2 * Copyright 2002-2004 Jason Edmeades
3 * Copyright 2003-2004 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
31 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
33 /* The driver names reflect the lowest GPU supported
34 * by a certain driver, so DRIVER_AMD_R300 supports
35 * R3xx, R4xx and R5xx GPUs. */
36 enum wined3d_display_driver
38 DRIVER_AMD_RAGE_128PRO,
47 DRIVER_NVIDIA_GEFORCE2MX,
48 DRIVER_NVIDIA_GEFORCEFX,
49 DRIVER_NVIDIA_GEFORCE6,
53 enum wined3d_driver_model
61 enum wined3d_gl_vendor
71 /* The d3d device ID */
72 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
74 /* Extension detection */
77 const char *extension_string;
78 enum wined3d_gl_extension extension;
84 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
85 {"GL_APPLE_fence", APPLE_FENCE, 0 },
86 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
87 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
88 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
89 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
92 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
93 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
94 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
95 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
96 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
97 {"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX, 0 },
98 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
99 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
100 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
101 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
102 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
103 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
104 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
105 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
106 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
107 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
108 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
109 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
110 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
111 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
112 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
113 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
114 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
115 {"GL_ARB_shadow", ARB_SHADOW, 0 },
116 {"GL_ARB_sync", ARB_SYNC, 0 },
117 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
118 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
119 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
120 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
121 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
122 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
123 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
124 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
125 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
126 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
127 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
128 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
129 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
130 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
131 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
132 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
133 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
136 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
137 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
138 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
139 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
140 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
143 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
144 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
145 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
146 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
147 {"GL_EXT_blend_subtract", EXT_BLEND_SUBTRACT, 0 },
148 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
149 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
150 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
151 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
152 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
153 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
154 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
155 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
156 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
157 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
158 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
159 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
160 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
161 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
162 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
163 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
164 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
165 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
166 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
167 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
168 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
169 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
170 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
171 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
172 {"GL_EXT_texture_sRGB_decode", EXT_TEXTURE_SRGB_DECODE, 0 },
173 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
176 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
177 {"GL_NV_fence", NV_FENCE, 0 },
178 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
179 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
180 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
181 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
182 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
183 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
184 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
185 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
186 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
187 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
188 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
189 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
190 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
191 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
192 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
193 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
194 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
195 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
198 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
201 /**********************************************************
202 * Utility functions follow
203 **********************************************************/
205 const struct min_lookup minMipLookup[] =
207 /* NONE POINT LINEAR */
208 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
209 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
210 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
213 const struct min_lookup minMipLookup_noFilter[] =
215 /* NONE POINT LINEAR */
216 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
217 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
218 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
221 const struct min_lookup minMipLookup_noMip[] =
223 /* NONE POINT LINEAR */
224 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
225 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
226 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
229 const GLenum magLookup[] =
231 /* NONE POINT LINEAR */
232 GL_NEAREST, GL_NEAREST, GL_LINEAR,
235 const GLenum magLookup_noFilter[] =
237 /* NONE POINT LINEAR */
238 GL_NEAREST, GL_NEAREST, GL_NEAREST,
241 /* drawStridedSlow attributes */
242 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
243 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
244 glAttribFunc specular_func_3ubv;
245 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
246 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
247 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
250 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
251 * i.e., there is no GL Context - Get a default rendering context to enable the
252 * function query some info from GL.
255 struct wined3d_fake_gl_ctx
261 HGLRC restore_gl_ctx;
264 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
266 TRACE_(d3d_caps)("Destroying fake GL context.\n");
268 if (!pwglMakeCurrent(NULL, NULL))
270 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
273 if (!pwglDeleteContext(ctx->gl_ctx))
275 DWORD err = GetLastError();
276 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
279 ReleaseDC(ctx->wnd, ctx->dc);
280 DestroyWindow(ctx->wnd);
282 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
284 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
288 /* Do not call while under the GL lock. */
289 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
291 PIXELFORMATDESCRIPTOR pfd;
294 TRACE("getting context...\n");
296 ctx->restore_dc = pwglGetCurrentDC();
297 ctx->restore_gl_ctx = pwglGetCurrentContext();
299 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
300 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
301 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
304 ERR_(d3d_caps)("Failed to create a window.\n");
308 ctx->dc = GetDC(ctx->wnd);
311 ERR_(d3d_caps)("Failed to get a DC.\n");
315 /* PixelFormat selection */
316 ZeroMemory(&pfd, sizeof(pfd));
317 pfd.nSize = sizeof(pfd);
319 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
320 pfd.iPixelType = PFD_TYPE_RGBA;
322 pfd.iLayerType = PFD_MAIN_PLANE;
324 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
327 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
328 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
331 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
332 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
334 /* Create a GL context. */
335 ctx->gl_ctx = pwglCreateContext(ctx->dc);
338 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
342 /* Make it the current GL context. */
343 if (!context_set_current(NULL))
345 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
348 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
350 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
357 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
359 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
361 if (ctx->wnd) DestroyWindow(ctx->wnd);
363 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
365 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
371 /* Adjust the amount of used texture memory */
372 unsigned int WineD3DAdapterChangeGLRam(struct wined3d_device *device, int glram)
374 struct wined3d_adapter *adapter = device->adapter;
376 adapter->UsedTextureRam += glram;
377 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
378 return adapter->UsedTextureRam;
381 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
383 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
384 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
387 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
389 ULONG refcount = InterlockedIncrement(&wined3d->ref);
391 TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
396 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
398 ULONG refcount = InterlockedDecrement(&wined3d->ref);
400 TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
406 for (i = 0; i < wined3d->adapter_count; ++i)
408 wined3d_adapter_cleanup(&wined3d->adapters[i]);
410 HeapFree(GetProcessHeap(), 0, wined3d);
416 /* GL locking is done by the caller */
417 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
421 const char *testcode =
423 "PARAM C[66] = { program.env[0..65] };\n"
425 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
426 "ARL A0.x, zero.x;\n"
427 "MOV result.position, C[A0.x + 65];\n"
431 GL_EXTCALL(glGenProgramsARB(1, &prog));
433 ERR("Failed to create an ARB offset limit test program\n");
435 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
436 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
437 strlen(testcode), testcode));
440 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
441 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
443 } else TRACE("OpenGL implementation allows offsets > 63\n");
445 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
446 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
447 checkGLcall("ARB vp offset limit test cleanup");
452 static DWORD ver_for_ext(enum wined3d_gl_extension ext)
455 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
456 if(EXTENSION_MAP[i].extension == ext) {
457 return EXTENSION_MAP[i].version;
463 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
466 if (card_vendor != HW_VENDOR_AMD) return FALSE;
467 if (device == CARD_AMD_RADEON_9500) return TRUE;
468 if (device == CARD_AMD_RADEON_X700) return TRUE;
469 if (device == CARD_AMD_RADEON_X1600) return TRUE;
473 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
474 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
476 if (card_vendor == HW_VENDOR_NVIDIA)
478 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
479 device == CARD_NVIDIA_GEFORCEFX_5600 ||
480 device == CARD_NVIDIA_GEFORCEFX_5800)
488 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
489 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
491 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
492 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
493 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
495 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
496 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
497 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
498 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
499 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
500 * the chance that other implementations support them is rather small since Win32 QuickTime uses
501 * DirectDraw, not OpenGL.
503 * This test has been moved into wined3d_guess_gl_vendor()
505 if (gl_vendor == GL_VENDOR_APPLE)
512 /* Context activation is done by the caller. */
513 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
515 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
516 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
517 * all the texture. This function detects this bug by its symptom and disables PBOs
520 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
521 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
522 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
523 * read back is compared to the original. If they are equal PBOs are assumed to work,
524 * otherwise the PBO extension is disabled. */
526 static const unsigned int pattern[] =
528 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
529 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
530 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
531 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
533 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
535 /* No PBO -> No point in testing them. */
536 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
540 while (glGetError());
541 glGenTextures(1, &texture);
542 glBindTexture(GL_TEXTURE_2D, texture);
544 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
545 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
546 checkGLcall("Specifying the PBO test texture");
548 GL_EXTCALL(glGenBuffersARB(1, &pbo));
549 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
550 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
551 checkGLcall("Specifying the PBO test pbo");
553 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
554 checkGLcall("Loading the PBO test texture");
556 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
559 wglFinish(); /* just to be sure */
561 memset(check, 0, sizeof(check));
563 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
564 checkGLcall("Reading back the PBO test texture");
566 glDeleteTextures(1, &texture);
567 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
568 checkGLcall("PBO test cleanup");
572 if (memcmp(check, pattern, sizeof(check)))
574 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
575 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
576 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
580 TRACE_(d3d_caps)("PBO test successful.\n");
584 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
585 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
587 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
590 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
591 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
593 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
594 if (card_vendor != HW_VENDOR_AMD) return FALSE;
595 if (device == CARD_AMD_RADEON_X1600) return FALSE;
599 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
600 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
602 return gl_vendor == GL_VENDOR_FGLRX;
606 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
607 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
609 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
610 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
611 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
612 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
615 * dx10 cards usually have 64 varyings */
616 return gl_info->limits.glsl_varyings > 44;
619 /* A GL context is provided by the caller */
620 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
621 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
626 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
630 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
631 error = glGetError();
634 if(error == GL_NO_ERROR)
636 TRACE("GL Implementation accepts 4 component specular color pointers\n");
641 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
642 debug_glerror(error));
647 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
648 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
650 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
651 return gl_info->supported[NV_TEXTURE_SHADER];
654 /* A GL context is provided by the caller */
655 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
656 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
661 const char *testcode =
663 "OPTION NV_vertex_program2;\n"
664 "MOV result.clip[0], 0.0;\n"
665 "MOV result.position, 0.0;\n"
668 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
673 GL_EXTCALL(glGenProgramsARB(1, &prog));
676 ERR("Failed to create the NVvp clip test program\n");
680 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
681 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
682 strlen(testcode), testcode));
683 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
686 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
687 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
691 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
693 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
694 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
695 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
701 /* Context activation is done by the caller. */
702 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
703 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
705 char data[4 * 4 * 4];
709 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
711 memset(data, 0xcc, sizeof(data));
715 glGenTextures(1, &tex);
716 glBindTexture(GL_TEXTURE_2D, tex);
717 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
718 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
719 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
720 checkGLcall("glTexImage2D");
722 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
723 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
724 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
725 checkGLcall("glFramebufferTexture2D");
727 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
728 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
729 checkGLcall("glCheckFramebufferStatus");
731 memset(data, 0x11, sizeof(data));
732 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
733 checkGLcall("glTexSubImage2D");
735 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
736 glClear(GL_COLOR_BUFFER_BIT);
737 checkGLcall("glClear");
739 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
740 checkGLcall("glGetTexImage");
742 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
743 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
744 glBindTexture(GL_TEXTURE_2D, 0);
745 checkGLcall("glBindTexture");
747 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
748 glDeleteTextures(1, &tex);
749 checkGLcall("glDeleteTextures");
753 return *(DWORD *)data == 0x11111111;
756 /* Context activation is done by the caller. */
757 static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
758 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
760 /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
761 * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
767 glGenTextures(1, &tex);
768 glBindTexture(GL_TEXTURE_2D, tex);
769 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
770 checkGLcall("glTexImage2D");
772 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
773 checkGLcall("glGetTexLevelParameteriv");
774 TRACE("Real color depth is %d\n", size);
776 glBindTexture(GL_TEXTURE_2D, 0);
777 checkGLcall("glBindTexture");
778 glDeleteTextures(1, &tex);
779 checkGLcall("glDeleteTextures");
786 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
788 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
789 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
790 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
791 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
794 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
796 quirk_arb_constants(gl_info);
797 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
798 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
799 * allow 48 different offsets or other helper immediate values. */
800 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
801 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
804 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
805 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
806 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
807 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
808 * most games, but avoids the crash
810 * A more sophisticated way would be to find all units that need texture coordinates and enable
811 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
812 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
814 * Note that disabling the extension entirely does not gain predictability because there is no point
815 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
816 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
818 if (gl_info->supported[ARB_POINT_SPRITE])
820 TRACE("Limiting point sprites to one texture unit.\n");
821 gl_info->limits.point_sprite_units = 1;
825 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
827 quirk_arb_constants(gl_info);
829 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
830 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
831 * If real NP2 textures are used, the driver falls back to software. We could just remove the
832 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconvenient
833 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
834 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
835 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
837 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
838 * has this extension promoted to core. The extension loading code sets this extension supported
839 * due to that, so this code works on fglrx as well. */
840 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
842 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
843 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
844 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
847 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
848 * it is generally more efficient. Reserve just 8 constants. */
849 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
850 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
853 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
855 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
856 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
857 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
858 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
859 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
860 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
862 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
863 * triggering the software fallback. There is not much we can do here apart from disabling the
864 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
865 * in wined3d_adapter_init_gl_caps).
866 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
867 * post-processing effects in the game "Max Payne 2").
868 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
869 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
870 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
871 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
874 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
876 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
877 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
878 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
879 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
880 * according to the spec.
882 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
883 * makes the shader slower and eats instruction slots which should be available to the d3d app.
885 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
886 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
887 * this workaround is activated on cards that do not need it, it won't break things, just affect
888 * performance negatively. */
889 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
890 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
893 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
895 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
898 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
900 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
903 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
905 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
906 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
909 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
911 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
914 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
916 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
919 static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
921 gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
926 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
927 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
928 void (*apply)(struct wined3d_gl_info *gl_info);
929 const char *description;
932 static const struct driver_quirk quirk_table[] =
935 match_amd_r300_to_500,
937 "AMD GLSL constant and normalized texrect quirk"
939 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
940 * used it falls back to software. While the compiler can detect if the shader uses all declared
941 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
942 * using relative addressing falls back to software.
944 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
947 quirk_apple_glsl_constants,
948 "Apple GLSL uniform override"
953 "Geforce 5 NP2 disable"
958 "Init texcoord .w for Apple Intel GPU driver"
961 match_apple_nonr500ati,
963 "Init texcoord .w for Apple ATI >= r600 GPU driver"
967 quirk_one_point_sprite,
968 "Fglrx point sprite crash workaround"
973 "Reserved varying for gl_ClipPos"
976 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
977 * GL implementations accept it. The Mac GL is the only implementation known to
980 * If we can pass 4 component specular colors, do it, because (a) we don't have
981 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
982 * passes specular alpha to the pixel shader if any is used. Otherwise the
983 * specular alpha is used to pass the fog coordinate, which we pass to opengl
984 * via GL_EXT_fog_coord.
986 match_allows_spec_alpha,
987 quirk_allows_specular_alpha,
988 "Allow specular alpha quirk"
991 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
996 "Apple NV_texture_shader disable"
999 match_broken_nv_clip,
1000 quirk_disable_nvvp_clip,
1001 "Apple NV_vertex_program clip bug quirk"
1004 match_fbo_tex_update,
1005 quirk_fbo_tex_update,
1006 "FBO rebind for attachment updates"
1009 match_broken_rgba16,
1010 quirk_broken_rgba16,
1011 "True RGBA16 is not available"
1015 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
1016 * reporting a driver version is moot because we are not the Windows driver, and we have different
1017 * bugs, features, etc.
1019 * The driver version has the form "x.y.z.w".
1021 * "x" is the Windows version the driver is meant for:
1028 * "y" is the maximum Direct3D version the driver supports.
1029 * y -> d3d version mapping:
1038 * "z" is the subversion number.
1040 * "w" is the vendor specific driver build number.
1043 struct driver_version_information
1045 enum wined3d_display_driver driver;
1046 enum wined3d_driver_model driver_model;
1047 const char *driver_name; /* name of Windows driver */
1048 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
1049 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
1050 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
1053 /* The driver version table contains driver information for different devices on several OS versions. */
1054 static const struct driver_version_information driver_version_table[] =
1057 * - Radeon HD2x00 (R600) and up supported by current drivers.
1058 * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1059 * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1060 * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1061 {DRIVER_AMD_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1062 {DRIVER_AMD_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1063 {DRIVER_AMD_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1064 {DRIVER_AMD_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1065 {DRIVER_AMD_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1066 {DRIVER_AMD_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1069 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1070 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1071 * igxprd32.dll but the GMA800 driver was never updated. */
1072 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1073 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1074 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1075 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1076 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1077 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1080 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1081 * - GeforceFX support is up to 173.x on <= XP
1082 * - Geforce2MX/3/4 up to 96.x on <= XP
1083 * - TNT/Geforce1/2 up to 71.x on <= XP
1084 * All version numbers used below are from the Linux nvidia drivers. */
1085 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1086 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1087 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1088 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 12, 6658},
1089 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 12, 6658},
1092 struct gpu_description
1094 WORD vendor; /* reported PCI card vendor ID */
1095 WORD card; /* reported PCI card device ID */
1096 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1097 enum wined3d_display_driver driver;
1098 unsigned int vidmem;
1101 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1102 * found on a board containing a specific GPU. */
1103 static const struct gpu_description gpu_description_table[] =
1106 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1107 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1108 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1109 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1110 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1111 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1112 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1113 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1114 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1115 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1116 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1117 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1118 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1119 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1120 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1121 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1122 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1123 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1124 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1125 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1126 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1127 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1128 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1129 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1130 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1131 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1132 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1133 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1134 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1135 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1136 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1137 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1138 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1139 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1140 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1141 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE6, 1024},
1142 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1143 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE6, 1024},
1144 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1145 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT420, "NVIDIA GeForce GT 420", DRIVER_NVIDIA_GEFORCE6, 2048},
1146 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT430, "NVIDIA GeForce GT 430", DRIVER_NVIDIA_GEFORCE6, 1024},
1147 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT440, "NVIDIA GeForce GT 440", DRIVER_NVIDIA_GEFORCE6, 1024},
1148 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS450, "NVIDIA GeForce GTS 450", DRIVER_NVIDIA_GEFORCE6, 1024},
1149 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1150 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1151 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1152 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1153 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX560, "NVIDIA GeForce GTX 560 TI", DRIVER_NVIDIA_GEFORCE6, 1024},
1154 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX570, "NVIDIA GeForce GTX 570", DRIVER_NVIDIA_GEFORCE6, 1280},
1155 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX580, "NVIDIA GeForce GTX 580", DRIVER_NVIDIA_GEFORCE6, 1536},
1158 {HW_VENDOR_AMD, CARD_AMD_RAGE_128PRO, "ATI Rage Fury", DRIVER_AMD_RAGE_128PRO, 16 },
1159 {HW_VENDOR_AMD, CARD_AMD_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_AMD_R100, 32 },
1160 {HW_VENDOR_AMD, CARD_AMD_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_AMD_R100, 64 },
1161 {HW_VENDOR_AMD, CARD_AMD_RADEON_9500, "ATI Radeon 9500", DRIVER_AMD_R300, 64 },
1162 {HW_VENDOR_AMD, CARD_AMD_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_AMD_R300, 64 },
1163 {HW_VENDOR_AMD, CARD_AMD_RADEON_X700, "ATI Radeon X700 SE", DRIVER_AMD_R300, 128 },
1164 {HW_VENDOR_AMD, CARD_AMD_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_AMD_R300, 128 },
1165 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_AMD_R600, 256 },
1166 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_AMD_R600, 256 },
1167 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_AMD_R600, 512 },
1168 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_AMD_R600, 128 },
1169 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_AMD_R600, 256 },
1170 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_AMD_R600, 512 },
1171 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_AMD_R600, 512 },
1172 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_AMD_R600, 512 },
1173 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_AMD_R600, 512 },
1174 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_AMD_R600, 512 },
1175 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_AMD_R600, 512 },
1176 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_AMD_R600, 1024},
1177 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_AMD_R600, 1024},
1178 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6300, "AMD Radeon HD 6300 series Graphics", DRIVER_AMD_R600, 1024},
1179 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6400, "AMD Radeon HD 6400 Series", DRIVER_AMD_R600, 1024},
1180 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6600, "AMD Radeon HD 6600 Series", DRIVER_AMD_R600, 1024},
1181 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6800, "AMD Radeon HD 6800 Series", DRIVER_AMD_R600, 1024},
1182 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6900, "AMD Radeon HD 6900 Series", DRIVER_AMD_R600, 2048},
1184 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1185 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1186 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1187 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1188 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1189 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1190 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
1191 {HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512}
1194 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1195 enum wined3d_driver_model driver_model)
1199 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1200 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1202 const struct driver_version_information *entry = &driver_version_table[i];
1204 if (entry->driver == driver && entry->driver_model == driver_model)
1206 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1207 entry->driver_name, entry->version, entry->subversion, entry->build);
1215 static void init_driver_info(struct wined3d_driver_info *driver_info,
1216 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1218 OSVERSIONINFOW os_version;
1219 WORD driver_os_version;
1221 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1222 enum wined3d_driver_model driver_model;
1223 const struct driver_version_information *version_info;
1225 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1227 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1228 vendor = wined3d_settings.pci_vendor_id;
1230 driver_info->vendor = vendor;
1232 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1234 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1235 device = wined3d_settings.pci_device_id;
1237 driver_info->device = device;
1239 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1240 * overrides the pci ids to a card which is not in our database. */
1241 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1243 memset(&os_version, 0, sizeof(os_version));
1244 os_version.dwOSVersionInfoSize = sizeof(os_version);
1245 if (!GetVersionExW(&os_version))
1247 ERR("Failed to get OS version, reporting 2000/XP.\n");
1248 driver_os_version = 6;
1249 driver_model = DRIVER_MODEL_NT5X;
1253 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1254 switch (os_version.dwMajorVersion)
1257 /* If needed we could distinguish between 9x and NT4, but this code won't make
1258 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1260 driver_os_version = 4;
1261 driver_model = DRIVER_MODEL_WIN9X;
1265 driver_os_version = 6;
1266 driver_model = DRIVER_MODEL_NT5X;
1270 if (os_version.dwMinorVersion == 0)
1272 driver_os_version = 7;
1273 driver_model = DRIVER_MODEL_NT6X;
1277 if (os_version.dwMinorVersion > 1)
1279 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1280 os_version.dwMajorVersion, os_version.dwMinorVersion);
1282 driver_os_version = 8;
1283 driver_model = DRIVER_MODEL_NT6X;
1288 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1289 os_version.dwMajorVersion, os_version.dwMinorVersion);
1290 driver_os_version = 6;
1291 driver_model = DRIVER_MODEL_NT5X;
1296 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1297 * This means that unless the ids are overriden, we will always find a GPU description. */
1298 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1300 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1302 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1304 driver_info->description = gpu_description_table[i].description;
1305 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1306 driver = gpu_description_table[i].driver;
1311 if (wined3d_settings.emulated_textureram)
1313 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1314 driver_info->vidmem = wined3d_settings.emulated_textureram;
1317 /* Try to obtain driver version information for the current Windows version. This fails in
1319 * - the gpu is not available on the currently selected OS version:
1320 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1321 * version information for the current Windows version is returned instead of faked info.
1322 * We do the same and assume the default Windows version to emulate is WinXP.
1324 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1325 * For now return the XP driver info. Perhaps later on we should return VESA.
1327 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1328 * This could be an indication that our database is not up to date, so this should be fixed.
1330 version_info = get_driver_version_info(driver, driver_model);
1333 driver_info->name = version_info->driver_name;
1334 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1335 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1339 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1342 driver_info->name = version_info->driver_name;
1343 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1344 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1348 driver_info->description = "Direct3D HAL";
1349 driver_info->name = "Display";
1350 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1351 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1353 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1354 vendor, device, driver_model);
1358 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1359 driver_info->version_high, driver_info->version_low);
1362 /* Context activation is done by the caller. */
1363 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1364 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1368 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1370 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1371 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1372 quirk_table[i].apply(gl_info);
1375 /* Find out if PBOs work as they are supposed to. */
1376 test_pbo_functionality(gl_info);
1379 static DWORD wined3d_parse_gl_version(const char *gl_version)
1381 const char *ptr = gl_version;
1385 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1387 while (isdigit(*ptr)) ++ptr;
1388 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1392 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1394 return MAKEDWORD_VERSION(major, minor);
1397 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1400 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1401 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1402 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1404 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1405 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1406 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1407 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1408 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1409 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1410 * DirectDraw, not OpenGL. */
1411 if (gl_info->supported[APPLE_FENCE]
1412 && gl_info->supported[APPLE_CLIENT_STORAGE]
1413 && gl_info->supported[APPLE_FLUSH_RENDER]
1414 && gl_info->supported[APPLE_YCBCR_422])
1415 return GL_VENDOR_APPLE;
1417 if (strstr(gl_vendor_string, "NVIDIA"))
1418 return GL_VENDOR_NVIDIA;
1420 if (strstr(gl_vendor_string, "ATI"))
1421 return GL_VENDOR_FGLRX;
1423 if (strstr(gl_vendor_string, "Intel(R)")
1424 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1425 || strstr(gl_renderer, "Intel")
1426 || strstr(gl_vendor_string, "Intel Inc."))
1427 return GL_VENDOR_INTEL;
1429 if (strstr(gl_vendor_string, "Mesa")
1430 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1431 || strstr(gl_vendor_string, "DRI R300 Project")
1432 || strstr(gl_vendor_string, "X.Org R300 Project")
1433 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1434 || strstr(gl_vendor_string, "VMware, Inc.")
1435 || strstr(gl_renderer, "Mesa")
1436 || strstr(gl_renderer, "Gallium"))
1437 return GL_VENDOR_MESA;
1439 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1440 debugstr_a(gl_vendor_string));
1442 return GL_VENDOR_UNKNOWN;
1445 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1447 if (strstr(gl_vendor_string, "NVIDIA")
1448 || strstr(gl_vendor_string, "nouveau"))
1449 return HW_VENDOR_NVIDIA;
1451 if (strstr(gl_vendor_string, "ATI")
1452 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1453 || strstr(gl_vendor_string, "X.Org R300 Project")
1454 || strstr(gl_renderer, "AMD")
1455 || strstr(gl_renderer, "R100")
1456 || strstr(gl_renderer, "R200")
1457 || strstr(gl_renderer, "R300")
1458 || strstr(gl_renderer, "R600")
1459 || strstr(gl_renderer, "R700"))
1460 return HW_VENDOR_AMD;
1462 if (strstr(gl_vendor_string, "Intel(R)")
1463 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1464 || strstr(gl_renderer, "Intel")
1465 || strstr(gl_vendor_string, "Intel Inc."))
1466 return HW_VENDOR_INTEL;
1468 if (strstr(gl_vendor_string, "Mesa")
1469 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1470 || strstr(gl_vendor_string, "VMware, Inc."))
1471 return HW_VENDOR_SOFTWARE;
1473 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1475 return HW_VENDOR_NVIDIA;
1478 static UINT d3d_level_from_gl_info(const struct wined3d_gl_info *gl_info)
1482 if (gl_info->supported[ARB_MULTITEXTURE])
1484 if (gl_info->supported[ARB_TEXTURE_COMPRESSION]
1485 && gl_info->supported[ARB_TEXTURE_CUBE_MAP]
1486 && gl_info->supported[ARB_TEXTURE_ENV_DOT3])
1488 if (level == 7 && gl_info->supported[ARB_MULTISAMPLE]
1489 && gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
1491 if (level == 8 && gl_info->supported[ARB_FRAGMENT_PROGRAM]
1492 && gl_info->supported[ARB_VERTEX_SHADER])
1494 if (level == 9 && gl_info->supported[EXT_GPU_SHADER4])
1500 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1501 const char *gl_renderer)
1503 UINT d3d_level = d3d_level_from_gl_info(gl_info);
1506 if (d3d_level >= 10)
1510 const char *renderer;
1511 enum wined3d_pci_device id;
1515 {"GTX 580", CARD_NVIDIA_GEFORCE_GTX580}, /* Geforce 500 - highend */
1516 {"GTX 570", CARD_NVIDIA_GEFORCE_GTX570}, /* Geforce 500 - midend high */
1517 {"GTX 560 TI", CARD_NVIDIA_GEFORCE_GTX560}, /* Geforce 500 - midend */
1518 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1519 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1520 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1521 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1522 {"GTS 450", CARD_NVIDIA_GEFORCE_GTS450}, /* Geforce 400 - midend low */
1523 {"GT 440", CARD_NVIDIA_GEFORCE_GT440}, /* Geforce 400 - lowend */
1524 {"GT 430", CARD_NVIDIA_GEFORCE_GT430}, /* Geforce 400 - lowend */
1525 {"GT 420", CARD_NVIDIA_GEFORCE_GT420}, /* Geforce 400 - lowend */
1526 {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
1527 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1528 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1529 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1530 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1531 {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
1532 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1533 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1534 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1535 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1536 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1537 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1538 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1539 {"Geforce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1540 {"Geforce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1541 {"Geforce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1542 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1543 {"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1544 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1545 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1546 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1547 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1548 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1549 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1550 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1551 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1552 {"9300", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1553 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1554 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1555 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1556 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1557 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1558 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1559 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1560 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1561 {"8500", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1562 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1563 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1564 {"8200", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1565 {"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1568 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1570 if (strstr(gl_renderer, cards[i].renderer))
1574 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1575 return CARD_NVIDIA_GEFORCE_8300GS;
1578 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1579 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1581 if (d3d_level >= 9 && gl_info->supported[NV_VERTEX_PROGRAM3])
1585 const char *renderer;
1586 enum wined3d_pci_device id;
1590 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1591 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1592 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1593 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1594 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1595 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1596 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1597 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1598 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1599 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1600 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1601 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1602 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1605 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1607 if (strstr(gl_renderer, cards[i].renderer))
1611 /* Geforce 6/7 - lowend */
1612 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1617 /* GeforceFX - highend */
1618 if (strstr(gl_renderer, "5800")
1619 || strstr(gl_renderer, "5900")
1620 || strstr(gl_renderer, "5950")
1621 || strstr(gl_renderer, "Quadro FX"))
1623 return CARD_NVIDIA_GEFORCEFX_5800;
1626 /* GeforceFX - midend */
1627 if (strstr(gl_renderer, "5600")
1628 || strstr(gl_renderer, "5650")
1629 || strstr(gl_renderer, "5700")
1630 || strstr(gl_renderer, "5750"))
1632 return CARD_NVIDIA_GEFORCEFX_5600;
1635 /* GeforceFX - lowend */
1636 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1641 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1643 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1646 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1651 if (strstr(gl_renderer, "GeForce4 MX"))
1653 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1656 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1658 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1661 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1663 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1666 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1669 if (strstr(gl_renderer, "TNT2"))
1671 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1674 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1677 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1678 const char *gl_renderer)
1680 UINT d3d_level = d3d_level_from_gl_info(gl_info);
1682 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1684 * Beware: renderer string do not match exact card model,
1685 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1686 if (d3d_level >= 10)
1692 const char *renderer;
1693 enum wined3d_pci_device id;
1698 {"HD 5870", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1699 {"HD 5850", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1700 {"HD 5800", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1701 {"HD 5770", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1702 {"HD 5750", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1703 {"HD 5700", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1704 {"HD 5670", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD XT */
1705 {"HD 5570", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1706 {"HD 5550", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */
1707 {"HD 5450", CARD_AMD_RADEON_HD5400}, /* Radeon EG CEDAR PRO */
1709 {"HD 4890", CARD_AMD_RADEON_HD4800}, /* Radeon RV790 */
1710 {"HD 4870", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1711 {"HD 4850", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1712 {"HD 4830", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1713 {"HD 4800", CARD_AMD_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1714 {"HD 4770", CARD_AMD_RADEON_HD4700}, /* Radeon RV740 */
1715 {"HD 4700", CARD_AMD_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1716 {"HD 4670", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1717 {"HD 4650", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1718 {"HD 4600", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1719 {"HD 4550", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1720 {"HD 4350", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1721 /* R600/R700 integrated */
1722 {"HD 3300", CARD_AMD_RADEON_HD3200},
1723 {"HD 3200", CARD_AMD_RADEON_HD3200},
1724 {"HD 3100", CARD_AMD_RADEON_HD3200},
1726 {"HD 3870", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1727 {"HD 3850", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1728 {"HD 2900", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1729 {"HD 3830", CARD_AMD_RADEON_HD2600}, /* China-only midend */
1730 {"HD 3690", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1731 {"HD 3650", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1732 {"HD 2600", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1733 {"HD 3470", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1734 {"HD 3450", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1735 {"HD 3430", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1736 {"HD 3400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1737 {"HD 2400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1738 {"HD 2350", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1741 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1743 if (strstr(gl_renderer, cards[i].renderer))
1747 /* Default for when no GPU has been found */
1748 return CARD_AMD_RADEON_HD3200;
1754 if (strstr(gl_renderer, "X1600")
1755 || strstr(gl_renderer, "X1650")
1756 || strstr(gl_renderer, "X1800")
1757 || strstr(gl_renderer, "X1900")
1758 || strstr(gl_renderer, "X1950"))
1760 return CARD_AMD_RADEON_X1600;
1763 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1764 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1765 if (strstr(gl_renderer, "X700")
1766 || strstr(gl_renderer, "X800")
1767 || strstr(gl_renderer, "X850")
1768 || strstr(gl_renderer, "X1300")
1769 || strstr(gl_renderer, "X1400")
1770 || strstr(gl_renderer, "X1450")
1771 || strstr(gl_renderer, "X1550")
1772 || strstr(gl_renderer, "X2300")
1773 || strstr(gl_renderer, "X2500")
1774 || strstr(gl_renderer, "HD 2300")
1777 return CARD_AMD_RADEON_X700;
1780 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1781 if (strstr(gl_renderer, "Radeon Xpress"))
1783 return CARD_AMD_RADEON_XPRESS_200M;
1787 return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1791 return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1794 return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1796 return CARD_AMD_RAGE_128PRO;
1799 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1800 const char *gl_renderer)
1802 if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1803 if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1805 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1806 return CARD_INTEL_X3100;
1809 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1811 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1812 return CARD_INTEL_I945GM;
1815 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1816 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1817 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1818 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1819 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1820 return CARD_INTEL_I915G;
1824 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1825 const char *gl_renderer)
1830 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1832 * Beware: renderer string do not match exact card model,
1833 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1834 if (strstr(gl_renderer, "Gallium"))
1836 /* 20101109 - These are never returned by current Gallium radeon
1837 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1839 * These are returned but not handled: RC410, RV380. */
1842 const char *renderer;
1843 enum wined3d_pci_device id;
1847 /* Northern Islands */
1848 {"CAYMAN", CARD_AMD_RADEON_HD6900},
1849 {"BARTS", CARD_AMD_RADEON_HD6800},
1850 {"TURKS", CARD_AMD_RADEON_HD6600},
1851 {"CAICOS", CARD_AMD_RADEON_HD6400},
1852 {"PALM", CARD_AMD_RADEON_HD6300},
1854 {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1855 {"CYPRESS", CARD_AMD_RADEON_HD5800},
1856 {"JUNIPER", CARD_AMD_RADEON_HD5700},
1857 {"REDWOOD", CARD_AMD_RADEON_HD5600},
1858 {"CEDAR", CARD_AMD_RADEON_HD5400},
1860 {"R700", CARD_AMD_RADEON_HD4800}, /* HD4800 - highend */
1861 {"RV790", CARD_AMD_RADEON_HD4800},
1862 {"RV770", CARD_AMD_RADEON_HD4800},
1863 {"RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */
1864 {"RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */
1865 {"RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1866 /* R600/R700 integrated */
1867 {"RS880", CARD_AMD_RADEON_HD3200},
1868 {"RS780", CARD_AMD_RADEON_HD3200},
1870 {"R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1871 {"R600", CARD_AMD_RADEON_HD2900},
1872 {"RV670", CARD_AMD_RADEON_HD2900},
1873 {"RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1874 {"RV630", CARD_AMD_RADEON_HD2600},
1875 {"RV620", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1876 {"RV610", CARD_AMD_RADEON_HD2350},
1878 {"R580", CARD_AMD_RADEON_X1600},
1879 {"R520", CARD_AMD_RADEON_X1600},
1880 {"RV570", CARD_AMD_RADEON_X1600},
1881 {"RV560", CARD_AMD_RADEON_X1600},
1882 {"RV535", CARD_AMD_RADEON_X1600},
1883 {"RV530", CARD_AMD_RADEON_X1600},
1884 {"RV516", CARD_AMD_RADEON_X700}, /* X700 is actually R400. */
1885 {"RV515", CARD_AMD_RADEON_X700},
1887 {"R481", CARD_AMD_RADEON_X700},
1888 {"R480", CARD_AMD_RADEON_X700},
1889 {"R430", CARD_AMD_RADEON_X700},
1890 {"R423", CARD_AMD_RADEON_X700},
1891 {"R420", CARD_AMD_RADEON_X700},
1892 {"R410", CARD_AMD_RADEON_X700},
1893 {"RV410", CARD_AMD_RADEON_X700},
1894 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1895 {"RS740", CARD_AMD_RADEON_XPRESS_200M},
1896 {"RS690", CARD_AMD_RADEON_XPRESS_200M},
1897 {"RS600", CARD_AMD_RADEON_XPRESS_200M},
1898 {"RS485", CARD_AMD_RADEON_XPRESS_200M},
1899 {"RS482", CARD_AMD_RADEON_XPRESS_200M},
1900 {"RS480", CARD_AMD_RADEON_XPRESS_200M},
1901 {"RS400", CARD_AMD_RADEON_XPRESS_200M},
1903 {"R360", CARD_AMD_RADEON_9500},
1904 {"R350", CARD_AMD_RADEON_9500},
1905 {"R300", CARD_AMD_RADEON_9500},
1906 {"RV370", CARD_AMD_RADEON_9500},
1907 {"RV360", CARD_AMD_RADEON_9500},
1908 {"RV351", CARD_AMD_RADEON_9500},
1909 {"RV350", CARD_AMD_RADEON_9500},
1912 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1914 if (strstr(gl_renderer, cards[i].renderer))
1919 d3d_level = d3d_level_from_gl_info(gl_info);
1924 const char *renderer;
1925 enum wined3d_pci_device id;
1930 {"(R700", CARD_AMD_RADEON_HD4800}, /* HD4800 - highend */
1931 {"(RV790", CARD_AMD_RADEON_HD4800},
1932 {"(RV770", CARD_AMD_RADEON_HD4800},
1933 {"(RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */
1934 {"(RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */
1935 {"(RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1936 /* R600/R700 integrated */
1937 {"RS880", CARD_AMD_RADEON_HD3200},
1938 {"RS780", CARD_AMD_RADEON_HD3200},
1940 {"(R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1941 {"(R600", CARD_AMD_RADEON_HD2900},
1942 {"(RV670", CARD_AMD_RADEON_HD2900},
1943 {"(RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1944 {"(RV630", CARD_AMD_RADEON_HD2600},
1945 {"(RV620", CARD_AMD_RADEON_HD2350}, /* HD2300/HD2400/HD3400 - lowend */
1946 {"(RV610", CARD_AMD_RADEON_HD2350},
1949 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1951 if (strstr(gl_renderer, cards[i].renderer))
1957 return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1960 return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1962 return CARD_AMD_RAGE_128PRO;
1965 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1966 const char *gl_renderer)
1970 if (strstr(gl_renderer, "Gallium"))
1976 const char *renderer;
1977 enum wined3d_pci_device id;
1981 {"NVC8", CARD_NVIDIA_GEFORCE_GTX570},
1982 {"NVC4", CARD_NVIDIA_GEFORCE_GTX460},
1983 {"NVC3", CARD_NVIDIA_GEFORCE_GT440},
1984 {"NVC0", CARD_NVIDIA_GEFORCE_GTX480},
1985 {"NVAF", CARD_NVIDIA_GEFORCE_GT320M},
1986 {"NVAC", CARD_NVIDIA_GEFORCE_8200},
1987 {"NVAA", CARD_NVIDIA_GEFORCE_8200},
1988 {"NVA8", CARD_NVIDIA_GEFORCE_210},
1989 {"NVA5", CARD_NVIDIA_GEFORCE_GT220},
1990 {"NVA3", CARD_NVIDIA_GEFORCE_GT240},
1991 {"NVA0", CARD_NVIDIA_GEFORCE_GTX280},
1992 {"NV98", CARD_NVIDIA_GEFORCE_9200},
1993 {"NV96", CARD_NVIDIA_GEFORCE_9400GT},
1994 {"NV94", CARD_NVIDIA_GEFORCE_9600GT},
1995 {"NV92", CARD_NVIDIA_GEFORCE_9800GT},
1996 {"NV86", CARD_NVIDIA_GEFORCE_8500GT},
1997 {"NV84", CARD_NVIDIA_GEFORCE_8600GT},
1998 {"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */
1999 {"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */
2000 {"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */
2001 {"NV50", CARD_NVIDIA_GEFORCE_8800GTX},
2002 {"NV4E", CARD_NVIDIA_GEFORCE_6200}, /* 6100 Go / 6150 Go */
2003 {"NV4C", CARD_NVIDIA_GEFORCE_6200}, /* 6150SE */
2004 {"NV4B", CARD_NVIDIA_GEFORCE_7600},
2005 {"NV4A", CARD_NVIDIA_GEFORCE_6200},
2006 {"NV49", CARD_NVIDIA_GEFORCE_7800GT}, /* 7900 */
2007 {"NV47", CARD_NVIDIA_GEFORCE_7800GT},
2008 {"NV46", CARD_NVIDIA_GEFORCE_7400},
2009 {"NV45", CARD_NVIDIA_GEFORCE_6800},
2010 {"NV44", CARD_NVIDIA_GEFORCE_6200},
2011 {"NV43", CARD_NVIDIA_GEFORCE_6600GT},
2012 {"NV42", CARD_NVIDIA_GEFORCE_6800},
2013 {"NV41", CARD_NVIDIA_GEFORCE_6800},
2014 {"NV40", CARD_NVIDIA_GEFORCE_6800},
2015 {"NV38", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5950 Ultra */
2016 {"NV36", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5700/5750 */
2017 {"NV35", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5900 */
2018 {"NV34", CARD_NVIDIA_GEFORCEFX_5200},
2019 {"NV31", CARD_NVIDIA_GEFORCEFX_5600},
2020 {"NV30", CARD_NVIDIA_GEFORCEFX_5800},
2021 {"NV28", CARD_NVIDIA_GEFORCE4_TI4200},
2022 {"NV25", CARD_NVIDIA_GEFORCE4_TI4200},
2023 {"NV20", CARD_NVIDIA_GEFORCE3},
2024 {"NV1F", CARD_NVIDIA_GEFORCE4_MX}, /* GF4 MX IGP */
2025 {"NV1A", CARD_NVIDIA_GEFORCE2}, /* GF2 IGP */
2026 {"NV18", CARD_NVIDIA_GEFORCE4_MX},
2027 {"NV17", CARD_NVIDIA_GEFORCE4_MX},
2028 {"NV16", CARD_NVIDIA_GEFORCE2},
2029 {"NV15", CARD_NVIDIA_GEFORCE2},
2030 {"NV11", CARD_NVIDIA_GEFORCE2_MX},
2031 {"NV10", CARD_NVIDIA_GEFORCE},
2032 {"NV05", CARD_NVIDIA_RIVA_TNT2},
2033 {"NV04", CARD_NVIDIA_RIVA_TNT},
2034 {"NV03", CARD_NVIDIA_RIVA_128},
2037 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
2039 if (strstr(gl_renderer, cards[i].renderer))
2044 FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
2046 d3d_level = d3d_level_from_gl_info(gl_info);
2048 return CARD_NVIDIA_GEFORCEFX_5600;
2050 return CARD_NVIDIA_GEFORCE3;
2052 return CARD_NVIDIA_GEFORCE;
2054 return CARD_NVIDIA_RIVA_TNT;
2055 return CARD_NVIDIA_RIVA_128;
2059 struct vendor_card_selection
2061 enum wined3d_gl_vendor gl_vendor;
2062 enum wined3d_pci_vendor card_vendor;
2063 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2064 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2067 static const struct vendor_card_selection vendor_card_select_table[] =
2069 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2070 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2071 {GL_VENDOR_APPLE, HW_VENDOR_AMD, "Apple OSX AMD/ATI binary driver", select_card_amd_binary},
2072 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
2073 {GL_VENDOR_FGLRX, HW_VENDOR_AMD, "AMD/ATI binary driver", select_card_amd_binary},
2074 {GL_VENDOR_MESA, HW_VENDOR_AMD, "Mesa AMD/ATI driver", select_card_amd_mesa},
2075 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2076 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
2077 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
2081 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2082 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2086 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2087 * different GPUs with roughly the same features. In most cases GPUs from a
2088 * certain family differ in clockspeeds, the amount of video memory and the
2089 * number of shader pipelines.
2091 * A Direct3D device object contains the PCI id (vendor + device) of the
2092 * videocard which is used for rendering. Various applications use this
2093 * information to get a rough estimation of the features of the card and
2094 * some might use it for enabling 3d effects only on certain types of
2095 * videocards. In some cases games might even use it to work around bugs
2096 * which happen on certain videocards/driver combinations. The problem is
2097 * that OpenGL only exposes a rendering string containing the name of the
2098 * videocard and not the PCI id.
2100 * Various games depend on the PCI id, so somehow we need to provide one.
2101 * A simple option is to parse the renderer string and translate this to
2102 * the right PCI id. This is a lot of work because there are more than 200
2103 * GPUs just for Nvidia. Various cards share the same renderer string, so
2104 * the amount of code might be 'small' but there are quite a number of
2105 * exceptions which would make this a pain to maintain. Another way would
2106 * be to query the PCI id from the operating system (assuming this is the
2107 * videocard which is used for rendering which is not always the case).
2108 * This would work but it is not very portable. Second it would not work
2109 * well in, let's say, a remote X situation in which the amount of 3d
2110 * features which can be used is limited.
2112 * As said most games only use the PCI id to get an indication of the
2113 * capabilities of the card. It doesn't really matter if the given id is
2114 * the correct one if we return the id of a card with similar 3d features.
2116 * The code below checks the OpenGL capabilities of a videocard and matches
2117 * that to a certain level of Direct3D functionality. Once a card passes
2118 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2119 * least a GeforceFX. To give a better estimate we do a basic check on the
2120 * renderer string but if that won't pass we return a default card. This
2121 * way is better than maintaining a full card database as even without a
2122 * full database we can return a card with similar features. Second the
2123 * size of the database can be made quite small because when you know what
2124 * type of 3d functionality a card has, you know to which GPU family the
2125 * GPU must belong. Because of this you only have to check a small part of
2126 * the renderer string to distinguishes between different models from that
2129 * The code also selects a default amount of video memory which we will
2130 * use for an estimation of the amount of free texture memory. In case of
2131 * real D3D the amount of texture memory includes video memory and system
2132 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2133 * HyperMemory). We don't know how much system memory can be addressed by
2134 * the system but we can make a reasonable estimation about the amount of
2135 * video memory. If the value is slightly wrong it doesn't matter as we
2136 * didn't include AGP-like memory which makes the amount of addressable
2137 * memory higher and second OpenGL isn't that critical it moves to system
2138 * memory behind our backs if really needed. Note that the amount of video
2139 * memory can be overruled using a registry setting. */
2143 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2145 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2146 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2148 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2149 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2152 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2153 *gl_vendor, *card_vendor);
2155 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2156 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2157 * them a good generic choice. */
2158 *card_vendor = HW_VENDOR_NVIDIA;
2159 d3d_level = d3d_level_from_gl_info(gl_info);
2161 return CARD_NVIDIA_GEFORCEFX_5600;
2163 return CARD_NVIDIA_GEFORCE3;
2165 return CARD_NVIDIA_GEFORCE;
2167 return CARD_NVIDIA_RIVA_TNT;
2168 return CARD_NVIDIA_RIVA_128;
2171 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2173 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2174 int vs_selected_mode, ps_selected_mode;
2176 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2177 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2178 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2179 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2180 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2181 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2182 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2183 else return &ffp_fragment_pipeline;
2186 static const struct wined3d_shader_backend_ops *select_shader_backend(struct wined3d_adapter *adapter)
2188 int vs_selected_mode, ps_selected_mode;
2190 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2191 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2192 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2193 return &none_shader_backend;
2196 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2198 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2199 int vs_selected_mode, ps_selected_mode;
2201 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2202 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2203 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2204 else return &ffp_blit;
2207 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2211 #define USE_GL_FUNC(type, pfn, ext, replace) \
2212 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2213 else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2214 else gl_info->pfn = NULL;
2219 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2224 /* Context activation is done by the caller. */
2225 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter)
2227 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2228 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2229 const char *GL_Extensions = NULL;
2230 const char *WGL_Extensions = NULL;
2231 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2232 struct fragment_caps fragment_caps;
2233 enum wined3d_gl_vendor gl_vendor;
2234 enum wined3d_pci_vendor card_vendor;
2235 enum wined3d_pci_device device;
2237 GLfloat gl_floatv[2];
2243 TRACE_(d3d_caps)("(%p)\n", gl_info);
2247 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2248 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2249 if (!gl_renderer_str)
2252 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2256 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2257 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2261 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2265 /* Parse the GL_VERSION field into major and minor information */
2266 gl_version_str = (const char *)glGetString(GL_VERSION);
2267 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2268 if (!gl_version_str)
2271 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2274 gl_version = wined3d_parse_gl_version(gl_version_str);
2277 * Initialize openGL extension related variables
2278 * with Default values
2280 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2281 gl_info->limits.blends = 1;
2282 gl_info->limits.buffers = 1;
2283 gl_info->limits.textures = 1;
2284 gl_info->limits.fragment_samplers = 1;
2285 gl_info->limits.vertex_samplers = 0;
2286 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2287 gl_info->limits.sampler_stages = 1;
2288 gl_info->limits.glsl_vs_float_constants = 0;
2289 gl_info->limits.glsl_ps_float_constants = 0;
2290 gl_info->limits.arb_vs_float_constants = 0;
2291 gl_info->limits.arb_vs_native_constants = 0;
2292 gl_info->limits.arb_vs_instructions = 0;
2293 gl_info->limits.arb_vs_temps = 0;
2294 gl_info->limits.arb_ps_float_constants = 0;
2295 gl_info->limits.arb_ps_local_constants = 0;
2296 gl_info->limits.arb_ps_instructions = 0;
2297 gl_info->limits.arb_ps_temps = 0;
2299 /* Retrieve opengl defaults */
2300 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2301 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2302 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2304 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2305 gl_info->limits.lights = gl_max;
2306 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2308 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2309 gl_info->limits.texture_size = gl_max;
2310 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2312 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2313 gl_info->limits.pointsize_min = gl_floatv[0];
2314 gl_info->limits.pointsize_max = gl_floatv[1];
2315 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2317 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2318 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2322 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2328 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2330 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2332 while (*GL_Extensions)
2336 while (isspace(*GL_Extensions)) ++GL_Extensions;
2337 start = GL_Extensions;
2338 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2340 len = GL_Extensions - start;
2343 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2345 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2347 if (len == strlen(EXTENSION_MAP[i].extension_string)
2348 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2350 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2351 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2357 /* Now work out what GL support this card really has */
2358 load_gl_funcs( gl_info, gl_version );
2362 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2363 * loading the functions, otherwise the code above will load the extension entry points instead of the
2364 * core functions, which may not work. */
2365 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2367 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2368 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2370 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2371 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2375 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2377 if (gl_info->supported[APPLE_FENCE])
2379 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2380 * The apple extension interacts with some other apple exts. Disable the NV
2381 * extension if the apple one is support to prevent confusion in other parts
2383 gl_info->supported[NV_FENCE] = FALSE;
2385 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2387 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2389 * The enums are the same:
2390 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2391 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2392 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2393 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2394 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2396 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2398 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2399 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2401 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2403 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2404 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2407 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2409 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2410 * functionality. Prefer the ARB extension */
2411 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2413 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2415 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2416 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2418 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2420 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2421 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2423 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2425 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2426 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2428 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2430 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2431 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2433 if (gl_info->supported[NV_TEXTURE_SHADER2])
2435 if (gl_info->supported[NV_REGISTER_COMBINERS])
2437 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2438 * are supported. The nv extensions provide the same functionality as the
2439 * ATI one, and a bit more(signed pixelformats). */
2440 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2444 if (gl_info->supported[NV_REGISTER_COMBINERS])
2446 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2447 gl_info->limits.general_combiners = gl_max;
2448 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2450 if (gl_info->supported[ARB_DRAW_BUFFERS])
2452 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2453 gl_info->limits.buffers = gl_max;
2454 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2456 if (gl_info->supported[ARB_MULTITEXTURE])
2458 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2459 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2460 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2462 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2465 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2466 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2470 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2472 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2474 if (gl_info->supported[ARB_VERTEX_SHADER])
2477 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2478 gl_info->limits.vertex_samplers = tmp;
2479 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2480 gl_info->limits.combined_samplers = tmp;
2482 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2483 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2484 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2485 * shader is used with fixed function vertex processing we're fine too because fixed function
2486 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2487 * used we have to make sure that all vertex sampler setups are valid together with all
2488 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2489 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2490 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2491 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2492 * a fixed function pipeline anymore.
2494 * So this is just a check to check that our assumption holds true. If not, write a warning
2495 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2496 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2497 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2499 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2500 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2501 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2502 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2503 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2505 gl_info->limits.vertex_samplers = 0;
2510 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2512 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2513 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2515 if (gl_info->supported[ARB_VERTEX_BLEND])
2517 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2518 gl_info->limits.blends = gl_max;
2519 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2521 if (gl_info->supported[EXT_TEXTURE3D])
2523 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2524 gl_info->limits.texture3d_size = gl_max;
2525 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2527 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2529 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2530 gl_info->limits.anisotropy = gl_max;
2531 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2533 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2535 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2536 gl_info->limits.arb_ps_float_constants = gl_max;
2537 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2538 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2539 gl_info->limits.arb_ps_native_constants = gl_max;
2540 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2541 gl_info->limits.arb_ps_native_constants);
2542 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2543 gl_info->limits.arb_ps_temps = gl_max;
2544 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2545 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2546 gl_info->limits.arb_ps_instructions = gl_max;
2547 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2548 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2549 gl_info->limits.arb_ps_local_constants = gl_max;
2550 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2552 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2554 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2555 gl_info->limits.arb_vs_float_constants = gl_max;
2556 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2557 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2558 gl_info->limits.arb_vs_native_constants = gl_max;
2559 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2560 gl_info->limits.arb_vs_native_constants);
2561 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2562 gl_info->limits.arb_vs_temps = gl_max;
2563 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2564 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2565 gl_info->limits.arb_vs_instructions = gl_max;
2566 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2568 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2570 if (gl_info->supported[ARB_VERTEX_SHADER])
2572 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2573 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2574 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2576 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2578 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2579 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2580 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2581 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2582 gl_info->limits.glsl_varyings = gl_max;
2583 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2585 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2587 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2588 unsigned int major, minor;
2590 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2592 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2593 sscanf(str, "%u.%u", &major, &minor);
2594 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2596 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2598 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2602 gl_info->limits.shininess = 128.0f;
2604 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2606 /* If we have full NP2 texture support, disable
2607 * GL_ARB_texture_rectangle because we will never use it.
2608 * This saves a few redundant glDisable calls. */
2609 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2611 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2613 /* Disable NV_register_combiners and fragment shader if this is supported.
2614 * generally the NV extensions are preferred over the ATI ones, and this
2615 * extension is disabled if register_combiners and texture_shader2 are both
2616 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2617 * fragment processing support. */
2618 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2619 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2620 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2621 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2623 if (gl_info->supported[NV_HALF_FLOAT])
2625 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2626 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2628 if (gl_info->supported[ARB_POINT_SPRITE])
2630 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2634 gl_info->limits.point_sprite_units = 0;
2636 checkGLcall("extension detection");
2640 adapter->fragment_pipe = select_fragment_implementation(adapter);
2641 adapter->shader_backend = select_shader_backend(adapter);
2642 adapter->blitter = select_blit_implementation(adapter);
2644 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2645 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2646 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2648 /* In some cases the number of texture stages can be larger than the number
2649 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2650 * shaders), but 8 texture stages (register combiners). */
2651 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2653 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2655 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2656 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2657 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2658 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2659 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2660 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2661 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2662 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2663 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2664 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2665 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2666 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2667 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2668 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2669 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2670 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2671 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2672 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2673 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2677 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2679 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2680 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2681 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2682 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2683 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2684 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2685 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2686 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2687 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2688 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2689 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2690 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2691 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2692 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2693 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2694 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2695 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2697 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2699 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2700 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2702 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2704 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2706 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2708 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2712 /* MRTs are currently only supported when FBOs are used. */
2713 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2715 gl_info->limits.buffers = 1;
2718 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2719 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2720 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2722 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2723 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2725 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2726 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2727 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2728 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2729 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2730 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2731 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2732 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2734 /* Make sure there's an active HDC else the WGL extensions will fail */
2735 hdc = pwglGetCurrentDC();
2737 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2738 if(GL_EXTCALL(wglGetExtensionsStringARB))
2739 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2741 if (!WGL_Extensions)
2743 ERR(" WGL_Extensions returns NULL\n");
2747 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2748 while (*WGL_Extensions)
2753 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2754 Start = WGL_Extensions;
2755 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2757 len = WGL_Extensions - Start;
2758 if (!len || len >= sizeof(ThisExtn))
2761 memcpy(ThisExtn, Start, len);
2762 ThisExtn[len] = '\0';
2763 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2765 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2766 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2767 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2769 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2770 gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2771 TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2773 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2774 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2775 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2781 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2782 init_driver_info(driver_info, card_vendor, device);
2783 add_gl_compat_wrappers(gl_info);
2788 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2790 TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2791 wined3d, wined3d->adapter_count);
2793 return wined3d->adapter_count;
2796 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2798 FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2803 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2805 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2807 if (adapter_idx >= wined3d->adapter_count)
2810 return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2813 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2814 of the same bpp but different resolutions */
2816 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2817 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2818 enum wined3d_format_id format_id)
2820 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2822 if (adapter_idx >= wined3d->adapter_count)
2825 /* TODO: Store modes per adapter and read it from the adapter structure */
2828 const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2829 UINT format_bits = format->byte_count * CHAR_BIT;
2834 memset(&mode, 0, sizeof(mode));
2835 mode.dmSize = sizeof(mode);
2837 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2841 if (format_id == WINED3DFMT_UNKNOWN)
2843 /* This is for D3D8, do not enumerate P8 here */
2844 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2846 else if (mode.dmBitsPerPel == format_bits)
2852 TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2858 FIXME_(d3d_caps)("Adapter not primary display.\n");
2864 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2865 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2866 enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2868 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2869 wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2871 /* Validate the parameters as much as possible */
2872 if (!mode || adapter_idx >= wined3d->adapter_count
2873 || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2875 return WINED3DERR_INVALIDCALL;
2878 /* TODO: Store modes per adapter and read it from the adapter structure */
2881 const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2882 UINT format_bits = format->byte_count * CHAR_BIT;
2888 ZeroMemory(&DevModeW, sizeof(DevModeW));
2889 DevModeW.dmSize = sizeof(DevModeW);
2891 /* If we are filtering to a specific format (D3D9), then need to skip
2892 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2893 just count through the ones with valid bit depths */
2894 while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2896 if (format_id == WINED3DFMT_UNKNOWN)
2898 /* This is for D3D8, do not enumerate P8 here */
2899 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2901 else if (DevModeW.dmBitsPerPel == format_bits)
2909 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2910 return WINED3DERR_INVALIDCALL;
2914 /* Now get the display mode via the calculated index */
2915 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2917 mode->Width = DevModeW.dmPelsWidth;
2918 mode->Height = DevModeW.dmPelsHeight;
2919 mode->RefreshRate = DEFAULT_REFRESH_RATE;
2920 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2921 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2923 if (format_id == WINED3DFMT_UNKNOWN)
2924 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2926 mode->Format = format_id;
2930 TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2931 return WINED3DERR_INVALIDCALL;
2934 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2935 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2936 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2940 FIXME_(d3d_caps)("Adapter not primary display\n");
2946 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2947 WINED3DDISPLAYMODE *mode)
2949 TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2951 if (!mode || adapter_idx >= wined3d->adapter_count)
2952 return WINED3DERR_INVALIDCALL;
2959 ZeroMemory(&DevModeW, sizeof(DevModeW));
2960 DevModeW.dmSize = sizeof(DevModeW);
2962 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2963 mode->Width = DevModeW.dmPelsWidth;
2964 mode->Height = DevModeW.dmPelsHeight;
2965 bpp = DevModeW.dmBitsPerPel;
2966 mode->RefreshRate = DEFAULT_REFRESH_RATE;
2967 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2968 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2969 mode->Format = pixelformat_for_depth(bpp);
2973 FIXME_(d3d_caps)("Adapter not primary display\n");
2976 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2977 mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2981 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2982 and fields being inserted in the middle, a new structure is used in place */
2983 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2984 UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2986 const struct wined3d_adapter *adapter;
2989 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2990 wined3d, adapter_idx, flags, identifier);
2992 if (adapter_idx >= wined3d->adapter_count)
2993 return WINED3DERR_INVALIDCALL;
2995 adapter = &wined3d->adapters[adapter_idx];
2997 /* Return the information requested */
2998 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
3000 if (identifier->driver_size)
3002 const char *name = adapter->driver_info.name;
3003 len = min(strlen(name), identifier->driver_size - 1);
3004 memcpy(identifier->driver, name, len);
3005 identifier->driver[len] = '\0';
3008 if (identifier->description_size)
3010 const char *description = adapter->driver_info.description;
3011 len = min(strlen(description), identifier->description_size - 1);
3012 memcpy(identifier->description, description, len);
3013 identifier->description[len] = '\0';
3016 /* Note that d3d8 doesn't supply a device name. */
3017 if (identifier->device_name_size)
3019 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3021 len = strlen(device_name);
3022 if (len >= identifier->device_name_size)
3024 ERR("Device name size too small.\n");
3025 return WINED3DERR_INVALIDCALL;
3028 memcpy(identifier->device_name, device_name, len);
3029 identifier->device_name[len] = '\0';
3032 identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3033 identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3034 identifier->vendor_id = adapter->driver_info.vendor;
3035 identifier->device_id = adapter->driver_info.device;
3036 identifier->subsystem_id = 0;
3037 identifier->revision = 0;
3038 memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
3039 identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3040 memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
3041 identifier->video_memory = adapter->TextureRam;
3046 static BOOL wined3d_check_pixel_format_color(const struct wined3d_gl_info *gl_info,
3047 const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3049 BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3051 /* Float formats need FBOs. If FBOs are used this function isn't called */
3052 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3054 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3055 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3057 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3061 if(cfg->redSize < redSize)
3064 if(cfg->greenSize < greenSize)
3067 if(cfg->blueSize < blueSize)
3070 if(cfg->alphaSize < alphaSize)
3076 /* Probably a RGBA_float or color index mode */
3080 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_gl_info *gl_info,
3081 const struct wined3d_pixel_format *cfg, const struct wined3d_format *format)
3083 BYTE depthSize, stencilSize;
3084 BOOL lockable = FALSE;
3086 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3088 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3092 /* Float formats need FBOs. If FBOs are used this function isn't called */
3093 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3095 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3098 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3099 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3100 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3101 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3104 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3105 * allow more stencil bits than requested. */
3106 if(cfg->stencilSize < stencilSize)
3112 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
3113 UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
3114 enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
3116 const struct wined3d_format *rt_format;
3117 const struct wined3d_format *ds_format;
3118 const struct wined3d_adapter *adapter;
3120 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
3121 "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
3122 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3123 debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3125 if (adapter_idx >= wined3d->adapter_count)
3126 return WINED3DERR_INVALIDCALL;
3128 adapter = &wined3d->adapters[adapter_idx];
3129 rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3130 ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3131 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3133 if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3134 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3136 TRACE_(d3d_caps)("Formats match.\n");
3142 const struct wined3d_pixel_format *cfgs;
3143 unsigned int cfg_count;
3146 cfgs = adapter->cfgs;
3147 cfg_count = adapter->nCfgs;
3148 for (i = 0; i < cfg_count; ++i)
3150 if (wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[i], rt_format)
3151 && wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], ds_format))
3153 TRACE_(d3d_caps)("Formats match.\n");
3159 TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3160 debug_d3dformat(render_target_format_id),
3161 debug_d3dformat(depth_stencil_format_id));
3163 return WINED3DERR_NOTAVAILABLE;
3166 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3167 WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3168 WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3170 const struct wined3d_adapter *adapter;
3171 const struct wined3d_format *format;
3173 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3174 "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3175 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3176 windowed, multisample_type, quality_levels);
3178 if (adapter_idx >= wined3d->adapter_count)
3179 return WINED3DERR_INVALIDCALL;
3181 /* TODO: Handle windowed, add more quality levels. */
3183 if (WINED3DMULTISAMPLE_NONE == multisample_type)
3185 if (quality_levels) *quality_levels = 1;
3189 /* By default multisampling is disabled right now as it causes issues
3190 * on some Nvidia driver versions and it doesn't work well in combination
3192 if (!wined3d_settings.allow_multisampling)
3193 return WINED3DERR_NOTAVAILABLE;
3195 adapter = &wined3d->adapters[adapter_idx];
3196 format = wined3d_get_format(&adapter->gl_info, surface_format_id);
3197 if (!format) return WINED3DERR_INVALIDCALL;
3199 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3201 const struct wined3d_pixel_format *cfgs;
3202 unsigned int i, cfg_count;
3204 cfgs = adapter->cfgs;
3205 cfg_count = adapter->nCfgs;
3206 for (i = 0; i < cfg_count; ++i)
3208 if(cfgs[i].numSamples != multisample_type)
3211 if (!wined3d_check_pixel_format_depth(&adapter->gl_info, &cfgs[i], format))
3214 TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3215 cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3217 if (quality_levels) *quality_levels = 1;
3222 else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3224 BYTE redSize, greenSize, blueSize, alphaSize, colorBits;
3225 const struct wined3d_pixel_format *cfgs;
3226 unsigned int i, cfg_count;
3228 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3230 ERR("Unable to get color bits for format %s, can't check multisampling capability.\n",
3231 debug_d3dformat(surface_format_id));
3232 return WINED3DERR_NOTAVAILABLE;
3235 cfgs = adapter->cfgs;
3236 cfg_count = adapter->nCfgs;
3237 for (i = 0; i < cfg_count; ++i)
3239 if(cfgs[i].numSamples != multisample_type)
3241 if(cfgs[i].redSize != redSize)
3243 if(cfgs[i].greenSize != greenSize)
3245 if(cfgs[i].blueSize != blueSize)
3247 /* Not all drivers report alpha-less formats since they use 32-bit
3248 * anyway, so accept alpha even if we didn't ask for it. */
3249 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3251 if (cfgs[i].colorSize != (format->byte_count << 3))
3254 TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3255 cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3257 if (quality_levels) *quality_levels = 1;
3262 return WINED3DERR_NOTAVAILABLE;
3265 /* Check if we support bumpmapping for a format */
3266 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3268 /* Ask the fixed function pipeline implementation if it can deal
3269 * with the conversion. If we've got a GL extension giving native
3270 * support this will be an identity conversion. */
3271 return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3272 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3275 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3276 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3277 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3281 /* Only allow depth/stencil formats */
3282 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3284 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3286 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3287 if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3291 /* Walk through all WGL pixel formats to find a match */
3292 for (it = 0; it < adapter->nCfgs; ++it)
3294 const struct wined3d_pixel_format *cfg = &adapter->cfgs[it];
3295 if (wined3d_check_pixel_format_color(&adapter->gl_info, cfg, display_format)
3296 && wined3d_check_pixel_format_depth(&adapter->gl_info, cfg, ds_format))
3304 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3306 /* The flags entry of a format contains the filtering capability */
3307 if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3312 /* Check the render target capabilities of a format */
3313 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3314 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3316 /* Filter out non-RT formats */
3317 if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3318 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3320 BYTE AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3321 BYTE CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3322 const struct wined3d_pixel_format *cfgs = adapter->cfgs;
3325 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3326 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3328 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3329 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3330 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3331 TRACE_(d3d_caps)("[FAILED]\n");
3335 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3336 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3337 for (it = 0; it < adapter->nCfgs; ++it)
3339 if (cfgs[it].windowDrawable
3340 && wined3d_check_pixel_format_color(&adapter->gl_info, &cfgs[it], check_format))
3342 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3343 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3348 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3350 /* For now return TRUE for FBOs until we have some proper checks.
3351 * Note that this function will only be called when the format is around for texturing. */
3357 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3359 return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3362 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3364 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3365 * doing the color fixup in shaders.
3366 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3367 if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3369 int vs_selected_mode;
3370 int ps_selected_mode;
3371 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3373 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3374 TRACE_(d3d_caps)("[OK]\n");
3379 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3383 /* Check if a format support blending in combination with pixel shaders */
3384 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3385 const struct wined3d_format *format)
3387 /* The flags entry of a format contains the post pixel shader blending capability */
3388 if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3393 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3395 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3396 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3397 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3398 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3399 * capability anyway.
3401 * For now lets report this on all formats, but in the future we may want to
3402 * restrict it to some should games need that
3407 /* Check if a texture format is supported on the given adapter */
3408 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3410 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3415 * supported: RGB(A) formats
3417 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3418 case WINED3DFMT_B8G8R8A8_UNORM:
3419 case WINED3DFMT_B8G8R8X8_UNORM:
3420 case WINED3DFMT_B5G6R5_UNORM:
3421 case WINED3DFMT_B5G5R5X1_UNORM:
3422 case WINED3DFMT_B5G5R5A1_UNORM:
3423 case WINED3DFMT_B4G4R4A4_UNORM:
3424 case WINED3DFMT_A8_UNORM:
3425 case WINED3DFMT_B4G4R4X4_UNORM:
3426 case WINED3DFMT_R8G8B8A8_UNORM:
3427 case WINED3DFMT_R8G8B8X8_UNORM:
3428 case WINED3DFMT_B10G10R10A2_UNORM:
3429 case WINED3DFMT_R10G10B10A2_UNORM:
3430 case WINED3DFMT_R16G16_UNORM:
3431 TRACE_(d3d_caps)("[OK]\n");
3434 case WINED3DFMT_B2G3R3_UNORM:
3435 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3439 * Not supported: Palettized
3440 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3441 * Since it is not widely available, don't offer it. Further no Windows driver offers
3442 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3444 case WINED3DFMT_P8_UINT:
3445 case WINED3DFMT_P8_UINT_A8_UNORM:
3449 * Supported: (Alpha)-Luminance
3451 case WINED3DFMT_L8_UNORM:
3452 case WINED3DFMT_L8A8_UNORM:
3453 case WINED3DFMT_L16_UNORM:
3454 TRACE_(d3d_caps)("[OK]\n");
3457 /* Not supported on Windows, thus disabled */
3458 case WINED3DFMT_L4A4_UNORM:
3459 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3463 * Supported: Depth/Stencil formats
3465 case WINED3DFMT_D16_LOCKABLE:
3466 case WINED3DFMT_D16_UNORM:
3467 case WINED3DFMT_S1_UINT_D15_UNORM:
3468 case WINED3DFMT_X8D24_UNORM:
3469 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3470 case WINED3DFMT_D24_UNORM_S8_UINT:
3471 case WINED3DFMT_S8_UINT_D24_FLOAT:
3472 case WINED3DFMT_D32_UNORM:
3473 case WINED3DFMT_D32_FLOAT:
3476 case WINED3DFMT_INTZ:
3477 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3478 || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3483 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3484 * GL_NV_texture_shader). Emulated by shaders
3486 case WINED3DFMT_R8G8_SNORM:
3487 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3488 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3489 case WINED3DFMT_R8G8B8A8_SNORM:
3490 case WINED3DFMT_R16G16_SNORM:
3491 /* Ask the shader backend if it can deal with the conversion. If
3492 * we've got a GL extension giving native support this will be an
3493 * identity conversion. */
3494 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3496 TRACE_(d3d_caps)("[OK]\n");
3499 TRACE_(d3d_caps)("[FAILED]\n");
3502 case WINED3DFMT_DXT1:
3503 case WINED3DFMT_DXT2:
3504 case WINED3DFMT_DXT3:
3505 case WINED3DFMT_DXT4:
3506 case WINED3DFMT_DXT5:
3507 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3509 TRACE_(d3d_caps)("[OK]\n");
3512 TRACE_(d3d_caps)("[FAILED]\n");
3517 * Odd formats - not supported
3519 case WINED3DFMT_VERTEXDATA:
3520 case WINED3DFMT_R16_UINT:
3521 case WINED3DFMT_R32_UINT:
3522 case WINED3DFMT_R16G16B16A16_SNORM:
3523 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3524 case WINED3DFMT_R10G11B11_SNORM:
3525 case WINED3DFMT_R16:
3526 case WINED3DFMT_AL16:
3527 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3531 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3533 case WINED3DFMT_R8G8_SNORM_Cx:
3534 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3538 case WINED3DFMT_UYVY:
3539 case WINED3DFMT_YUY2:
3540 if (gl_info->supported[APPLE_YCBCR_422])
3542 TRACE_(d3d_caps)("[OK]\n");
3545 TRACE_(d3d_caps)("[FAILED]\n");
3547 case WINED3DFMT_YV12:
3548 TRACE_(d3d_caps)("[FAILED]\n");
3551 case WINED3DFMT_R16G16B16A16_UNORM:
3552 if (gl_info->quirks & WINED3D_QUIRK_BROKEN_RGBA16)
3554 TRACE_(d3d_caps)("[FAILED]\n");
3557 TRACE_(d3d_caps)("[OK]\n");
3561 case WINED3DFMT_B2G3R3A8_UNORM:
3562 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3565 /* Floating point formats */
3566 case WINED3DFMT_R16_FLOAT:
3567 case WINED3DFMT_R16G16_FLOAT:
3568 case WINED3DFMT_R16G16B16A16_FLOAT:
3569 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3571 TRACE_(d3d_caps)("[OK]\n");
3574 TRACE_(d3d_caps)("[FAILED]\n");
3577 case WINED3DFMT_R32_FLOAT:
3578 case WINED3DFMT_R32G32_FLOAT:
3579 case WINED3DFMT_R32G32B32A32_FLOAT:
3580 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3582 TRACE_(d3d_caps)("[OK]\n");
3585 TRACE_(d3d_caps)("[FAILED]\n");
3588 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3589 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3590 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3591 * We can do instancing with all shader versions, but we need vertex shaders.
3593 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3594 * to enable instancing. WineD3D doesn't need that and just ignores it.
3596 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3598 case WINED3DFMT_INST:
3599 TRACE("ATI Instancing check hack\n");
3600 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3602 TRACE_(d3d_caps)("[OK]\n");
3605 TRACE_(d3d_caps)("[FAILED]\n");
3608 /* Some weird FOURCC formats */
3609 case WINED3DFMT_R8G8_B8G8:
3610 case WINED3DFMT_G8R8_G8B8:
3611 case WINED3DFMT_MULTI2_ARGB8:
3612 TRACE_(d3d_caps)("[FAILED]\n");
3615 /* Vendor specific formats */
3616 case WINED3DFMT_ATI2N:
3617 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3618 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3620 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3621 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3623 TRACE_(d3d_caps)("[OK]\n");
3627 TRACE_(d3d_caps)("[OK]\n");
3630 TRACE_(d3d_caps)("[FAILED]\n");
3633 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3634 * format MAKEFOURCC('N','V','D','B') is used.
3635 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3636 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3639 case WINED3DFMT_NVDB:
3640 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3642 TRACE_(d3d_caps)("[OK]\n");
3645 TRACE_(d3d_caps)("[FAILED]\n");
3648 case WINED3DFMT_NVHU:
3649 case WINED3DFMT_NVHS:
3650 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3651 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3652 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3653 * ATI refused to support formats which can easily be emulated with pixel shaders, so
3654 * Applications have to deal with not having NVHS and NVHU.
3656 TRACE_(d3d_caps)("[FAILED]\n");
3659 case WINED3DFMT_NULL:
3660 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3664 case WINED3DFMT_UNKNOWN:
3668 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3674 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3675 const struct wined3d_format *adapter_format,
3676 const struct wined3d_format *check_format,
3677 WINED3DSURFTYPE SurfaceType)
3679 if (SurfaceType == SURFACE_GDI)
3681 switch (check_format->id)
3683 case WINED3DFMT_B8G8R8_UNORM:
3684 case WINED3DFMT_B8G8R8A8_UNORM:
3685 case WINED3DFMT_B8G8R8X8_UNORM:
3686 case WINED3DFMT_B5G6R5_UNORM:
3687 case WINED3DFMT_B5G5R5X1_UNORM:
3688 case WINED3DFMT_B5G5R5A1_UNORM:
3689 case WINED3DFMT_B4G4R4A4_UNORM:
3690 case WINED3DFMT_B2G3R3_UNORM:
3691 case WINED3DFMT_A8_UNORM:
3692 case WINED3DFMT_B2G3R3A8_UNORM:
3693 case WINED3DFMT_B4G4R4X4_UNORM:
3694 case WINED3DFMT_R10G10B10A2_UNORM:
3695 case WINED3DFMT_R8G8B8A8_UNORM:
3696 case WINED3DFMT_R8G8B8X8_UNORM:
3697 case WINED3DFMT_R16G16_UNORM:
3698 case WINED3DFMT_B10G10R10A2_UNORM:
3699 case WINED3DFMT_R16G16B16A16_UNORM:
3700 case WINED3DFMT_P8_UINT:
3701 TRACE_(d3d_caps)("[OK]\n");
3704 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3709 /* All format that are supported for textures are supported for surfaces as well */
3710 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3711 /* All depth stencil formats are supported on surfaces */
3712 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3714 /* If opengl can't process the format natively, the blitter may be able to convert it */
3715 if (adapter->blitter->blit_supported(&adapter->gl_info, WINED3D_BLIT_OP_COLOR_BLIT,
3716 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3717 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3719 TRACE_(d3d_caps)("[OK]\n");
3723 /* Reject other formats */
3724 TRACE_(d3d_caps)("[FAILED]\n");
3728 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3729 const struct wined3d_format *format)
3731 return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3734 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3735 WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3736 WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3738 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3739 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3740 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3741 const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3742 DWORD usage_caps = 0;
3744 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3745 "resource_type %s, check_format %s, surface_type %#x.\n",
3746 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3747 debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3748 debug_d3dformat(check_format_id), surface_type);
3750 if (adapter_idx >= wined3d->adapter_count)
3751 return WINED3DERR_INVALIDCALL;
3753 switch (resource_type)
3755 case WINED3DRTYPE_CUBETEXTURE:
3756 /* Cubetexture allows:
3757 * - WINED3DUSAGE_AUTOGENMIPMAP
3758 * - WINED3DUSAGE_DEPTHSTENCIL
3759 * - WINED3DUSAGE_DYNAMIC
3760 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3761 * - WINED3DUSAGE_RENDERTARGET
3762 * - WINED3DUSAGE_SOFTWAREPROCESSING
3763 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3765 if (surface_type != SURFACE_OPENGL)
3767 TRACE_(d3d_caps)("[FAILED]\n");
3768 return WINED3DERR_NOTAVAILABLE;
3771 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3773 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3774 return WINED3DERR_NOTAVAILABLE;
3777 if (!CheckTextureCapability(adapter, format))
3779 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3780 return WINED3DERR_NOTAVAILABLE;
3783 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3785 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3786 /* When autogenmipmap isn't around continue and return
3787 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3788 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3790 usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3793 /* Always report dynamic locking. */
3794 if (usage & WINED3DUSAGE_DYNAMIC)
3795 usage_caps |= WINED3DUSAGE_DYNAMIC;
3797 if (usage & WINED3DUSAGE_RENDERTARGET)
3799 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3801 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3802 return WINED3DERR_NOTAVAILABLE;
3804 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3807 /* Always report software processing. */
3808 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3809 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3811 if (usage & WINED3DUSAGE_QUERY_FILTER)
3813 if (!CheckFilterCapability(adapter, format))
3815 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3816 return WINED3DERR_NOTAVAILABLE;
3818 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3821 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3823 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3825 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3826 return WINED3DERR_NOTAVAILABLE;
3828 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3831 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3833 if (!CheckSrgbReadCapability(adapter, format))
3835 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3836 return WINED3DERR_NOTAVAILABLE;
3838 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3841 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3843 if (!CheckSrgbWriteCapability(adapter, format))
3845 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3846 return WINED3DERR_NOTAVAILABLE;
3848 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3851 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3853 if (!CheckVertexTextureCapability(adapter, format))
3855 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3856 return WINED3DERR_NOTAVAILABLE;
3858 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3861 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3863 if (!CheckWrapAndMipCapability(adapter, format))
3865 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3866 return WINED3DERR_NOTAVAILABLE;
3868 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3872 case WINED3DRTYPE_SURFACE:
3874 * - WINED3DUSAGE_DEPTHSTENCIL
3875 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3876 * - WINED3DUSAGE_RENDERTARGET
3878 if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3880 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3881 return WINED3DERR_NOTAVAILABLE;
3884 if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3886 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3888 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3889 return WINED3DERR_NOTAVAILABLE;
3891 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3894 if (usage & WINED3DUSAGE_RENDERTARGET)
3896 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3898 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3899 return WINED3DERR_NOTAVAILABLE;
3901 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3904 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3906 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3908 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3909 return WINED3DERR_NOTAVAILABLE;
3911 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3915 case WINED3DRTYPE_TEXTURE:
3917 * - WINED3DUSAGE_AUTOGENMIPMAP
3918 * - WINED3DUSAGE_DEPTHSTENCIL
3919 * - WINED3DUSAGE_DMAP
3920 * - WINED3DUSAGE_DYNAMIC
3921 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3922 * - WINED3DUSAGE_RENDERTARGET
3923 * - WINED3DUSAGE_SOFTWAREPROCESSING
3924 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3925 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3927 if (surface_type != SURFACE_OPENGL)
3929 TRACE_(d3d_caps)("[FAILED]\n");
3930 return WINED3DERR_NOTAVAILABLE;
3933 if (!CheckTextureCapability(adapter, format))
3935 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3936 return WINED3DERR_NOTAVAILABLE;
3939 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3941 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3942 /* When autogenmipmap isn't around continue and return
3943 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3944 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3946 usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3949 /* Always report dynamic locking. */
3950 if (usage & WINED3DUSAGE_DYNAMIC)
3951 usage_caps |= WINED3DUSAGE_DYNAMIC;
3953 if (usage & WINED3DUSAGE_RENDERTARGET)
3955 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3957 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3958 return WINED3DERR_NOTAVAILABLE;
3960 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3963 /* Always report software processing. */
3964 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3965 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3967 if (usage & WINED3DUSAGE_QUERY_FILTER)
3969 if (!CheckFilterCapability(adapter, format))
3971 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3972 return WINED3DERR_NOTAVAILABLE;
3974 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3977 if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3979 if (!CheckBumpMapCapability(adapter, format))
3981 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3982 return WINED3DERR_NOTAVAILABLE;
3984 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3987 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3989 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3991 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3992 return WINED3DERR_NOTAVAILABLE;
3994 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3997 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3999 if (!CheckSrgbReadCapability(adapter, format))
4001 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4002 return WINED3DERR_NOTAVAILABLE;
4004 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4007 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4009 if (!CheckSrgbWriteCapability(adapter, format))
4011 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4012 return WINED3DERR_NOTAVAILABLE;
4014 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4017 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4019 if (!CheckVertexTextureCapability(adapter, format))
4021 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4022 return WINED3DERR_NOTAVAILABLE;
4024 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4027 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4029 if (!CheckWrapAndMipCapability(adapter, format))
4031 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4032 return WINED3DERR_NOTAVAILABLE;
4034 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4037 if (usage & WINED3DUSAGE_DEPTHSTENCIL)
4039 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4041 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4042 return WINED3DERR_NOTAVAILABLE;
4044 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4046 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4047 return WINED3DERR_NOTAVAILABLE;
4049 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
4053 case WINED3DRTYPE_VOLUMETEXTURE:
4054 case WINED3DRTYPE_VOLUME:
4055 /* Volume is to VolumeTexture what Surface is to Texture, but its
4056 * usage caps are not documented. Most driver seem to offer
4057 * (nearly) the same on Volume and VolumeTexture, so do that too.
4059 * Volumetexture allows:
4060 * - D3DUSAGE_DYNAMIC
4061 * - D3DUSAGE_NONSECURE (d3d9ex)
4062 * - D3DUSAGE_SOFTWAREPROCESSING
4063 * - D3DUSAGE_QUERY_WRAPANDMIP
4065 if (surface_type != SURFACE_OPENGL)
4067 TRACE_(d3d_caps)("[FAILED]\n");
4068 return WINED3DERR_NOTAVAILABLE;
4071 if (!gl_info->supported[EXT_TEXTURE3D])
4073 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4074 return WINED3DERR_NOTAVAILABLE;
4077 if (!CheckTextureCapability(adapter, format))
4079 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4080 return WINED3DERR_NOTAVAILABLE;
4083 /* Filter formats that need conversion; For one part, this
4084 * conversion is unimplemented, and volume textures are huge, so
4085 * it would be a big performance hit. Unless we hit an application
4086 * needing one of those formats, don't advertize them to avoid
4087 * leading applications into temptation. The windows drivers don't
4088 * support most of those formats on volumes anyway, except for
4089 * WINED3DFMT_R32_FLOAT. */
4090 switch (check_format_id)
4092 case WINED3DFMT_P8_UINT:
4093 case WINED3DFMT_L4A4_UNORM:
4094 case WINED3DFMT_R32_FLOAT:
4095 case WINED3DFMT_R16_FLOAT:
4096 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4097 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4098 case WINED3DFMT_R16G16_UNORM:
4099 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4100 return WINED3DERR_NOTAVAILABLE;
4102 case WINED3DFMT_R8G8B8A8_SNORM:
4103 case WINED3DFMT_R16G16_SNORM:
4104 if (!gl_info->supported[NV_TEXTURE_SHADER])
4106 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4107 return WINED3DERR_NOTAVAILABLE;
4111 case WINED3DFMT_R8G8_SNORM:
4112 if (!gl_info->supported[NV_TEXTURE_SHADER])
4114 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4115 return WINED3DERR_NOTAVAILABLE;
4119 case WINED3DFMT_DXT1:
4120 case WINED3DFMT_DXT2:
4121 case WINED3DFMT_DXT3:
4122 case WINED3DFMT_DXT4:
4123 case WINED3DFMT_DXT5:
4124 /* The GL_EXT_texture_compression_s3tc spec requires that
4125 * loading an s3tc compressed texture results in an error.
4126 * While the D3D refrast does support s3tc volumes, at
4127 * least the nvidia windows driver does not, so we're free
4128 * not to support this format. */
4129 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4130 return WINED3DERR_NOTAVAILABLE;
4133 /* Do nothing, continue with checking the format below */
4137 /* Always report dynamic locking. */
4138 if (usage & WINED3DUSAGE_DYNAMIC)
4139 usage_caps |= WINED3DUSAGE_DYNAMIC;
4141 /* Always report software processing. */
4142 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4143 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4145 if (usage & WINED3DUSAGE_QUERY_FILTER)
4147 if (!CheckFilterCapability(adapter, format))
4149 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4150 return WINED3DERR_NOTAVAILABLE;
4152 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4155 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4157 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4159 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4160 return WINED3DERR_NOTAVAILABLE;
4162 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4165 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4167 if (!CheckSrgbReadCapability(adapter, format))
4169 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4170 return WINED3DERR_NOTAVAILABLE;
4172 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4175 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4177 if (!CheckSrgbWriteCapability(adapter, format))
4179 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4180 return WINED3DERR_NOTAVAILABLE;
4182 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4185 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4187 if (!CheckVertexTextureCapability(adapter, format))
4189 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4190 return WINED3DERR_NOTAVAILABLE;
4192 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4195 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4197 if (!CheckWrapAndMipCapability(adapter, format))
4199 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4200 return WINED3DERR_NOTAVAILABLE;
4202 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4207 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4208 return WINED3DERR_NOTAVAILABLE;
4211 /* When the usage_caps exactly matches usage return WINED3D_OK except for
4212 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4213 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4214 if (usage_caps == usage)
4216 if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4217 return WINED3DOK_NOAUTOGEN;
4219 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4220 usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4222 return WINED3DERR_NOTAVAILABLE;
4225 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4226 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4228 FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4229 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4230 debug_d3dformat(dst_format));
4235 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4236 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4241 TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4242 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4243 debug_d3dformat(backbuffer_format), windowed);
4245 if (adapter_idx >= wined3d->adapter_count)
4246 return WINED3DERR_INVALIDCALL;
4248 /* The task of this function is to check whether a certain display / backbuffer format
4249 * combination is available on the given adapter. In fullscreen mode microsoft specified
4250 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4251 * and display format should match exactly.
4252 * In windowed mode format conversion can occur and this depends on the driver. When format
4253 * conversion is done, this function should nevertheless fail and applications need to use
4254 * CheckDeviceFormatConversion.
4255 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4257 /* There are only 4 display formats. */
4258 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4259 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4260 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4261 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4263 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4264 return WINED3DERR_NOTAVAILABLE;
4267 /* If the requested display format is not available, don't continue. */
4268 mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4271 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4272 return WINED3DERR_NOTAVAILABLE;
4275 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4276 * it means 'reuse' the display format for the backbuffer. */
4277 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4279 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4280 return WINED3DERR_NOTAVAILABLE;
4283 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4284 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4285 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4287 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4288 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4289 return WINED3DERR_NOTAVAILABLE;
4292 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4293 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4294 * WINED3DFMT_B5G5R5A1_UNORM. */
4295 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4296 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4298 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4299 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4300 return WINED3DERR_NOTAVAILABLE;
4303 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4304 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4305 * WINED3DFMT_B8G8R8A8_UNORM. */
4306 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4307 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4309 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4310 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4311 return WINED3DERR_NOTAVAILABLE;
4314 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4315 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4316 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4317 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4319 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4320 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4321 return WINED3DERR_NOTAVAILABLE;
4324 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4325 hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4326 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4328 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4329 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4334 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4335 subset of a D3DCAPS9 structure. However, it has to come via a void *
4336 as the d3d8 interface cannot import the d3d9 header */
4337 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4338 WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4340 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4341 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4342 int vs_selected_mode;
4343 int ps_selected_mode;
4344 struct shader_caps shader_caps;
4345 struct fragment_caps fragment_caps;
4346 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4348 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4349 wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4351 if (adapter_idx >= wined3d->adapter_count)
4352 return WINED3DERR_INVALIDCALL;
4354 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4356 /* ------------------------------------------------
4357 The following fields apply to both d3d8 and d3d9
4358 ------------------------------------------------ */
4359 /* Not quite true, but use h/w supported by opengl I suppose */
4360 caps->DeviceType = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4361 caps->AdapterOrdinal = adapter_idx;
4364 caps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4365 WINED3DCAPS2_FULLSCREENGAMMA |
4366 WINED3DCAPS2_DYNAMICTEXTURES;
4367 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4368 caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4370 caps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4371 WINED3DCAPS3_COPY_TO_VIDMEM |
4372 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4374 caps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4375 WINED3DPRESENT_INTERVAL_ONE;
4377 caps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4378 WINED3DCURSORCAPS_LOWRES;
4380 caps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4381 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4382 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4383 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4384 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4385 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4386 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4387 WINED3DDEVCAPS_PUREDEVICE |
4388 WINED3DDEVCAPS_HWRASTERIZATION |
4389 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4390 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4391 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4392 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4393 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4394 WINED3DDEVCAPS_RTPATCHES;
4396 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4397 WINED3DPMISCCAPS_CULLCCW |
4398 WINED3DPMISCCAPS_CULLCW |
4399 WINED3DPMISCCAPS_COLORWRITEENABLE |
4400 WINED3DPMISCCAPS_CLIPTLVERTS |
4401 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4402 WINED3DPMISCCAPS_MASKZ |
4403 WINED3DPMISCCAPS_BLENDOP |
4404 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4406 WINED3DPMISCCAPS_NULLREFERENCE
4407 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4408 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4409 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4411 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4412 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4413 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4414 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4416 caps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4417 WINED3DPRASTERCAPS_PAT |
4418 WINED3DPRASTERCAPS_WFOG |
4419 WINED3DPRASTERCAPS_ZFOG |
4420 WINED3DPRASTERCAPS_FOGVERTEX |
4421 WINED3DPRASTERCAPS_FOGTABLE |
4422 WINED3DPRASTERCAPS_STIPPLE |
4423 WINED3DPRASTERCAPS_SUBPIXEL |
4424 WINED3DPRASTERCAPS_ZTEST |
4425 WINED3DPRASTERCAPS_SCISSORTEST |
4426 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4427 WINED3DPRASTERCAPS_DEPTHBIAS;
4429 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4431 caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4432 WINED3DPRASTERCAPS_ZBIAS |
4433 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4435 if (gl_info->supported[NV_FOG_DISTANCE])
4437 caps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4440 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4441 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4442 WINED3DPRASTERCAPS_ANTIALIASEDGES
4443 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4444 WINED3DPRASTERCAPS_WBUFFER */
4446 caps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4447 WINED3DPCMPCAPS_EQUAL |
4448 WINED3DPCMPCAPS_GREATER |
4449 WINED3DPCMPCAPS_GREATEREQUAL |
4450 WINED3DPCMPCAPS_LESS |
4451 WINED3DPCMPCAPS_LESSEQUAL |
4452 WINED3DPCMPCAPS_NEVER |
4453 WINED3DPCMPCAPS_NOTEQUAL;
4455 caps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4456 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4457 WINED3DPBLENDCAPS_DESTALPHA |
4458 WINED3DPBLENDCAPS_DESTCOLOR |
4459 WINED3DPBLENDCAPS_INVDESTALPHA |
4460 WINED3DPBLENDCAPS_INVDESTCOLOR |
4461 WINED3DPBLENDCAPS_INVSRCALPHA |
4462 WINED3DPBLENDCAPS_INVSRCCOLOR |
4463 WINED3DPBLENDCAPS_ONE |
4464 WINED3DPBLENDCAPS_SRCALPHA |
4465 WINED3DPBLENDCAPS_SRCALPHASAT |
4466 WINED3DPBLENDCAPS_SRCCOLOR |
4467 WINED3DPBLENDCAPS_ZERO;
4469 caps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4470 WINED3DPBLENDCAPS_DESTCOLOR |
4471 WINED3DPBLENDCAPS_INVDESTALPHA |
4472 WINED3DPBLENDCAPS_INVDESTCOLOR |
4473 WINED3DPBLENDCAPS_INVSRCALPHA |
4474 WINED3DPBLENDCAPS_INVSRCCOLOR |
4475 WINED3DPBLENDCAPS_ONE |
4476 WINED3DPBLENDCAPS_SRCALPHA |
4477 WINED3DPBLENDCAPS_SRCCOLOR |
4478 WINED3DPBLENDCAPS_ZERO;
4479 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4480 * according to the glBlendFunc manpage
4482 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4483 * legacy settings for srcblend only
4486 if (gl_info->supported[EXT_BLEND_COLOR])
4488 caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4489 caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4493 caps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4494 WINED3DPCMPCAPS_EQUAL |
4495 WINED3DPCMPCAPS_GREATER |
4496 WINED3DPCMPCAPS_GREATEREQUAL |
4497 WINED3DPCMPCAPS_LESS |
4498 WINED3DPCMPCAPS_LESSEQUAL |
4499 WINED3DPCMPCAPS_NEVER |
4500 WINED3DPCMPCAPS_NOTEQUAL;
4502 caps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4503 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4504 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4505 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4506 WINED3DPSHADECAPS_COLORFLATRGB |
4507 WINED3DPSHADECAPS_FOGFLAT |
4508 WINED3DPSHADECAPS_FOGGOURAUD |
4509 WINED3DPSHADECAPS_SPECULARFLATRGB;
4511 caps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4512 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4513 WINED3DPTEXTURECAPS_TRANSPARENCY |
4514 WINED3DPTEXTURECAPS_BORDER |
4515 WINED3DPTEXTURECAPS_MIPMAP |
4516 WINED3DPTEXTURECAPS_PROJECTED |
4517 WINED3DPTEXTURECAPS_PERSPECTIVE;
4519 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4521 caps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4522 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4525 if (gl_info->supported[EXT_TEXTURE3D])
4527 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4528 WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4529 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4531 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4535 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4537 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4538 WINED3DPTEXTURECAPS_MIPCUBEMAP;
4539 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4541 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4545 caps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4546 WINED3DPTFILTERCAPS_MAGFPOINT |
4547 WINED3DPTFILTERCAPS_MINFLINEAR |
4548 WINED3DPTFILTERCAPS_MINFPOINT |
4549 WINED3DPTFILTERCAPS_MIPFLINEAR |
4550 WINED3DPTFILTERCAPS_MIPFPOINT |
4551 WINED3DPTFILTERCAPS_LINEAR |
4552 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4553 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4554 WINED3DPTFILTERCAPS_MIPLINEAR |
4555 WINED3DPTFILTERCAPS_MIPNEAREST |
4556 WINED3DPTFILTERCAPS_NEAREST;
4558 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4560 caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4561 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4564 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4566 caps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4567 WINED3DPTFILTERCAPS_MAGFPOINT |
4568 WINED3DPTFILTERCAPS_MINFLINEAR |
4569 WINED3DPTFILTERCAPS_MINFPOINT |
4570 WINED3DPTFILTERCAPS_MIPFLINEAR |
4571 WINED3DPTFILTERCAPS_MIPFPOINT |
4572 WINED3DPTFILTERCAPS_LINEAR |
4573 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4574 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4575 WINED3DPTFILTERCAPS_MIPLINEAR |
4576 WINED3DPTFILTERCAPS_MIPNEAREST |
4577 WINED3DPTFILTERCAPS_NEAREST;
4579 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4581 caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4582 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4587 caps->CubeTextureFilterCaps = 0;
4590 if (gl_info->supported[EXT_TEXTURE3D])
4592 caps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4593 WINED3DPTFILTERCAPS_MAGFPOINT |
4594 WINED3DPTFILTERCAPS_MINFLINEAR |
4595 WINED3DPTFILTERCAPS_MINFPOINT |
4596 WINED3DPTFILTERCAPS_MIPFLINEAR |
4597 WINED3DPTFILTERCAPS_MIPFPOINT |
4598 WINED3DPTFILTERCAPS_LINEAR |
4599 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4600 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4601 WINED3DPTFILTERCAPS_MIPLINEAR |
4602 WINED3DPTFILTERCAPS_MIPNEAREST |
4603 WINED3DPTFILTERCAPS_NEAREST;
4607 caps->VolumeTextureFilterCaps = 0;
4610 caps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4611 WINED3DPTADDRESSCAPS_CLAMP |
4612 WINED3DPTADDRESSCAPS_WRAP;
4614 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4616 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4618 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4620 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4622 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4624 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4627 if (gl_info->supported[EXT_TEXTURE3D])
4629 caps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4630 WINED3DPTADDRESSCAPS_CLAMP |
4631 WINED3DPTADDRESSCAPS_WRAP;
4632 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4634 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4636 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4638 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4640 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4642 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4647 caps->VolumeTextureAddressCaps = 0;
4650 caps->LineCaps = WINED3DLINECAPS_TEXTURE |
4651 WINED3DLINECAPS_ZTEST |
4652 WINED3DLINECAPS_BLEND |
4653 WINED3DLINECAPS_ALPHACMP |
4654 WINED3DLINECAPS_FOG;
4655 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4656 * idea how generating the smoothing alpha values works; the result is different
4659 caps->MaxTextureWidth = gl_info->limits.texture_size;
4660 caps->MaxTextureHeight = gl_info->limits.texture_size;
4662 if (gl_info->supported[EXT_TEXTURE3D])
4663 caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4665 caps->MaxVolumeExtent = 0;
4667 caps->MaxTextureRepeat = 32768;
4668 caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4669 caps->MaxVertexW = 1.0f;
4671 caps->GuardBandLeft = 0.0f;
4672 caps->GuardBandTop = 0.0f;
4673 caps->GuardBandRight = 0.0f;
4674 caps->GuardBandBottom = 0.0f;
4676 caps->ExtentsAdjust = 0.0f;
4678 caps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4679 WINED3DSTENCILCAPS_INCRSAT |
4680 WINED3DSTENCILCAPS_INVERT |
4681 WINED3DSTENCILCAPS_KEEP |
4682 WINED3DSTENCILCAPS_REPLACE |
4683 WINED3DSTENCILCAPS_ZERO;
4684 if (gl_info->supported[EXT_STENCIL_WRAP])
4686 caps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4687 WINED3DSTENCILCAPS_INCR;
4689 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4691 caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4694 caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4696 caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4697 caps->MaxActiveLights = gl_info->limits.lights;
4699 caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4700 caps->MaxVertexBlendMatrixIndex = 0;
4702 caps->MaxAnisotropy = gl_info->limits.anisotropy;
4703 caps->MaxPointSize = gl_info->limits.pointsize_max;
4706 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4707 caps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4708 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4709 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4710 WINED3DVTXPCAPS_LOCALVIEWER |
4711 WINED3DVTXPCAPS_VERTEXFOG |
4712 WINED3DVTXPCAPS_TEXGEN;
4714 caps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4715 caps->MaxVertexIndex = 0xFFFFF;
4716 caps->MaxStreams = MAX_STREAMS;
4717 caps->MaxStreamStride = 1024;
4719 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4720 caps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4721 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4722 caps->MaxNpatchTessellationLevel = 0;
4723 caps->MasterAdapterOrdinal = 0;
4724 caps->AdapterOrdinalInGroup = 0;
4725 caps->NumberOfAdaptersInGroup = 1;
4727 caps->NumSimultaneousRTs = gl_info->limits.buffers;
4729 caps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4730 WINED3DPTFILTERCAPS_MAGFPOINT |
4731 WINED3DPTFILTERCAPS_MINFLINEAR |
4732 WINED3DPTFILTERCAPS_MAGFLINEAR;
4733 caps->VertexTextureFilterCaps = 0;
4735 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4736 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4738 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4739 caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4741 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4742 * Ignore shader model capabilities if disabled in config
4744 if (vs_selected_mode == SHADER_NONE)
4746 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4747 caps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4748 caps->MaxVertexShaderConst = 0;
4752 caps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4753 caps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4756 if (ps_selected_mode == SHADER_NONE)
4758 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4759 caps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4760 caps->PixelShader1xMaxValue = 0.0f;
4762 caps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4763 caps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4766 caps->TextureOpCaps = fragment_caps.TextureOpCaps;
4767 caps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4768 caps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4770 /* The following caps are shader specific, but they are things we cannot detect, or which
4771 * are the same among all shader models. So to avoid code duplication set the shader version
4772 * specific, but otherwise constant caps here
4774 if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4776 /* Where possible set the caps based on OpenGL extensions and if they
4777 * aren't set (in case of software rendering) use the VS 3.0 from
4778 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4780 caps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4781 /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4782 caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4783 caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4784 /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4785 caps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4787 caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4788 caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4790 else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4792 caps->VS20Caps.Caps = 0;
4793 caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4794 caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4795 caps->VS20Caps.StaticFlowControlDepth = 1;
4797 caps->MaxVShaderInstructionsExecuted = 65535;
4798 caps->MaxVertexShader30InstructionSlots = 0;
4802 caps->VS20Caps.Caps = 0;
4803 caps->VS20Caps.DynamicFlowControlDepth = 0;
4804 caps->VS20Caps.NumTemps = 0;
4805 caps->VS20Caps.StaticFlowControlDepth = 0;
4807 caps->MaxVShaderInstructionsExecuted = 0;
4808 caps->MaxVertexShader30InstructionSlots = 0;
4811 if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4813 /* Where possible set the caps based on OpenGL extensions and if they
4814 * aren't set (in case of software rendering) use the PS 3.0 from
4815 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4818 /* Caps is more or less undocumented on MSDN but it appears to be
4819 * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4820 * cards from Windows */
4821 caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4822 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4823 WINED3DPS20CAPS_PREDICATION |
4824 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4825 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4826 /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4827 caps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4828 caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4829 /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4830 caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4831 /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4832 caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4834 caps->MaxPShaderInstructionsExecuted = 65535;
4835 caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4836 adapter->gl_info.limits.arb_ps_instructions);
4838 else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4840 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4841 caps->PS20Caps.Caps = 0;
4842 caps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4843 caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4844 caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4845 /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4846 caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4848 caps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4849 caps->MaxPixelShader30InstructionSlots = 0;
4853 caps->PS20Caps.Caps = 0;
4854 caps->PS20Caps.DynamicFlowControlDepth = 0;
4855 caps->PS20Caps.NumTemps = 0;
4856 caps->PS20Caps.StaticFlowControlDepth = 0;
4857 caps->PS20Caps.NumInstructionSlots = 0;
4859 caps->MaxPShaderInstructionsExecuted = 0;
4860 caps->MaxPixelShader30InstructionSlots = 0;
4863 if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4865 /* OpenGL supports all the formats below, perhaps not always
4866 * without conversion, but it supports them.
4867 * Further GLSL doesn't seem to have an official unsigned type so
4868 * don't advertise it yet as I'm not sure how we handle it.
4869 * We might need to add some clamping in the shader engine to
4871 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4872 caps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4873 WINED3DDTCAPS_UBYTE4N |
4874 WINED3DDTCAPS_SHORT2N |
4875 WINED3DDTCAPS_SHORT4N;
4876 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4878 caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4879 WINED3DDTCAPS_FLOAT16_4;
4884 caps->DeclTypes = 0;
4887 /* Set DirectDraw helper Caps */
4888 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4889 WINEDDCKEYCAPS_SRCBLT;
4890 fx_caps = WINEDDFXCAPS_BLTALPHA |
4891 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4892 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4893 WINEDDFXCAPS_BLTROTATION90 |
4894 WINEDDFXCAPS_BLTSHRINKX |
4895 WINEDDFXCAPS_BLTSHRINKXN |
4896 WINEDDFXCAPS_BLTSHRINKY |
4897 WINEDDFXCAPS_BLTSHRINKXN |
4898 WINEDDFXCAPS_BLTSTRETCHX |
4899 WINEDDFXCAPS_BLTSTRETCHXN |
4900 WINEDDFXCAPS_BLTSTRETCHY |
4901 WINEDDFXCAPS_BLTSTRETCHYN;
4902 blit_caps = WINEDDCAPS_BLT |
4903 WINEDDCAPS_BLTCOLORFILL |
4904 WINEDDCAPS_BLTDEPTHFILL |
4905 WINEDDCAPS_BLTSTRETCH |
4906 WINEDDCAPS_CANBLTSYSMEM |
4907 WINEDDCAPS_CANCLIP |
4908 WINEDDCAPS_CANCLIPSTRETCHED |
4909 WINEDDCAPS_COLORKEY |
4910 WINEDDCAPS_COLORKEYHWASSIST |
4911 WINEDDCAPS_ALIGNBOUNDARYSRC;
4912 pal_caps = WINEDDPCAPS_8BIT |
4913 WINEDDPCAPS_PRIMARYSURFACE;
4915 /* Fill the ddraw caps structure */
4916 caps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4917 WINEDDCAPS_PALETTE |
4919 caps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4920 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4921 WINEDDCAPS2_PRIMARYGAMMA |
4922 WINEDDCAPS2_WIDESURFACES |
4923 WINEDDCAPS2_CANRENDERWINDOWED;
4924 caps->DirectDrawCaps.CKeyCaps = ckey_caps;
4925 caps->DirectDrawCaps.FXCaps = fx_caps;
4926 caps->DirectDrawCaps.PalCaps = pal_caps;
4927 caps->DirectDrawCaps.SVBCaps = blit_caps;
4928 caps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4929 caps->DirectDrawCaps.SVBFXCaps = fx_caps;
4930 caps->DirectDrawCaps.VSBCaps = blit_caps;
4931 caps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4932 caps->DirectDrawCaps.VSBFXCaps = fx_caps;
4933 caps->DirectDrawCaps.SSBCaps = blit_caps;
4934 caps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4935 caps->DirectDrawCaps.SSBFXCaps = fx_caps;
4937 caps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4938 WINEDDSCAPS_BACKBUFFER |
4940 WINEDDSCAPS_FRONTBUFFER |
4941 WINEDDSCAPS_OFFSCREENPLAIN |
4942 WINEDDSCAPS_PALETTE |
4943 WINEDDSCAPS_PRIMARYSURFACE |
4944 WINEDDSCAPS_SYSTEMMEMORY |
4945 WINEDDSCAPS_VIDEOMEMORY |
4946 WINEDDSCAPS_VISIBLE;
4947 caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4949 /* Set D3D caps if OpenGL is available. */
4950 if (adapter->opengl)
4952 caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE |
4953 WINEDDSCAPS_MIPMAP |
4954 WINEDDSCAPS_TEXTURE |
4955 WINEDDSCAPS_ZBUFFER;
4956 caps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4962 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4963 HWND focus_window, DWORD flags, BYTE surface_alignment, struct wined3d_device_parent *device_parent,
4964 struct wined3d_device **device)
4966 struct wined3d_device *object;
4969 TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4970 wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4972 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4973 * number and create a device without a 3D adapter for 2D only operation. */
4974 if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4975 return WINED3DERR_INVALIDCALL;
4977 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4980 ERR("Failed to allocate device memory.\n");
4981 return E_OUTOFMEMORY;
4984 hr = device_init(object, wined3d, adapter_idx, device_type,
4985 focus_window, flags, surface_alignment, device_parent);
4988 WARN("Failed to initialize device, hr %#x.\n", hr);
4989 HeapFree(GetProcessHeap(), 0, object);
4993 TRACE("Created device %p.\n", object);
4996 device_parent->ops->wined3d_device_created(device_parent, *device);
5001 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
5003 TRACE("wined3d %p.\n", wined3d);
5005 return wined3d->parent;
5008 static void WINE_GLAPI invalid_func(const void *data)
5010 ERR("Invalid vertex attribute function called\n");
5014 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
5016 ERR("Invalid texcoord function called\n");
5020 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
5021 * the extension detection and are used in drawStridedSlow
5023 static void WINE_GLAPI position_d3dcolor(const void *data)
5025 DWORD pos = *((const DWORD *)data);
5027 FIXME("Add a test for fixed function position from d3dcolor type\n");
5028 glVertex4s(D3DCOLOR_B_R(pos),
5034 static void WINE_GLAPI position_float4(const void *data)
5036 const GLfloat *pos = data;
5038 if (pos[3] != 0.0f && pos[3] != 1.0f)
5040 float w = 1.0f / pos[3];
5042 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5050 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5052 DWORD diffuseColor = *((const DWORD *)data);
5054 glColor4ub(D3DCOLOR_B_R(diffuseColor),
5055 D3DCOLOR_B_G(diffuseColor),
5056 D3DCOLOR_B_B(diffuseColor),
5057 D3DCOLOR_B_A(diffuseColor));
5060 static void WINE_GLAPI specular_d3dcolor(const void *data)
5062 DWORD specularColor = *((const DWORD *)data);
5063 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5064 D3DCOLOR_B_G(specularColor),
5065 D3DCOLOR_B_B(specularColor)};
5067 specular_func_3ubv(d);
5070 static void WINE_GLAPI warn_no_specular_func(const void *data)
5072 WARN("GL_EXT_secondary_color not supported\n");
5075 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5077 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5078 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5079 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
5080 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5081 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5082 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5083 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5084 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
5085 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5086 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5087 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5088 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5089 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5090 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5091 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5092 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5093 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5095 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5096 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5097 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
5098 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
5099 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5100 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5101 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5102 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5103 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
5104 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5105 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
5106 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5107 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
5108 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5109 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5110 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5111 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5113 /* No 4 component entry points here */
5114 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5115 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5116 if (gl_info->supported[EXT_SECONDARY_COLOR])
5118 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5122 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5124 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5125 if (gl_info->supported[EXT_SECONDARY_COLOR])
5127 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5128 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5132 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5134 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5135 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5136 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5137 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5138 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5139 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5140 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5141 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5142 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5143 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5144 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5145 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5147 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5148 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5150 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5151 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5152 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5153 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5154 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5155 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5156 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5157 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5158 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5159 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5160 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5161 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5162 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5163 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5164 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5165 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5166 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5168 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5169 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5170 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5171 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5172 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5173 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5174 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5175 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5176 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5177 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5178 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5179 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5180 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5181 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5182 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5183 if (gl_info->supported[NV_HALF_FLOAT])
5185 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5186 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5187 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5189 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5190 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5194 /* Do not call while under the GL lock. */
5195 static BOOL InitAdapters(struct wined3d *wined3d)
5197 static HMODULE mod_gl;
5199 int ps_selected_mode, vs_selected_mode;
5201 /* No need to hold any lock. The calling library makes sure only one thread calls
5202 * wined3d simultaneously
5205 TRACE("Initializing adapters\n");
5208 #ifdef USE_WIN32_OPENGL
5209 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5210 mod_gl = LoadLibraryA("opengl32.dll");
5212 ERR("Can't load opengl32.dll!\n");
5216 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5217 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5218 mod_gl = GetModuleHandleA("gdi32.dll");
5222 /* Load WGL core functions from opengl32.dll */
5223 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5227 if(!pwglGetProcAddress) {
5228 ERR("Unable to load wglGetProcAddress!\n");
5232 /* Dynamically load all GL core functions */
5236 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5237 * otherwise because we have to use winex11.drv's override
5239 #ifdef USE_WIN32_OPENGL
5240 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5241 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5243 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5244 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5247 glEnableWINE = glEnable;
5248 glDisableWINE = glDisable;
5250 /* For now only one default adapter */
5252 struct wined3d_adapter *adapter = &wined3d->adapters[0];
5253 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5254 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5255 struct wined3d_pixel_format *cfgs;
5259 DISPLAY_DEVICEW DisplayDevice;
5262 TRACE("Initializing default adapter\n");
5263 adapter->ordinal = 0;
5264 adapter->monitorPoint.x = -1;
5265 adapter->monitorPoint.y = -1;
5267 if (!AllocateLocallyUniqueId(&adapter->luid))
5269 DWORD err = GetLastError();
5270 ERR("Failed to set adapter LUID (%#x).\n", err);
5273 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5274 adapter->luid.HighPart, adapter->luid.LowPart);
5276 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5278 ERR("Failed to get a gl context for default adapter\n");
5282 ret = wined3d_adapter_init_gl_caps(adapter);
5284 ERR("Failed to initialize gl caps for default adapter\n");
5285 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5288 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5290 ERR("Failed to init gl formats\n");
5291 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5295 hdc = fake_gl_ctx.dc;
5297 adapter->TextureRam = adapter->driver_info.vidmem;
5298 adapter->UsedTextureRam = 0;
5299 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5301 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5302 DisplayDevice.cb = sizeof(DisplayDevice);
5303 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5304 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5305 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5307 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5314 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5315 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5317 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs * sizeof(*adapter->cfgs));
5318 cfgs = adapter->cfgs;
5319 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5320 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5321 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5322 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5323 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5324 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5325 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5326 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5327 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5328 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5329 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5331 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5333 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5338 /* Cache the pixel format */
5339 cfgs->iPixelFormat = iPixelFormat;
5340 cfgs->redSize = values[0];
5341 cfgs->greenSize = values[1];
5342 cfgs->blueSize = values[2];
5343 cfgs->alphaSize = values[3];
5344 cfgs->colorSize = values[4];
5345 cfgs->depthSize = values[5];
5346 cfgs->stencilSize = values[6];
5347 cfgs->windowDrawable = values[7];
5348 cfgs->iPixelType = values[8];
5349 cfgs->doubleBuffer = values[9];
5350 cfgs->auxBuffers = values[10];
5352 cfgs->numSamples = 0;
5353 /* Check multisample support */
5354 if (gl_info->supported[ARB_MULTISAMPLE])
5356 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5358 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5359 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5360 * value[1] = number of multi sample buffers*/
5362 cfgs->numSamples = value[1];
5366 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5367 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5368 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5369 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5370 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5376 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5377 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs * sizeof(*adapter->cfgs));
5378 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5380 cfgs = adapter->cfgs;
5381 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5383 PIXELFORMATDESCRIPTOR ppfd;
5385 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5389 /* We only want HW acceleration using an OpenGL ICD driver.
5390 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5391 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5393 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5395 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5399 cfgs->iPixelFormat = iPixelFormat;
5400 cfgs->redSize = ppfd.cRedBits;
5401 cfgs->greenSize = ppfd.cGreenBits;
5402 cfgs->blueSize = ppfd.cBlueBits;
5403 cfgs->alphaSize = ppfd.cAlphaBits;
5404 cfgs->colorSize = ppfd.cColorBits;
5405 cfgs->depthSize = ppfd.cDepthBits;
5406 cfgs->stencilSize = ppfd.cStencilBits;
5407 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5408 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5409 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5410 cfgs->auxBuffers = ppfd.cAuxBuffers;
5411 cfgs->numSamples = 0;
5413 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5414 "depth=%d, stencil=%d, windowDrawable=%d\n",
5415 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5416 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5417 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5422 /* 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 */
5425 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5427 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5428 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5433 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5434 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5435 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5436 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5437 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5438 * driver is allowed to consume more bits EXCEPT for stencil bits.
5440 * Mark an adapter with this broken stencil behavior.
5442 adapter->brokenStencil = TRUE;
5443 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5445 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5446 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5447 adapter->brokenStencil = FALSE;
5452 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5454 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5455 fillGLAttribFuncs(&adapter->gl_info);
5456 adapter->opengl = TRUE;
5458 wined3d->adapter_count = 1;
5459 TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5464 /* Initialize an adapter for ddraw-only memory counting */
5465 memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5466 wined3d->adapters[0].ordinal = 0;
5467 wined3d->adapters[0].opengl = FALSE;
5468 wined3d->adapters[0].monitorPoint.x = -1;
5469 wined3d->adapters[0].monitorPoint.y = -1;
5471 wined3d->adapters[0].driver_info.name = "Display";
5472 wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5473 if (wined3d_settings.emulated_textureram)
5474 wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5476 wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5478 initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5480 wined3d->adapter_count = 1;
5484 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5486 const struct wined3d_parent_ops wined3d_null_parent_ops =
5488 wined3d_null_wined3d_object_destroyed,
5491 /* Do not call while under the GL lock. */
5492 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, DWORD flags, void *parent)
5494 wined3d->dxVersion = version;
5496 wined3d->parent = parent;
5497 wined3d->flags = flags;
5499 if (!InitAdapters(wined3d))
5501 WARN("Failed to initialize adapters.\n");
5504 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);