2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32 #define GLINFO_LOCATION (*gl_info)
34 /* The d3d device ID */
35 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37 /* Extension detection */
39 const char *extension_string;
40 GL_SupportedExt extension;
44 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
45 {"GL_APPLE_fence", APPLE_FENCE, 0 },
46 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
47 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
51 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
52 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
53 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
54 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
55 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
58 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
59 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
60 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
61 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
62 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
63 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
64 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
65 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
66 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
67 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
68 {"GL_ARB_imaging", ARB_IMAGING, 0 },
69 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
70 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
71 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
72 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
73 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
74 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
75 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
76 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
77 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
78 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
79 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
80 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
81 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
82 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
83 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
84 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
85 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
86 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 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 },
92 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
93 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
96 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
97 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
98 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
99 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
100 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
101 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
102 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
103 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
104 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
105 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
106 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
107 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
108 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
109 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
110 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
111 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
112 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
113 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
114 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
115 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
116 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
117 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
118 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
119 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
120 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
121 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
122 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
123 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
124 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
127 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
128 {"GL_NV_fence", NV_FENCE, 0 },
129 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
130 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
131 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
132 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
133 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
134 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
135 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
136 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
137 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
138 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
139 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
140 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
141 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
142 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
143 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
144 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
145 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
146 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
147 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
150 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
153 /**********************************************************
154 * Utility functions follow
155 **********************************************************/
157 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
158 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
159 WINED3DDEVTYPE DeviceType);
160 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
161 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
164 const int minLookup[MAX_LOOKUPS] =
166 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
169 const int maxLookup[MAX_LOOKUPS] =
171 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
174 DWORD *stateLookup[MAX_LOOKUPS];
176 const struct min_lookup minMipLookup[] =
178 /* NONE POINT LINEAR */
179 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
180 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
181 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
184 const struct min_lookup minMipLookup_noFilter[] =
186 /* NONE POINT LINEAR */
187 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
188 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
189 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
192 const struct min_lookup minMipLookup_noMip[] =
194 /* NONE POINT LINEAR */
195 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
196 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
197 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
200 const GLenum magLookup[] =
202 /* NONE POINT LINEAR */
203 GL_NEAREST, GL_NEAREST, GL_LINEAR,
206 const GLenum magLookup_noFilter[] =
208 /* NONE POINT LINEAR */
209 GL_NEAREST, GL_NEAREST, GL_NEAREST,
212 /* drawStridedSlow attributes */
213 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
214 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
215 glAttribFunc specular_func_3ubv;
216 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
217 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
218 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
221 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
222 * i.e., there is no GL Context - Get a default rendering context to enable the
223 * function query some info from GL.
226 struct wined3d_fake_gl_ctx
233 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
235 TRACE_(d3d_caps)("Destroying fake GL context.\n");
237 if (!pwglMakeCurrent(NULL, NULL))
239 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
242 if (!pwglDeleteContext(ctx->gl_ctx))
244 DWORD err = GetLastError();
245 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
248 ReleaseDC(ctx->wnd, ctx->dc);
249 DestroyWindow(ctx->wnd);
252 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
254 PIXELFORMATDESCRIPTOR pfd;
257 TRACE("getting context...\n");
259 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
260 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
261 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
264 ERR_(d3d_caps)("Failed to create a window.\n");
268 ctx->dc = GetDC(ctx->wnd);
271 ERR_(d3d_caps)("Failed to get a DC.\n");
275 /* PixelFormat selection */
276 ZeroMemory(&pfd, sizeof(pfd));
277 pfd.nSize = sizeof(pfd);
279 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
280 pfd.iPixelType = PFD_TYPE_RGBA;
282 pfd.iLayerType = PFD_MAIN_PLANE;
284 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
287 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
288 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
291 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
292 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
294 /* Create a GL context. */
295 ctx->gl_ctx = pwglCreateContext(ctx->dc);
298 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
302 /* Make it the current GL context. */
303 if (!context_set_current(NULL))
305 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
308 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
310 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
317 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
319 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
321 if (ctx->wnd) DestroyWindow(ctx->wnd);
327 /* Adjust the amount of used texture memory */
328 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
329 struct WineD3DAdapter *adapter = D3DDevice->adapter;
331 adapter->UsedTextureRam += glram;
332 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
333 return adapter->UsedTextureRam;
336 /**********************************************************
337 * IUnknown parts follows
338 **********************************************************/
340 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
342 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
344 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
345 if (IsEqualGUID(riid, &IID_IUnknown)
346 || IsEqualGUID(riid, &IID_IWineD3DBase)
347 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
348 IUnknown_AddRef(iface);
353 return E_NOINTERFACE;
356 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
357 IWineD3DImpl *This = (IWineD3DImpl *)iface;
358 ULONG refCount = InterlockedIncrement(&This->ref);
360 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
364 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
365 IWineD3DImpl *This = (IWineD3DImpl *)iface;
367 TRACE("(%p) : Releasing from %d\n", This, This->ref);
368 ref = InterlockedDecrement(&This->ref);
372 for (i = 0; i < This->adapter_count; ++i)
374 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
376 HeapFree(GetProcessHeap(), 0, This);
382 /* Set the shader type for this device, depending on the given capabilities
383 * and the user preferences in wined3d_settings. */
384 static void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected)
386 if (wined3d_settings.vs_mode == VS_NONE) {
387 *vs_selected = SHADER_NONE;
388 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
389 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
390 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
391 * shaders only on this card. */
392 if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2])
393 *vs_selected = SHADER_ARB;
395 *vs_selected = SHADER_GLSL;
396 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
397 *vs_selected = SHADER_ARB;
399 *vs_selected = SHADER_NONE;
402 if (wined3d_settings.ps_mode == PS_NONE) {
403 *ps_selected = SHADER_NONE;
404 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
405 *ps_selected = SHADER_GLSL;
406 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
407 *ps_selected = SHADER_ARB;
408 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
409 *ps_selected = SHADER_ATI;
411 *ps_selected = SHADER_NONE;
415 /** Select the number of report maximum shader constants based on the selected shader modes */
416 static void select_shader_max_constants(int ps_selected_mode, int vs_selected_mode, struct wined3d_gl_info *gl_info)
418 switch (vs_selected_mode) {
420 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
423 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
426 gl_info->max_vshader_constantsF = 0;
430 switch (ps_selected_mode) {
432 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
435 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
438 gl_info->max_pshader_constantsF = 0;
443 /**********************************************************
444 * IWineD3D parts follows
445 **********************************************************/
447 /* GL locking is done by the caller */
448 static inline BOOL test_arb_vs_offset_limit(const struct 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");
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 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
495 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
496 if (gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
497 if (gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
498 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
502 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
504 if (gl_info->gl_vendor == VENDOR_NVIDIA)
506 if (gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600)
514 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
516 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
517 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
518 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
520 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
521 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
522 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
523 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
524 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
525 * the chance that other implementations support them is rather small since Win32 QuickTime uses
526 * DirectDraw, not OpenGL. */
527 if (gl_info->supported[APPLE_FENCE]
528 && gl_info->supported[APPLE_CLIENT_STORAGE]
529 && gl_info->supported[APPLE_FLUSH_RENDER]
530 && gl_info->supported[APPLE_YCBCR_422])
540 /* Context activation is done by the caller. */
541 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
543 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
544 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
545 * all the texture. This function detects this bug by its symptom and disables PBOs
548 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
549 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
550 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
551 * read back is compared to the original. If they are equal PBOs are assumed to work,
552 * otherwise the PBO extension is disabled. */
554 static const unsigned int pattern[] =
556 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
557 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
558 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
559 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
561 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
563 /* No PBO -> No point in testing them. */
564 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
568 while (glGetError());
569 glGenTextures(1, &texture);
570 glBindTexture(GL_TEXTURE_2D, texture);
572 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
573 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
574 checkGLcall("Specifying the PBO test texture");
576 GL_EXTCALL(glGenBuffersARB(1, &pbo));
577 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
578 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
579 checkGLcall("Specifying the PBO test pbo");
581 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
582 checkGLcall("Loading the PBO test texture");
584 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
585 wglFinish(); /* just to be sure */
587 memset(check, 0, sizeof(check));
588 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
589 checkGLcall("Reading back the PBO test texture");
591 glDeleteTextures(1, &texture);
592 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
593 checkGLcall("PBO test cleanup");
597 if (memcmp(check, pattern, sizeof(check)))
599 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
600 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
601 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
605 TRACE_(d3d_caps)("PBO test successful.\n");
609 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
611 return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer);
614 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
616 if (!match_apple(gl_info, gl_renderer)) return FALSE;
617 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
618 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
622 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
624 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
625 if (match_apple(gl_info, gl_renderer)) return FALSE;
626 if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
630 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
632 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
633 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
634 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
635 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
638 * dx10 cards usually have 64 varyings */
639 return gl_info->max_glsl_varyings > 44;
642 /* A GL context is provided by the caller */
643 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
648 if(!GL_SUPPORT(EXT_SECONDARY_COLOR)) return FALSE;
652 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
653 error = glGetError();
656 if(error == GL_NO_ERROR)
658 TRACE("GL Implementation accepts 4 component specular color pointers\n");
663 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
664 debug_glerror(error));
669 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
671 if(!match_apple(gl_info, gl_renderer)) return FALSE;
672 return GL_SUPPORT(NV_TEXTURE_SHADER);
675 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
677 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->vs_arb_constantsF);
678 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
679 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->ps_arb_constantsF);
680 gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
683 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
685 quirk_arb_constants(gl_info);
686 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
687 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
688 * allow 48 different offsets or other helper immediate values. */
689 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
690 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
693 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
694 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
695 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
696 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
697 * most games, but avoids the crash
699 * A more sophisticated way would be to find all units that need texture coordinates and enable
700 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
701 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
703 * Note that disabling the extension entirely does not gain predictability because there is no point
704 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
705 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
707 if (gl_info->supported[ARB_POINT_SPRITE])
709 TRACE("Limiting point sprites to one texture unit.\n");
710 gl_info->max_point_sprite_units = 1;
714 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
716 quirk_arb_constants(gl_info);
718 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
719 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
720 * If real NP2 textures are used, the driver falls back to software. We could just remove the
721 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
722 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
723 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
724 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
726 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
727 * has this extension promoted to core. The extension loading code sets this extension supported
728 * due to that, so this code works on fglrx as well. */
729 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
731 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
732 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
733 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
736 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
737 * it is generally more efficient. Reserve just 8 constants. */
738 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
739 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
742 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
744 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
745 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
746 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
747 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
748 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
749 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
751 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
752 * triggering the software fallback. There is not much we can do here apart from disabling the
753 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
754 * in IWineD3DImpl_FillGLCaps).
755 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
756 * post-processing effects in the game "Max Payne 2").
757 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
758 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
759 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
760 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
763 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
765 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
766 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
767 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
768 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
769 * according to the spec.
771 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
772 * makes the shader slower and eats instruction slots which should be available to the d3d app.
774 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
775 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
776 * this workaround is activated on cards that do not need it, it won't break things, just affect
777 * performance negatively. */
778 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
779 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
782 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
784 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
787 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
789 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
792 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
794 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
795 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
796 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
801 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
802 void (*apply)(struct wined3d_gl_info *gl_info);
803 const char *description;
806 static const struct driver_quirk quirk_table[] =
809 match_ati_r300_to_500,
811 "ATI GLSL constant and normalized texrect quirk"
813 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
814 * used it falls back to software. While the compiler can detect if the shader uses all declared
815 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
816 * using relative addressing falls back to software.
818 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
821 quirk_apple_glsl_constants,
822 "Apple GLSL uniform override"
827 "Geforce 5 NP2 disable"
832 "Init texcoord .w for Apple Intel GPU driver"
835 match_apple_nonr500ati,
837 "Init texcoord .w for Apple ATI >= r600 GPU driver"
841 quirk_one_point_sprite,
842 "Fglrx point sprite crash workaround"
847 "Reserved varying for gl_ClipPos"
850 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
851 * GL implementations accept it. The Mac GL is the only implementation known to
854 * If we can pass 4 component specular colors, do it, because (a) we don't have
855 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
856 * passes specular alpha to the pixel shader if any is used. Otherwise the
857 * specular alpha is used to pass the fog coordinate, which we pass to opengl
858 * via GL_EXT_fog_coord.
860 match_allows_spec_alpha,
861 quirk_allows_specular_alpha,
862 "Allow specular alpha quirk"
865 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
870 "Apple NV_texture_shader disable"
874 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
875 * reporting a driver version is moot because we are not the Windows driver, and we have different
876 * bugs, features, etc.
878 * If a card is not found in this table, the GL driver version is reported. */
879 struct driver_version_information
881 WORD vendor; /* reported PCI card vendor ID */
882 WORD card; /* reported PCI card device ID */
883 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
884 WORD hipart_hi, hipart_lo; /* driver hiword to report */
885 WORD lopart_hi, lopart_lo; /* driver loword to report */
888 static const struct driver_version_information driver_version_table[] =
890 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
891 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
892 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
893 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
895 * All version numbers used below are from the Linux nvidia drivers. */
896 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
897 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
898 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
899 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
900 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
901 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 10, 9371 },
902 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 10, 9371 },
903 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 10, 9371 },
904 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7516 },
905 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7516 },
906 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7516 },
907 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8618 },
908 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8618 },
909 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8618 },
910 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8585 },
911 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8585 },
912 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8618 },
913 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8618 },
914 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8618 },
915 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8618 },
916 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8585 },
917 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8618 },
918 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8618 },
919 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8618 },
920 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8618 },
921 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8618 },
922 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8618 },
923 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8618 },
924 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8618 },
925 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8618 },
927 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
928 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
929 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
930 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
931 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
932 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
933 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
934 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 6, 14, 10, 6764 },
935 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 6, 14, 10, 6764 },
936 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 6, 14, 10, 6764 },
937 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 6, 14, 10, 6764 },
939 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
942 /* Context activation is done by the caller. */
943 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer)
947 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
949 if (!quirk_table[i].match(gl_info, gl_renderer)) continue;
950 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
951 quirk_table[i].apply(gl_info);
954 /* Find out if PBOs work as they are supposed to. */
955 test_pbo_functionality(gl_info);
957 /* Fixup the driver version we'll report to the app. */
958 gl_info->driver_version = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
959 gl_info->driver_version_hipart = MAKEDWORD_VERSION(7, 1);
960 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
962 if (gl_info->gl_vendor == driver_version_table[i].vendor
963 && gl_info->gl_card == driver_version_table[i].card)
965 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB.\n",
966 gl_info->gl_vendor, gl_info->gl_card);
968 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
969 driver_version_table[i].lopart_lo);
970 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
971 driver_version_table[i].hipart_lo);
972 gl_info->driver_description = driver_version_table[i].description;
976 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08X-0x%08X.\n",
977 gl_info->driver_version_hipart, gl_info->driver_version);
980 static DWORD wined3d_parse_gl_version(const char *gl_version)
982 const char *ptr = gl_version;
986 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
988 while (isdigit(*ptr)) ++ptr;
989 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
993 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
995 return MAKEDWORD_VERSION(major, minor);
998 static GL_Vendors wined3d_guess_vendor(const char *gl_vendor, const char *gl_renderer)
1000 if (strstr(gl_vendor, "NVIDIA"))
1001 return VENDOR_NVIDIA;
1003 if (strstr(gl_vendor, "ATI"))
1006 if (strstr(gl_vendor, "Intel(R)")
1007 || strstr(gl_renderer, "Intel(R)")
1008 || strstr(gl_vendor, "Intel Inc."))
1009 return VENDOR_INTEL;
1011 if (strstr(gl_vendor, "Mesa")
1012 || strstr(gl_vendor, "DRI R300 Project")
1013 || strstr(gl_vendor, "Tungsten Graphics, Inc"))
1016 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning VENDOR_WINE.\n", debugstr_a(gl_vendor));
1021 static GL_Cards wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1022 GL_Vendors *vendor, unsigned int *vidmem)
1024 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1025 * different GPUs with roughly the same features. In most cases GPUs from a
1026 * certain family differ in clockspeeds, the amount of video memory and the
1027 * number of shader pipelines.
1029 * A Direct3D device object contains the PCI id (vendor + device) of the
1030 * videocard which is used for rendering. Various applications use this
1031 * information to get a rough estimation of the features of the card and
1032 * some might use it for enabling 3d effects only on certain types of
1033 * videocards. In some cases games might even use it to work around bugs
1034 * which happen on certain videocards/driver combinations. The problem is
1035 * that OpenGL only exposes a rendering string containing the name of the
1036 * videocard and not the PCI id.
1038 * Various games depend on the PCI id, so somehow we need to provide one.
1039 * A simple option is to parse the renderer string and translate this to
1040 * the right PCI id. This is a lot of work because there are more than 200
1041 * GPUs just for Nvidia. Various cards share the same renderer string, so
1042 * the amount of code might be 'small' but there are quite a number of
1043 * exceptions which would make this a pain to maintain. Another way would
1044 * be to query the PCI id from the operating system (assuming this is the
1045 * videocard which is used for rendering which is not always the case).
1046 * This would work but it is not very portable. Second it would not work
1047 * well in, let's say, a remote X situation in which the amount of 3d
1048 * features which can be used is limited.
1050 * As said most games only use the PCI id to get an indication of the
1051 * capabilities of the card. It doesn't really matter if the given id is
1052 * the correct one if we return the id of a card with similar 3d features.
1054 * The code below checks the OpenGL capabilities of a videocard and matches
1055 * that to a certain level of Direct3D functionality. Once a card passes
1056 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1057 * least a GeforceFX. To give a better estimate we do a basic check on the
1058 * renderer string but if that won't pass we return a default card. This
1059 * way is better than maintaining a full card database as even without a
1060 * full database we can return a card with similar features. Second the
1061 * size of the database can be made quite small because when you know what
1062 * type of 3d functionality a card has, you know to which GPU family the
1063 * GPU must belong. Because of this you only have to check a small part of
1064 * the renderer string to distinguishes between different models from that
1067 * The code also selects a default amount of video memory which we will
1068 * use for an estimation of the amount of free texture memory. In case of
1069 * real D3D the amount of texture memory includes video memory and system
1070 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1071 * HyperMemory). We don't know how much system memory can be addressed by
1072 * the system but we can make a reasonable estimation about the amount of
1073 * video memory. If the value is slightly wrong it doesn't matter as we
1074 * didn't include AGP-like memory which makes the amount of addressable
1075 * memory higher and second OpenGL isn't that critical it moves to system
1076 * memory behind our backs if really needed. Note that the amount of video
1077 * memory can be overruled using a registry setting. */
1082 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1083 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1085 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1087 /* Geforce 200 - highend */
1088 if (strstr(gl_renderer, "GTX 280")
1089 || strstr(gl_renderer, "GTX 285")
1090 || strstr(gl_renderer, "GTX 295"))
1093 return CARD_NVIDIA_GEFORCE_GTX280;
1096 /* Geforce 200 - midend high */
1097 if (strstr(gl_renderer, "GTX 275"))
1100 return CARD_NVIDIA_GEFORCE_GTX275;
1103 /* Geforce 200 - midend */
1104 if (strstr(gl_renderer, "GTX 260"))
1107 return CARD_NVIDIA_GEFORCE_GTX260;
1110 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1111 if (strstr(gl_renderer, "9800")
1112 || strstr(gl_renderer, "GTS 150")
1113 || strstr(gl_renderer, "GTS 250"))
1116 return CARD_NVIDIA_GEFORCE_9800GT;
1119 /* Geforce9 - midend */
1120 if (strstr(gl_renderer, "9600"))
1122 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1123 return CARD_NVIDIA_GEFORCE_9600GT;
1126 /* Geforce9 - midend low / Geforce 200 - low */
1127 if (strstr(gl_renderer, "9500")
1128 || strstr(gl_renderer, "GT 120")
1129 || strstr(gl_renderer, "GT 130"))
1131 *vidmem = 256; /* The 9500GT has 256-1024MB */
1132 return CARD_NVIDIA_GEFORCE_9500GT;
1135 /* Geforce9 - lowend */
1136 if (strstr(gl_renderer, "9400"))
1138 *vidmem = 256; /* The 9400GT has 256-1024MB */
1139 return CARD_NVIDIA_GEFORCE_9400GT;
1142 /* Geforce9 - lowend low */
1143 if (strstr(gl_renderer, "9100")
1144 || strstr(gl_renderer, "9200")
1145 || strstr(gl_renderer, "9300")
1146 || strstr(gl_renderer, "G 100"))
1148 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1149 return CARD_NVIDIA_GEFORCE_9200;
1152 /* Geforce8 - highend */
1153 if (strstr(gl_renderer, "8800"))
1155 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1156 return CARD_NVIDIA_GEFORCE_8800GTS;
1159 /* Geforce8 - midend mobile */
1160 if (strstr(gl_renderer, "8600 M"))
1163 return CARD_NVIDIA_GEFORCE_8600MGT;
1166 /* Geforce8 - midend */
1167 if (strstr(gl_renderer, "8600")
1168 || strstr(gl_renderer, "8700"))
1171 return CARD_NVIDIA_GEFORCE_8600GT;
1174 /* Geforce8 - lowend */
1175 if (strstr(gl_renderer, "8300")
1176 || strstr(gl_renderer, "8400")
1177 || strstr(gl_renderer, "8500"))
1179 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1180 return CARD_NVIDIA_GEFORCE_8300GS;
1183 /* Geforce7 - highend */
1184 if (strstr(gl_renderer, "7800")
1185 || strstr(gl_renderer, "7900")
1186 || strstr(gl_renderer, "7950")
1187 || strstr(gl_renderer, "Quadro FX 4")
1188 || strstr(gl_renderer, "Quadro FX 5"))
1190 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1191 return CARD_NVIDIA_GEFORCE_7800GT;
1194 /* Geforce7 midend */
1195 if (strstr(gl_renderer, "7600")
1196 || strstr(gl_renderer, "7700"))
1198 *vidmem = 256; /* The 7600 uses 256-512MB */
1199 return CARD_NVIDIA_GEFORCE_7600;
1202 /* Geforce7 lower medium */
1203 if (strstr(gl_renderer, "7400"))
1205 *vidmem = 256; /* The 7400 uses 256-512MB */
1206 return CARD_NVIDIA_GEFORCE_7400;
1209 /* Geforce7 lowend */
1210 if (strstr(gl_renderer, "7300"))
1212 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1213 return CARD_NVIDIA_GEFORCE_7300;
1216 /* Geforce6 highend */
1217 if (strstr(gl_renderer, "6800"))
1219 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1220 return CARD_NVIDIA_GEFORCE_6800;
1223 /* Geforce6 - midend */
1224 if (strstr(gl_renderer, "6600")
1225 || strstr(gl_renderer, "6610")
1226 || strstr(gl_renderer, "6700"))
1228 *vidmem = 128; /* A 6600GT has 128-256MB */
1229 return CARD_NVIDIA_GEFORCE_6600GT;
1232 /* Geforce6/7 lowend */
1234 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1237 if (WINE_D3D9_CAPABLE(gl_info))
1239 /* GeforceFX - highend */
1240 if (strstr(gl_renderer, "5800")
1241 || strstr(gl_renderer, "5900")
1242 || strstr(gl_renderer, "5950")
1243 || strstr(gl_renderer, "Quadro FX"))
1245 *vidmem = 256; /* 5800-5900 cards use 256MB */
1246 return CARD_NVIDIA_GEFORCEFX_5800;
1249 /* GeforceFX - midend */
1250 if (strstr(gl_renderer, "5600")
1251 || strstr(gl_renderer, "5650")
1252 || strstr(gl_renderer, "5700")
1253 || strstr(gl_renderer, "5750"))
1255 *vidmem = 128; /* A 5600 uses 128-256MB */
1256 return CARD_NVIDIA_GEFORCEFX_5600;
1259 /* GeforceFX - lowend */
1260 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1261 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1264 if (WINE_D3D8_CAPABLE(gl_info))
1266 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1268 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1269 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1272 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1273 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1276 if (WINE_D3D7_CAPABLE(gl_info))
1278 if (strstr(gl_renderer, "GeForce4 MX"))
1280 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1281 * early models had 32MB but most have 64MB or even 128MB. */
1283 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1286 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1288 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1289 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1292 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1294 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1295 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1298 /* Most Geforce1 cards have 32MB, there are also some rare 16
1299 * and 64MB (Dell) models. */
1301 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1304 if (strstr(gl_renderer, "TNT2"))
1306 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1307 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1310 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1311 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1314 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1316 * Beware: renderer string do not match exact card model,
1317 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1318 if (WINE_D3D9_CAPABLE(gl_info))
1320 /* Radeon R7xx HD4800 - highend */
1321 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1322 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1323 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1324 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1325 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1327 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1328 return CARD_ATI_RADEON_HD4800;
1331 /* Radeon R740 HD4700 - midend */
1332 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1333 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1336 return CARD_ATI_RADEON_HD4700;
1339 /* Radeon R730 HD4600 - midend */
1340 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1341 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1342 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1345 return CARD_ATI_RADEON_HD4600;
1348 /* Radeon R710 HD4500/HD4350 - lowend */
1349 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1350 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1353 return CARD_ATI_RADEON_HD4350;
1356 /* Radeon R6xx HD2900/HD3800 - highend */
1357 if (strstr(gl_renderer, "HD 2900")
1358 || strstr(gl_renderer, "HD 3870")
1359 || strstr(gl_renderer, "HD 3850"))
1361 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1362 return CARD_ATI_RADEON_HD2900;
1365 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1366 if (strstr(gl_renderer, "HD 2600")
1367 || strstr(gl_renderer, "HD 3830")
1368 || strstr(gl_renderer, "HD 3690")
1369 || strstr(gl_renderer, "HD 3650"))
1371 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1372 return CARD_ATI_RADEON_HD2600;
1375 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1376 if (strstr(gl_renderer, "HD 2300")
1377 || strstr(gl_renderer, "HD 2400")
1378 || strstr(gl_renderer, "HD 3470")
1379 || strstr(gl_renderer, "HD 3450")
1380 || strstr(gl_renderer, "HD 3430")
1381 || strstr(gl_renderer, "HD 3400"))
1383 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1384 return CARD_ATI_RADEON_HD2300;
1387 /* Radeon R6xx/R7xx integrated */
1388 if (strstr(gl_renderer, "HD 3100")
1389 || strstr(gl_renderer, "HD 3200")
1390 || strstr(gl_renderer, "HD 3300"))
1392 *vidmem = 128; /* 128MB */
1393 return CARD_ATI_RADEON_HD3200;
1397 if (strstr(gl_renderer, "X1600")
1398 || strstr(gl_renderer, "X1650")
1399 || strstr(gl_renderer, "X1800")
1400 || strstr(gl_renderer, "X1900")
1401 || strstr(gl_renderer, "X1950"))
1403 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1404 return CARD_ATI_RADEON_X1600;
1407 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1408 if (strstr(gl_renderer, "X700")
1409 || strstr(gl_renderer, "X800")
1410 || strstr(gl_renderer, "X850")
1411 || strstr(gl_renderer, "X1300")
1412 || strstr(gl_renderer, "X1400")
1413 || strstr(gl_renderer, "X1450")
1414 || strstr(gl_renderer, "X1550"))
1416 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1417 return CARD_ATI_RADEON_X700;
1420 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1421 if (strstr(gl_renderer, "Radeon Xpress"))
1423 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1424 return CARD_ATI_RADEON_XPRESS_200M;
1428 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1429 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1432 if (WINE_D3D8_CAPABLE(gl_info))
1434 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1435 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1438 if (WINE_D3D7_CAPABLE(gl_info))
1440 *vidmem = 32; /* There are models with up to 64MB */
1441 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1444 *vidmem = 16; /* There are 16-32MB models */
1445 return CARD_ATI_RAGE_128PRO;
1448 if (strstr(gl_renderer, "X3100"))
1450 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1452 return CARD_INTEL_X3100;
1455 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1457 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1459 return CARD_INTEL_I945GM;
1462 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1463 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1464 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1465 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1466 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1467 return CARD_INTEL_I915G;
1472 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1473 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1474 * them a good generic choice. */
1475 *vendor = VENDOR_NVIDIA;
1476 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1477 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1478 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1479 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1480 return CARD_NVIDIA_RIVA_128;
1484 /* Context activation is done by the caller. */
1485 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_gl_info *gl_info)
1487 const char *GL_Extensions = NULL;
1488 const char *WGL_Extensions = NULL;
1489 const char *gl_string = NULL;
1491 GLfloat gl_floatv[2];
1494 unsigned int vidmem=0;
1499 TRACE_(d3d_caps)("(%p)\n", gl_info);
1503 gl_string = (const char *)glGetString(GL_RENDERER);
1504 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_string));
1508 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
1512 len = strlen(gl_string) + 1;
1513 gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
1517 ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
1520 memcpy(gl_renderer, gl_string, len);
1522 gl_string = (const char *)glGetString(GL_VENDOR);
1523 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_string));
1527 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
1528 HeapFree(GetProcessHeap(), 0, gl_renderer);
1531 gl_info->gl_vendor = wined3d_guess_vendor(gl_string, gl_renderer);
1532 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
1534 /* Parse the GL_VERSION field into major and minor information */
1535 gl_string = (const char *)glGetString(GL_VERSION);
1536 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_string));
1540 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
1541 HeapFree(GetProcessHeap(), 0, gl_renderer);
1544 gl_version = wined3d_parse_gl_version(gl_string);
1547 * Initialize openGL extension related variables
1548 * with Default values
1550 memset(gl_info->supported, 0, sizeof(gl_info->supported));
1551 gl_info->max_buffers = 1;
1552 gl_info->max_textures = 1;
1553 gl_info->max_texture_stages = 1;
1554 gl_info->max_fragment_samplers = 1;
1555 gl_info->max_vertex_samplers = 0;
1556 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
1557 gl_info->max_sampler_stages = 1;
1558 gl_info->ps_arb_max_temps = 0;
1559 gl_info->ps_arb_max_instructions = 0;
1560 gl_info->vs_arb_max_temps = 0;
1561 gl_info->vs_arb_max_instructions = 0;
1562 gl_info->vs_glsl_constantsF = 0;
1563 gl_info->ps_glsl_constantsF = 0;
1564 gl_info->vs_arb_constantsF = 0;
1565 gl_info->ps_arb_constantsF = 0;
1566 gl_info->ps_arb_max_local_constants = 0;
1568 /* Retrieve opengl defaults */
1569 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1570 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1571 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1573 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1574 gl_info->max_lights = gl_max;
1575 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1577 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1578 gl_info->max_texture_size = gl_max;
1579 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1581 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1582 gl_info->max_pointsizemin = gl_floatv[0];
1583 gl_info->max_pointsize = gl_floatv[1];
1584 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1586 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1587 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1591 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1592 HeapFree(GetProcessHeap(), 0, gl_renderer);
1598 TRACE_(d3d_caps)("GL_Extensions reported:\n");
1600 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1602 while (*GL_Extensions)
1605 char current_ext[256];
1607 while (isspace(*GL_Extensions)) ++GL_Extensions;
1608 start = GL_Extensions;
1609 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1611 len = GL_Extensions - start;
1612 if (!len || len >= sizeof(current_ext)) continue;
1614 memcpy(current_ext, start, len);
1615 current_ext[len] = '\0';
1616 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
1618 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1620 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1622 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1623 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1629 /* Now work out what GL support this card really has */
1630 #define USE_GL_FUNC(type, pfn, ext, replace) \
1632 DWORD ver = ver_for_ext(ext); \
1633 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1634 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1635 else gl_info->pfn = NULL; \
1640 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1646 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1647 * loading the functions, otherwise the code above will load the extension entry points instead of the
1648 * core functions, which may not work. */
1649 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1651 if (!gl_info->supported[EXTENSION_MAP[i].extension]
1652 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1654 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1655 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1659 if (gl_info->supported[APPLE_FENCE])
1661 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1662 * The apple extension interacts with some other apple exts. Disable the NV
1663 * extension if the apple one is support to prevent confusion in other parts
1665 gl_info->supported[NV_FENCE] = FALSE;
1667 if (gl_info->supported[APPLE_FLOAT_PIXELS])
1669 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1671 * The enums are the same:
1672 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
1673 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
1674 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
1675 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
1676 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
1678 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1680 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1681 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1683 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1685 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1686 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1689 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1691 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1692 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1694 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
1696 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
1697 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
1699 if (gl_info->supported[NV_TEXTURE_SHADER2])
1701 if (gl_info->supported[NV_REGISTER_COMBINERS])
1703 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1704 * are supported. The nv extensions provide the same functionality as the
1705 * ATI one, and a bit more(signed pixelformats). */
1706 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1709 if (gl_info->supported[ARB_DRAW_BUFFERS])
1711 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1712 gl_info->max_buffers = gl_max;
1713 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1715 if (gl_info->supported[ARB_MULTITEXTURE])
1717 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1718 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
1719 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->max_textures);
1721 if (gl_info->supported[NV_REGISTER_COMBINERS])
1724 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
1725 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
1729 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
1731 TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->max_texture_stages);
1733 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1736 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1737 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1741 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
1743 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->max_fragment_samplers);
1745 if (gl_info->supported[ARB_VERTEX_SHADER])
1748 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1749 gl_info->max_vertex_samplers = tmp;
1750 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1751 gl_info->max_combined_samplers = tmp;
1753 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1754 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1755 * an issue because then the sampler setup only depends on the two shaders. If a pixel
1756 * shader is used with fixed function vertex processing we're fine too because fixed function
1757 * vertex processing doesn't use any samplers. If fixed function fragment processing is
1758 * used we have to make sure that all vertex sampler setups are valid together with all
1759 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1760 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1761 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1762 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1763 * a fixed function pipeline anymore.
1765 * So this is just a check to check that our assumption holds true. If not, write a warning
1766 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1767 if (gl_info->max_vertex_samplers && gl_info->max_combined_samplers < 12
1768 && MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers)
1770 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1771 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
1772 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1773 if (gl_info->max_combined_samplers > MAX_TEXTURES)
1774 gl_info->max_vertex_samplers = gl_info->max_combined_samplers - MAX_TEXTURES;
1776 gl_info->max_vertex_samplers = 0;
1781 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
1783 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->max_vertex_samplers);
1784 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->max_combined_samplers);
1786 if (gl_info->supported[ARB_VERTEX_BLEND])
1788 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1789 gl_info->max_blends = gl_max;
1790 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->max_blends);
1792 if (gl_info->supported[EXT_TEXTURE3D])
1794 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1795 gl_info->max_texture3d_size = gl_max;
1796 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->max_texture3d_size);
1798 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
1800 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
1801 gl_info->max_anisotropy = gl_max;
1802 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->max_anisotropy);
1804 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1806 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1807 gl_info->ps_arb_constantsF = gl_max;
1808 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->ps_arb_constantsF);
1809 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1810 gl_info->ps_arb_max_temps = gl_max;
1811 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->ps_arb_max_temps);
1812 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1813 gl_info->ps_arb_max_instructions = gl_max;
1814 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->ps_arb_max_instructions);
1815 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
1816 gl_info->ps_arb_max_local_constants = gl_max;
1817 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->ps_arb_max_instructions);
1819 if (gl_info->supported[ARB_VERTEX_PROGRAM])
1821 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1822 gl_info->vs_arb_constantsF = gl_max;
1823 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->vs_arb_constantsF);
1824 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1825 gl_info->vs_arb_max_temps = gl_max;
1826 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->vs_arb_max_temps);
1827 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1828 gl_info->vs_arb_max_instructions = gl_max;
1829 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->vs_arb_max_instructions);
1831 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
1833 if (gl_info->supported[ARB_VERTEX_SHADER])
1835 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
1836 gl_info->vs_glsl_constantsF = gl_max / 4;
1837 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->vs_glsl_constantsF);
1839 if (gl_info->supported[ARB_FRAGMENT_SHADER])
1841 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
1842 gl_info->ps_glsl_constantsF = gl_max / 4;
1843 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->ps_glsl_constantsF);
1844 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
1845 gl_info->max_glsl_varyings = gl_max;
1846 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
1848 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
1850 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
1854 gl_info->max_shininess = 128.0f;
1856 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1858 /* If we have full NP2 texture support, disable
1859 * GL_ARB_texture_rectangle because we will never use it.
1860 * This saves a few redundant glDisable calls. */
1861 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1863 if (gl_info->supported[ATI_FRAGMENT_SHADER])
1865 /* Disable NV_register_combiners and fragment shader if this is supported.
1866 * generally the NV extensions are preferred over the ATI ones, and this
1867 * extension is disabled if register_combiners and texture_shader2 are both
1868 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1869 * fragment processing support. */
1870 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1871 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1872 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1873 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1874 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1876 if (gl_info->supported[NV_HALF_FLOAT])
1878 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
1879 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
1881 if (gl_info->supported[ARB_POINT_SPRITE])
1883 gl_info->max_point_sprite_units = gl_info->max_textures;
1887 gl_info->max_point_sprite_units = 0;
1889 checkGLcall("extension detection");
1893 /* In some cases the number of texture stages can be larger than the number
1894 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1895 * shaders), but 8 texture stages (register combiners). */
1896 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1898 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
1900 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
1901 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
1902 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
1903 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
1904 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
1905 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
1906 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
1907 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
1908 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
1909 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
1910 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
1911 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
1912 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
1913 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
1914 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
1915 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
1916 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
1917 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
1918 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
1922 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
1924 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
1925 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
1926 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
1927 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
1928 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
1929 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
1930 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
1931 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
1932 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
1933 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
1934 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
1935 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
1936 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
1937 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
1938 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
1939 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
1940 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
1942 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
1944 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
1945 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1947 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
1949 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
1951 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
1953 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
1957 /* MRTs are currently only supported when FBOs are used. */
1958 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1959 gl_info->max_buffers = 1;
1962 gl_info->gl_card = wined3d_guess_card(gl_info, gl_renderer, &gl_info->gl_vendor, &vidmem);
1963 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1965 /* If we have an estimate use it, else default to 64MB; */
1967 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1969 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1971 /* Load all the lookup tables */
1972 for (i = 0; i < MAX_LOOKUPS; i++) {
1973 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1976 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1977 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1978 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1979 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1980 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1981 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1982 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1983 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1984 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1985 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1987 /* Make sure there's an active HDC else the WGL extensions will fail */
1988 hdc = pwglGetCurrentDC();
1990 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1991 if(GL_EXTCALL(wglGetExtensionsStringARB))
1992 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1994 if (NULL == WGL_Extensions) {
1995 ERR(" WGL_Extensions returns NULL\n");
1997 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1998 while (*WGL_Extensions != 0x00) {
2002 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2003 Start = WGL_Extensions;
2004 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2008 len = WGL_Extensions - Start;
2009 if (len == 0 || len >= sizeof(ThisExtn))
2012 memcpy(ThisExtn, Start, len);
2013 ThisExtn[len] = '\0';
2014 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2016 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2017 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2018 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2020 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2021 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2022 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2024 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2025 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2026 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2032 fixup_extensions(gl_info, gl_renderer);
2033 add_gl_compat_wrappers(gl_info);
2035 HeapFree(GetProcessHeap(), 0, gl_renderer);
2039 /**********************************************************
2040 * IWineD3D implementation follows
2041 **********************************************************/
2043 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2044 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2046 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2048 return This->adapter_count;
2051 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
2052 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2053 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
2057 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2058 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2060 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2062 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2066 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2069 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2070 of the same bpp but different resolutions */
2072 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2073 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2074 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2075 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2077 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2081 /* TODO: Store modes per adapter and read it from the adapter structure */
2082 if (Adapter == 0) { /* Display */
2087 memset(&mode, 0, sizeof(mode));
2088 mode.dmSize = sizeof(mode);
2090 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2095 case WINED3DFMT_UNKNOWN:
2096 /* This is for D3D8, do not enumerate P8 here */
2097 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2100 case WINED3DFMT_B8G8R8X8_UNORM:
2101 if (mode.dmBitsPerPel == 32) ++i;
2104 case WINED3DFMT_B5G6R5_UNORM:
2105 if (mode.dmBitsPerPel == 16) ++i;
2108 case WINED3DFMT_P8_UINT:
2109 if (mode.dmBitsPerPel == 8) ++i;
2113 /* Skip other modes as they do not match the requested format */
2118 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2121 FIXME_(d3d_caps)("Adapter not primary display\n");
2126 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2127 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2128 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2129 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2131 /* Validate the parameters as much as possible */
2132 if (NULL == pMode ||
2133 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2134 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2135 return WINED3DERR_INVALIDCALL;
2138 /* TODO: Store modes per adapter and read it from the adapter structure */
2146 ZeroMemory(&DevModeW, sizeof(DevModeW));
2147 DevModeW.dmSize = sizeof(DevModeW);
2149 /* If we are filtering to a specific format (D3D9), then need to skip
2150 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2151 just count through the ones with valid bit depths */
2152 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
2155 case WINED3DFMT_UNKNOWN:
2156 /* This is D3D8. Do not enumerate P8 here */
2157 if (DevModeW.dmBitsPerPel == 32 ||
2158 DevModeW.dmBitsPerPel == 16) i++;
2160 case WINED3DFMT_B8G8R8X8_UNORM:
2161 if (DevModeW.dmBitsPerPel == 32) i++;
2163 case WINED3DFMT_B5G6R5_UNORM:
2164 if (DevModeW.dmBitsPerPel == 16) i++;
2166 case WINED3DFMT_P8_UINT:
2167 if (DevModeW.dmBitsPerPel == 8) i++;
2170 /* Modes that don't match what we support can get an early-out */
2171 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
2172 return WINED3DERR_INVALIDCALL;
2177 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2178 return WINED3DERR_INVALIDCALL;
2182 /* Now get the display mode via the calculated index */
2183 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2184 pMode->Width = DevModeW.dmPelsWidth;
2185 pMode->Height = DevModeW.dmPelsHeight;
2186 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2187 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2188 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2190 if (Format == WINED3DFMT_UNKNOWN) {
2191 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2193 pMode->Format = Format;
2196 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2197 return WINED3DERR_INVALIDCALL;
2200 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2201 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2202 DevModeW.dmBitsPerPel);
2207 FIXME_(d3d_caps)("Adapter not primary display\n");
2213 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
2214 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2215 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
2217 if (NULL == pMode ||
2218 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2219 return WINED3DERR_INVALIDCALL;
2222 if (Adapter == 0) { /* Display */
2226 ZeroMemory(&DevModeW, sizeof(DevModeW));
2227 DevModeW.dmSize = sizeof(DevModeW);
2229 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2230 pMode->Width = DevModeW.dmPelsWidth;
2231 pMode->Height = DevModeW.dmPelsHeight;
2232 bpp = DevModeW.dmBitsPerPel;
2233 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2234 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2236 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2239 pMode->Format = pixelformat_for_depth(bpp);
2241 FIXME_(d3d_caps)("Adapter not primary display\n");
2244 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2245 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2249 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2250 and fields being inserted in the middle, a new structure is used in place */
2251 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2252 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2253 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2256 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2258 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2259 return WINED3DERR_INVALIDCALL;
2262 /* Return the information requested */
2263 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2265 if (pIdentifier->driver_size)
2267 len = min(strlen(This->adapters[Adapter].driver), pIdentifier->driver_size - 1);
2268 memcpy(pIdentifier->driver, This->adapters[Adapter].driver, len);
2269 pIdentifier->driver[len] = '\0';
2272 if (pIdentifier->description_size)
2274 const char *description;
2276 if (This->adapters[Adapter].gl_info.driver_description)
2277 description = This->adapters[Adapter].gl_info.driver_description;
2279 description = This->adapters[Adapter].description;
2281 len = min(strlen(description), pIdentifier->description_size - 1);
2282 memcpy(pIdentifier->description, description, len);
2283 pIdentifier->description[len] = '\0';
2286 /* Note that d3d8 doesn't supply a device name. */
2287 if (pIdentifier->device_name_size)
2289 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2291 len = strlen(device_name);
2292 if (len >= pIdentifier->device_name_size)
2294 ERR("Device name size too small.\n");
2295 return WINED3DERR_INVALIDCALL;
2298 memcpy(pIdentifier->device_name, device_name, len);
2299 pIdentifier->device_name[len] = '\0';
2302 pIdentifier->driver_version.u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
2303 pIdentifier->driver_version.u.LowPart = This->adapters[Adapter].gl_info.driver_version;
2304 pIdentifier->vendor_id = This->adapters[Adapter].gl_info.gl_vendor;
2305 pIdentifier->device_id = This->adapters[Adapter].gl_info.gl_card;
2306 pIdentifier->subsystem_id = 0;
2307 pIdentifier->revision = 0;
2308 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2310 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
2312 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
2313 pIdentifier->device_id = wined3d_settings.pci_device_id;
2316 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
2318 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
2319 pIdentifier->vendor_id = wined3d_settings.pci_vendor_id;
2322 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2327 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2328 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2330 short redSize, greenSize, blueSize, alphaSize, colorBits;
2335 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2336 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2338 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2342 if(cfg->redSize < redSize)
2345 if(cfg->greenSize < greenSize)
2348 if(cfg->blueSize < blueSize)
2351 if(cfg->alphaSize < alphaSize)
2355 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2356 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2357 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2358 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2359 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2360 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2361 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2362 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2363 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2364 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2365 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2366 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2367 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2369 /* Probably a color index mode */
2376 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2377 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2379 short depthSize, stencilSize;
2380 BOOL lockable = FALSE;
2385 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2387 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2391 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2394 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2395 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2396 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2397 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2400 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2401 * allow more stencil bits than requested. */
2402 if(cfg->stencilSize < stencilSize)
2408 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2409 WINED3DFORMAT AdapterFormat,
2410 WINED3DFORMAT RenderTargetFormat,
2411 WINED3DFORMAT DepthStencilFormat) {
2412 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2414 const WineD3D_PixelFormat *cfgs;
2415 const struct WineD3DAdapter *adapter;
2416 const struct GlPixelFormatDesc *rt_format_desc;
2417 const struct GlPixelFormatDesc *ds_format_desc;
2420 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2422 DeviceType, debug_d3ddevicetype(DeviceType),
2423 AdapterFormat, debug_d3dformat(AdapterFormat),
2424 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2425 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2427 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2428 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2429 return WINED3DERR_INVALIDCALL;
2432 adapter = &This->adapters[Adapter];
2433 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2434 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2435 cfgs = adapter->cfgs;
2436 nCfgs = adapter->nCfgs;
2437 for (it = 0; it < nCfgs; ++it) {
2438 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2440 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2442 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2447 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2449 return WINED3DERR_NOTAVAILABLE;
2452 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2453 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2455 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2456 const struct GlPixelFormatDesc *glDesc;
2457 const struct WineD3DAdapter *adapter;
2459 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2462 DeviceType, debug_d3ddevicetype(DeviceType),
2463 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2468 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2469 return WINED3DERR_INVALIDCALL;
2472 /* TODO: handle Windowed, add more quality levels */
2474 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2475 if(pQualityLevels) *pQualityLevels = 1;
2479 /* By default multisampling is disabled right now as it causes issues
2480 * on some Nvidia driver versions and it doesn't work well in combination
2482 if(!wined3d_settings.allow_multisampling)
2483 return WINED3DERR_NOTAVAILABLE;
2485 adapter = &This->adapters[Adapter];
2486 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2487 if (!glDesc) return WINED3DERR_INVALIDCALL;
2489 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2491 const WineD3D_PixelFormat *cfgs;
2493 cfgs = adapter->cfgs;
2494 nCfgs = adapter->nCfgs;
2495 for(i=0; i<nCfgs; i++) {
2496 if(cfgs[i].numSamples != MultiSampleType)
2499 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2502 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2505 *pQualityLevels = 1; /* Guess at a value! */
2509 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2510 short redSize, greenSize, blueSize, alphaSize, colorBits;
2512 const WineD3D_PixelFormat *cfgs;
2514 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2516 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2517 return WINED3DERR_NOTAVAILABLE;
2520 cfgs = adapter->cfgs;
2521 nCfgs = adapter->nCfgs;
2522 for(i=0; i<nCfgs; i++) {
2523 if(cfgs[i].numSamples != MultiSampleType)
2525 if(cfgs[i].redSize != redSize)
2527 if(cfgs[i].greenSize != greenSize)
2529 if(cfgs[i].blueSize != blueSize)
2531 if(cfgs[i].alphaSize != alphaSize)
2534 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2537 *pQualityLevels = 1; /* Guess at a value! */
2541 return WINED3DERR_NOTAVAILABLE;
2544 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2545 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
2547 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2548 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2551 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
2554 DeviceType, debug_d3ddevicetype(DeviceType),
2555 DisplayFormat, debug_d3dformat(DisplayFormat),
2556 BackBufferFormat, debug_d3dformat(BackBufferFormat),
2559 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2560 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2561 return WINED3DERR_INVALIDCALL;
2564 /* The task of this function is to check whether a certain display / backbuffer format
2565 * combination is available on the given adapter. In fullscreen mode microsoft specified
2566 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2567 * and display format should match exactly.
2568 * In windowed mode format conversion can occur and this depends on the driver. When format
2569 * conversion is done, this function should nevertheless fail and applications need to use
2570 * CheckDeviceFormatConversion.
2571 * At the moment we assume that fullscreen and windowed have the same capabilities */
2573 /* There are only 4 display formats */
2574 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
2575 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2576 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2577 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
2579 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2580 return WINED3DERR_NOTAVAILABLE;
2583 /* If the requested DisplayFormat is not available, don't continue */
2584 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2586 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2587 return WINED3DERR_NOTAVAILABLE;
2590 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2591 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2592 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2593 return WINED3DERR_NOTAVAILABLE;
2596 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2597 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
2599 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2600 return WINED3DERR_NOTAVAILABLE;
2603 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2604 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2605 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
2607 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2608 return WINED3DERR_NOTAVAILABLE;
2611 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2612 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2613 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
2615 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2616 return WINED3DERR_NOTAVAILABLE;
2619 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2620 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
2621 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
2623 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2624 return WINED3DERR_NOTAVAILABLE;
2627 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2628 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2630 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2636 /* Check if we support bumpmapping for a format */
2637 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2638 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2640 const struct fragment_pipeline *fp;
2642 switch(format_desc->format)
2644 case WINED3DFMT_R8G8_SNORM:
2645 case WINED3DFMT_R16G16_SNORM:
2646 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
2647 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
2648 case WINED3DFMT_R8G8B8A8_SNORM:
2649 /* Ask the fixed function pipeline implementation if it can deal
2650 * with the conversion. If we've got a GL extension giving native
2651 * support this will be an identity conversion. */
2652 fp = select_fragment_implementation(adapter, DeviceType);
2653 if (fp->color_fixup_supported(format_desc->color_fixup))
2655 TRACE_(d3d_caps)("[OK]\n");
2658 TRACE_(d3d_caps)("[FAILED]\n");
2662 TRACE_(d3d_caps)("[FAILED]\n");
2667 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2668 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2669 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2673 /* Only allow depth/stencil formats */
2674 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
2676 /* Walk through all WGL pixel formats to find a match */
2677 for (it = 0; it < adapter->nCfgs; ++it)
2679 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2680 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2682 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2692 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2694 /* The flags entry of a format contains the filtering capability */
2695 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2700 /* Check the render target capabilities of a format */
2701 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2702 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2704 /* Filter out non-RT formats */
2705 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2707 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2708 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2710 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2711 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2713 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2714 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2716 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2717 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2718 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2719 TRACE_(d3d_caps)("[FAILED]\n");
2723 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2724 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2725 for (it = 0; it < adapter->nCfgs; ++it)
2727 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2728 &cfgs[it], check_format_desc))
2730 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2731 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2735 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2736 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2737 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2740 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2741 for (it = 0; it < adapter->nCfgs; ++it)
2743 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2744 &cfgs[it], check_format_desc))
2746 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2747 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2751 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2752 /* For now return TRUE for FBOs until we have some proper checks.
2753 * Note that this function will only be called when the format is around for texturing. */
2759 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2761 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2763 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2764 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2765 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2769 switch (format_desc->format)
2771 case WINED3DFMT_B8G8R8A8_UNORM:
2772 case WINED3DFMT_B8G8R8X8_UNORM:
2773 case WINED3DFMT_B4G4R4A4_UNORM:
2774 case WINED3DFMT_L8_UNORM:
2775 case WINED3DFMT_L8A8_UNORM:
2776 case WINED3DFMT_DXT1:
2777 case WINED3DFMT_DXT2:
2778 case WINED3DFMT_DXT3:
2779 case WINED3DFMT_DXT4:
2780 case WINED3DFMT_DXT5:
2781 TRACE_(d3d_caps)("[OK]\n");
2785 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2791 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2792 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2794 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2795 * doing the color fixup in shaders.
2796 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2797 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
2799 int vs_selected_mode;
2800 int ps_selected_mode;
2801 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2803 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2804 TRACE_(d3d_caps)("[OK]\n");
2809 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2813 /* Check if a format support blending in combination with pixel shaders */
2814 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2815 const struct GlPixelFormatDesc *format_desc)
2817 /* The flags entry of a format contains the post pixel shader blending capability */
2818 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2823 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2825 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2826 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2827 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2828 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2829 * capability anyway.
2831 * For now lets report this on all formats, but in the future we may want to
2832 * restrict it to some should games need that
2837 /* Check if a texture format is supported on the given adapter */
2838 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2839 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2841 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2842 const shader_backend_t *shader_backend;
2843 const struct fragment_pipeline *fp;
2845 switch (format_desc->format)
2848 * supported: RGB(A) formats
2850 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
2851 case WINED3DFMT_B8G8R8A8_UNORM:
2852 case WINED3DFMT_B8G8R8X8_UNORM:
2853 case WINED3DFMT_B5G6R5_UNORM:
2854 case WINED3DFMT_B5G5R5X1_UNORM:
2855 case WINED3DFMT_B5G5R5A1_UNORM:
2856 case WINED3DFMT_B4G4R4A4_UNORM:
2857 case WINED3DFMT_A8_UNORM:
2858 case WINED3DFMT_B4G4R4X4_UNORM:
2859 case WINED3DFMT_R8G8B8A8_UNORM:
2860 case WINED3DFMT_R8G8B8X8_UNORM:
2861 case WINED3DFMT_B10G10R10A2_UNORM:
2862 case WINED3DFMT_R10G10B10A2_UNORM:
2863 case WINED3DFMT_R16G16_UNORM:
2864 TRACE_(d3d_caps)("[OK]\n");
2867 case WINED3DFMT_B2G3R3_UNORM:
2868 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2872 * supported: Palettized
2874 case WINED3DFMT_P8_UINT:
2875 TRACE_(d3d_caps)("[OK]\n");
2877 /* No Windows driver offers WINED3DFMT_P8_UINT_A8_UNORM, so don't offer it either */
2878 case WINED3DFMT_P8_UINT_A8_UNORM:
2882 * Supported: (Alpha)-Luminance
2884 case WINED3DFMT_L8_UNORM:
2885 case WINED3DFMT_L8A8_UNORM:
2886 case WINED3DFMT_L16_UNORM:
2887 TRACE_(d3d_caps)("[OK]\n");
2890 /* Not supported on Windows, thus disabled */
2891 case WINED3DFMT_L4A4_UNORM:
2892 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2896 * Supported: Depth/Stencil formats
2898 case WINED3DFMT_D16_LOCKABLE:
2899 case WINED3DFMT_D16_UNORM:
2900 case WINED3DFMT_S1_UINT_D15_UNORM:
2901 case WINED3DFMT_X8D24_UNORM:
2902 case WINED3DFMT_S4X4_UINT_D24_UNORM:
2903 case WINED3DFMT_S8_UINT_D24_UNORM:
2904 case WINED3DFMT_S8_UINT_D24_FLOAT:
2905 case WINED3DFMT_D32_UNORM:
2906 case WINED3DFMT_D32_FLOAT:
2910 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2911 * GL_NV_texture_shader). Emulated by shaders
2913 case WINED3DFMT_R8G8_SNORM:
2914 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
2915 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
2916 case WINED3DFMT_R8G8B8A8_SNORM:
2917 case WINED3DFMT_R16G16_SNORM:
2918 /* Ask the shader backend if it can deal with the conversion. If
2919 * we've got a GL extension giving native support this will be an
2920 * identity conversion. */
2921 shader_backend = select_shader_backend(adapter, DeviceType);
2922 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2924 TRACE_(d3d_caps)("[OK]\n");
2927 TRACE_(d3d_caps)("[FAILED]\n");
2930 case WINED3DFMT_DXT1:
2931 case WINED3DFMT_DXT2:
2932 case WINED3DFMT_DXT3:
2933 case WINED3DFMT_DXT4:
2934 case WINED3DFMT_DXT5:
2935 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2936 TRACE_(d3d_caps)("[OK]\n");
2939 TRACE_(d3d_caps)("[FAILED]\n");
2944 * Odd formats - not supported
2946 case WINED3DFMT_VERTEXDATA:
2947 case WINED3DFMT_R16_UINT:
2948 case WINED3DFMT_R32_UINT:
2949 case WINED3DFMT_R16G16B16A16_SNORM:
2950 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
2951 case WINED3DFMT_R10G11B11_SNORM:
2952 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2956 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
2958 case WINED3DFMT_R8G8_SNORM_Cx:
2959 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2963 case WINED3DFMT_UYVY:
2964 case WINED3DFMT_YUY2:
2965 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2966 TRACE_(d3d_caps)("[OK]\n");
2969 TRACE_(d3d_caps)("[FAILED]\n");
2971 case WINED3DFMT_YV12:
2972 TRACE_(d3d_caps)("[FAILED]\n");
2976 case WINED3DFMT_R16G16B16A16_UNORM:
2977 case WINED3DFMT_B2G3R3A8_UNORM:
2978 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2981 /* Floating point formats */
2982 case WINED3DFMT_R16_FLOAT:
2983 case WINED3DFMT_R16G16_FLOAT:
2984 case WINED3DFMT_R16G16B16A16_FLOAT:
2985 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2986 TRACE_(d3d_caps)("[OK]\n");
2989 TRACE_(d3d_caps)("[FAILED]\n");
2992 case WINED3DFMT_R32_FLOAT:
2993 case WINED3DFMT_R32G32_FLOAT:
2994 case WINED3DFMT_R32G32B32A32_FLOAT:
2995 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2996 TRACE_(d3d_caps)("[OK]\n");
2999 TRACE_(d3d_caps)("[FAILED]\n");
3002 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3003 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3004 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3005 * We can do instancing with all shader versions, but we need vertex shaders.
3007 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3008 * to enable instancing. WineD3D doesn't need that and just ignores it.
3010 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3012 case WINEMAKEFOURCC('I','N','S','T'):
3013 TRACE("ATI Instancing check hack\n");
3014 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
3015 TRACE_(d3d_caps)("[OK]\n");
3018 TRACE_(d3d_caps)("[FAILED]\n");
3021 /* Some weird FOURCC formats */
3022 case WINED3DFMT_R8G8_B8G8:
3023 case WINED3DFMT_G8R8_G8B8:
3024 case WINED3DFMT_MULTI2_ARGB8:
3025 TRACE_(d3d_caps)("[FAILED]\n");
3028 /* Vendor specific formats */
3029 case WINED3DFMT_ATI2N:
3030 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
3031 shader_backend = select_shader_backend(adapter, DeviceType);
3032 fp = select_fragment_implementation(adapter, DeviceType);
3033 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3034 && fp->color_fixup_supported(format_desc->color_fixup))
3036 TRACE_(d3d_caps)("[OK]\n");
3040 TRACE_(d3d_caps)("[OK]\n");
3043 TRACE_(d3d_caps)("[FAILED]\n");
3046 case WINED3DFMT_NVHU:
3047 case WINED3DFMT_NVHS:
3048 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3049 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3050 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3051 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3052 * Applications have to deal with not having NVHS and NVHU.
3054 TRACE_(d3d_caps)("[FAILED]\n");
3057 case WINED3DFMT_UNKNOWN:
3061 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3067 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3068 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3070 const struct blit_shader *blitter;
3072 if(SurfaceType == SURFACE_GDI) {
3073 switch(check_format_desc->format)
3075 case WINED3DFMT_B8G8R8_UNORM:
3076 case WINED3DFMT_B8G8R8A8_UNORM:
3077 case WINED3DFMT_B8G8R8X8_UNORM:
3078 case WINED3DFMT_B5G6R5_UNORM:
3079 case WINED3DFMT_B5G5R5X1_UNORM:
3080 case WINED3DFMT_B5G5R5A1_UNORM:
3081 case WINED3DFMT_B4G4R4A4_UNORM:
3082 case WINED3DFMT_B2G3R3_UNORM:
3083 case WINED3DFMT_A8_UNORM:
3084 case WINED3DFMT_B2G3R3A8_UNORM:
3085 case WINED3DFMT_B4G4R4X4_UNORM:
3086 case WINED3DFMT_R10G10B10A2_UNORM:
3087 case WINED3DFMT_R8G8B8A8_UNORM:
3088 case WINED3DFMT_R8G8B8X8_UNORM:
3089 case WINED3DFMT_R16G16_UNORM:
3090 case WINED3DFMT_B10G10R10A2_UNORM:
3091 case WINED3DFMT_R16G16B16A16_UNORM:
3092 case WINED3DFMT_P8_UINT:
3093 TRACE_(d3d_caps)("[OK]\n");
3096 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3101 /* All format that are supported for textures are supported for surfaces as well */
3102 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3103 /* All depth stencil formats are supported on surfaces */
3104 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3106 /* If opengl can't process the format natively, the blitter may be able to convert it */
3107 blitter = select_blit_implementation(adapter, DeviceType);
3108 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3110 TRACE_(d3d_caps)("[OK]\n");
3114 /* Reject other formats */
3115 TRACE_(d3d_caps)("[FAILED]\n");
3119 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
3121 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3123 if (!GL_LIMITS(vertex_samplers)) {
3124 TRACE_(d3d_caps)("[FAILED]\n");
3128 switch (format_desc->format)
3130 case WINED3DFMT_R32G32B32A32_FLOAT:
3131 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3132 TRACE_(d3d_caps)("[FAILED]\n");
3135 TRACE_(d3d_caps)("[OK]\n");
3139 TRACE_(d3d_caps)("[FAILED]\n");
3145 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3146 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3147 WINED3DSURFTYPE SurfaceType)
3149 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3150 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3151 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3152 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3153 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3154 DWORD UsageCaps = 0;
3156 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3159 DeviceType, debug_d3ddevicetype(DeviceType),
3160 AdapterFormat, debug_d3dformat(AdapterFormat),
3161 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3162 RType, debug_d3dresourcetype(RType),
3163 CheckFormat, debug_d3dformat(CheckFormat));
3165 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3166 return WINED3DERR_INVALIDCALL;
3169 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3171 if(SurfaceType != SURFACE_OPENGL) {
3172 TRACE("[FAILED]\n");
3173 return WINED3DERR_NOTAVAILABLE;
3176 /* Cubetexture allows:
3177 * - D3DUSAGE_AUTOGENMIPMAP
3178 * - D3DUSAGE_DEPTHSTENCIL
3179 * - D3DUSAGE_DYNAMIC
3180 * - D3DUSAGE_NONSECURE (d3d9ex)
3181 * - D3DUSAGE_RENDERTARGET
3182 * - D3DUSAGE_SOFTWAREPROCESSING
3183 * - D3DUSAGE_QUERY_WRAPANDMIP
3185 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3186 /* Check if the texture format is around */
3187 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3189 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3190 /* Check for automatic mipmap generation support */
3191 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3192 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3194 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3195 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3199 /* Always report dynamic locking */
3200 if(Usage & WINED3DUSAGE_DYNAMIC)
3201 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3203 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3204 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3206 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3208 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3209 return WINED3DERR_NOTAVAILABLE;
3213 /* Always report software processing */
3214 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3215 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3217 /* Check QUERY_FILTER support */
3218 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3219 if (CheckFilterCapability(adapter, format_desc))
3221 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3223 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3224 return WINED3DERR_NOTAVAILABLE;
3228 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3229 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3230 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3232 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3234 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3235 return WINED3DERR_NOTAVAILABLE;
3239 /* Check QUERY_SRGBREAD support */
3240 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3241 if (CheckSrgbReadCapability(adapter, format_desc))
3243 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3245 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3246 return WINED3DERR_NOTAVAILABLE;
3250 /* Check QUERY_SRGBWRITE support */
3251 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3252 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3254 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3256 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3257 return WINED3DERR_NOTAVAILABLE;
3261 /* Check QUERY_VERTEXTEXTURE support */
3262 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3263 if (CheckVertexTextureCapability(adapter, format_desc))
3265 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3267 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3268 return WINED3DERR_NOTAVAILABLE;
3272 /* Check QUERY_WRAPANDMIP support */
3273 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3274 if (CheckWrapAndMipCapability(adapter, format_desc))
3276 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3278 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3279 return WINED3DERR_NOTAVAILABLE;
3283 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3284 return WINED3DERR_NOTAVAILABLE;
3287 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3288 return WINED3DERR_NOTAVAILABLE;
3290 } else if(RType == WINED3DRTYPE_SURFACE) {
3292 * - D3DUSAGE_DEPTHSTENCIL
3293 * - D3DUSAGE_NONSECURE (d3d9ex)
3294 * - D3DUSAGE_RENDERTARGET
3297 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3299 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3300 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3302 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3304 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3305 return WINED3DERR_NOTAVAILABLE;
3309 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3310 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3312 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3314 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3315 return WINED3DERR_NOTAVAILABLE;
3319 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3320 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3321 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3323 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3325 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3326 return WINED3DERR_NOTAVAILABLE;
3330 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3331 return WINED3DERR_NOTAVAILABLE;
3334 } else if(RType == WINED3DRTYPE_TEXTURE) {
3336 * - D3DUSAGE_AUTOGENMIPMAP
3337 * - D3DUSAGE_DEPTHSTENCIL
3339 * - D3DUSAGE_DYNAMIC
3340 * - D3DUSAGE_NONSECURE (d3d9ex)
3341 * - D3DUSAGE_RENDERTARGET
3342 * - D3DUSAGE_SOFTWAREPROCESSING
3343 * - D3DUSAGE_TEXTAPI (d3d9ex)
3344 * - D3DUSAGE_QUERY_WRAPANDMIP
3347 if(SurfaceType != SURFACE_OPENGL) {
3348 TRACE("[FAILED]\n");
3349 return WINED3DERR_NOTAVAILABLE;
3352 /* Check if the texture format is around */
3353 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3355 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3356 /* Check for automatic mipmap generation support */
3357 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3358 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3360 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3361 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3365 /* Always report dynamic locking */
3366 if(Usage & WINED3DUSAGE_DYNAMIC)
3367 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3369 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3370 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3372 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3374 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3375 return WINED3DERR_NOTAVAILABLE;
3379 /* Always report software processing */
3380 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3381 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3383 /* Check QUERY_FILTER support */
3384 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3385 if (CheckFilterCapability(adapter, format_desc))
3387 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3389 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3390 return WINED3DERR_NOTAVAILABLE;
3394 /* Check QUERY_LEGACYBUMPMAP support */
3395 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3396 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3398 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3400 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3401 return WINED3DERR_NOTAVAILABLE;
3405 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3406 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3407 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3409 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3411 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3412 return WINED3DERR_NOTAVAILABLE;
3416 /* Check QUERY_SRGBREAD support */
3417 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3418 if (CheckSrgbReadCapability(adapter, format_desc))
3420 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3422 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3423 return WINED3DERR_NOTAVAILABLE;
3427 /* Check QUERY_SRGBWRITE support */
3428 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3429 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3431 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3433 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3434 return WINED3DERR_NOTAVAILABLE;
3438 /* Check QUERY_VERTEXTEXTURE support */
3439 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3440 if (CheckVertexTextureCapability(adapter, format_desc))
3442 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3444 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3445 return WINED3DERR_NOTAVAILABLE;
3449 /* Check QUERY_WRAPANDMIP support */
3450 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3451 if (CheckWrapAndMipCapability(adapter, format_desc))
3453 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3455 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3456 return WINED3DERR_NOTAVAILABLE;
3460 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3461 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3463 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3465 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3466 return WINED3DERR_NOTAVAILABLE;
3470 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3471 return WINED3DERR_NOTAVAILABLE;
3473 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3474 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3475 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3477 * Volumetexture allows:
3478 * - D3DUSAGE_DYNAMIC
3479 * - D3DUSAGE_NONSECURE (d3d9ex)
3480 * - D3DUSAGE_SOFTWAREPROCESSING
3481 * - D3DUSAGE_QUERY_WRAPANDMIP
3484 if(SurfaceType != SURFACE_OPENGL) {
3485 TRACE("[FAILED]\n");
3486 return WINED3DERR_NOTAVAILABLE;
3489 /* Check volume texture and volume usage caps */
3490 if(GL_SUPPORT(EXT_TEXTURE3D)) {
3491 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3493 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3494 return WINED3DERR_NOTAVAILABLE;
3497 /* Always report dynamic locking */
3498 if(Usage & WINED3DUSAGE_DYNAMIC)
3499 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3501 /* Always report software processing */
3502 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3503 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3505 /* Check QUERY_FILTER support */
3506 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3507 if (CheckFilterCapability(adapter, format_desc))
3509 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3511 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3512 return WINED3DERR_NOTAVAILABLE;
3516 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3517 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3518 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3520 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3522 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3523 return WINED3DERR_NOTAVAILABLE;
3527 /* Check QUERY_SRGBREAD support */
3528 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3529 if (CheckSrgbReadCapability(adapter, format_desc))
3531 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3533 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3534 return WINED3DERR_NOTAVAILABLE;
3538 /* Check QUERY_SRGBWRITE support */
3539 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3540 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3542 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3544 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3545 return WINED3DERR_NOTAVAILABLE;
3549 /* Check QUERY_VERTEXTEXTURE support */
3550 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3551 if (CheckVertexTextureCapability(adapter, format_desc))
3553 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3555 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3556 return WINED3DERR_NOTAVAILABLE;
3560 /* Check QUERY_WRAPANDMIP support */
3561 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3562 if (CheckWrapAndMipCapability(adapter, format_desc))
3564 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3566 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3567 return WINED3DERR_NOTAVAILABLE;
3571 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3572 return WINED3DERR_NOTAVAILABLE;
3575 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3576 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3577 * app needing one of those formats, don't advertize them to avoid leading apps into
3578 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3581 switch(CheckFormat) {
3582 case WINED3DFMT_P8_UINT:
3583 case WINED3DFMT_L4A4_UNORM:
3584 case WINED3DFMT_R32_FLOAT:
3585 case WINED3DFMT_R16_FLOAT:
3586 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3587 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3588 case WINED3DFMT_R16G16_UNORM:
3589 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3590 return WINED3DERR_NOTAVAILABLE;
3592 case WINED3DFMT_R8G8B8A8_SNORM:
3593 case WINED3DFMT_R16G16_SNORM:
3594 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3595 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3596 return WINED3DERR_NOTAVAILABLE;
3600 case WINED3DFMT_R8G8_SNORM:
3601 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3602 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3603 return WINED3DERR_NOTAVAILABLE;
3607 case WINED3DFMT_DXT1:
3608 case WINED3DFMT_DXT2:
3609 case WINED3DFMT_DXT3:
3610 case WINED3DFMT_DXT4:
3611 case WINED3DFMT_DXT5:
3612 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3613 * compressed texture results in an error. While the D3D refrast does
3614 * support s3tc volumes, at least the nvidia windows driver does not, so
3615 * we're free not to support this format.
3617 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3618 return WINED3DERR_NOTAVAILABLE;
3621 /* Do nothing, continue with checking the format below */
3624 } else if(RType == WINED3DRTYPE_BUFFER){
3625 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3626 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3627 return WINED3DERR_NOTAVAILABLE;
3630 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3631 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3632 * usage flags match. */
3633 if(UsageCaps == Usage) {
3635 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3636 return WINED3DOK_NOAUTOGEN;
3638 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);
3639 return WINED3DERR_NOTAVAILABLE;
3643 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3644 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3645 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3647 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3650 DeviceType, debug_d3ddevicetype(DeviceType),
3651 SourceFormat, debug_d3dformat(SourceFormat),
3652 TargetFormat, debug_d3dformat(TargetFormat));
3656 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3658 const shader_backend_t *ret;
3659 int vs_selected_mode;
3660 int ps_selected_mode;
3662 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3663 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3664 ret = &glsl_shader_backend;
3665 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3666 ret = &arb_program_shader_backend;
3668 ret = &none_shader_backend;
3673 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3674 WINED3DDEVTYPE DeviceType)
3676 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3677 int vs_selected_mode;
3678 int ps_selected_mode;
3680 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3681 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3682 return &arbfp_fragment_pipeline;
3683 } else if(ps_selected_mode == SHADER_ATI) {
3684 return &atifs_fragment_pipeline;
3685 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3686 return &nvts_fragment_pipeline;
3687 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3688 return &nvrc_fragment_pipeline;
3690 return &ffp_fragment_pipeline;
3694 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3696 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3697 int vs_selected_mode;
3698 int ps_selected_mode;
3700 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3701 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3708 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3709 subset of a D3DCAPS9 structure. However, it has to come via a void *
3710 as the d3d8 interface cannot import the d3d9 header */
3711 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3713 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3714 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3715 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3716 int vs_selected_mode;
3717 int ps_selected_mode;
3718 struct shader_caps shader_caps;
3719 struct fragment_caps fragment_caps;
3720 const shader_backend_t *shader_backend;
3721 const struct fragment_pipeline *frag_pipeline = NULL;
3722 DWORD ckey_caps, blit_caps, fx_caps;
3724 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3726 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3727 return WINED3DERR_INVALIDCALL;
3730 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3732 /* This function should *not* be modifying GL caps
3733 * TODO: move the functionality where it belongs */
3734 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3736 /* ------------------------------------------------
3737 The following fields apply to both d3d8 and d3d9
3738 ------------------------------------------------ */
3739 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3740 pCaps->AdapterOrdinal = Adapter;
3743 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3744 WINED3DCAPS2_FULLSCREENGAMMA |
3745 WINED3DCAPS2_DYNAMICTEXTURES;
3746 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3747 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3750 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3751 WINED3DCAPS3_COPY_TO_VIDMEM |
3752 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3754 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3755 WINED3DPRESENT_INTERVAL_ONE;
3757 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3758 WINED3DCURSORCAPS_LOWRES;
3760 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3761 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3762 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3763 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3764 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3765 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3766 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3767 WINED3DDEVCAPS_PUREDEVICE |
3768 WINED3DDEVCAPS_HWRASTERIZATION |
3769 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3770 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3771 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3772 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3773 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3774 WINED3DDEVCAPS_RTPATCHES;
3776 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3777 WINED3DPMISCCAPS_CULLCCW |
3778 WINED3DPMISCCAPS_CULLCW |
3779 WINED3DPMISCCAPS_COLORWRITEENABLE |
3780 WINED3DPMISCCAPS_CLIPTLVERTS |
3781 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3782 WINED3DPMISCCAPS_MASKZ |
3783 WINED3DPMISCCAPS_BLENDOP |
3784 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3786 WINED3DPMISCCAPS_NULLREFERENCE
3787 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3788 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3789 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3790 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3792 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3793 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3795 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3796 WINED3DPRASTERCAPS_PAT |
3797 WINED3DPRASTERCAPS_WFOG |
3798 WINED3DPRASTERCAPS_ZFOG |
3799 WINED3DPRASTERCAPS_FOGVERTEX |
3800 WINED3DPRASTERCAPS_FOGTABLE |
3801 WINED3DPRASTERCAPS_STIPPLE |
3802 WINED3DPRASTERCAPS_SUBPIXEL |
3803 WINED3DPRASTERCAPS_ZTEST |
3804 WINED3DPRASTERCAPS_SCISSORTEST |
3805 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3806 WINED3DPRASTERCAPS_DEPTHBIAS;
3808 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3809 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3810 WINED3DPRASTERCAPS_ZBIAS |
3811 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3813 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3814 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3817 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3818 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3819 WINED3DPRASTERCAPS_ANTIALIASEDGES
3820 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3821 WINED3DPRASTERCAPS_WBUFFER */
3823 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3824 WINED3DPCMPCAPS_EQUAL |
3825 WINED3DPCMPCAPS_GREATER |
3826 WINED3DPCMPCAPS_GREATEREQUAL |
3827 WINED3DPCMPCAPS_LESS |
3828 WINED3DPCMPCAPS_LESSEQUAL |
3829 WINED3DPCMPCAPS_NEVER |
3830 WINED3DPCMPCAPS_NOTEQUAL;
3832 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3833 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3834 WINED3DPBLENDCAPS_DESTALPHA |
3835 WINED3DPBLENDCAPS_DESTCOLOR |
3836 WINED3DPBLENDCAPS_INVDESTALPHA |
3837 WINED3DPBLENDCAPS_INVDESTCOLOR |
3838 WINED3DPBLENDCAPS_INVSRCALPHA |
3839 WINED3DPBLENDCAPS_INVSRCCOLOR |
3840 WINED3DPBLENDCAPS_ONE |
3841 WINED3DPBLENDCAPS_SRCALPHA |
3842 WINED3DPBLENDCAPS_SRCALPHASAT |
3843 WINED3DPBLENDCAPS_SRCCOLOR |
3844 WINED3DPBLENDCAPS_ZERO;
3846 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3847 WINED3DPBLENDCAPS_DESTCOLOR |
3848 WINED3DPBLENDCAPS_INVDESTALPHA |
3849 WINED3DPBLENDCAPS_INVDESTCOLOR |
3850 WINED3DPBLENDCAPS_INVSRCALPHA |
3851 WINED3DPBLENDCAPS_INVSRCCOLOR |
3852 WINED3DPBLENDCAPS_ONE |
3853 WINED3DPBLENDCAPS_SRCALPHA |
3854 WINED3DPBLENDCAPS_SRCCOLOR |
3855 WINED3DPBLENDCAPS_ZERO;
3856 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3857 * according to the glBlendFunc manpage
3859 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3860 * legacy settings for srcblend only
3863 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3864 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3865 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3869 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3870 WINED3DPCMPCAPS_EQUAL |
3871 WINED3DPCMPCAPS_GREATER |
3872 WINED3DPCMPCAPS_GREATEREQUAL |
3873 WINED3DPCMPCAPS_LESS |
3874 WINED3DPCMPCAPS_LESSEQUAL |
3875 WINED3DPCMPCAPS_NEVER |
3876 WINED3DPCMPCAPS_NOTEQUAL;
3878 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3879 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3880 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3881 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3882 WINED3DPSHADECAPS_COLORFLATRGB |
3883 WINED3DPSHADECAPS_FOGFLAT |
3884 WINED3DPSHADECAPS_FOGGOURAUD |
3885 WINED3DPSHADECAPS_SPECULARFLATRGB;
3887 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3888 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3889 WINED3DPTEXTURECAPS_TRANSPARENCY |
3890 WINED3DPTEXTURECAPS_BORDER |
3891 WINED3DPTEXTURECAPS_MIPMAP |
3892 WINED3DPTEXTURECAPS_PROJECTED |
3893 WINED3DPTEXTURECAPS_PERSPECTIVE;
3895 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3896 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3897 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3900 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3901 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3902 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3903 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3906 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3907 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3908 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3909 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3913 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3914 WINED3DPTFILTERCAPS_MAGFPOINT |
3915 WINED3DPTFILTERCAPS_MINFLINEAR |
3916 WINED3DPTFILTERCAPS_MINFPOINT |
3917 WINED3DPTFILTERCAPS_MIPFLINEAR |
3918 WINED3DPTFILTERCAPS_MIPFPOINT |
3919 WINED3DPTFILTERCAPS_LINEAR |
3920 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3921 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3922 WINED3DPTFILTERCAPS_MIPLINEAR |
3923 WINED3DPTFILTERCAPS_MIPNEAREST |
3924 WINED3DPTFILTERCAPS_NEAREST;
3926 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3927 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3928 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3931 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3932 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3933 WINED3DPTFILTERCAPS_MAGFPOINT |
3934 WINED3DPTFILTERCAPS_MINFLINEAR |
3935 WINED3DPTFILTERCAPS_MINFPOINT |
3936 WINED3DPTFILTERCAPS_MIPFLINEAR |
3937 WINED3DPTFILTERCAPS_MIPFPOINT |
3938 WINED3DPTFILTERCAPS_LINEAR |
3939 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3940 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3941 WINED3DPTFILTERCAPS_MIPLINEAR |
3942 WINED3DPTFILTERCAPS_MIPNEAREST |
3943 WINED3DPTFILTERCAPS_NEAREST;
3945 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3946 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3947 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3950 pCaps->CubeTextureFilterCaps = 0;
3952 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3953 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3954 WINED3DPTFILTERCAPS_MAGFPOINT |
3955 WINED3DPTFILTERCAPS_MINFLINEAR |
3956 WINED3DPTFILTERCAPS_MINFPOINT |
3957 WINED3DPTFILTERCAPS_MIPFLINEAR |
3958 WINED3DPTFILTERCAPS_MIPFPOINT |
3959 WINED3DPTFILTERCAPS_LINEAR |
3960 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3961 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3962 WINED3DPTFILTERCAPS_MIPLINEAR |
3963 WINED3DPTFILTERCAPS_MIPNEAREST |
3964 WINED3DPTFILTERCAPS_NEAREST;
3966 pCaps->VolumeTextureFilterCaps = 0;
3968 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3969 WINED3DPTADDRESSCAPS_CLAMP |
3970 WINED3DPTADDRESSCAPS_WRAP;
3972 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3973 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3975 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3976 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3978 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3979 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3982 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3983 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3984 WINED3DPTADDRESSCAPS_CLAMP |
3985 WINED3DPTADDRESSCAPS_WRAP;
3986 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3987 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3989 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3990 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3992 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3993 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3996 pCaps->VolumeTextureAddressCaps = 0;
3998 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3999 WINED3DLINECAPS_ZTEST |
4000 WINED3DLINECAPS_BLEND |
4001 WINED3DLINECAPS_ALPHACMP |
4002 WINED3DLINECAPS_FOG;
4003 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4004 * idea how generating the smoothing alpha values works; the result is different
4007 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
4008 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
4010 if(GL_SUPPORT(EXT_TEXTURE3D))
4011 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
4013 pCaps->MaxVolumeExtent = 0;
4015 pCaps->MaxTextureRepeat = 32768;
4016 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
4017 pCaps->MaxVertexW = 1.0f;
4019 pCaps->GuardBandLeft = 0.0f;
4020 pCaps->GuardBandTop = 0.0f;
4021 pCaps->GuardBandRight = 0.0f;
4022 pCaps->GuardBandBottom = 0.0f;
4024 pCaps->ExtentsAdjust = 0.0f;
4026 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4027 WINED3DSTENCILCAPS_INCRSAT |
4028 WINED3DSTENCILCAPS_INVERT |
4029 WINED3DSTENCILCAPS_KEEP |
4030 WINED3DSTENCILCAPS_REPLACE |
4031 WINED3DSTENCILCAPS_ZERO;
4032 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
4033 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4034 WINED3DSTENCILCAPS_INCR;
4036 if (GL_SUPPORT(EXT_STENCIL_TWO_SIDE) || GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
4037 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4040 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4042 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
4043 pCaps->MaxActiveLights = GL_LIMITS(lights);
4045 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
4046 pCaps->MaxVertexBlendMatrixIndex = 0;
4048 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
4049 pCaps->MaxPointSize = GL_LIMITS(pointsize);
4052 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4053 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4054 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4055 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4056 WINED3DVTXPCAPS_LOCALVIEWER |
4057 WINED3DVTXPCAPS_VERTEXFOG |
4058 WINED3DVTXPCAPS_TEXGEN;
4060 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4061 pCaps->MaxVertexIndex = 0xFFFFF;
4062 pCaps->MaxStreams = MAX_STREAMS;
4063 pCaps->MaxStreamStride = 1024;
4065 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4066 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4067 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4068 pCaps->MaxNpatchTessellationLevel = 0;
4069 pCaps->MasterAdapterOrdinal = 0;
4070 pCaps->AdapterOrdinalInGroup = 0;
4071 pCaps->NumberOfAdaptersInGroup = 1;
4073 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
4075 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4076 WINED3DPTFILTERCAPS_MAGFPOINT |
4077 WINED3DPTFILTERCAPS_MINFLINEAR |
4078 WINED3DPTFILTERCAPS_MAGFLINEAR;
4079 pCaps->VertexTextureFilterCaps = 0;
4081 memset(&shader_caps, 0, sizeof(shader_caps));
4082 shader_backend = select_shader_backend(adapter, DeviceType);
4083 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4085 memset(&fragment_caps, 0, sizeof(fragment_caps));
4086 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4087 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4089 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4090 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4092 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4093 * Ignore shader model capabilities if disabled in config
4095 if(vs_selected_mode == SHADER_NONE) {
4096 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4097 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4098 pCaps->MaxVertexShaderConst = 0;
4100 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4101 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4104 if(ps_selected_mode == SHADER_NONE) {
4105 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4106 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4107 pCaps->PixelShader1xMaxValue = 0.0f;
4109 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4110 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4113 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4114 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4115 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4117 pCaps->VS20Caps = shader_caps.VS20Caps;
4118 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4119 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4120 pCaps->PS20Caps = shader_caps.PS20Caps;
4121 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4122 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4124 /* The following caps are shader specific, but they are things we cannot detect, or which
4125 * are the same among all shader models. So to avoid code duplication set the shader version
4126 * specific, but otherwise constant caps here
4128 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4129 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4130 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4131 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4132 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4133 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
4134 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4136 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4137 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
4138 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
4139 pCaps->VS20Caps.Caps = 0;
4140 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4141 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
4142 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4144 pCaps->MaxVShaderInstructionsExecuted = 65535;
4145 pCaps->MaxVertexShader30InstructionSlots = 0;
4146 } else { /* VS 1.x */
4147 pCaps->VS20Caps.Caps = 0;
4148 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4149 pCaps->VS20Caps.NumTemps = 0;
4150 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4152 pCaps->MaxVShaderInstructionsExecuted = 0;
4153 pCaps->MaxVertexShader30InstructionSlots = 0;
4156 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4157 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4158 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4160 /* 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 */
4161 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4162 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4163 WINED3DPS20CAPS_PREDICATION |
4164 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4165 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4166 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4167 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
4168 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4169 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4171 pCaps->MaxPShaderInstructionsExecuted = 65535;
4172 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
4173 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
4174 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4175 pCaps->PS20Caps.Caps = 0;
4176 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4177 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
4178 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4179 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4181 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4182 pCaps->MaxPixelShader30InstructionSlots = 0;
4183 } else { /* PS 1.x */
4184 pCaps->PS20Caps.Caps = 0;
4185 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4186 pCaps->PS20Caps.NumTemps = 0;
4187 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4188 pCaps->PS20Caps.NumInstructionSlots = 0;
4190 pCaps->MaxPShaderInstructionsExecuted = 0;
4191 pCaps->MaxPixelShader30InstructionSlots = 0;
4194 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4195 /* OpenGL supports all the formats below, perhaps not always
4196 * without conversion, but it supports them.
4197 * Further GLSL doesn't seem to have an official unsigned type so
4198 * don't advertise it yet as I'm not sure how we handle it.
4199 * We might need to add some clamping in the shader engine to
4201 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4202 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4203 WINED3DDTCAPS_UBYTE4N |
4204 WINED3DDTCAPS_SHORT2N |
4205 WINED3DDTCAPS_SHORT4N;
4206 if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
4207 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4208 WINED3DDTCAPS_FLOAT16_4;
4211 pCaps->DeclTypes = 0;
4213 /* Set DirectDraw helper Caps */
4214 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4215 WINEDDCKEYCAPS_SRCBLT;
4216 fx_caps = WINEDDFXCAPS_BLTALPHA |
4217 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4218 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4219 WINEDDFXCAPS_BLTROTATION90 |
4220 WINEDDFXCAPS_BLTSHRINKX |
4221 WINEDDFXCAPS_BLTSHRINKXN |
4222 WINEDDFXCAPS_BLTSHRINKY |
4223 WINEDDFXCAPS_BLTSHRINKXN |
4224 WINEDDFXCAPS_BLTSTRETCHX |
4225 WINEDDFXCAPS_BLTSTRETCHXN |
4226 WINEDDFXCAPS_BLTSTRETCHY |
4227 WINEDDFXCAPS_BLTSTRETCHYN;
4228 blit_caps = WINEDDCAPS_BLT |
4229 WINEDDCAPS_BLTCOLORFILL |
4230 WINEDDCAPS_BLTDEPTHFILL |
4231 WINEDDCAPS_BLTSTRETCH |
4232 WINEDDCAPS_CANBLTSYSMEM |
4233 WINEDDCAPS_CANCLIP |
4234 WINEDDCAPS_CANCLIPSTRETCHED |
4235 WINEDDCAPS_COLORKEY |
4236 WINEDDCAPS_COLORKEYHWASSIST |
4237 WINEDDCAPS_ALIGNBOUNDARYSRC;
4239 /* Fill the ddraw caps structure */
4240 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4241 WINEDDCAPS_PALETTE |
4243 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4244 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4245 WINEDDCAPS2_PRIMARYGAMMA |
4246 WINEDDCAPS2_WIDESURFACES |
4247 WINEDDCAPS2_CANRENDERWINDOWED;
4248 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4249 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4250 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4251 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4252 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4253 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4254 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4255 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4256 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4258 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4259 WINEDDSCAPS_BACKBUFFER |
4261 WINEDDSCAPS_FRONTBUFFER |
4262 WINEDDSCAPS_OFFSCREENPLAIN |
4263 WINEDDSCAPS_PALETTE |
4264 WINEDDSCAPS_PRIMARYSURFACE |
4265 WINEDDSCAPS_SYSTEMMEMORY |
4266 WINEDDSCAPS_VIDEOMEMORY |
4267 WINEDDSCAPS_VISIBLE;
4268 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4270 /* Set D3D caps if OpenGL is available. */
4271 if (adapter->opengl)
4273 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4274 WINEDDSCAPS_MIPMAP |
4275 WINEDDSCAPS_TEXTURE |
4276 WINEDDSCAPS_ZBUFFER;
4277 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4283 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
4284 and fields being inserted in the middle, a new structure is used in place */
4285 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
4286 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
4287 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
4289 IWineD3DDeviceImpl *object = NULL;
4290 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4291 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
4292 WINED3DDISPLAYMODE mode;
4293 const struct fragment_pipeline *frag_pipeline = NULL;
4295 struct fragment_caps ffp_caps;
4296 struct shader_caps shader_caps;
4299 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4300 * number and create a device without a 3D adapter for 2D only operation.
4302 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
4303 return WINED3DERR_INVALIDCALL;
4306 /* Create a WineD3DDevice object */
4307 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
4308 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
4309 TRACE("Created WineD3DDevice object @ %p\n", object);
4310 if (NULL == object) {
4311 return WINED3DERR_OUTOFVIDEOMEMORY;
4314 /* Set up initial COM information */
4315 object->lpVtbl = &IWineD3DDevice_Vtbl;
4317 object->wineD3D = iface;
4318 object->adapter = This->adapter_count ? adapter : NULL;
4319 IWineD3D_AddRef(object->wineD3D);
4320 object->parent = parent;
4321 object->device_parent = device_parent;
4322 list_init(&object->resources);
4323 list_init(&object->shaders);
4325 if(This->dxVersion == 7) {
4326 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
4328 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
4330 object->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
4332 /* Set the state up as invalid until the device is fully created */
4333 object->state = WINED3DERR_DRIVERINTERNALERROR;
4335 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
4336 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
4338 /* Save the creation parameters */
4339 object->createParms.AdapterOrdinal = Adapter;
4340 object->createParms.DeviceType = DeviceType;
4341 object->createParms.hFocusWindow = hFocusWindow;
4342 object->createParms.BehaviorFlags = BehaviourFlags;
4344 /* Initialize other useful values */
4345 object->adapterNo = Adapter;
4346 object->devType = DeviceType;
4348 select_shader_mode(&adapter->gl_info, &object->ps_selected_mode, &object->vs_selected_mode);
4349 object->shader_backend = select_shader_backend(adapter, DeviceType);
4351 memset(&shader_caps, 0, sizeof(shader_caps));
4352 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4353 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
4354 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
4355 object->vs_clipping = shader_caps.VSClipping;
4357 memset(&ffp_caps, 0, sizeof(ffp_caps));
4358 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4359 object->frag_pipe = frag_pipeline;
4360 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
4361 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
4362 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
4363 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
4364 ffp_vertexstate_template, frag_pipeline, misc_state_template);
4367 IWineD3D_Release(object->wineD3D);
4368 HeapFree(GetProcessHeap(), 0, object);
4373 object->blitter = select_blit_implementation(adapter, DeviceType);
4375 /* set the state of the device to valid */
4376 object->state = WINED3D_OK;
4378 /* Get the initial screen setup for ddraw */
4379 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
4381 object->ddraw_width = mode.Width;
4382 object->ddraw_height = mode.Height;
4383 object->ddraw_format = mode.Format;
4385 for(i = 0; i < PATCHMAP_SIZE; i++) {
4386 list_init(&object->patches[i]);
4389 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
4394 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4395 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4396 IUnknown_AddRef(This->parent);
4397 *pParent = This->parent;
4401 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
4402 IUnknown* volumeParent;
4403 TRACE("(%p) call back\n", pVolume);
4405 /* Now, release the parent, which will take care of cleaning up the volume for us */
4406 IWineD3DVolume_GetParent(pVolume, &volumeParent);
4407 IUnknown_Release(volumeParent);
4408 return IUnknown_Release(volumeParent);
4411 static void WINE_GLAPI invalid_func(const void *data)
4413 ERR("Invalid vertex attribute function called\n");
4417 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4419 ERR("Invalid texcoord function called\n");
4423 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4424 * the extension detection and are used in drawStridedSlow
4426 static void WINE_GLAPI position_d3dcolor(const void *data)
4428 DWORD pos = *((const DWORD *)data);
4430 FIXME("Add a test for fixed function position from d3dcolor type\n");
4431 glVertex4s(D3DCOLOR_B_R(pos),
4437 static void WINE_GLAPI position_float4(const void *data)
4439 const GLfloat *pos = data;
4441 if (pos[3] != 0.0f && pos[3] != 1.0f)
4443 float w = 1.0f / pos[3];
4445 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4453 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4455 DWORD diffuseColor = *((const DWORD *)data);
4457 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4458 D3DCOLOR_B_G(diffuseColor),
4459 D3DCOLOR_B_B(diffuseColor),
4460 D3DCOLOR_B_A(diffuseColor));
4463 static void WINE_GLAPI specular_d3dcolor(const void *data)
4465 DWORD specularColor = *((const DWORD *)data);
4466 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4467 D3DCOLOR_B_G(specularColor),
4468 D3DCOLOR_B_B(specularColor)};
4470 specular_func_3ubv(d);
4473 static void WINE_GLAPI warn_no_specular_func(const void *data)
4475 WARN("GL_EXT_secondary_color not supported\n");
4478 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4480 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4481 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4482 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4483 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4484 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4485 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4486 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4487 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4488 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4489 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4490 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4491 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4492 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4493 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4494 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4495 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4496 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4498 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4499 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4500 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4501 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4502 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4503 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4504 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4505 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4506 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4507 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4508 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4509 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4510 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4511 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4512 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4513 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4514 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4516 /* No 4 component entry points here */
4517 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4518 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4519 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4520 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4522 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4524 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4525 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4526 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4527 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4529 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4531 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4532 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4533 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4534 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4535 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4536 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4537 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4538 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4539 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4540 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4541 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4542 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4544 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4545 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4547 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4548 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4549 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4550 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4551 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4552 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4553 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4554 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4555 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4556 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4557 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4558 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4559 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4560 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4561 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4562 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4563 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4565 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4566 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4567 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4568 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4569 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4570 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4571 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4572 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4573 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4574 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4575 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4576 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4577 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4578 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4579 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4580 if (GL_SUPPORT(NV_HALF_FLOAT))
4582 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4583 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4584 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4586 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4587 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4591 BOOL InitAdapters(IWineD3DImpl *This)
4593 static HMODULE mod_gl;
4595 int ps_selected_mode, vs_selected_mode;
4597 /* No need to hold any lock. The calling library makes sure only one thread calls
4598 * wined3d simultaneously
4601 TRACE("Initializing adapters\n");
4604 #ifdef USE_WIN32_OPENGL
4605 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4606 mod_gl = LoadLibraryA("opengl32.dll");
4608 ERR("Can't load opengl32.dll!\n");
4612 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4613 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4614 mod_gl = GetModuleHandleA("gdi32.dll");
4618 /* Load WGL core functions from opengl32.dll */
4619 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4623 if(!pwglGetProcAddress) {
4624 ERR("Unable to load wglGetProcAddress!\n");
4628 /* Dynamically load all GL core functions */
4632 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4633 * otherwise because we have to use winex11.drv's override
4635 #ifdef USE_WIN32_OPENGL
4636 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4637 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4639 wglFinish = (void*)pwglGetProcAddress("wglFinish");
4640 wglFlush = (void*)pwglGetProcAddress("wglFlush");
4643 glEnableWINE = glEnable;
4644 glDisableWINE = glDisable;
4646 /* For now only one default adapter */
4648 struct WineD3DAdapter *adapter = &This->adapters[0];
4649 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4650 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4654 WineD3D_PixelFormat *cfgs;
4655 DISPLAY_DEVICEW DisplayDevice;
4658 TRACE("Initializing default adapter\n");
4660 adapter->monitorPoint.x = -1;
4661 adapter->monitorPoint.y = -1;
4663 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4665 ERR("Failed to get a gl context for default adapter\n");
4669 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4671 ERR("Failed to initialize gl caps for default adapter\n");
4672 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4675 ret = initPixelFormats(&adapter->gl_info);
4677 ERR("Failed to init gl formats\n");
4678 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4682 hdc = fake_gl_ctx.dc;
4684 adapter->driver = "Display";
4685 adapter->description = "Direct3D HAL";
4687 /* Use the VideoRamSize registry setting when set */
4688 if(wined3d_settings.emulated_textureram)
4689 adapter->TextureRam = wined3d_settings.emulated_textureram;
4691 adapter->TextureRam = adapter->gl_info.vidmem;
4692 adapter->UsedTextureRam = 0;
4693 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4695 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4696 DisplayDevice.cb = sizeof(DisplayDevice);
4697 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4698 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4699 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4701 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4708 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4709 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4711 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4712 cfgs = adapter->cfgs;
4713 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4714 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4715 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4716 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4717 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4718 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4719 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4720 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4721 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4722 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4724 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4726 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4731 /* Cache the pixel format */
4732 cfgs->iPixelFormat = iPixelFormat;
4733 cfgs->redSize = values[0];
4734 cfgs->greenSize = values[1];
4735 cfgs->blueSize = values[2];
4736 cfgs->alphaSize = values[3];
4737 cfgs->depthSize = values[4];
4738 cfgs->stencilSize = values[5];
4739 cfgs->windowDrawable = values[6];
4740 cfgs->iPixelType = values[7];
4741 cfgs->doubleBuffer = values[8];
4742 cfgs->auxBuffers = values[9];
4744 cfgs->pbufferDrawable = FALSE;
4745 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4746 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4747 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4749 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4750 cfgs->pbufferDrawable = value;
4753 cfgs->numSamples = 0;
4754 /* Check multisample support */
4755 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4756 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4758 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4759 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4760 * value[1] = number of multi sample buffers*/
4762 cfgs->numSamples = value[1];
4766 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);
4772 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4773 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4774 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4776 cfgs = adapter->cfgs;
4777 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4779 PIXELFORMATDESCRIPTOR ppfd;
4781 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4785 /* We only want HW acceleration using an OpenGL ICD driver.
4786 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4787 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4789 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4791 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4795 cfgs->iPixelFormat = iPixelFormat;
4796 cfgs->redSize = ppfd.cRedBits;
4797 cfgs->greenSize = ppfd.cGreenBits;
4798 cfgs->blueSize = ppfd.cBlueBits;
4799 cfgs->alphaSize = ppfd.cAlphaBits;
4800 cfgs->depthSize = ppfd.cDepthBits;
4801 cfgs->stencilSize = ppfd.cStencilBits;
4802 cfgs->pbufferDrawable = 0;
4803 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4804 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4805 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4806 cfgs->auxBuffers = ppfd.cAuxBuffers;
4807 cfgs->numSamples = 0;
4809 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);
4814 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
4817 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4819 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4820 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4825 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4826 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4827 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4828 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4829 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4830 * driver is allowed to consume more bits EXCEPT for stencil bits.
4832 * Mark an adapter with this broken stencil behavior.
4834 adapter->brokenStencil = TRUE;
4835 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4837 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4838 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4839 adapter->brokenStencil = FALSE;
4844 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4846 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4847 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4848 fillGLAttribFuncs(&adapter->gl_info);
4849 adapter->opengl = TRUE;
4851 This->adapter_count = 1;
4852 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4857 /* Initialize an adapter for ddraw-only memory counting */
4858 memset(This->adapters, 0, sizeof(This->adapters));
4859 This->adapters[0].num = 0;
4860 This->adapters[0].opengl = FALSE;
4861 This->adapters[0].monitorPoint.x = -1;
4862 This->adapters[0].monitorPoint.y = -1;
4864 This->adapters[0].driver = "Display";
4865 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4866 if(wined3d_settings.emulated_textureram) {
4867 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4869 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4872 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4874 This->adapter_count = 1;
4878 /**********************************************************
4879 * IWineD3D VTbl follows
4880 **********************************************************/
4882 const IWineD3DVtbl IWineD3D_Vtbl =
4885 IWineD3DImpl_QueryInterface,
4886 IWineD3DImpl_AddRef,
4887 IWineD3DImpl_Release,
4889 IWineD3DImpl_GetParent,
4890 IWineD3DImpl_GetAdapterCount,
4891 IWineD3DImpl_RegisterSoftwareDevice,
4892 IWineD3DImpl_GetAdapterMonitor,
4893 IWineD3DImpl_GetAdapterModeCount,
4894 IWineD3DImpl_EnumAdapterModes,
4895 IWineD3DImpl_GetAdapterDisplayMode,
4896 IWineD3DImpl_GetAdapterIdentifier,
4897 IWineD3DImpl_CheckDeviceMultiSampleType,
4898 IWineD3DImpl_CheckDepthStencilMatch,
4899 IWineD3DImpl_CheckDeviceType,
4900 IWineD3DImpl_CheckDeviceFormat,
4901 IWineD3DImpl_CheckDeviceFormatConversion,
4902 IWineD3DImpl_GetDeviceCaps,
4903 IWineD3DImpl_CreateDevice
4906 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
4908 const struct wined3d_parent_ops wined3d_null_parent_ops =
4910 wined3d_null_wined3d_object_destroyed,