3527 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3528 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3529 IUnknown_AddRef(This->parent);
3530 *pParent = This->parent;
3534 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3535 IUnknown* surfaceParent;
3536 TRACE("(%p) call back\n", pSurface);
3538 /* Now, release the parent, which will take care of cleaning up the surface for us */
3539 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3540 IUnknown_Release(surfaceParent);
3541 return IUnknown_Release(surfaceParent);
3544 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3545 IUnknown* volumeParent;
3546 TRACE("(%p) call back\n", pVolume);
3548 /* Now, release the parent, which will take care of cleaning up the volume for us */
3549 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3550 IUnknown_Release(volumeParent);
3551 return IUnknown_Release(volumeParent);
3554 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3555 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3556 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3557 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3559 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3560 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3561 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3562 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3563 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3564 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3565 * DirectDraw, not OpenGL.
3567 if(gl_info->supported[APPLE_FENCE] &&
3568 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3569 gl_info->supported[APPLE_FLUSH_RENDER] &&
3570 gl_info->supported[APPLE_YCBCR_422]) {
3571 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3572 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3575 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3576 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3581 #define GLINFO_LOCATION (*gl_info)
3582 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3583 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3584 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3585 * all the texture. This function detects this bug by its symptom and disables PBOs
3586 * if the test fails.
3588 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3589 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3590 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3591 * read back is compared to the original. If they are equal PBOs are assumed to work,
3592 * otherwise the PBO extension is disabled.
3594 GLuint texture, pbo;
3595 static const unsigned int pattern[] = {
3596 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3597 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3598 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3599 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3601 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3603 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3604 /* No PBO -> No point in testing them */
3608 while(glGetError());
3609 glGenTextures(1, &texture);
3610 glBindTexture(GL_TEXTURE_2D, texture);
3611 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3612 checkGLcall("Specifying the PBO test texture\n");
3614 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3615 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3616 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3617 checkGLcall("Specifying the PBO test pbo\n");
3619 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3620 checkGLcall("Loading the PBO test texture\n");
3622 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3623 glFinish(); /* just to be sure */
3625 memset(check, 0, sizeof(check));
3626 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3627 checkGLcall("Reading back the PBO test texture\n");
3629 glDeleteTextures(1, &texture);
3630 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3631 checkGLcall("PBO test cleanup\n");
3633 if(memcmp(check, pattern, sizeof(check)) != 0) {
3634 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3635 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3636 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3638 TRACE_(d3d_caps)("PBO test successful\n");
3641 #undef GLINFO_LOCATION
3643 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3644 * reporting a driver version is moot because we are not the Windows driver, and we have different
3645 * bugs, features, etc.
3647 * If a card is not found in this table, the gl driver version is reported
3649 struct driver_version_information {
3650 WORD vendor; /* reported PCI card vendor ID */
3651 WORD card; /* reported PCI card device ID */
3652 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3653 WORD lopart_hi, lopart_lo; /* driver loword to report */
3656 static const struct driver_version_information driver_version_table[] = {
3657 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3658 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3659 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3660 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3661 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3662 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3663 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3664 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3665 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3666 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3667 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3668 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3669 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3670 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3671 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3672 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3673 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3674 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3675 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3677 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3678 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3679 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3680 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3681 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3682 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3683 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3685 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3688 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3690 BOOL apple = implementation_is_apple(gl_info);
3693 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3694 * used it falls back to software. While the compiler can detect if the shader uses all declared
3695 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3696 * using relative addressing falls back to software.
3698 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3700 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3701 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3703 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3704 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3705 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3708 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3709 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3710 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3711 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3712 * according to the spec.
3714 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3715 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3717 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3718 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3719 * this workaround is activated on cards that do not need it, it won't break things, just affect
3720 * performance negatively.
3722 if(gl_info->gl_vendor == VENDOR_INTEL ||
3723 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3724 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3725 gl_info->set_texcoord_w = TRUE;
3729 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3730 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3731 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3732 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3733 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3734 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3735 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3737 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3738 * has this extension promoted to core. The extension loading code sets this extension supported
3739 * due to that, so this code works on fglrx as well.
3741 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3742 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3743 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3744 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3745 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3746 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3747 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3751 /* Find out if PBOs work as they are supposed to */
3752 test_pbo_functionality(gl_info);
3754 /* Fixup the driver version */
3755 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3756 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3757 gl_info->gl_card == driver_version_table[i].card) {
3758 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3760 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3761 driver_version_table[i].lopart_lo);
3762 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3763 driver_version_table[i].hipart_lo);
3769 void invalid_func(void *data) {
3770 ERR("Invalid vertex attribute function called\n");
3774 #define GLINFO_LOCATION (Adapters[0].gl_info)
3776 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3777 * the extension detection and are used in drawStridedSlow
3779 static void position_d3dcolor(void *data) {
3780 DWORD pos = *((DWORD *) data);
3782 FIXME("Add a test for fixed function position from d3dcolor type\n");
3783 glVertex4s(D3DCOLOR_B_R(pos),
3788 static void position_float4(void *data) {
3789 GLfloat *pos = (float *) data;
3791 if (pos[3] < eps && pos[3] > -eps)
3794 float w = 1.0 / pos[3];
3796 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3800 static void diffuse_d3dcolor(void *data) {
3801 DWORD diffuseColor = *((DWORD *) data);
3803 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3804 D3DCOLOR_B_G(diffuseColor),
3805 D3DCOLOR_B_B(diffuseColor),
3806 D3DCOLOR_B_A(diffuseColor));
3809 static void specular_d3dcolor(void *data) {
3810 DWORD specularColor = *((DWORD *) data);
3812 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3813 D3DCOLOR_B_G(specularColor),
3814 D3DCOLOR_B_B(specularColor));
3816 static void warn_no_specular_func(void *data) {
3817 WARN("GL_EXT_secondary_color not supported\n");
3820 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3821 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3822 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3823 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3824 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3825 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3826 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3827 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3828 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3829 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3830 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3831 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3832 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3833 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3834 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3835 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3836 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3837 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3839 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3840 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3841 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3842 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3843 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3844 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3845 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3846 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3847 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3848 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3849 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3850 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3851 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3852 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3853 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3854 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3855 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3857 /* No 4 component entry points here */
3858 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3859 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3860 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3861 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3863 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3865 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3866 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3867 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3869 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3871 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3872 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3873 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3874 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3875 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3876 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3877 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3878 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3879 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3880 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3881 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3882 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3884 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3885 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3887 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3888 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3889 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3890 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3891 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3892 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3893 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3894 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3895 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3896 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3897 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3898 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3899 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3900 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3901 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3902 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3903 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3906 #define PUSH1(att) attribs[nAttribs++] = (att);
3907 BOOL InitAdapters(void) {
3908 static HMODULE mod_gl;
3910 int ps_selected_mode, vs_selected_mode;
3912 /* No need to hold any lock. The calling library makes sure only one thread calls
3913 * wined3d simultaneously
3915 if(numAdapters > 0) return Adapters[0].opengl;
3917 TRACE("Initializing adapters\n");
3920 #ifdef USE_WIN32_OPENGL
3921 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3922 mod_gl = LoadLibraryA("opengl32.dll");
3924 ERR("Can't load opengl32.dll!\n");
3928 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3929 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3930 mod_gl = GetModuleHandleA("gdi32.dll");
3934 /* Load WGL core functions from opengl32.dll */
3935 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3939 if(!pwglGetProcAddress) {
3940 ERR("Unable to load wglGetProcAddress!\n");
3944 /* Dynamically load all GL core functions */
3948 /* For now only one default adapter */
3956 WineD3D_PixelFormat *cfgs;
3958 DISPLAY_DEVICEW DisplayDevice;
3961 TRACE("Initializing default adapter\n");
3962 Adapters[0].num = 0;
3963 Adapters[0].monitorPoint.x = -1;
3964 Adapters[0].monitorPoint.y = -1;
3966 if (!WineD3D_CreateFakeGLContext()) {
3967 ERR("Failed to get a gl context for default adapter\n");
3968 WineD3D_ReleaseFakeGLContext();
3972 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
3974 ERR("Failed to initialize gl caps for default adapter\n");
3975 WineD3D_ReleaseFakeGLContext();
3978 ret = initPixelFormats(&Adapters[0].gl_info);
3980 ERR("Failed to init gl formats\n");
3981 WineD3D_ReleaseFakeGLContext();
3985 hdc = pwglGetCurrentDC();
3987 ERR("Failed to get gl HDC\n");
3988 WineD3D_ReleaseFakeGLContext();
3992 Adapters[0].driver = "Display";
3993 Adapters[0].description = "Direct3D HAL";
3995 /* Use the VideoRamSize registry setting when set */
3996 if(wined3d_settings.emulated_textureram)
3997 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3999 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4000 Adapters[0].UsedTextureRam = 0;
4001 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4003 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4004 DisplayDevice.cb = sizeof(DisplayDevice);
4005 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4006 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4007 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4009 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4010 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4012 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4013 cfgs = Adapters[0].cfgs;
4014 PUSH1(WGL_RED_BITS_ARB)
4015 PUSH1(WGL_GREEN_BITS_ARB)
4016 PUSH1(WGL_BLUE_BITS_ARB)
4017 PUSH1(WGL_ALPHA_BITS_ARB)
4018 PUSH1(WGL_DEPTH_BITS_ARB)
4019 PUSH1(WGL_STENCIL_BITS_ARB)
4020 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4021 PUSH1(WGL_PIXEL_TYPE_ARB)
4022 PUSH1(WGL_DOUBLE_BUFFER_ARB)
4023 PUSH1(WGL_AUX_BUFFERS_ARB)
4025 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4026 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4031 /* Cache the pixel format */
4032 cfgs->iPixelFormat = iPixelFormat;
4033 cfgs->redSize = values[0];
4034 cfgs->greenSize = values[1];
4035 cfgs->blueSize = values[2];
4036 cfgs->alphaSize = values[3];
4037 cfgs->depthSize = values[4];
4038 cfgs->stencilSize = values[5];
4039 cfgs->windowDrawable = values[6];
4040 cfgs->iPixelType = values[7];
4041 cfgs->doubleBuffer = values[8];
4042 cfgs->auxBuffers = values[9];
4044 cfgs->pbufferDrawable = FALSE;
4045 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4046 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4047 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4049 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4050 cfgs->pbufferDrawable = value;
4053 cfgs->numSamples = 0;
4054 /* Check multisample support */
4055 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4056 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4058 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4059 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4060 * value[1] = number of multi sample buffers*/
4062 cfgs->numSamples = value[1];
4066 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);
4070 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4071 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4072 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4073 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4074 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4075 * driver is allowed to consume more bits EXCEPT for stencil bits.
4077 * Mark an adapter with this broken stencil behavior.
4079 Adapters[0].brokenStencil = TRUE;
4080 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4081 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4082 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4083 Adapters[0].brokenStencil = FALSE;
4088 fixup_extensions(&Adapters[0].gl_info);
4090 WineD3D_ReleaseFakeGLContext();
4092 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4093 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4094 fillGLAttribFuncs(&Adapters[0].gl_info);
4095 init_type_lookup(&Adapters[0].gl_info);
4096 Adapters[0].opengl = TRUE;
4099 TRACE("%d adapters successfully initialized\n", numAdapters);
4104 /* Initialize an adapter for ddraw-only memory counting */
4105 memset(Adapters, 0, sizeof(Adapters));
4106 Adapters[0].num = 0;
4107 Adapters[0].opengl = FALSE;
4108 Adapters[0].monitorPoint.x = -1;
4109 Adapters[0].monitorPoint.y = -1;
4111 Adapters[0].driver = "Display";
4112 Adapters[0].description = "WineD3D DirectDraw Emulation";
4113 if(wined3d_settings.emulated_textureram) {
4114 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4116 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4123 #undef GLINFO_LOCATION
4125 /**********************************************************
4126 * IWineD3D VTbl follows
4127 **********************************************************/
4129 const IWineD3DVtbl IWineD3D_Vtbl =
4132 IWineD3DImpl_QueryInterface,
4133 IWineD3DImpl_AddRef,
4134 IWineD3DImpl_Release,
4136 IWineD3DImpl_GetParent,
4137 IWineD3DImpl_GetAdapterCount,
4138 IWineD3DImpl_RegisterSoftwareDevice,
4139 IWineD3DImpl_GetAdapterMonitor,
4140 IWineD3DImpl_GetAdapterModeCount,
4141 IWineD3DImpl_EnumAdapterModes,
4142 IWineD3DImpl_GetAdapterDisplayMode,
4143 IWineD3DImpl_GetAdapterIdentifier,
4144 IWineD3DImpl_CheckDeviceMultiSampleType,
4145 IWineD3DImpl_CheckDepthStencilMatch,
4146 IWineD3DImpl_CheckDeviceType,
4147 IWineD3DImpl_CheckDeviceFormat,
4148 IWineD3DImpl_CheckDeviceFormatConversion,
4149 IWineD3DImpl_GetDeviceCaps,
4150 IWineD3DImpl_CreateDevice