2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 #define GLINFO_LOCATION (*gl_info)
41 /* The d3d device ID */
42 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
44 /* Extension detection */
46 const char *extension_string;
47 GL_SupportedExt extension;
51 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
52 {"GL_APPLE_fence", APPLE_FENCE, 0 },
53 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
54 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
55 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
58 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
59 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
60 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
61 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
62 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
65 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
66 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
67 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
68 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
69 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
70 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
71 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
72 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
73 {"GL_ARB_imaging", ARB_IMAGING, 0 },
74 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
75 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
76 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
77 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
78 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
79 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
80 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
81 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
82 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
83 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
84 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
85 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
86 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
87 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
88 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
89 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
90 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
95 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
96 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
97 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
100 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
101 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
102 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
103 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
104 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
105 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
106 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
107 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
108 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
109 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
110 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
111 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
112 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
113 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
114 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
115 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
116 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
117 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
118 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
119 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
120 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
121 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
122 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
123 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
124 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
125 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
126 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
127 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
130 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
131 {"GL_NV_fence", NV_FENCE, 0 },
132 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
133 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
134 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
135 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
136 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
137 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
138 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
139 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
140 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
141 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
142 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
143 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
144 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
145 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
146 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
147 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
148 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
149 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
150 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
153 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
156 /**********************************************************
157 * Utility functions follow
158 **********************************************************/
160 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
161 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
162 WINED3DDEVTYPE DeviceType);
163 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
164 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
167 const int minLookup[MAX_LOOKUPS] =
169 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
172 const int maxLookup[MAX_LOOKUPS] =
174 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
177 DWORD *stateLookup[MAX_LOOKUPS];
179 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
180 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
185 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
188 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
189 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
191 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
194 /* drawStridedSlow attributes */
195 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
196 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
197 glAttribFunc specular_func_3ubv;
198 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
199 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
200 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
203 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
204 * i.e., there is no GL Context - Get a default rendering context to enable the
205 * function query some info from GL.
208 static int wined3d_fake_gl_context_ref = 0;
209 static BOOL wined3d_fake_gl_context_foreign;
210 static BOOL wined3d_fake_gl_context_available = FALSE;
211 static HDC wined3d_fake_gl_context_hdc = NULL;
212 static HWND wined3d_fake_gl_context_hwnd = NULL;
214 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
215 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
217 0, 0, &wined3d_fake_gl_context_cs,
218 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
219 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
220 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
222 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
224 static void WineD3D_ReleaseFakeGLContext(void) {
227 EnterCriticalSection(&wined3d_fake_gl_context_cs);
229 if(!wined3d_fake_gl_context_available) {
230 TRACE_(d3d_caps)("context not available\n");
231 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
235 glCtx = pwglGetCurrentContext();
237 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
238 if (0 == (--wined3d_fake_gl_context_ref) ) {
239 if(!wined3d_fake_gl_context_foreign && glCtx) {
240 TRACE_(d3d_caps)("destroying fake GL context\n");
241 pwglMakeCurrent(NULL, NULL);
242 pwglDeleteContext(glCtx);
244 if(wined3d_fake_gl_context_hdc)
245 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
246 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
247 if(wined3d_fake_gl_context_hwnd)
248 DestroyWindow(wined3d_fake_gl_context_hwnd);
249 wined3d_fake_gl_context_hwnd = NULL;
250 wined3d_fake_gl_context_available = FALSE;
252 assert(wined3d_fake_gl_context_ref >= 0);
254 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
257 static BOOL WineD3D_CreateFakeGLContext(void) {
260 EnterCriticalSection(&wined3d_fake_gl_context_cs);
262 TRACE("getting context...\n");
263 if(wined3d_fake_gl_context_ref > 0) goto ret;
264 assert(0 == wined3d_fake_gl_context_ref);
266 wined3d_fake_gl_context_foreign = TRUE;
268 glCtx = pwglGetCurrentContext();
270 PIXELFORMATDESCRIPTOR pfd;
273 wined3d_fake_gl_context_foreign = FALSE;
275 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
276 wined3d_fake_gl_context_hwnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
277 if(!wined3d_fake_gl_context_hwnd) {
278 ERR("HWND creation failed!\n");
281 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
282 if(!wined3d_fake_gl_context_hdc) {
283 ERR("GetDC failed!\n");
287 /* PixelFormat selection */
288 ZeroMemory(&pfd, sizeof(pfd));
289 pfd.nSize = sizeof(pfd);
291 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
292 pfd.iPixelType = PFD_TYPE_RGBA;
294 pfd.iLayerType = PFD_MAIN_PLANE;
296 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
298 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
299 ERR("Can't find a suitable iPixelFormat\n");
302 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
303 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
305 /* Create a GL context */
306 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
308 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
312 /* Make it the current GL context */
313 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
314 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
320 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
321 wined3d_fake_gl_context_ref++;
322 wined3d_fake_gl_context_available = TRUE;
323 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
326 if(wined3d_fake_gl_context_hdc)
327 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
328 wined3d_fake_gl_context_hdc = NULL;
329 if(wined3d_fake_gl_context_hwnd)
330 DestroyWindow(wined3d_fake_gl_context_hwnd);
331 wined3d_fake_gl_context_hwnd = NULL;
332 if(glCtx) pwglDeleteContext(glCtx);
333 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
337 /* Adjust the amount of used texture memory */
338 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
339 struct WineD3DAdapter *adapter = D3DDevice->adapter;
341 adapter->UsedTextureRam += glram;
342 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
343 return adapter->UsedTextureRam;
346 /**********************************************************
347 * IUnknown parts follows
348 **********************************************************/
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
352 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
354 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355 if (IsEqualGUID(riid, &IID_IUnknown)
356 || IsEqualGUID(riid, &IID_IWineD3DBase)
357 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358 IUnknown_AddRef(iface);
363 return E_NOINTERFACE;
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
368 ULONG refCount = InterlockedIncrement(&This->ref);
370 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375 IWineD3DImpl *This = (IWineD3DImpl *)iface;
377 TRACE("(%p) : Releasing from %d\n", This, This->ref);
378 ref = InterlockedDecrement(&This->ref);
382 for (i = 0; i < This->adapter_count; ++i)
384 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
386 HeapFree(GetProcessHeap(), 0, This);
392 /* Set the shader type for this device, depending on the given capabilities,
393 * the device type, and the user preferences in wined3d_settings */
395 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
397 if (wined3d_settings.vs_mode == VS_NONE) {
398 *vs_selected = SHADER_NONE;
399 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
400 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
401 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
402 * shaders only on this card. */
403 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
404 *vs_selected = SHADER_ARB;
406 *vs_selected = SHADER_GLSL;
407 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
408 *vs_selected = SHADER_ARB;
410 *vs_selected = SHADER_NONE;
413 if (wined3d_settings.ps_mode == PS_NONE) {
414 *ps_selected = SHADER_NONE;
415 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
416 *ps_selected = SHADER_GLSL;
417 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
418 *ps_selected = SHADER_ARB;
419 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
420 *ps_selected = SHADER_ATI;
422 *ps_selected = SHADER_NONE;
426 /** Select the number of report maximum shader constants based on the selected shader modes */
427 static void select_shader_max_constants(
428 int ps_selected_mode,
429 int vs_selected_mode,
430 WineD3D_GL_Info *gl_info) {
432 switch (vs_selected_mode) {
434 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
437 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
440 gl_info->max_vshader_constantsF = 0;
444 switch (ps_selected_mode) {
446 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
449 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
452 gl_info->max_pshader_constantsF = 0;
457 /**********************************************************
458 * IWineD3D parts follows
459 **********************************************************/
461 /* GL locking is done by the caller */
462 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
466 const char *testcode =
468 "PARAM C[66] = { program.env[0..65] };\n"
470 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
471 "ARL A0.x, zero.x;\n"
472 "MOV result.position, C[A0.x + 65];\n"
476 GL_EXTCALL(glGenProgramsARB(1, &prog));
478 ERR("Failed to create an ARB offset limit test program\n");
480 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
481 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
482 strlen(testcode), testcode));
483 if(glGetError() != 0) {
484 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
485 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
487 } else TRACE("OpenGL implementation allows offsets > 63\n");
489 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
490 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
491 checkGLcall("ARB vp offset limit test cleanup\n");
496 static DWORD ver_for_ext(GL_SupportedExt ext)
499 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
500 if(EXTENSION_MAP[i].extension == ext) {
501 return EXTENSION_MAP[i].version;
507 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
508 const char *GL_Extensions = NULL;
509 const char *WGL_Extensions = NULL;
510 const char *gl_string = NULL;
511 const char *gl_string_cursor = NULL;
513 GLfloat gl_floatv[2];
514 int major = 1, minor = 0;
515 BOOL return_value = TRUE;
518 unsigned int vidmem=0;
520 TRACE_(d3d_caps)("(%p)\n", gl_info);
524 gl_string = (const char *) glGetString(GL_RENDERER);
525 if (!gl_string) gl_string = "None";
526 strcpy(gl_info->gl_renderer, gl_string);
528 gl_string = (const char *) glGetString(GL_VENDOR);
529 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
530 if (gl_string != NULL) {
531 /* Fill in the GL vendor */
532 if (strstr(gl_string, "NVIDIA")) {
533 gl_info->gl_vendor = VENDOR_NVIDIA;
534 } else if (strstr(gl_string, "ATI")) {
535 gl_info->gl_vendor = VENDOR_ATI;
536 } else if (strstr(gl_string, "Intel(R)") ||
537 strstr(gl_info->gl_renderer, "Intel(R)") ||
538 strstr(gl_string, "Intel Inc.")) {
539 gl_info->gl_vendor = VENDOR_INTEL;
540 } else if (strstr(gl_string, "Mesa")) {
541 gl_info->gl_vendor = VENDOR_MESA;
543 gl_info->gl_vendor = VENDOR_WINE;
546 gl_info->gl_vendor = VENDOR_WINE;
550 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
552 /* Parse the GL_VERSION field into major and minor information */
553 gl_string = (const char *) glGetString(GL_VERSION);
554 if (gl_string != NULL) {
556 /* First, parse the generic opengl version. This is supposed not to be convoluted with
557 * driver specific information
559 gl_string_cursor = gl_string;
560 major = atoi(gl_string_cursor);
562 ERR("Invalid opengl major version: %d\n", major);
564 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
567 if (*gl_string_cursor++ != '.') {
568 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
570 minor = atoi(gl_string_cursor);
571 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
572 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
574 /* Now parse the driver specific string which we'll report to the app */
575 switch (gl_info->gl_vendor) {
577 gl_string_cursor = strstr(gl_string, "NVIDIA");
578 if (!gl_string_cursor) {
579 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
583 gl_string_cursor = strstr(gl_string_cursor, " ");
584 if (!gl_string_cursor) {
585 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
589 while (*gl_string_cursor == ' ') {
593 if (!*gl_string_cursor) {
594 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
598 major = atoi(gl_string_cursor);
599 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
603 if (*gl_string_cursor++ != '.') {
604 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
608 minor = atoi(gl_string_cursor);
609 minor = major*100+minor;
616 gl_string_cursor = strchr(gl_string, '-');
617 if (gl_string_cursor) {
620 /* Check if version number is of the form x.y.z */
621 if ( *gl_string_cursor < '0' || *gl_string_cursor > '9'
622 || *(gl_string_cursor+1) != '.'
623 || *(gl_string_cursor+2) < '0' || *(gl_string_cursor+2) > '9'
624 || *(gl_string_cursor+3) != '.'
625 || *(gl_string_cursor+4) < '0' || *(gl_string_cursor+4) > '9' )
626 /* Mark version number as malformed */
627 gl_string_cursor = 0;
630 if (!gl_string_cursor)
631 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
633 major = *gl_string_cursor - '0';
634 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
639 /* Apple and Mesa version strings look differently, but both provide intel drivers */
640 if(strstr(gl_string, "APPLE")) {
641 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
642 * We only need the first part, and use the APPLE as identification
645 gl_string_cursor = gl_string;
646 major = atoi(gl_string_cursor);
647 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
651 if (*gl_string_cursor++ != '.') {
652 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
656 minor = atoi(gl_string_cursor);
661 gl_string_cursor = strstr(gl_string, "Mesa");
662 gl_string_cursor = strstr(gl_string_cursor, " ");
663 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
664 if (*gl_string_cursor) {
668 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
669 tmp[cursor++] = *gl_string_cursor;
675 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
679 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
680 tmp[cursor++] = *gl_string_cursor;
692 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
693 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
694 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
695 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
697 FIXME("OpenGL driver did not return version information\n");
698 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
699 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
702 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
705 * Initialize openGL extension related variables
706 * with Default values
708 memset(gl_info->supported, 0, sizeof(gl_info->supported));
709 gl_info->max_buffers = 1;
710 gl_info->max_textures = 1;
711 gl_info->max_texture_stages = 1;
712 gl_info->max_fragment_samplers = 1;
713 gl_info->max_vertex_samplers = 0;
714 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
715 gl_info->max_sampler_stages = 1;
716 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
717 gl_info->ps_arb_max_temps = 0;
718 gl_info->ps_arb_max_instructions = 0;
719 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
720 gl_info->vs_arb_max_temps = 0;
721 gl_info->vs_arb_max_instructions = 0;
722 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
723 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
724 gl_info->vs_glsl_constantsF = 0;
725 gl_info->ps_glsl_constantsF = 0;
726 gl_info->vs_arb_constantsF = 0;
727 gl_info->ps_arb_constantsF = 0;
729 /* Retrieve opengl defaults */
730 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
731 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
732 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
734 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
735 gl_info->max_lights = gl_max;
736 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
738 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
739 gl_info->max_texture_size = gl_max;
740 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
742 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
743 gl_info->max_pointsizemin = gl_floatv[0];
744 gl_info->max_pointsize = gl_floatv[1];
745 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
747 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
748 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
749 TRACE_(d3d_caps)("GL_Extensions reported:\n");
751 if (NULL == GL_Extensions) {
752 ERR(" GL_Extensions returns NULL\n");
754 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
756 while (*GL_Extensions != 0x00) {
761 while (isspace(*GL_Extensions)) GL_Extensions++;
762 Start = GL_Extensions;
763 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
767 len = GL_Extensions - Start;
768 if (len == 0 || len >= sizeof(ThisExtn))
771 memcpy(ThisExtn, Start, len);
772 ThisExtn[len] = '\0';
773 TRACE_(d3d_caps)("- %s\n", ThisExtn);
775 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
776 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
777 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
778 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
786 /* Now work out what GL support this card really has */
787 #define USE_GL_FUNC(type, pfn, ext, replace) { \
788 DWORD ver = ver_for_ext(ext); \
789 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
790 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
791 else gl_info->pfn = NULL; \
796 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
801 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
802 * loading the functions, otherwise the code above will load the extension entry points instead of the
803 * core functions, which may not work
805 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
806 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
807 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
808 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
809 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
813 if (gl_info->supported[APPLE_FENCE]) {
814 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
815 * The apple extension interacts with some other apple exts. Disable the NV
816 * extension if the apple one is support to prevent confusion in other parts
819 gl_info->supported[NV_FENCE] = FALSE;
821 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
822 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
824 * The enums are the same:
825 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
826 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
827 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
828 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
829 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
831 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
832 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
833 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
835 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
836 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
837 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
840 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
841 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
842 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
844 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
845 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
846 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
847 * are supported. The nv extensions provide the same functionality as the
848 * ATI one, and a bit more(signed pixelformats)
850 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
853 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
854 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
855 gl_info->max_buffers = gl_max;
856 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
858 if (gl_info->supported[ARB_MULTITEXTURE]) {
859 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
860 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
861 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
863 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
865 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
866 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
868 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
870 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
872 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
874 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
875 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
877 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
879 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
881 if (gl_info->supported[ARB_VERTEX_SHADER]) {
883 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
884 gl_info->max_vertex_samplers = tmp;
885 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
886 gl_info->max_combined_samplers = tmp;
888 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
889 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
890 * an issue because then the sampler setup only depends on the two shaders. If a pixel
891 * shader is used with fixed function vertex processing we're fine too because fixed function
892 * vertex processing doesn't use any samplers. If fixed function fragment processing is
893 * used we have to make sure that all vertex sampler setups are valid together with all
894 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
895 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
896 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
897 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
898 * a fixed function pipeline anymore.
900 * So this is just a check to check that our assumption holds true. If not, write a warning
901 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
903 if(gl_info->max_vertex_samplers && gl_info->max_combined_samplers < 12 &&
904 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
905 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
906 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
907 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
908 if( gl_info->max_combined_samplers > MAX_TEXTURES )
909 gl_info->max_vertex_samplers =
910 gl_info->max_combined_samplers - MAX_TEXTURES;
912 gl_info->max_vertex_samplers = 0;
915 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
917 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
918 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
920 if (gl_info->supported[ARB_VERTEX_BLEND]) {
921 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
922 gl_info->max_blends = gl_max;
923 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
925 if (gl_info->supported[EXT_TEXTURE3D]) {
926 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
927 gl_info->max_texture3d_size = gl_max;
928 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
930 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
931 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
932 gl_info->max_anisotropy = gl_max;
933 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
935 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
936 gl_info->ps_arb_version = PS_VERSION_11;
937 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
938 gl_info->ps_arb_constantsF = gl_max;
939 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
940 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
941 gl_info->ps_arb_max_temps = gl_max;
942 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
943 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
944 gl_info->ps_arb_max_instructions = gl_max;
945 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
947 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
948 gl_info->vs_arb_version = VS_VERSION_11;
949 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
950 gl_info->vs_arb_constantsF = gl_max;
951 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
952 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
953 gl_info->vs_arb_max_temps = gl_max;
954 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
955 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
956 gl_info->vs_arb_max_instructions = gl_max;
957 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
959 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
961 if (gl_info->supported[ARB_VERTEX_SHADER]) {
962 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
963 gl_info->vs_glsl_constantsF = gl_max / 4;
964 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
966 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
967 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
968 gl_info->ps_glsl_constantsF = gl_max / 4;
969 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
970 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
971 gl_info->max_glsl_varyings = gl_max;
972 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
974 if (gl_info->supported[EXT_VERTEX_SHADER]) {
975 gl_info->vs_ati_version = VS_VERSION_11;
977 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
978 gl_info->vs_nv_version = VS_VERSION_30;
979 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
980 gl_info->vs_nv_version = VS_VERSION_20;
981 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
982 gl_info->vs_nv_version = VS_VERSION_11;
983 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
984 gl_info->vs_nv_version = VS_VERSION_10;
986 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
987 gl_info->ps_nv_version = PS_VERSION_30;
988 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
989 gl_info->ps_nv_version = PS_VERSION_20;
991 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
992 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
994 gl_info->max_shininess = 128.0;
996 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
997 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
998 * This saves a few redundant glDisable calls
1000 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1002 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1003 /* Disable NV_register_combiners and fragment shader if this is supported.
1004 * generally the NV extensions are preferred over the ATI ones, and this
1005 * extension is disabled if register_combiners and texture_shader2 are both
1006 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1007 * fragment processing support
1009 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1010 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1011 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1012 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1013 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1015 if(gl_info->supported[NV_HALF_FLOAT]) {
1016 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float */
1017 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
1019 if(gl_info->supported[ARB_POINT_SPRITE]) {
1020 gl_info->max_point_sprite_units = gl_info->max_textures;
1022 gl_info->max_point_sprite_units = 0;
1025 checkGLcall("extension detection\n");
1027 /* In some cases the number of texture stages can be larger than the number
1028 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1029 * shaders), but 8 texture stages (register combiners). */
1030 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1032 /* We can only use ORM_FBO when the hardware supports it. */
1033 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1034 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1035 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1038 /* MRTs are currently only supported when FBOs are used. */
1039 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1040 gl_info->max_buffers = 1;
1043 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1044 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1045 * in case of the latest videocards in the number of pixel/vertex pipelines.
1047 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1048 * rendering. Various games use this information to get a rough estimation of the features of the card
1049 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1050 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1051 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1054 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1055 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1056 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1057 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1058 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1059 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1060 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1063 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1064 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1065 * similar 3d features.
1067 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1068 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1069 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1070 * won't pass we return a default card. This way is better than maintaining a full card database as even
1071 * without a full database we can return a card with similar features. Second the size of the database
1072 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1073 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1074 * to distinguishes between different models from that family.
1076 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1077 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1078 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1079 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1080 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1081 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1082 * memory behind our backs if really needed.
1083 * Note that the amount of video memory can be overruled using a registry setting.
1085 switch (gl_info->gl_vendor) {
1087 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1088 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1090 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1091 /* Geforce 200 - highend */
1092 if(strstr(gl_info->gl_renderer, "GTX 280") ||
1093 strstr(gl_info->gl_renderer, "GTX 285") ||
1094 strstr(gl_info->gl_renderer, "GTX 295"))
1096 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1099 /* Geforce 200 - midend high */
1100 if(strstr(gl_info->gl_renderer, "GTX 275")) {
1101 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1104 /* Geforce 200 - midend */
1105 if(strstr(gl_info->gl_renderer, "GTX 260")) {
1106 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
1109 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1110 else if(strstr(gl_info->gl_renderer, "9800") ||
1111 strstr(gl_info->gl_renderer, "GTS 150") ||
1112 strstr(gl_info->gl_renderer, "GTS 250"))
1114 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1117 /* Geforce9 - midend */
1118 else if(strstr(gl_info->gl_renderer, "9600")) {
1119 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1120 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1122 /* Geforce9 - midend low / Geforce 200 - low*/
1123 else if(strstr(gl_info->gl_renderer, "9500") ||
1124 strstr(gl_info->gl_renderer, "GT 120") ||
1125 strstr(gl_info->gl_renderer, "GT 130"))
1127 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
1128 vidmem = 256; /* The 9500GT has 256-1024MB */
1130 /* Geforce9 - lowend */
1131 else if(strstr(gl_info->gl_renderer, "9400")) {
1132 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
1133 vidmem = 256; /* The 9400GT has 256-1024MB */
1135 /* Geforce9 - lowend low */
1136 else if(strstr(gl_info->gl_renderer, "9100") ||
1137 strstr(gl_info->gl_renderer, "9200") ||
1138 strstr(gl_info->gl_renderer, "9300") ||
1139 strstr(gl_info->gl_renderer, "G 100"))
1141 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
1142 vidmem = 256; /* The 9100-9300 cards have 256MB */
1144 /* Geforce8 - highend */
1145 else if (strstr(gl_info->gl_renderer, "8800")) {
1146 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1147 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1149 /* Geforce8 - midend mobile */
1150 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1151 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1154 /* Geforce8 - midend */
1155 else if(strstr(gl_info->gl_renderer, "8600") ||
1156 strstr(gl_info->gl_renderer, "8700"))
1158 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1161 /* Geforce8 - lowend */
1162 else if(strstr(gl_info->gl_renderer, "8300") ||
1163 strstr(gl_info->gl_renderer, "8400") ||
1164 strstr(gl_info->gl_renderer, "8500"))
1166 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1167 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1169 /* Geforce7 - highend */
1170 else if(strstr(gl_info->gl_renderer, "7800") ||
1171 strstr(gl_info->gl_renderer, "7900") ||
1172 strstr(gl_info->gl_renderer, "7950") ||
1173 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1174 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1176 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1177 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1179 /* Geforce7 midend */
1180 else if(strstr(gl_info->gl_renderer, "7600") ||
1181 strstr(gl_info->gl_renderer, "7700")) {
1182 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1183 vidmem = 256; /* The 7600 uses 256-512MB */
1184 /* Geforce7 lower medium */
1185 } else if(strstr(gl_info->gl_renderer, "7400")) {
1186 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1187 vidmem = 256; /* The 7400 uses 256-512MB */
1189 /* Geforce7 lowend */
1190 else if(strstr(gl_info->gl_renderer, "7300")) {
1191 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1192 vidmem = 256; /* Mac Pros with this card have 256 MB */
1194 /* Geforce6 highend */
1195 else if(strstr(gl_info->gl_renderer, "6800"))
1197 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1198 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1200 /* Geforce6 - midend */
1201 else if(strstr(gl_info->gl_renderer, "6600") ||
1202 strstr(gl_info->gl_renderer, "6610") ||
1203 strstr(gl_info->gl_renderer, "6700"))
1205 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1206 vidmem = 128; /* A 6600GT has 128-256MB */
1208 /* Geforce6/7 lowend */
1210 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1213 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1214 /* GeforceFX - highend */
1215 if (strstr(gl_info->gl_renderer, "5800") ||
1216 strstr(gl_info->gl_renderer, "5900") ||
1217 strstr(gl_info->gl_renderer, "5950") ||
1218 strstr(gl_info->gl_renderer, "Quadro FX"))
1220 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1221 vidmem = 256; /* 5800-5900 cards use 256MB */
1223 /* GeforceFX - midend */
1224 else if(strstr(gl_info->gl_renderer, "5600") ||
1225 strstr(gl_info->gl_renderer, "5650") ||
1226 strstr(gl_info->gl_renderer, "5700") ||
1227 strstr(gl_info->gl_renderer, "5750"))
1229 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1230 vidmem = 128; /* A 5600 uses 128-256MB */
1232 /* GeforceFX - lowend */
1234 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1235 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1237 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1238 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1239 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1240 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1243 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1244 vidmem = 64; /* Geforce3 cards have 64-128MB */
1246 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1247 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1248 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1249 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1251 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1252 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1253 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1255 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1256 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1257 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1260 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1261 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1264 if (strstr(gl_info->gl_renderer, "TNT2")) {
1265 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1266 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1269 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1270 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1275 if(WINE_D3D9_CAPABLE(gl_info)) {
1276 /* Radeon R7xx HD4800 - highend */
1277 if (strstr(gl_info->gl_renderer, "HD 4800") ||
1278 strstr(gl_info->gl_renderer, "HD 4830") ||
1279 strstr(gl_info->gl_renderer, "HD 4850") ||
1280 strstr(gl_info->gl_renderer, "HD 4870") ||
1281 strstr(gl_info->gl_renderer, "HD 4890"))
1283 gl_info->gl_card = CARD_ATI_RADEON_HD4800;
1284 vidmem = 512; /* HD4800 cards use 512-1024MB */
1286 /* Radeon R6xx HD2900/HD3800 - highend */
1287 else if (strstr(gl_info->gl_renderer, "HD 2900") ||
1288 strstr(gl_info->gl_renderer, "HD 3870") ||
1289 strstr(gl_info->gl_renderer, "HD 3850"))
1291 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1292 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1294 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1295 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1296 strstr(gl_info->gl_renderer, "HD 3830") ||
1297 strstr(gl_info->gl_renderer, "HD 3690") ||
1298 strstr(gl_info->gl_renderer, "HD 3650"))
1300 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1301 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1303 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1304 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1305 strstr(gl_info->gl_renderer, "HD 2400") ||
1306 strstr(gl_info->gl_renderer, "HD 3470") ||
1307 strstr(gl_info->gl_renderer, "HD 3450") ||
1308 strstr(gl_info->gl_renderer, "HD 3430"))
1310 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1311 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1313 /* Radeon R6xx/R7xx integrated */
1314 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1315 strstr(gl_info->gl_renderer, "HD 3200") ||
1316 strstr(gl_info->gl_renderer, "HD 3300"))
1318 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1319 vidmem = 128; /* 128MB */
1322 else if (strstr(gl_info->gl_renderer, "X1600") ||
1323 strstr(gl_info->gl_renderer, "X1650") ||
1324 strstr(gl_info->gl_renderer, "X1800") ||
1325 strstr(gl_info->gl_renderer, "X1900") ||
1326 strstr(gl_info->gl_renderer, "X1950"))
1328 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1329 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1331 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1332 else if(strstr(gl_info->gl_renderer, "X700") ||
1333 strstr(gl_info->gl_renderer, "X800") ||
1334 strstr(gl_info->gl_renderer, "X850") ||
1335 strstr(gl_info->gl_renderer, "X1300") ||
1336 strstr(gl_info->gl_renderer, "X1400") ||
1337 strstr(gl_info->gl_renderer, "X1450") ||
1338 strstr(gl_info->gl_renderer, "X1550"))
1340 gl_info->gl_card = CARD_ATI_RADEON_X700;
1341 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1343 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1344 else if(strstr(gl_info->gl_renderer, "Radeon Xpress"))
1346 gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1347 vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1351 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1352 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1354 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1355 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1356 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1357 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1358 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1359 vidmem = 32; /* There are models with up to 64MB */
1361 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1362 vidmem = 16; /* There are 16-32MB models */
1366 if (strstr(gl_info->gl_renderer, "GMA 950") ||
1367 strstr(gl_info->gl_renderer, "945GM")) {
1368 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1369 gl_info->gl_card = CARD_INTEL_I945GM;
1371 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1372 gl_info->gl_card = CARD_INTEL_I915GM;
1373 } else if (strstr(gl_info->gl_renderer, "915G")) {
1374 gl_info->gl_card = CARD_INTEL_I915G;
1375 } else if (strstr(gl_info->gl_renderer, "865G")) {
1376 gl_info->gl_card = CARD_INTEL_I865G;
1377 } else if (strstr(gl_info->gl_renderer, "855G")) {
1378 gl_info->gl_card = CARD_INTEL_I855G;
1379 } else if (strstr(gl_info->gl_renderer, "830G")) {
1380 gl_info->gl_card = CARD_INTEL_I830G;
1382 gl_info->gl_card = CARD_INTEL_I915G;
1388 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1389 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1390 * them a good generic choice.
1392 gl_info->gl_vendor = VENDOR_NVIDIA;
1393 if(WINE_D3D9_CAPABLE(gl_info))
1394 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1395 else if(WINE_D3D8_CAPABLE(gl_info))
1396 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1397 else if(WINE_D3D7_CAPABLE(gl_info))
1398 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1399 else if(WINE_D3D6_CAPABLE(gl_info))
1400 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1402 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1404 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1406 /* If we have an estimate use it, else default to 64MB; */
1408 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1410 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1412 /* Load all the lookup tables */
1413 for (i = 0; i < MAX_LOOKUPS; i++) {
1414 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1417 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1418 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1419 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1420 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1421 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1422 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1423 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1424 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1425 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1426 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1428 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1429 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1430 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1431 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1432 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1435 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1436 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1437 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1438 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1439 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1440 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1441 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1442 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1443 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1444 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1445 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1446 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1447 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1448 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1449 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1451 /* TODO: config lookups */
1453 /* Make sure there's an active HDC else the WGL extensions will fail */
1454 hdc = pwglGetCurrentDC();
1456 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1457 if(GL_EXTCALL(wglGetExtensionsStringARB))
1458 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1460 if (NULL == WGL_Extensions) {
1461 ERR(" WGL_Extensions returns NULL\n");
1463 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1464 while (*WGL_Extensions != 0x00) {
1469 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1470 Start = WGL_Extensions;
1471 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1475 len = WGL_Extensions - Start;
1476 if (len == 0 || len >= sizeof(ThisExtn))
1479 memcpy(ThisExtn, Start, len);
1480 ThisExtn[len] = '\0';
1481 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1483 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1484 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1485 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1487 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
1488 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
1489 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
1491 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1492 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1493 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1500 return return_value;
1503 /**********************************************************
1504 * IWineD3D implementation follows
1505 **********************************************************/
1507 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1508 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1510 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
1512 return This->adapter_count;
1515 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1516 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1517 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1521 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1522 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1524 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1526 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1530 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1533 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1534 of the same bpp but different resolutions */
1536 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1537 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1538 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1539 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1541 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1545 /* TODO: Store modes per adapter and read it from the adapter structure */
1546 if (Adapter == 0) { /* Display */
1550 if (!DEBUG_SINGLE_MODE) {
1553 ZeroMemory(&DevModeW, sizeof(DevModeW));
1554 DevModeW.dmSize = sizeof(DevModeW);
1555 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1559 case WINED3DFMT_UNKNOWN:
1560 /* This is for D3D8, do not enumerate P8 here */
1561 if (DevModeW.dmBitsPerPel == 32 ||
1562 DevModeW.dmBitsPerPel == 16) i++;
1564 case WINED3DFMT_X8R8G8B8:
1565 if (DevModeW.dmBitsPerPel == 32) i++;
1567 case WINED3DFMT_R5G6B5:
1568 if (DevModeW.dmBitsPerPel == 16) i++;
1571 if (DevModeW.dmBitsPerPel == 8) i++;
1574 /* Skip other modes as they do not match the requested format */
1583 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1586 FIXME_(d3d_caps)("Adapter not primary display\n");
1591 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1592 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1593 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1594 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1596 /* Validate the parameters as much as possible */
1597 if (NULL == pMode ||
1598 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1599 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1600 return WINED3DERR_INVALIDCALL;
1603 /* TODO: Store modes per adapter and read it from the adapter structure */
1604 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1610 ZeroMemory(&DevModeW, sizeof(DevModeW));
1611 DevModeW.dmSize = sizeof(DevModeW);
1613 /* If we are filtering to a specific format (D3D9), then need to skip
1614 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1615 just count through the ones with valid bit depths */
1616 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1619 case WINED3DFMT_UNKNOWN:
1620 /* This is D3D8. Do not enumerate P8 here */
1621 if (DevModeW.dmBitsPerPel == 32 ||
1622 DevModeW.dmBitsPerPel == 16) i++;
1624 case WINED3DFMT_X8R8G8B8:
1625 if (DevModeW.dmBitsPerPel == 32) i++;
1627 case WINED3DFMT_R5G6B5:
1628 if (DevModeW.dmBitsPerPel == 16) i++;
1631 if (DevModeW.dmBitsPerPel == 8) i++;
1634 /* Modes that don't match what we support can get an early-out */
1635 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1636 return WINED3DERR_INVALIDCALL;
1641 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1642 return WINED3DERR_INVALIDCALL;
1646 /* Now get the display mode via the calculated index */
1647 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1648 pMode->Width = DevModeW.dmPelsWidth;
1649 pMode->Height = DevModeW.dmPelsHeight;
1650 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1651 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1652 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1654 if (Format == WINED3DFMT_UNKNOWN) {
1655 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1657 pMode->Format = Format;
1660 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1661 return WINED3DERR_INVALIDCALL;
1664 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1665 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1666 DevModeW.dmBitsPerPel);
1668 } else if (DEBUG_SINGLE_MODE) {
1669 /* Return one setting of the format requested */
1670 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1672 pMode->Height = 600;
1673 pMode->RefreshRate = 60;
1674 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1676 FIXME_(d3d_caps)("Adapter not primary display\n");
1682 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1683 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1684 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1686 if (NULL == pMode ||
1687 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1688 return WINED3DERR_INVALIDCALL;
1691 if (Adapter == 0) { /* Display */
1695 ZeroMemory(&DevModeW, sizeof(DevModeW));
1696 DevModeW.dmSize = sizeof(DevModeW);
1698 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1699 pMode->Width = DevModeW.dmPelsWidth;
1700 pMode->Height = DevModeW.dmPelsHeight;
1701 bpp = DevModeW.dmBitsPerPel;
1702 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1703 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1705 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1708 pMode->Format = pixelformat_for_depth(bpp);
1710 FIXME_(d3d_caps)("Adapter not primary display\n");
1713 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1714 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1718 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1719 and fields being inserted in the middle, a new structure is used in place */
1720 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1721 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1722 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1724 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1726 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1727 return WINED3DERR_INVALIDCALL;
1730 /* Return the information requested */
1731 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1732 strcpy(pIdentifier->Driver, This->adapters[Adapter].driver);
1733 if(This->adapters[Adapter].gl_info.driver_description)
1734 strcpy(pIdentifier->Description, This->adapters[Adapter].gl_info.driver_description);
1735 else /* Copy default description "Direct3D HAL" */
1736 strcpy(pIdentifier->Description, This->adapters[Adapter].description);
1738 /* Note dx8 doesn't supply a DeviceName */
1739 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY1"); /* FIXME: May depend on desktop? */
1740 pIdentifier->DriverVersion->u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
1741 pIdentifier->DriverVersion->u.LowPart = This->adapters[Adapter].gl_info.driver_version;
1742 *(pIdentifier->VendorId) = This->adapters[Adapter].gl_info.gl_vendor;
1743 *(pIdentifier->DeviceId) = This->adapters[Adapter].gl_info.gl_card;
1744 *(pIdentifier->SubSysId) = 0;
1745 *(pIdentifier->Revision) = 0;
1746 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1748 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1750 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1751 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1754 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1756 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1757 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1760 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1761 *(pIdentifier->WHQLLevel) = 0;
1763 *(pIdentifier->WHQLLevel) = 1;
1769 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
1770 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1772 short redSize, greenSize, blueSize, alphaSize, colorBits;
1777 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1778 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1780 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1784 if(cfg->redSize < redSize)
1787 if(cfg->greenSize < greenSize)
1790 if(cfg->blueSize < blueSize)
1793 if(cfg->alphaSize < alphaSize)
1797 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1798 if (format_desc->format == WINED3DFMT_R16_FLOAT)
1799 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1800 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
1801 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1802 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
1803 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1804 if (format_desc->format == WINED3DFMT_R32_FLOAT)
1805 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1806 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
1807 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1808 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
1809 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1811 /* Probably a color index mode */
1818 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
1819 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1821 short depthSize, stencilSize;
1822 BOOL lockable = FALSE;
1827 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
1829 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1833 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
1836 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1837 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1838 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1839 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1842 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1843 * allow more stencil bits than requested. */
1844 if(cfg->stencilSize < stencilSize)
1850 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1851 WINED3DFORMAT AdapterFormat,
1852 WINED3DFORMAT RenderTargetFormat,
1853 WINED3DFORMAT DepthStencilFormat) {
1854 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1856 const WineD3D_PixelFormat *cfgs;
1857 const struct WineD3DAdapter *adapter;
1858 const struct GlPixelFormatDesc *rt_format_desc;
1859 const struct GlPixelFormatDesc *ds_format_desc;
1862 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1864 DeviceType, debug_d3ddevicetype(DeviceType),
1865 AdapterFormat, debug_d3dformat(AdapterFormat),
1866 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1867 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1869 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1870 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1871 return WINED3DERR_INVALIDCALL;
1874 adapter = &This->adapters[Adapter];
1875 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
1876 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
1877 cfgs = adapter->cfgs;
1878 nCfgs = adapter->nCfgs;
1879 for (it = 0; it < nCfgs; ++it) {
1880 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
1882 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
1884 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1889 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1891 return WINED3DERR_NOTAVAILABLE;
1894 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1895 WINED3DFORMAT SurfaceFormat,
1896 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1898 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1899 const struct GlPixelFormatDesc *glDesc;
1900 const struct WineD3DAdapter *adapter;
1902 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1905 DeviceType, debug_d3ddevicetype(DeviceType),
1906 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1911 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1912 return WINED3DERR_INVALIDCALL;
1915 /* TODO: handle Windowed, add more quality levels */
1917 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
1918 if(pQualityLevels) *pQualityLevels = 1;
1922 /* By default multisampling is disabled right now as it causes issues
1923 * on some Nvidia driver versions and it doesn't work well in combination
1925 if(!wined3d_settings.allow_multisampling)
1926 return WINED3DERR_NOTAVAILABLE;
1928 adapter = &This->adapters[Adapter];
1929 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
1930 if (!glDesc) return WINED3DERR_INVALIDCALL;
1932 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1934 const WineD3D_PixelFormat *cfgs;
1936 cfgs = adapter->cfgs;
1937 nCfgs = adapter->nCfgs;
1938 for(i=0; i<nCfgs; i++) {
1939 if(cfgs[i].numSamples != MultiSampleType)
1942 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
1945 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1948 *pQualityLevels = 1; /* Guess at a value! */
1952 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1953 short redSize, greenSize, blueSize, alphaSize, colorBits;
1955 const WineD3D_PixelFormat *cfgs;
1957 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1959 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1960 return WINED3DERR_NOTAVAILABLE;
1963 cfgs = adapter->cfgs;
1964 nCfgs = adapter->nCfgs;
1965 for(i=0; i<nCfgs; i++) {
1966 if(cfgs[i].numSamples != MultiSampleType)
1968 if(cfgs[i].redSize != redSize)
1970 if(cfgs[i].greenSize != greenSize)
1972 if(cfgs[i].blueSize != blueSize)
1974 if(cfgs[i].alphaSize != alphaSize)
1977 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1980 *pQualityLevels = 1; /* Guess at a value! */
1984 return WINED3DERR_NOTAVAILABLE;
1987 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1988 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1990 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1991 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1994 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1997 DeviceType, debug_d3ddevicetype(DeviceType),
1998 DisplayFormat, debug_d3dformat(DisplayFormat),
1999 BackBufferFormat, debug_d3dformat(BackBufferFormat),
2002 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2003 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2004 return WINED3DERR_INVALIDCALL;
2007 /* The task of this function is to check whether a certain display / backbuffer format
2008 * combination is available on the given adapter. In fullscreen mode microsoft specified
2009 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2010 * and display format should match exactly.
2011 * In windowed mode format conversion can occur and this depends on the driver. When format
2012 * conversion is done, this function should nevertheless fail and applications need to use
2013 * CheckDeviceFormatConversion.
2014 * At the moment we assume that fullscreen and windowed have the same capabilities */
2016 /* There are only 4 display formats */
2017 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
2018 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
2019 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
2020 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
2022 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2023 return WINED3DERR_NOTAVAILABLE;
2026 /* If the requested DisplayFormat is not available, don't continue */
2027 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2029 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2030 return WINED3DERR_NOTAVAILABLE;
2033 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2034 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2035 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2036 return WINED3DERR_NOTAVAILABLE;
2039 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2040 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2041 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2042 return WINED3DERR_NOTAVAILABLE;
2045 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2046 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2047 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2048 return WINED3DERR_NOTAVAILABLE;
2051 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2052 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2053 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2054 return WINED3DERR_NOTAVAILABLE;
2057 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2058 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2059 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2060 return WINED3DERR_NOTAVAILABLE;
2063 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2064 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2066 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2072 /* Check if we support bumpmapping for a format */
2073 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2074 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2076 const struct fragment_pipeline *fp;
2078 switch(format_desc->format)
2080 case WINED3DFMT_R8G8_SNORM:
2081 case WINED3DFMT_R16G16_SNORM:
2082 case WINED3DFMT_L6V5U5:
2083 case WINED3DFMT_X8L8V8U8:
2084 case WINED3DFMT_R8G8B8A8_SNORM:
2085 /* Ask the fixed function pipeline implementation if it can deal
2086 * with the conversion. If we've got a GL extension giving native
2087 * support this will be an identity conversion. */
2088 fp = select_fragment_implementation(adapter, DeviceType);
2089 if (fp->color_fixup_supported(format_desc->color_fixup))
2091 TRACE_(d3d_caps)("[OK]\n");
2094 TRACE_(d3d_caps)("[FAILED]\n");
2098 TRACE_(d3d_caps)("[FAILED]\n");
2103 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2104 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2105 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2109 /* Only allow depth/stencil formats */
2110 if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2112 /* Walk through all WGL pixel formats to find a match */
2113 for (it = 0; it < adapter->nCfgs; ++it)
2115 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2116 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2118 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2128 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2130 /* The flags entry of a format contains the filtering capability */
2131 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2136 /* Check the render target capabilities of a format */
2137 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2138 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2140 /* Filter out non-RT formats */
2141 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2143 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2144 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2146 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2147 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2149 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2150 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2152 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2153 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2154 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2155 TRACE_(d3d_caps)("[FAILED]\n");
2159 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2160 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2161 for (it = 0; it < adapter->nCfgs; ++it)
2163 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2164 &cfgs[it], check_format_desc))
2166 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2167 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2171 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2172 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2173 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2176 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2177 for (it = 0; it < adapter->nCfgs; ++it)
2179 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2180 &cfgs[it], check_format_desc))
2182 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2183 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2187 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2188 /* For now return TRUE for FBOs until we have some proper checks.
2189 * Note that this function will only be called when the format is around for texturing. */
2195 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2197 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2199 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2200 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2201 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2205 switch (format_desc->format)
2207 case WINED3DFMT_A8R8G8B8:
2208 case WINED3DFMT_X8R8G8B8:
2209 case WINED3DFMT_A4R4G4B4:
2211 case WINED3DFMT_A8L8:
2212 case WINED3DFMT_DXT1:
2213 case WINED3DFMT_DXT2:
2214 case WINED3DFMT_DXT3:
2215 case WINED3DFMT_DXT4:
2216 case WINED3DFMT_DXT5:
2217 TRACE_(d3d_caps)("[OK]\n");
2221 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2227 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2228 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2230 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2231 * doing the color fixup in shaders.
2232 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2233 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2235 int vs_selected_mode;
2236 int ps_selected_mode;
2237 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2239 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2240 TRACE_(d3d_caps)("[OK]\n");
2245 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2249 /* Check if a format support blending in combination with pixel shaders */
2250 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2251 const struct GlPixelFormatDesc *format_desc)
2253 /* The flags entry of a format contains the post pixel shader blending capability */
2254 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2259 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2261 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2262 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2263 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2264 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2265 * capability anyway.
2267 * For now lets report this on all formats, but in the future we may want to
2268 * restrict it to some should games need that
2273 /* Check if a texture format is supported on the given adapter */
2274 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2275 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2277 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2278 const shader_backend_t *shader_backend;
2279 const struct fragment_pipeline *fp;
2281 switch (format_desc->format)
2284 * supported: RGB(A) formats
2286 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2287 case WINED3DFMT_A8R8G8B8:
2288 case WINED3DFMT_X8R8G8B8:
2289 case WINED3DFMT_R5G6B5:
2290 case WINED3DFMT_X1R5G5B5:
2291 case WINED3DFMT_A1R5G5B5:
2292 case WINED3DFMT_A4R4G4B4:
2293 case WINED3DFMT_A8_UNORM:
2294 case WINED3DFMT_X4R4G4B4:
2295 case WINED3DFMT_R8G8B8A8_UNORM:
2296 case WINED3DFMT_X8B8G8R8:
2297 case WINED3DFMT_A2R10G10B10:
2298 case WINED3DFMT_R10G10B10A2_UNORM:
2299 case WINED3DFMT_R16G16_UNORM:
2300 TRACE_(d3d_caps)("[OK]\n");
2303 case WINED3DFMT_R3G3B2:
2304 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2308 * supported: Palettized
2311 TRACE_(d3d_caps)("[OK]\n");
2313 /* No Windows driver offers A8P8, so don't offer it either */
2314 case WINED3DFMT_A8P8:
2318 * Supported: (Alpha)-Luminance
2321 case WINED3DFMT_A8L8:
2322 case WINED3DFMT_L16:
2323 TRACE_(d3d_caps)("[OK]\n");
2326 /* Not supported on Windows, thus disabled */
2327 case WINED3DFMT_A4L4:
2328 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2332 * Supported: Depth/Stencil formats
2334 case WINED3DFMT_D16_LOCKABLE:
2335 case WINED3DFMT_D16_UNORM:
2336 case WINED3DFMT_D15S1:
2337 case WINED3DFMT_D24X8:
2338 case WINED3DFMT_D24X4S4:
2339 case WINED3DFMT_D24S8:
2340 case WINED3DFMT_D24FS8:
2341 case WINED3DFMT_D32:
2342 case WINED3DFMT_D32F_LOCKABLE:
2346 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2347 * GL_NV_texture_shader). Emulated by shaders
2349 case WINED3DFMT_R8G8_SNORM:
2350 case WINED3DFMT_X8L8V8U8:
2351 case WINED3DFMT_L6V5U5:
2352 case WINED3DFMT_R8G8B8A8_SNORM:
2353 case WINED3DFMT_R16G16_SNORM:
2354 /* Ask the shader backend if it can deal with the conversion. If
2355 * we've got a GL extension giving native support this will be an
2356 * identity conversion. */
2357 shader_backend = select_shader_backend(adapter, DeviceType);
2358 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2360 TRACE_(d3d_caps)("[OK]\n");
2363 TRACE_(d3d_caps)("[FAILED]\n");
2366 case WINED3DFMT_DXT1:
2367 case WINED3DFMT_DXT2:
2368 case WINED3DFMT_DXT3:
2369 case WINED3DFMT_DXT4:
2370 case WINED3DFMT_DXT5:
2371 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2372 TRACE_(d3d_caps)("[OK]\n");
2375 TRACE_(d3d_caps)("[FAILED]\n");
2380 * Odd formats - not supported
2382 case WINED3DFMT_VERTEXDATA:
2383 case WINED3DFMT_R16_UINT:
2384 case WINED3DFMT_R32_UINT:
2385 case WINED3DFMT_R16G16B16A16_SNORM:
2386 case WINED3DFMT_A2W10V10U10:
2387 case WINED3DFMT_W11V11U10:
2388 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2392 * WINED3DFMT_CxV8U8: Not supported right now
2394 case WINED3DFMT_CxV8U8:
2395 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2399 case WINED3DFMT_UYVY:
2400 case WINED3DFMT_YUY2:
2401 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2402 TRACE_(d3d_caps)("[OK]\n");
2405 TRACE_(d3d_caps)("[FAILED]\n");
2407 case WINED3DFMT_YV12:
2408 TRACE_(d3d_caps)("[FAILED]\n");
2412 case WINED3DFMT_R16G16B16A16_UNORM:
2413 case WINED3DFMT_A8R3G3B2:
2414 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2417 /* Floating point formats */
2418 case WINED3DFMT_R16_FLOAT:
2419 case WINED3DFMT_R16G16_FLOAT:
2420 case WINED3DFMT_R16G16B16A16_FLOAT:
2421 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2422 TRACE_(d3d_caps)("[OK]\n");
2425 TRACE_(d3d_caps)("[FAILED]\n");
2428 case WINED3DFMT_R32_FLOAT:
2429 case WINED3DFMT_R32G32_FLOAT:
2430 case WINED3DFMT_R32G32B32A32_FLOAT:
2431 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2432 TRACE_(d3d_caps)("[OK]\n");
2435 TRACE_(d3d_caps)("[FAILED]\n");
2438 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2439 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2440 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2441 * We can do instancing with all shader versions, but we need vertex shaders.
2443 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2444 * to enable instancing. WineD3D doesn't need that and just ignores it.
2446 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2448 case WINEMAKEFOURCC('I','N','S','T'):
2449 TRACE("ATI Instancing check hack\n");
2450 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2451 TRACE_(d3d_caps)("[OK]\n");
2454 TRACE_(d3d_caps)("[FAILED]\n");
2457 /* Some weird FOURCC formats */
2458 case WINED3DFMT_R8G8_B8G8:
2459 case WINED3DFMT_G8R8_G8B8:
2460 case WINED3DFMT_MULTI2_ARGB8:
2461 TRACE_(d3d_caps)("[FAILED]\n");
2464 /* Vendor specific formats */
2465 case WINED3DFMT_ATI2N:
2466 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2467 shader_backend = select_shader_backend(adapter, DeviceType);
2468 fp = select_fragment_implementation(adapter, DeviceType);
2469 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
2470 && fp->color_fixup_supported(format_desc->color_fixup))
2472 TRACE_(d3d_caps)("[OK]\n");
2476 TRACE_(d3d_caps)("[OK]\n");
2479 TRACE_(d3d_caps)("[FAILED]\n");
2482 case WINED3DFMT_NVHU:
2483 case WINED3DFMT_NVHS:
2484 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2485 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2486 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2487 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2488 * Applications have to deal with not having NVHS and NVHU.
2490 TRACE_(d3d_caps)("[FAILED]\n");
2493 case WINED3DFMT_UNKNOWN:
2497 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
2503 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
2504 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
2506 const struct blit_shader *blitter;
2508 if(SurfaceType == SURFACE_GDI) {
2509 switch(check_format_desc->format)
2511 case WINED3DFMT_R8G8B8:
2512 case WINED3DFMT_A8R8G8B8:
2513 case WINED3DFMT_X8R8G8B8:
2514 case WINED3DFMT_R5G6B5:
2515 case WINED3DFMT_X1R5G5B5:
2516 case WINED3DFMT_A1R5G5B5:
2517 case WINED3DFMT_A4R4G4B4:
2518 case WINED3DFMT_R3G3B2:
2519 case WINED3DFMT_A8_UNORM:
2520 case WINED3DFMT_A8R3G3B2:
2521 case WINED3DFMT_X4R4G4B4:
2522 case WINED3DFMT_R10G10B10A2_UNORM:
2523 case WINED3DFMT_R8G8B8A8_UNORM:
2524 case WINED3DFMT_X8B8G8R8:
2525 case WINED3DFMT_R16G16_UNORM:
2526 case WINED3DFMT_A2R10G10B10:
2527 case WINED3DFMT_R16G16B16A16_UNORM:
2529 TRACE_(d3d_caps)("[OK]\n");
2532 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2537 /* All format that are supported for textures are supported for surfaces as well */
2538 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
2539 /* All depth stencil formats are supported on surfaces */
2540 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
2542 /* If opengl can't process the format natively, the blitter may be able to convert it */
2543 blitter = select_blit_implementation(adapter, DeviceType);
2544 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
2546 TRACE_(d3d_caps)("[OK]\n");
2550 /* Reject other formats */
2551 TRACE_(d3d_caps)("[FAILED]\n");
2555 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2557 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2559 if (!GL_LIMITS(vertex_samplers)) {
2560 TRACE_(d3d_caps)("[FAILED]\n");
2564 switch (format_desc->format)
2566 case WINED3DFMT_R32G32B32A32_FLOAT:
2567 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2568 TRACE_(d3d_caps)("[FAILED]\n");
2571 TRACE_(d3d_caps)("[OK]\n");
2575 TRACE_(d3d_caps)("[FAILED]\n");
2581 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2582 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2583 WINED3DSURFTYPE SurfaceType) {
2584 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2585 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
2586 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2587 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
2588 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
2589 DWORD UsageCaps = 0;
2591 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2594 DeviceType, debug_d3ddevicetype(DeviceType),
2595 AdapterFormat, debug_d3dformat(AdapterFormat),
2596 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2597 RType, debug_d3dresourcetype(RType),
2598 CheckFormat, debug_d3dformat(CheckFormat));
2600 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2601 return WINED3DERR_INVALIDCALL;
2604 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2606 if(SurfaceType != SURFACE_OPENGL) {
2607 TRACE("[FAILED]\n");
2608 return WINED3DERR_NOTAVAILABLE;
2611 /* Cubetexture allows:
2612 * - D3DUSAGE_AUTOGENMIPMAP
2613 * - D3DUSAGE_DEPTHSTENCIL
2614 * - D3DUSAGE_DYNAMIC
2615 * - D3DUSAGE_NONSECURE (d3d9ex)
2616 * - D3DUSAGE_RENDERTARGET
2617 * - D3DUSAGE_SOFTWAREPROCESSING
2618 * - D3DUSAGE_QUERY_WRAPANDMIP
2620 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2621 /* Check if the texture format is around */
2622 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2624 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2625 /* Check for automatic mipmap generation support */
2626 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2627 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2629 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2630 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2634 /* Always report dynamic locking */
2635 if(Usage & WINED3DUSAGE_DYNAMIC)
2636 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2638 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2639 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2641 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2643 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2644 return WINED3DERR_NOTAVAILABLE;
2648 /* Always report software processing */
2649 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2650 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2652 /* Check QUERY_FILTER support */
2653 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2654 if (CheckFilterCapability(adapter, format_desc))
2656 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2658 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2659 return WINED3DERR_NOTAVAILABLE;
2663 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2664 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2665 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2667 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2669 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2670 return WINED3DERR_NOTAVAILABLE;
2674 /* Check QUERY_SRGBREAD support */
2675 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2676 if (CheckSrgbReadCapability(adapter, format_desc))
2678 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2680 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2681 return WINED3DERR_NOTAVAILABLE;
2685 /* Check QUERY_SRGBWRITE support */
2686 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2687 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2689 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2691 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2692 return WINED3DERR_NOTAVAILABLE;
2696 /* Check QUERY_VERTEXTEXTURE support */
2697 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2698 if (CheckVertexTextureCapability(adapter, format_desc))
2700 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2702 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2703 return WINED3DERR_NOTAVAILABLE;
2707 /* Check QUERY_WRAPANDMIP support */
2708 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2709 if (CheckWrapAndMipCapability(adapter, format_desc))
2711 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2713 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2714 return WINED3DERR_NOTAVAILABLE;
2718 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2719 return WINED3DERR_NOTAVAILABLE;
2722 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2723 return WINED3DERR_NOTAVAILABLE;
2725 } else if(RType == WINED3DRTYPE_SURFACE) {
2727 * - D3DUSAGE_DEPTHSTENCIL
2728 * - D3DUSAGE_NONSECURE (d3d9ex)
2729 * - D3DUSAGE_RENDERTARGET
2732 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
2734 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2735 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2737 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2739 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2740 return WINED3DERR_NOTAVAILABLE;
2744 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2745 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2747 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2749 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2750 return WINED3DERR_NOTAVAILABLE;
2754 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2755 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2756 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2758 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2760 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2761 return WINED3DERR_NOTAVAILABLE;
2765 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2766 return WINED3DERR_NOTAVAILABLE;
2769 } else if(RType == WINED3DRTYPE_TEXTURE) {
2771 * - D3DUSAGE_AUTOGENMIPMAP
2772 * - D3DUSAGE_DEPTHSTENCIL
2774 * - D3DUSAGE_DYNAMIC
2775 * - D3DUSAGE_NONSECURE (d3d9ex)
2776 * - D3DUSAGE_RENDERTARGET
2777 * - D3DUSAGE_SOFTWAREPROCESSING
2778 * - D3DUSAGE_TEXTAPI (d3d9ex)
2779 * - D3DUSAGE_QUERY_WRAPANDMIP
2782 if(SurfaceType != SURFACE_OPENGL) {
2783 TRACE("[FAILED]\n");
2784 return WINED3DERR_NOTAVAILABLE;
2787 /* Check if the texture format is around */
2788 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2790 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2791 /* Check for automatic mipmap generation support */
2792 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2793 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2795 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2796 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2800 /* Always report dynamic locking */
2801 if(Usage & WINED3DUSAGE_DYNAMIC)
2802 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2804 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2805 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2807 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2809 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2810 return WINED3DERR_NOTAVAILABLE;
2814 /* Always report software processing */
2815 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2816 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2818 /* Check QUERY_FILTER support */
2819 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2820 if (CheckFilterCapability(adapter, format_desc))
2822 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2824 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2825 return WINED3DERR_NOTAVAILABLE;
2829 /* Check QUERY_LEGACYBUMPMAP support */
2830 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2831 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
2833 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2835 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2836 return WINED3DERR_NOTAVAILABLE;
2840 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2841 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2842 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2844 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2846 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2847 return WINED3DERR_NOTAVAILABLE;
2851 /* Check QUERY_SRGBREAD support */
2852 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2853 if (CheckSrgbReadCapability(adapter, format_desc))
2855 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2857 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2858 return WINED3DERR_NOTAVAILABLE;
2862 /* Check QUERY_SRGBWRITE support */
2863 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2864 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2866 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2868 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2869 return WINED3DERR_NOTAVAILABLE;
2873 /* Check QUERY_VERTEXTEXTURE support */
2874 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2875 if (CheckVertexTextureCapability(adapter, format_desc))
2877 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2879 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2880 return WINED3DERR_NOTAVAILABLE;
2884 /* Check QUERY_WRAPANDMIP support */
2885 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2886 if (CheckWrapAndMipCapability(adapter, format_desc))
2888 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2890 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2891 return WINED3DERR_NOTAVAILABLE;
2895 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2896 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2898 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2900 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2901 return WINED3DERR_NOTAVAILABLE;
2905 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2906 return WINED3DERR_NOTAVAILABLE;
2908 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2909 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2910 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2912 * Volumetexture allows:
2913 * - D3DUSAGE_DYNAMIC
2914 * - D3DUSAGE_NONSECURE (d3d9ex)
2915 * - D3DUSAGE_SOFTWAREPROCESSING
2916 * - D3DUSAGE_QUERY_WRAPANDMIP
2919 if(SurfaceType != SURFACE_OPENGL) {
2920 TRACE("[FAILED]\n");
2921 return WINED3DERR_NOTAVAILABLE;
2924 /* Check volume texture and volume usage caps */
2925 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2926 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
2928 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2929 return WINED3DERR_NOTAVAILABLE;
2932 /* Always report dynamic locking */
2933 if(Usage & WINED3DUSAGE_DYNAMIC)
2934 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2936 /* Always report software processing */
2937 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2938 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2940 /* Check QUERY_FILTER support */
2941 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2942 if (CheckFilterCapability(adapter, format_desc))
2944 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2946 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2947 return WINED3DERR_NOTAVAILABLE;
2951 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2952 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2953 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2955 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2957 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2958 return WINED3DERR_NOTAVAILABLE;
2962 /* Check QUERY_SRGBREAD support */
2963 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2964 if (CheckSrgbReadCapability(adapter, format_desc))
2966 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2968 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2969 return WINED3DERR_NOTAVAILABLE;
2973 /* Check QUERY_SRGBWRITE support */
2974 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2975 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2977 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2979 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2980 return WINED3DERR_NOTAVAILABLE;
2984 /* Check QUERY_VERTEXTEXTURE support */
2985 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2986 if (CheckVertexTextureCapability(adapter, format_desc))
2988 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2990 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2991 return WINED3DERR_NOTAVAILABLE;
2995 /* Check QUERY_WRAPANDMIP support */
2996 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2997 if (CheckWrapAndMipCapability(adapter, format_desc))
2999 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3001 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3002 return WINED3DERR_NOTAVAILABLE;
3006 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3007 return WINED3DERR_NOTAVAILABLE;
3010 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3011 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3012 * app needing one of those formats, don't advertize them to avoid leading apps into
3013 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3016 switch(CheckFormat) {
3018 case WINED3DFMT_A4L4:
3019 case WINED3DFMT_R32_FLOAT:
3020 case WINED3DFMT_R16_FLOAT:
3021 case WINED3DFMT_X8L8V8U8:
3022 case WINED3DFMT_L6V5U5:
3023 case WINED3DFMT_R16G16_UNORM:
3024 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3025 return WINED3DERR_NOTAVAILABLE;
3027 case WINED3DFMT_R8G8B8A8_SNORM:
3028 case WINED3DFMT_R16G16_SNORM:
3029 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3030 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3031 return WINED3DERR_NOTAVAILABLE;
3035 case WINED3DFMT_R8G8_SNORM:
3036 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3037 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3038 return WINED3DERR_NOTAVAILABLE;
3042 case WINED3DFMT_DXT1:
3043 case WINED3DFMT_DXT2:
3044 case WINED3DFMT_DXT3:
3045 case WINED3DFMT_DXT4:
3046 case WINED3DFMT_DXT5:
3047 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3048 * compressed texture results in an error. While the D3D refrast does
3049 * support s3tc volumes, at least the nvidia windows driver does not, so
3050 * we're free not to support this format.
3052 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3053 return WINED3DERR_NOTAVAILABLE;
3056 /* Do nothing, continue with checking the format below */
3059 } else if(RType == WINED3DRTYPE_BUFFER){
3060 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3061 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3062 return WINED3DERR_NOTAVAILABLE;
3065 /* This format is nothing special and it is supported perfectly.
3066 * However, ati and nvidia driver on windows do not mark this format as
3067 * supported (tested with the dxCapsViewer) and pretending to
3068 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3069 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3070 * Enable it on dx7. It will need additional checking on dx10 when we support it.
3072 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3073 TRACE_(d3d_caps)("[FAILED]\n");
3074 return WINED3DERR_NOTAVAILABLE;
3077 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3078 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3079 * usage flags match. */
3080 if(UsageCaps == Usage) {
3082 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3083 return WINED3DOK_NOAUTOGEN;
3085 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
3086 return WINED3DERR_NOTAVAILABLE;
3090 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3091 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3092 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3094 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3097 DeviceType, debug_d3ddevicetype(DeviceType),
3098 SourceFormat, debug_d3dformat(SourceFormat),
3099 TargetFormat, debug_d3dformat(TargetFormat));
3103 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3105 const shader_backend_t *ret;
3106 int vs_selected_mode;
3107 int ps_selected_mode;
3109 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3110 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3111 ret = &glsl_shader_backend;
3112 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3113 ret = &arb_program_shader_backend;
3115 ret = &none_shader_backend;
3120 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3121 WINED3DDEVTYPE DeviceType)
3123 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3124 int vs_selected_mode;
3125 int ps_selected_mode;
3127 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3128 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3129 return &arbfp_fragment_pipeline;
3130 } else if(ps_selected_mode == SHADER_ATI) {
3131 return &atifs_fragment_pipeline;
3132 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3133 return &nvts_fragment_pipeline;
3134 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3135 return &nvrc_fragment_pipeline;
3137 return &ffp_fragment_pipeline;
3141 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3143 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3144 int vs_selected_mode;
3145 int ps_selected_mode;
3147 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3148 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3155 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3156 subset of a D3DCAPS9 structure. However, it has to come via a void *
3157 as the d3d8 interface cannot import the d3d9 header */
3158 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3160 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3161 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3162 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3163 int vs_selected_mode;
3164 int ps_selected_mode;
3165 struct shader_caps shader_caps;
3166 struct fragment_caps fragment_caps;
3167 const shader_backend_t *shader_backend;
3168 const struct fragment_pipeline *frag_pipeline = NULL;
3169 DWORD ckey_caps, blit_caps, fx_caps;
3171 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3173 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3174 return WINED3DERR_INVALIDCALL;
3177 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3179 /* This function should *not* be modifying GL caps
3180 * TODO: move the functionality where it belongs */
3181 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3183 /* ------------------------------------------------
3184 The following fields apply to both d3d8 and d3d9
3185 ------------------------------------------------ */
3186 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3187 pCaps->AdapterOrdinal = Adapter;
3190 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3191 WINED3DCAPS2_FULLSCREENGAMMA |
3192 WINED3DCAPS2_DYNAMICTEXTURES;
3193 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3194 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3197 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3198 WINED3DCAPS3_COPY_TO_VIDMEM |
3199 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3201 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3202 WINED3DPRESENT_INTERVAL_ONE;
3204 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3205 WINED3DCURSORCAPS_LOWRES;
3207 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3208 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3209 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3210 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3211 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3212 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3213 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3214 WINED3DDEVCAPS_PUREDEVICE |
3215 WINED3DDEVCAPS_HWRASTERIZATION |
3216 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3217 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3218 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3219 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3220 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3221 WINED3DDEVCAPS_RTPATCHES;
3223 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3224 WINED3DPMISCCAPS_CULLCCW |
3225 WINED3DPMISCCAPS_CULLCW |
3226 WINED3DPMISCCAPS_COLORWRITEENABLE |
3227 WINED3DPMISCCAPS_CLIPTLVERTS |
3228 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3229 WINED3DPMISCCAPS_MASKZ |
3230 WINED3DPMISCCAPS_BLENDOP |
3231 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3233 WINED3DPMISCCAPS_NULLREFERENCE
3234 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3235 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3236 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3237 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3239 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3240 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3242 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3243 WINED3DPRASTERCAPS_PAT |
3244 WINED3DPRASTERCAPS_WFOG |
3245 WINED3DPRASTERCAPS_ZFOG |
3246 WINED3DPRASTERCAPS_FOGVERTEX |
3247 WINED3DPRASTERCAPS_FOGTABLE |
3248 WINED3DPRASTERCAPS_STIPPLE |
3249 WINED3DPRASTERCAPS_SUBPIXEL |
3250 WINED3DPRASTERCAPS_ZTEST |
3251 WINED3DPRASTERCAPS_SCISSORTEST |
3252 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3253 WINED3DPRASTERCAPS_DEPTHBIAS;
3255 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3256 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3257 WINED3DPRASTERCAPS_ZBIAS |
3258 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3260 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3261 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3264 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3265 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3266 WINED3DPRASTERCAPS_ANTIALIASEDGES
3267 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3268 WINED3DPRASTERCAPS_WBUFFER */
3270 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3271 WINED3DPCMPCAPS_EQUAL |
3272 WINED3DPCMPCAPS_GREATER |
3273 WINED3DPCMPCAPS_GREATEREQUAL |
3274 WINED3DPCMPCAPS_LESS |
3275 WINED3DPCMPCAPS_LESSEQUAL |
3276 WINED3DPCMPCAPS_NEVER |
3277 WINED3DPCMPCAPS_NOTEQUAL;
3279 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3280 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3281 WINED3DPBLENDCAPS_DESTALPHA |
3282 WINED3DPBLENDCAPS_DESTCOLOR |
3283 WINED3DPBLENDCAPS_INVDESTALPHA |
3284 WINED3DPBLENDCAPS_INVDESTCOLOR |
3285 WINED3DPBLENDCAPS_INVSRCALPHA |
3286 WINED3DPBLENDCAPS_INVSRCCOLOR |
3287 WINED3DPBLENDCAPS_ONE |
3288 WINED3DPBLENDCAPS_SRCALPHA |
3289 WINED3DPBLENDCAPS_SRCALPHASAT |
3290 WINED3DPBLENDCAPS_SRCCOLOR |
3291 WINED3DPBLENDCAPS_ZERO;
3293 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3294 WINED3DPBLENDCAPS_DESTCOLOR |
3295 WINED3DPBLENDCAPS_INVDESTALPHA |
3296 WINED3DPBLENDCAPS_INVDESTCOLOR |
3297 WINED3DPBLENDCAPS_INVSRCALPHA |
3298 WINED3DPBLENDCAPS_INVSRCCOLOR |
3299 WINED3DPBLENDCAPS_ONE |
3300 WINED3DPBLENDCAPS_SRCALPHA |
3301 WINED3DPBLENDCAPS_SRCCOLOR |
3302 WINED3DPBLENDCAPS_ZERO;
3303 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3304 * according to the glBlendFunc manpage
3306 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3307 * legacy settings for srcblend only
3310 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3311 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3312 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3316 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3317 WINED3DPCMPCAPS_EQUAL |
3318 WINED3DPCMPCAPS_GREATER |
3319 WINED3DPCMPCAPS_GREATEREQUAL |
3320 WINED3DPCMPCAPS_LESS |
3321 WINED3DPCMPCAPS_LESSEQUAL |
3322 WINED3DPCMPCAPS_NEVER |
3323 WINED3DPCMPCAPS_NOTEQUAL;
3325 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3326 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3327 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3328 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3329 WINED3DPSHADECAPS_COLORFLATRGB |
3330 WINED3DPSHADECAPS_FOGFLAT |
3331 WINED3DPSHADECAPS_FOGGOURAUD |
3332 WINED3DPSHADECAPS_SPECULARFLATRGB;
3334 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3335 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3336 WINED3DPTEXTURECAPS_TRANSPARENCY |
3337 WINED3DPTEXTURECAPS_BORDER |
3338 WINED3DPTEXTURECAPS_MIPMAP |
3339 WINED3DPTEXTURECAPS_PROJECTED |
3340 WINED3DPTEXTURECAPS_PERSPECTIVE;
3342 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3343 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3344 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3347 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3348 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3349 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3350 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3353 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3354 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3355 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3356 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3360 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3361 WINED3DPTFILTERCAPS_MAGFPOINT |
3362 WINED3DPTFILTERCAPS_MINFLINEAR |
3363 WINED3DPTFILTERCAPS_MINFPOINT |
3364 WINED3DPTFILTERCAPS_MIPFLINEAR |
3365 WINED3DPTFILTERCAPS_MIPFPOINT |
3366 WINED3DPTFILTERCAPS_LINEAR |
3367 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3368 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3369 WINED3DPTFILTERCAPS_MIPLINEAR |
3370 WINED3DPTFILTERCAPS_MIPNEAREST |
3371 WINED3DPTFILTERCAPS_NEAREST;
3373 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3374 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3375 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3378 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3379 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3380 WINED3DPTFILTERCAPS_MAGFPOINT |
3381 WINED3DPTFILTERCAPS_MINFLINEAR |
3382 WINED3DPTFILTERCAPS_MINFPOINT |
3383 WINED3DPTFILTERCAPS_MIPFLINEAR |
3384 WINED3DPTFILTERCAPS_MIPFPOINT |
3385 WINED3DPTFILTERCAPS_LINEAR |
3386 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3387 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3388 WINED3DPTFILTERCAPS_MIPLINEAR |
3389 WINED3DPTFILTERCAPS_MIPNEAREST |
3390 WINED3DPTFILTERCAPS_NEAREST;
3392 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3393 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3394 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3397 pCaps->CubeTextureFilterCaps = 0;
3399 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3400 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3401 WINED3DPTFILTERCAPS_MAGFPOINT |
3402 WINED3DPTFILTERCAPS_MINFLINEAR |
3403 WINED3DPTFILTERCAPS_MINFPOINT |
3404 WINED3DPTFILTERCAPS_MIPFLINEAR |
3405 WINED3DPTFILTERCAPS_MIPFPOINT |
3406 WINED3DPTFILTERCAPS_LINEAR |
3407 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3408 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3409 WINED3DPTFILTERCAPS_MIPLINEAR |
3410 WINED3DPTFILTERCAPS_MIPNEAREST |
3411 WINED3DPTFILTERCAPS_NEAREST;
3413 pCaps->VolumeTextureFilterCaps = 0;
3415 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3416 WINED3DPTADDRESSCAPS_CLAMP |
3417 WINED3DPTADDRESSCAPS_WRAP;
3419 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3420 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3422 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3423 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3425 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3426 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3429 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3430 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3431 WINED3DPTADDRESSCAPS_CLAMP |
3432 WINED3DPTADDRESSCAPS_WRAP;
3433 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3434 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3436 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3437 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3439 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3440 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3443 pCaps->VolumeTextureAddressCaps = 0;
3445 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3446 WINED3DLINECAPS_ZTEST |
3447 WINED3DLINECAPS_BLEND |
3448 WINED3DLINECAPS_ALPHACMP |
3449 WINED3DLINECAPS_FOG;
3450 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3451 * idea how generating the smoothing alpha values works; the result is different
3454 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3455 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3457 if(GL_SUPPORT(EXT_TEXTURE3D))
3458 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3460 pCaps->MaxVolumeExtent = 0;
3462 pCaps->MaxTextureRepeat = 32768;
3463 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3464 pCaps->MaxVertexW = 1.0;
3466 pCaps->GuardBandLeft = 0;
3467 pCaps->GuardBandTop = 0;
3468 pCaps->GuardBandRight = 0;
3469 pCaps->GuardBandBottom = 0;
3471 pCaps->ExtentsAdjust = 0;
3473 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3474 WINED3DSTENCILCAPS_INCRSAT |
3475 WINED3DSTENCILCAPS_INVERT |
3476 WINED3DSTENCILCAPS_KEEP |
3477 WINED3DSTENCILCAPS_REPLACE |
3478 WINED3DSTENCILCAPS_ZERO;
3479 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3480 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3481 WINED3DSTENCILCAPS_INCR;
3483 if ( This->dxVersion > 8 &&
3484 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3485 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3486 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3489 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3491 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3492 pCaps->MaxActiveLights = GL_LIMITS(lights);
3494 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3495 pCaps->MaxVertexBlendMatrixIndex = 0;
3497 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3498 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3501 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3502 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3503 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3504 WINED3DVTXPCAPS_LOCALVIEWER |
3505 WINED3DVTXPCAPS_VERTEXFOG |
3506 WINED3DVTXPCAPS_TEXGEN;
3508 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3510 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3511 pCaps->MaxVertexIndex = 0xFFFFF;
3512 pCaps->MaxStreams = MAX_STREAMS;
3513 pCaps->MaxStreamStride = 1024;
3515 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3516 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3517 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3518 pCaps->MaxNpatchTessellationLevel = 0;
3519 pCaps->MasterAdapterOrdinal = 0;
3520 pCaps->AdapterOrdinalInGroup = 0;
3521 pCaps->NumberOfAdaptersInGroup = 1;
3523 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3525 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3526 WINED3DPTFILTERCAPS_MAGFPOINT |
3527 WINED3DPTFILTERCAPS_MINFLINEAR |
3528 WINED3DPTFILTERCAPS_MAGFLINEAR;
3529 pCaps->VertexTextureFilterCaps = 0;
3531 memset(&shader_caps, 0, sizeof(shader_caps));
3532 shader_backend = select_shader_backend(adapter, DeviceType);
3533 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3535 memset(&fragment_caps, 0, sizeof(fragment_caps));
3536 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3537 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
3539 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3540 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3542 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3543 * Ignore shader model capabilities if disabled in config
3545 if(vs_selected_mode == SHADER_NONE) {
3546 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3547 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3548 pCaps->MaxVertexShaderConst = 0;
3550 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3551 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3554 if(ps_selected_mode == SHADER_NONE) {
3555 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3556 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3557 pCaps->PixelShader1xMaxValue = 0.0;
3559 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3560 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3563 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3564 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3565 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3567 pCaps->VS20Caps = shader_caps.VS20Caps;
3568 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3569 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3570 pCaps->PS20Caps = shader_caps.PS20Caps;
3571 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3572 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3574 /* The following caps are shader specific, but they are things we cannot detect, or which
3575 * are the same among all shader models. So to avoid code duplication set the shader version
3576 * specific, but otherwise constant caps here
3578 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3579 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3580 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3581 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3582 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3583 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
3584 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3586 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3587 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
3588 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3589 pCaps->VS20Caps.Caps = 0;
3590 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3591 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
3592 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3594 pCaps->MaxVShaderInstructionsExecuted = 65535;
3595 pCaps->MaxVertexShader30InstructionSlots = 0;
3596 } else { /* VS 1.x */
3597 pCaps->VS20Caps.Caps = 0;
3598 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3599 pCaps->VS20Caps.NumTemps = 0;
3600 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3602 pCaps->MaxVShaderInstructionsExecuted = 0;
3603 pCaps->MaxVertexShader30InstructionSlots = 0;
3606 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3607 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3608 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3610 /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
3611 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3612 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3613 WINED3DPS20CAPS_PREDICATION |
3614 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3615 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3616 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3617 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
3618 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3619 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3621 pCaps->MaxPShaderInstructionsExecuted = 65535;
3622 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
3623 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3624 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3625 pCaps->PS20Caps.Caps = 0;
3626 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3627 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
3628 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3629 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3631 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3632 pCaps->MaxPixelShader30InstructionSlots = 0;
3633 } else { /* PS 1.x */
3634 pCaps->PS20Caps.Caps = 0;
3635 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3636 pCaps->PS20Caps.NumTemps = 0;
3637 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3638 pCaps->PS20Caps.NumInstructionSlots = 0;
3640 pCaps->MaxPShaderInstructionsExecuted = 0;
3641 pCaps->MaxPixelShader30InstructionSlots = 0;
3644 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3645 /* OpenGL supports all the formats below, perhaps not always
3646 * without conversion, but it supports them.
3647 * Further GLSL doesn't seem to have an official unsigned type so
3648 * don't advertise it yet as I'm not sure how we handle it.
3649 * We might need to add some clamping in the shader engine to
3651 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3652 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3653 WINED3DDTCAPS_UBYTE4N |
3654 WINED3DDTCAPS_SHORT2N |
3655 WINED3DDTCAPS_SHORT4N;
3656 if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
3657 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3658 WINED3DDTCAPS_FLOAT16_4;
3661 pCaps->DeclTypes = 0;
3663 /* Set DirectDraw helper Caps */
3664 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3665 WINEDDCKEYCAPS_SRCBLT;
3666 fx_caps = WINEDDFXCAPS_BLTALPHA |
3667 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3668 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3669 WINEDDFXCAPS_BLTROTATION90 |
3670 WINEDDFXCAPS_BLTSHRINKX |
3671 WINEDDFXCAPS_BLTSHRINKXN |
3672 WINEDDFXCAPS_BLTSHRINKY |
3673 WINEDDFXCAPS_BLTSHRINKXN |
3674 WINEDDFXCAPS_BLTSTRETCHX |
3675 WINEDDFXCAPS_BLTSTRETCHXN |
3676 WINEDDFXCAPS_BLTSTRETCHY |
3677 WINEDDFXCAPS_BLTSTRETCHYN;
3678 blit_caps = WINEDDCAPS_BLT |
3679 WINEDDCAPS_BLTCOLORFILL |
3680 WINEDDCAPS_BLTDEPTHFILL |
3681 WINEDDCAPS_BLTSTRETCH |
3682 WINEDDCAPS_CANBLTSYSMEM |
3683 WINEDDCAPS_CANCLIP |
3684 WINEDDCAPS_CANCLIPSTRETCHED |
3685 WINEDDCAPS_COLORKEY |
3686 WINEDDCAPS_COLORKEYHWASSIST |
3687 WINEDDCAPS_ALIGNBOUNDARYSRC;
3689 /* Fill the ddraw caps structure */
3690 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3691 WINEDDCAPS_PALETTE |
3693 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3694 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3695 WINEDDCAPS2_PRIMARYGAMMA |
3696 WINEDDCAPS2_WIDESURFACES |
3697 WINEDDCAPS2_CANRENDERWINDOWED;
3698 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3699 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3700 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3701 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3702 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3703 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3704 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3705 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3706 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3708 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3709 WINEDDSCAPS_BACKBUFFER |
3711 WINEDDSCAPS_FRONTBUFFER |
3712 WINEDDSCAPS_OFFSCREENPLAIN |
3713 WINEDDSCAPS_PALETTE |
3714 WINEDDSCAPS_PRIMARYSURFACE |
3715 WINEDDSCAPS_SYSTEMMEMORY |
3716 WINEDDSCAPS_VIDEOMEMORY |
3717 WINEDDSCAPS_VISIBLE;
3718 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3720 /* Set D3D caps if OpenGL is available. */
3721 if (adapter->opengl)
3723 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3724 WINEDDSCAPS_MIPMAP |
3725 WINEDDSCAPS_TEXTURE |
3726 WINEDDSCAPS_ZBUFFER;
3727 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3733 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3734 and fields being inserted in the middle, a new structure is used in place */
3735 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
3736 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
3737 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
3739 IWineD3DDeviceImpl *object = NULL;
3740 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3741 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3742 WINED3DDISPLAYMODE mode;
3743 const struct fragment_pipeline *frag_pipeline = NULL;
3745 struct fragment_caps ffp_caps;
3746 struct shader_caps shader_caps;
3749 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3750 * number and create a device without a 3D adapter for 2D only operation.
3752 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3753 return WINED3DERR_INVALIDCALL;
3756 /* Create a WineD3DDevice object */
3757 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3758 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3759 TRACE("Created WineD3DDevice object @ %p\n", object);
3760 if (NULL == object) {
3761 return WINED3DERR_OUTOFVIDEOMEMORY;
3764 /* Set up initial COM information */
3765 object->lpVtbl = &IWineD3DDevice_Vtbl;
3767 object->wineD3D = iface;
3768 object->adapter = This->adapter_count ? adapter : NULL;
3769 IWineD3D_AddRef(object->wineD3D);
3770 object->parent = parent;
3771 object->device_parent = device_parent;
3772 list_init(&object->resources);
3773 list_init(&object->shaders);
3775 if(This->dxVersion == 7) {
3776 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3778 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3780 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3782 /* Set the state up as invalid until the device is fully created */
3783 object->state = WINED3DERR_DRIVERINTERNALERROR;
3785 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3786 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3788 /* Save the creation parameters */
3789 object->createParms.AdapterOrdinal = Adapter;
3790 object->createParms.DeviceType = DeviceType;
3791 object->createParms.hFocusWindow = hFocusWindow;
3792 object->createParms.BehaviorFlags = BehaviourFlags;
3794 /* Initialize other useful values */
3795 object->adapterNo = Adapter;
3796 object->devType = DeviceType;
3798 select_shader_mode(&adapter->gl_info, DeviceType,
3799 &object->ps_selected_mode, &object->vs_selected_mode);
3800 object->shader_backend = select_shader_backend(adapter, DeviceType);
3802 memset(&shader_caps, 0, sizeof(shader_caps));
3803 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3804 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
3805 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
3806 object->vs_clipping = shader_caps.VSClipping;
3808 memset(&ffp_caps, 0, sizeof(ffp_caps));
3809 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3810 object->frag_pipe = frag_pipeline;
3811 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
3812 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3813 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3814 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
3815 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3818 IWineD3D_Release(object->wineD3D);
3819 HeapFree(GetProcessHeap(), 0, object);
3824 object->blitter = select_blit_implementation(adapter, DeviceType);
3826 /* set the state of the device to valid */
3827 object->state = WINED3D_OK;
3829 /* Get the initial screen setup for ddraw */
3830 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3832 object->ddraw_width = mode.Width;
3833 object->ddraw_height = mode.Height;
3834 object->ddraw_format = mode.Format;
3836 for(i = 0; i < PATCHMAP_SIZE; i++) {
3837 list_init(&object->patches[i]);
3840 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
3845 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3846 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3847 IUnknown_AddRef(This->parent);
3848 *pParent = This->parent;
3852 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3853 IUnknown* surfaceParent;
3854 TRACE("(%p) call back\n", pSurface);
3856 /* Now, release the parent, which will take care of cleaning up the surface for us */
3857 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3858 IUnknown_Release(surfaceParent);
3859 return IUnknown_Release(surfaceParent);
3862 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3863 IUnknown* volumeParent;
3864 TRACE("(%p) call back\n", pVolume);
3866 /* Now, release the parent, which will take care of cleaning up the volume for us */
3867 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3868 IUnknown_Release(volumeParent);
3869 return IUnknown_Release(volumeParent);
3872 static BOOL match_apple(const WineD3D_GL_Info *gl_info)
3874 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3875 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3876 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3878 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3879 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3880 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3881 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3882 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3883 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3884 * DirectDraw, not OpenGL.
3886 if(gl_info->supported[APPLE_FENCE] &&
3887 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3888 gl_info->supported[APPLE_FLUSH_RENDER] &&
3889 gl_info->supported[APPLE_YCBCR_422]) {
3890 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3891 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3894 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3895 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3900 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3901 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3902 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3903 * all the texture. This function detects this bug by its symptom and disables PBOs
3904 * if the test fails.
3906 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3907 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3908 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3909 * read back is compared to the original. If they are equal PBOs are assumed to work,
3910 * otherwise the PBO extension is disabled.
3912 GLuint texture, pbo;
3913 static const unsigned int pattern[] = {
3914 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3915 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3916 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3917 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3919 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3921 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3922 /* No PBO -> No point in testing them */
3928 while(glGetError());
3929 glGenTextures(1, &texture);
3930 glBindTexture(GL_TEXTURE_2D, texture);
3932 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3933 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3934 checkGLcall("Specifying the PBO test texture\n");
3936 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3937 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3938 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3939 checkGLcall("Specifying the PBO test pbo\n");
3941 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3942 checkGLcall("Loading the PBO test texture\n");
3944 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3945 glFinish(); /* just to be sure */
3947 memset(check, 0, sizeof(check));
3948 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3949 checkGLcall("Reading back the PBO test texture\n");
3951 glDeleteTextures(1, &texture);
3952 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3953 checkGLcall("PBO test cleanup\n");
3957 if(memcmp(check, pattern, sizeof(check)) != 0) {
3958 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3959 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3960 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3962 TRACE_(d3d_caps)("PBO test successful\n");
3966 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3967 * reporting a driver version is moot because we are not the Windows driver, and we have different
3968 * bugs, features, etc.
3970 * If a card is not found in this table, the gl driver version is reported
3972 struct driver_version_information {
3973 WORD vendor; /* reported PCI card vendor ID */
3974 WORD card; /* reported PCI card device ID */
3975 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
3976 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3977 WORD lopart_hi, lopart_lo; /* driver loword to report */
3980 static const struct driver_version_information driver_version_table[] = {
3981 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
3982 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
3983 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
3984 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
3986 * All version numbers used below are from the Linux nvidia drivers.
3988 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
3989 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
3990 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
3991 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
3992 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
3993 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 4, 3 },
3994 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 4, 3 },
3995 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 4, 3 },
3996 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7341 },
3997 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7341 },
3998 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7341 },
3999 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8044 },
4000 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8044 },
4001 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8044 },
4002 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8044 },
4003 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8044 },
4004 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8044 },
4005 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8044 },
4006 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8044 },
4007 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8044 },
4008 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8044 },
4009 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8044 },
4010 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8044 },
4011 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8044 },
4012 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8044 },
4013 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8044 },
4014 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8044 },
4015 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8044 },
4016 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8044 },
4017 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8044 },
4019 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
4020 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
4021 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
4022 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
4023 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
4024 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
4025 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
4026 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 6, 14, 10, 6764 },
4028 /* TODO: Add information about legacy ATI hardware, Intel and other cards */
4031 static BOOL match_ati_r300_to_500(const WineD3D_GL_Info *gl_info) {
4032 if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
4033 if(gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
4034 if(gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
4035 if(gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
4039 static BOOL match_geforce5(const WineD3D_GL_Info *gl_info) {
4040 if(gl_info->gl_vendor == VENDOR_NVIDIA) {
4041 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
4048 static BOOL match_apple_intel(const WineD3D_GL_Info *gl_info) {
4049 return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info);
4052 static BOOL match_apple_nonr500ati(const WineD3D_GL_Info *gl_info) {
4053 if(!match_apple(gl_info)) return FALSE;
4054 if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
4055 if(gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
4059 static BOOL match_fglrx(const WineD3D_GL_Info *gl_info) {
4060 if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
4061 if(match_apple(gl_info)) return FALSE;
4062 if(strstr(gl_info->gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers */
4066 static BOOL match_dx10_capable(const WineD3D_GL_Info *gl_info) {
4067 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
4068 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
4069 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
4070 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
4073 * dx10 cards usually have 64 varyings
4075 return gl_info->max_glsl_varyings > 44;
4078 static void quirk_arb_constants(WineD3D_GL_Info *gl_info) {
4079 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL\n", gl_info->vs_arb_constantsF);
4080 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
4081 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL\n", gl_info->ps_arb_constantsF);
4082 gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
4085 static void quirk_apple_glsl_constants(WineD3D_GL_Info *gl_info) {
4086 quirk_arb_constants(gl_info);
4087 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
4088 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
4089 * allow 48 different offsets or other helper immediate values
4091 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use\n");
4092 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
4095 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
4096 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
4097 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
4098 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
4099 * most games, but avoids the crash
4101 * A more sophisticated way would be to find all units that need texture coordinates and enable
4102 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
4103 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
4105 * Note that disabling the extension entirely does not gain predictability because there is no point
4106 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension.
4108 static void quirk_one_point_sprite(WineD3D_GL_Info *gl_info) {
4109 if(gl_info->supported[ARB_POINT_SPRITE]) {
4110 TRACE("Limiting point sprites to one texture unit\n");
4111 gl_info->max_point_sprite_units = 1;
4115 static void quirk_ati_dx9(WineD3D_GL_Info *gl_info) {
4116 quirk_arb_constants(gl_info);
4118 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
4119 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
4120 * If real NP2 textures are used, the driver falls back to software. We could just remove the
4121 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
4122 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
4123 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
4124 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
4126 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
4127 * has this extension promoted to core. The extension loading code sets this extension supported
4128 * due to that, so this code works on fglrx as well.
4130 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
4131 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4132 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
4134 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
4135 * it is generally more efficient. Reserve just 8 constants
4137 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use\n");
4138 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
4141 static void quirk_no_np2(WineD3D_GL_Info *gl_info) {
4142 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
4143 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
4144 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
4145 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
4146 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
4147 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
4149 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
4150 * triggering the software fallback. There is not much we can do here apart from disabling the
4151 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
4152 * in IWineD3DImpl_FillGLCaps).
4153 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
4154 * post-processing effects in the game "Max Payne 2").
4155 * The behaviour can be verified through a simple test app attached in bugreport #14724.
4157 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
4158 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4159 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
4162 static void quirk_texcoord_w(WineD3D_GL_Info *gl_info) {
4163 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
4164 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
4165 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
4166 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
4167 * according to the spec.
4169 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
4170 * makes the shader slower and eats instruction slots which should be available to the d3d app.
4172 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
4173 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
4174 * this workaround is activated on cards that do not need it, it won't break things, just affect
4175 * performance negatively.
4177 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
4178 gl_info->set_texcoord_w = TRUE;
4181 static void quirk_clip_varying(WineD3D_GL_Info *gl_info) {
4182 gl_info->glsl_clip_varying = TRUE;
4185 struct driver_quirk quirk_table[] = {
4187 match_ati_r300_to_500,
4189 "ATI GLSL constant and normalized texrect quirk"
4191 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
4192 * used it falls back to software. While the compiler can detect if the shader uses all declared
4193 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
4194 * using relative addressing falls back to software.
4196 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
4200 quirk_apple_glsl_constants,
4201 "Apple GLSL uniform override"
4206 "Geforce 5 NP2 disable"
4211 "Init texcoord .w for Apple Intel GPU driver"
4214 match_apple_nonr500ati,
4216 "Init texcoord .w for Apple ATI >= r600 GPU driver"
4220 quirk_one_point_sprite,
4221 "Fglrx point sprite crash workaround"
4226 "Reserved varying for gl_ClipPos"
4230 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
4233 for(i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); i++) {
4234 if(!quirk_table[i].match(gl_info)) continue;
4235 TRACE_(d3d_caps)("Applying driver quirk \"%s\"\n", quirk_table[i].description);
4236 quirk_table[i].apply(gl_info);
4239 /* Find out if PBOs work as they are supposed to */
4240 test_pbo_functionality(gl_info);
4242 /* Fixup the driver version */
4243 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
4244 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
4245 gl_info->gl_card == driver_version_table[i].card) {
4246 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
4248 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
4249 driver_version_table[i].lopart_lo);
4250 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
4251 driver_version_table[i].hipart_lo);
4252 strcpy(gl_info->driver_description, driver_version_table[i].description);
4258 static void WINE_GLAPI invalid_func(const void *data)
4260 ERR("Invalid vertex attribute function called\n");
4264 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4266 ERR("Invalid texcoord function called\n");
4270 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4271 * the extension detection and are used in drawStridedSlow
4273 static void WINE_GLAPI position_d3dcolor(const void *data)
4275 DWORD pos = *((const DWORD *)data);
4277 FIXME("Add a test for fixed function position from d3dcolor type\n");
4278 glVertex4s(D3DCOLOR_B_R(pos),
4284 static void WINE_GLAPI position_float4(const void *data)
4286 const GLfloat *pos = data;
4288 if (pos[3] < eps && pos[3] > -eps)
4291 float w = 1.0 / pos[3];
4293 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4297 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4299 DWORD diffuseColor = *((const DWORD *)data);
4301 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4302 D3DCOLOR_B_G(diffuseColor),
4303 D3DCOLOR_B_B(diffuseColor),
4304 D3DCOLOR_B_A(diffuseColor));
4307 static void WINE_GLAPI specular_d3dcolor(const void *data)
4309 DWORD specularColor = *((const DWORD *)data);
4310 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4311 D3DCOLOR_B_G(specularColor),
4312 D3DCOLOR_B_B(specularColor)};
4314 specular_func_3ubv(d);
4317 static void WINE_GLAPI warn_no_specular_func(const void *data)
4319 WARN("GL_EXT_secondary_color not supported\n");
4322 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4324 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4325 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4326 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4327 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4328 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4329 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4330 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4331 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4332 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4333 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4334 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4335 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4336 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4337 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4338 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4339 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4340 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4342 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4343 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4344 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4345 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4346 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4347 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4348 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4349 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4350 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4351 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4352 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4353 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4354 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4355 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4356 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4357 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4358 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4360 /* No 4 component entry points here */
4361 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4362 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4363 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4364 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4366 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4368 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4369 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4370 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4371 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4373 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4375 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4376 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4377 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4378 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4379 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4380 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4381 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4382 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4383 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4384 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4385 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4386 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4388 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4389 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4391 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4392 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4393 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4394 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4395 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4396 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4397 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4398 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4399 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4400 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4401 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4402 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4403 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4404 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4405 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4406 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4407 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4409 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4410 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4411 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4412 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4413 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4414 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4415 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4416 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4417 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4418 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4419 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4420 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4421 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4422 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4423 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4424 if (GL_SUPPORT(NV_HALF_FLOAT))
4426 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4427 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4428 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4430 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4431 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4435 BOOL InitAdapters(IWineD3DImpl *This)
4437 static HMODULE mod_gl;
4439 int ps_selected_mode, vs_selected_mode;
4441 /* No need to hold any lock. The calling library makes sure only one thread calls
4442 * wined3d simultaneously
4445 TRACE("Initializing adapters\n");
4448 #ifdef USE_WIN32_OPENGL
4449 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4450 mod_gl = LoadLibraryA("opengl32.dll");
4452 ERR("Can't load opengl32.dll!\n");
4456 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4457 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4458 mod_gl = GetModuleHandleA("gdi32.dll");
4462 /* Load WGL core functions from opengl32.dll */
4463 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4467 if(!pwglGetProcAddress) {
4468 ERR("Unable to load wglGetProcAddress!\n");
4472 /* Dynamically load all GL core functions */
4476 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4477 * otherwise because we have to use winex11.drv's override
4479 #ifdef USE_WIN32_OPENGL
4480 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4481 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4483 glFinish = (void*)pwglGetProcAddress("wglFinish");
4484 glFlush = (void*)pwglGetProcAddress("wglFlush");
4487 glEnableWINE = glEnable;
4488 glDisableWINE = glDisable;
4490 /* For now only one default adapter */
4492 struct WineD3DAdapter *adapter = &This->adapters[0];
4493 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4497 WineD3D_PixelFormat *cfgs;
4498 DISPLAY_DEVICEW DisplayDevice;
4501 TRACE("Initializing default adapter\n");
4503 adapter->monitorPoint.x = -1;
4504 adapter->monitorPoint.y = -1;
4506 if (!WineD3D_CreateFakeGLContext()) {
4507 ERR("Failed to get a gl context for default adapter\n");
4508 WineD3D_ReleaseFakeGLContext();
4512 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4514 ERR("Failed to initialize gl caps for default adapter\n");
4515 WineD3D_ReleaseFakeGLContext();
4518 ret = initPixelFormats(&adapter->gl_info);
4520 ERR("Failed to init gl formats\n");
4521 WineD3D_ReleaseFakeGLContext();
4525 hdc = pwglGetCurrentDC();
4527 ERR("Failed to get gl HDC\n");
4528 WineD3D_ReleaseFakeGLContext();
4532 adapter->driver = "Display";
4533 adapter->description = "Direct3D HAL";
4535 /* Use the VideoRamSize registry setting when set */
4536 if(wined3d_settings.emulated_textureram)
4537 adapter->TextureRam = wined3d_settings.emulated_textureram;
4539 adapter->TextureRam = adapter->gl_info.vidmem;
4540 adapter->UsedTextureRam = 0;
4541 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4543 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4544 DisplayDevice.cb = sizeof(DisplayDevice);
4545 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4546 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4547 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4549 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4556 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4557 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4559 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4560 cfgs = adapter->cfgs;
4561 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4562 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4563 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4564 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4565 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4566 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4567 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4568 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4569 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4570 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4572 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4574 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4579 /* Cache the pixel format */
4580 cfgs->iPixelFormat = iPixelFormat;
4581 cfgs->redSize = values[0];
4582 cfgs->greenSize = values[1];
4583 cfgs->blueSize = values[2];
4584 cfgs->alphaSize = values[3];
4585 cfgs->depthSize = values[4];
4586 cfgs->stencilSize = values[5];
4587 cfgs->windowDrawable = values[6];
4588 cfgs->iPixelType = values[7];
4589 cfgs->doubleBuffer = values[8];
4590 cfgs->auxBuffers = values[9];
4592 cfgs->pbufferDrawable = FALSE;
4593 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4594 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4595 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4597 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4598 cfgs->pbufferDrawable = value;
4601 cfgs->numSamples = 0;
4602 /* Check multisample support */
4603 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4604 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4606 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4607 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4608 * value[1] = number of multi sample buffers*/
4610 cfgs->numSamples = value[1];
4614 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4620 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4621 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4622 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4624 cfgs = adapter->cfgs;
4625 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4627 PIXELFORMATDESCRIPTOR ppfd;
4629 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4633 /* We only want HW acceleration using an OpenGL ICD driver.
4634 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4635 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4637 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4639 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4643 cfgs->iPixelFormat = iPixelFormat;
4644 cfgs->redSize = ppfd.cRedBits;
4645 cfgs->greenSize = ppfd.cGreenBits;
4646 cfgs->blueSize = ppfd.cBlueBits;
4647 cfgs->alphaSize = ppfd.cAlphaBits;
4648 cfgs->depthSize = ppfd.cDepthBits;
4649 cfgs->stencilSize = ppfd.cStencilBits;
4650 cfgs->pbufferDrawable = 0;
4651 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4652 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4653 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4654 cfgs->auxBuffers = ppfd.cAuxBuffers;
4655 cfgs->numSamples = 0;
4657 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4662 /* 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 */
4665 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4667 WineD3D_ReleaseFakeGLContext();
4668 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4673 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4674 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4675 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4676 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4677 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4678 * driver is allowed to consume more bits EXCEPT for stencil bits.
4680 * Mark an adapter with this broken stencil behavior.
4682 adapter->brokenStencil = TRUE;
4683 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4685 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4686 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4687 adapter->brokenStencil = FALSE;
4692 fixup_extensions(&adapter->gl_info);
4693 add_gl_compat_wrappers(&adapter->gl_info);
4695 WineD3D_ReleaseFakeGLContext();
4697 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4698 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4699 fillGLAttribFuncs(&adapter->gl_info);
4700 adapter->opengl = TRUE;
4702 This->adapter_count = 1;
4703 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4708 /* Initialize an adapter for ddraw-only memory counting */
4709 memset(This->adapters, 0, sizeof(This->adapters));
4710 This->adapters[0].num = 0;
4711 This->adapters[0].opengl = FALSE;
4712 This->adapters[0].monitorPoint.x = -1;
4713 This->adapters[0].monitorPoint.y = -1;
4715 This->adapters[0].driver = "Display";
4716 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4717 if(wined3d_settings.emulated_textureram) {
4718 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4720 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4723 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4725 This->adapter_count = 1;
4729 /**********************************************************
4730 * IWineD3D VTbl follows
4731 **********************************************************/
4733 const IWineD3DVtbl IWineD3D_Vtbl =
4736 IWineD3DImpl_QueryInterface,
4737 IWineD3DImpl_AddRef,
4738 IWineD3DImpl_Release,
4740 IWineD3DImpl_GetParent,
4741 IWineD3DImpl_GetAdapterCount,
4742 IWineD3DImpl_RegisterSoftwareDevice,
4743 IWineD3DImpl_GetAdapterMonitor,
4744 IWineD3DImpl_GetAdapterModeCount,
4745 IWineD3DImpl_EnumAdapterModes,
4746 IWineD3DImpl_GetAdapterDisplayMode,
4747 IWineD3DImpl_GetAdapterIdentifier,
4748 IWineD3DImpl_CheckDeviceMultiSampleType,
4749 IWineD3DImpl_CheckDepthStencilMatch,
4750 IWineD3DImpl_CheckDeviceType,
4751 IWineD3DImpl_CheckDeviceFormat,
4752 IWineD3DImpl_CheckDeviceFormatConversion,
4753 IWineD3DImpl_GetDeviceCaps,
4754 IWineD3DImpl_CreateDevice