2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
40 const char *extension_string;
41 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 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 },
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
109 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
110 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
111 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
112 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
113 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
114 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
115 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
116 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
117 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
118 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
119 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
120 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
121 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
122 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
123 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
124 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
125 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
126 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
127 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
128 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
129 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
130 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
131 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
132 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_fence", NV_FENCE, 0 },
137 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
138 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
139 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
143 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
144 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
145 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
146 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
147 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
148 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
149 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
150 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
151 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
152 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
153 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
154 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
157 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
160 /**********************************************************
161 * Utility functions follow
162 **********************************************************/
164 const struct min_lookup minMipLookup[] =
166 /* NONE POINT LINEAR */
167 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
168 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
172 const struct min_lookup minMipLookup_noFilter[] =
174 /* NONE POINT LINEAR */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
180 const struct min_lookup minMipLookup_noMip[] =
182 /* NONE POINT LINEAR */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
185 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
188 const GLenum magLookup[] =
190 /* NONE POINT LINEAR */
191 GL_NEAREST, GL_NEAREST, GL_LINEAR,
194 const GLenum magLookup_noFilter[] =
196 /* NONE POINT LINEAR */
197 GL_NEAREST, GL_NEAREST, GL_NEAREST,
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
209 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210 * i.e., there is no GL Context - Get a default rendering context to enable the
211 * function query some info from GL.
214 struct wined3d_fake_gl_ctx
220 HGLRC restore_gl_ctx;
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
225 TRACE_(d3d_caps)("Destroying fake GL context.\n");
227 if (!pwglMakeCurrent(NULL, NULL))
229 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
232 if (!pwglDeleteContext(ctx->gl_ctx))
234 DWORD err = GetLastError();
235 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
238 ReleaseDC(ctx->wnd, ctx->dc);
239 DestroyWindow(ctx->wnd);
241 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
243 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
250 PIXELFORMATDESCRIPTOR pfd;
253 TRACE("getting context...\n");
255 ctx->restore_dc = pwglGetCurrentDC();
256 ctx->restore_gl_ctx = pwglGetCurrentContext();
258 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
263 ERR_(d3d_caps)("Failed to create a window.\n");
267 ctx->dc = GetDC(ctx->wnd);
270 ERR_(d3d_caps)("Failed to get a DC.\n");
274 /* PixelFormat selection */
275 ZeroMemory(&pfd, sizeof(pfd));
276 pfd.nSize = sizeof(pfd);
278 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279 pfd.iPixelType = PFD_TYPE_RGBA;
281 pfd.iLayerType = PFD_MAIN_PLANE;
283 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
286 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
290 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
293 /* Create a GL context. */
294 ctx->gl_ctx = pwglCreateContext(ctx->dc);
297 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
301 /* Make it the current GL context. */
302 if (!context_set_current(NULL))
304 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
309 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
316 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
318 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
320 if (ctx->wnd) DestroyWindow(ctx->wnd);
322 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
324 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
333 struct wined3d_adapter *adapter = device->adapter;
335 adapter->UsedTextureRam += glram;
336 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337 return adapter->UsedTextureRam;
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
342 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
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);
384 for (i = 0; i < This->adapter_count; ++i)
386 wined3d_adapter_cleanup(&This->adapters[i]);
388 HeapFree(GetProcessHeap(), 0, This);
394 /**********************************************************
395 * IWineD3D parts follows
396 **********************************************************/
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
403 const char *testcode =
405 "PARAM C[66] = { program.env[0..65] };\n"
407 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408 "ARL A0.x, zero.x;\n"
409 "MOV result.position, C[A0.x + 65];\n"
413 GL_EXTCALL(glGenProgramsARB(1, &prog));
415 ERR("Failed to create an ARB offset limit test program\n");
417 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419 strlen(testcode), testcode));
422 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
425 } else TRACE("OpenGL implementation allows offsets > 63\n");
427 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429 checkGLcall("ARB vp offset limit test cleanup");
434 static DWORD ver_for_ext(GL_SupportedExt ext)
437 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438 if(EXTENSION_MAP[i].extension == ext) {
439 return EXTENSION_MAP[i].version;
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
448 if (card_vendor != HW_VENDOR_ATI) return FALSE;
449 if (device == CARD_ATI_RADEON_9500) return TRUE;
450 if (device == CARD_ATI_RADEON_X700) return TRUE;
451 if (device == CARD_ATI_RADEON_X1600) return TRUE;
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
458 if (card_vendor == HW_VENDOR_NVIDIA)
460 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461 device == CARD_NVIDIA_GEFORCEFX_5600 ||
462 device == CARD_NVIDIA_GEFORCEFX_5800)
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
473 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
477 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482 * the chance that other implementations support them is rather small since Win32 QuickTime uses
483 * DirectDraw, not OpenGL.
485 * This test has been moved into wined3d_guess_gl_vendor()
487 if (gl_vendor == GL_VENDOR_APPLE)
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
497 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499 * all the texture. This function detects this bug by its symptom and disables PBOs
502 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505 * read back is compared to the original. If they are equal PBOs are assumed to work,
506 * otherwise the PBO extension is disabled. */
508 static const unsigned int pattern[] =
510 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
515 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
517 /* No PBO -> No point in testing them. */
518 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
522 while (glGetError());
523 glGenTextures(1, &texture);
524 glBindTexture(GL_TEXTURE_2D, texture);
526 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528 checkGLcall("Specifying the PBO test texture");
530 GL_EXTCALL(glGenBuffersARB(1, &pbo));
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533 checkGLcall("Specifying the PBO test pbo");
535 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536 checkGLcall("Loading the PBO test texture");
538 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
541 wglFinish(); /* just to be sure */
543 memset(check, 0, sizeof(check));
545 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546 checkGLcall("Reading back the PBO test texture");
548 glDeleteTextures(1, &texture);
549 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550 checkGLcall("PBO test cleanup");
554 if (memcmp(check, pattern, sizeof(check)))
556 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
562 TRACE_(d3d_caps)("PBO test successful.\n");
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
569 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
575 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576 if (card_vendor != HW_VENDOR_ATI) return FALSE;
577 if (device == CARD_ATI_RADEON_X1600) return FALSE;
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
584 return gl_vendor == GL_VENDOR_FGLRX;
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
591 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
597 * dx10 cards usually have 64 varyings */
598 return gl_info->limits.glsl_varyings > 44;
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
608 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
612 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613 error = glGetError();
616 if(error == GL_NO_ERROR)
618 TRACE("GL Implementation accepts 4 component specular color pointers\n");
623 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624 debug_glerror(error));
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
632 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633 return gl_info->supported[NV_TEXTURE_SHADER];
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
643 const char *testcode =
645 "OPTION NV_vertex_program2;\n"
646 "MOV result.clip[0], 0.0;\n"
647 "MOV result.position, 0.0;\n"
650 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
655 GL_EXTCALL(glGenProgramsARB(1, &prog));
658 ERR("Failed to create the NVvp clip test program\n");
662 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664 strlen(testcode), testcode));
665 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
668 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
673 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
675 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
687 char data[4 * 4 * 4];
691 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
693 memset(data, 0xcc, sizeof(data));
697 glGenTextures(1, &tex);
698 glBindTexture(GL_TEXTURE_2D, tex);
699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702 checkGLcall("glTexImage2D");
704 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707 checkGLcall("glFramebufferTexture2D");
709 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711 checkGLcall("glCheckFramebufferStatus");
713 memset(data, 0x11, sizeof(data));
714 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715 checkGLcall("glTexSubImage2D");
717 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718 glClear(GL_COLOR_BUFFER_BIT);
719 checkGLcall("glClear");
721 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722 checkGLcall("glGetTexImage");
724 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726 glBindTexture(GL_TEXTURE_2D, 0);
727 checkGLcall("glBindTexture");
729 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730 glDeleteTextures(1, &tex);
731 checkGLcall("glDeleteTextures");
735 return *(DWORD *)data == 0x11111111;
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
740 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
748 quirk_arb_constants(gl_info);
749 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751 * allow 48 different offsets or other helper immediate values. */
752 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760 * most games, but avoids the crash
762 * A more sophisticated way would be to find all units that need texture coordinates and enable
763 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
766 * Note that disabling the extension entirely does not gain predictability because there is no point
767 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
770 if (gl_info->supported[ARB_POINT_SPRITE])
772 TRACE("Limiting point sprites to one texture unit.\n");
773 gl_info->limits.point_sprite_units = 1;
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
779 quirk_arb_constants(gl_info);
781 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783 * If real NP2 textures are used, the driver falls back to software. We could just remove the
784 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
789 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790 * has this extension promoted to core. The extension loading code sets this extension supported
791 * due to that, so this code works on fglrx as well. */
792 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
794 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
799 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800 * it is generally more efficient. Reserve just 8 constants. */
801 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
807 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
814 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815 * triggering the software fallback. There is not much we can do here apart from disabling the
816 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817 * in IWineD3DImpl_FillGLCaps).
818 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819 * post-processing effects in the game "Max Payne 2").
820 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
821 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
828 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832 * according to the spec.
834 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835 * makes the shader slower and eats instruction slots which should be available to the d3d app.
837 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839 * this workaround is activated on cards that do not need it, it won't break things, just affect
840 * performance negatively. */
841 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
847 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
852 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
857 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
863 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
868 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
873 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875 void (*apply)(struct wined3d_gl_info *gl_info);
876 const char *description;
879 static const struct driver_quirk quirk_table[] =
882 match_ati_r300_to_500,
884 "ATI GLSL constant and normalized texrect quirk"
886 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887 * used it falls back to software. While the compiler can detect if the shader uses all declared
888 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889 * using relative addressing falls back to software.
891 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
894 quirk_apple_glsl_constants,
895 "Apple GLSL uniform override"
900 "Geforce 5 NP2 disable"
905 "Init texcoord .w for Apple Intel GPU driver"
908 match_apple_nonr500ati,
910 "Init texcoord .w for Apple ATI >= r600 GPU driver"
914 quirk_one_point_sprite,
915 "Fglrx point sprite crash workaround"
920 "Reserved varying for gl_ClipPos"
923 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924 * GL implementations accept it. The Mac GL is the only implementation known to
927 * If we can pass 4 component specular colors, do it, because (a) we don't have
928 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929 * passes specular alpha to the pixel shader if any is used. Otherwise the
930 * specular alpha is used to pass the fog coordinate, which we pass to opengl
931 * via GL_EXT_fog_coord.
933 match_allows_spec_alpha,
934 quirk_allows_specular_alpha,
935 "Allow specular alpha quirk"
938 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
943 "Apple NV_texture_shader disable"
946 match_broken_nv_clip,
947 quirk_disable_nvvp_clip,
948 "Apple NV_vertex_program clip bug quirk"
951 match_fbo_tex_update,
952 quirk_fbo_tex_update,
953 "FBO rebind for attachment updates"
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958 * reporting a driver version is moot because we are not the Windows driver, and we have different
959 * bugs, features, etc.
961 * The driver version has the form "x.y.z.w".
963 * "x" is the Windows version the driver is meant for:
970 * "y" is the maximum Direct3D version the driver supports.
971 * y -> d3d version mapping:
980 * "z" is the subversion number.
982 * "w" is the vendor specific driver build number.
985 struct driver_version_information
987 enum wined3d_display_driver driver;
988 enum wined3d_driver_model driver_model;
989 const char *driver_name; /* name of Windows driver */
990 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
991 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
999 * - Radeon HD2x00 (R600) and up supported by current drivers.
1000 * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001 * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1002 * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1003 {DRIVER_ATI_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1004 {DRIVER_ATI_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1005 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1006 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1007 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1008 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1011 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013 * igxprd32.dll but the GMA800 driver was never updated. */
1014 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1015 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1016 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1017 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1018 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1019 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1022 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023 * - GeforceFX support is up to 173.x on <= XP
1024 * - Geforce2MX/3/4 up to 96.x on <= XP
1025 * - TNT/Geforce1/2 up to 71.x on <= XP
1026 * All version numbers used below are from the Linux nvidia drivers. */
1027 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1028 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1029 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1030 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1031 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1034 struct gpu_description
1036 WORD vendor; /* reported PCI card vendor ID */
1037 WORD card; /* reported PCI card device ID */
1038 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1039 enum wined3d_display_driver driver;
1040 unsigned int vidmem;
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044 * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1081 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1082 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1083 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1084 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE6, 1024},
1085 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1086 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1087 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1088 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1089 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1091 {HW_VENDOR_ATI, CARD_ATI_RAGE_128PRO, "ATI Rage Fury", DRIVER_ATI_RAGE_128PRO, 16 },
1092 {HW_VENDOR_ATI, CARD_ATI_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_ATI_R100, 32 },
1093 {HW_VENDOR_ATI, CARD_ATI_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_ATI_R100, 64 },
1094 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, 64 },
1095 {HW_VENDOR_ATI, CARD_ATI_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_ATI_R300, 64 },
1096 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, 128 },
1097 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, 128 },
1098 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, 256 },
1099 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, 256 },
1100 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, 512 },
1101 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_ATI_R600, 128 },
1102 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, 256 },
1103 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, 512 },
1104 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, 512 },
1105 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, 512 },
1106 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_ATI_R600, 512 },
1107 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_ATI_R600, 512 },
1108 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, 512 },
1109 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, 1024},
1110 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_ATI_R600, 1024},
1112 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1113 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1114 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1115 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1116 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1117 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1118 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
1119 {HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512}
1122 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1123 enum wined3d_driver_model driver_model)
1127 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1128 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1130 const struct driver_version_information *entry = &driver_version_table[i];
1132 if (entry->driver == driver && entry->driver_model == driver_model)
1134 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1135 entry->driver_name, entry->version, entry->subversion, entry->build);
1143 static void init_driver_info(struct wined3d_driver_info *driver_info,
1144 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1146 OSVERSIONINFOW os_version;
1147 WORD driver_os_version;
1149 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1150 enum wined3d_driver_model driver_model;
1151 const struct driver_version_information *version_info;
1153 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1155 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1156 vendor = wined3d_settings.pci_vendor_id;
1158 driver_info->vendor = vendor;
1160 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1162 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1163 device = wined3d_settings.pci_device_id;
1165 driver_info->device = device;
1167 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1168 * overrides the pci ids to a card which is not in our database. */
1169 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1171 memset(&os_version, 0, sizeof(os_version));
1172 os_version.dwOSVersionInfoSize = sizeof(os_version);
1173 if (!GetVersionExW(&os_version))
1175 ERR("Failed to get OS version, reporting 2000/XP.\n");
1176 driver_os_version = 6;
1177 driver_model = DRIVER_MODEL_NT5X;
1181 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1182 switch (os_version.dwMajorVersion)
1185 /* If needed we could distinguish between 9x and NT4, but this code won't make
1186 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1188 driver_os_version = 4;
1189 driver_model = DRIVER_MODEL_WIN9X;
1193 driver_os_version = 6;
1194 driver_model = DRIVER_MODEL_NT5X;
1198 if (os_version.dwMinorVersion == 0)
1200 driver_os_version = 7;
1201 driver_model = DRIVER_MODEL_NT6X;
1205 if (os_version.dwMinorVersion > 1)
1207 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1208 os_version.dwMajorVersion, os_version.dwMinorVersion);
1210 driver_os_version = 8;
1211 driver_model = DRIVER_MODEL_NT6X;
1216 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1217 os_version.dwMajorVersion, os_version.dwMinorVersion);
1218 driver_os_version = 6;
1219 driver_model = DRIVER_MODEL_NT5X;
1224 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1225 * This means that unless the ids are overriden, we will always find a GPU description. */
1226 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1228 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1230 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1232 driver_info->description = gpu_description_table[i].description;
1233 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1234 driver = gpu_description_table[i].driver;
1239 if (wined3d_settings.emulated_textureram)
1241 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1242 driver_info->vidmem = wined3d_settings.emulated_textureram;
1245 /* Try to obtain driver version information for the current Windows version. This fails in
1247 * - the gpu is not available on the currently selected OS version:
1248 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1249 * version information for the current Windows version is returned instead of faked info.
1250 * We do the same and assume the default Windows version to emulate is WinXP.
1252 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1253 * For now return the XP driver info. Perhaps later on we should return VESA.
1255 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1256 * This could be an indication that our database is not up to date, so this should be fixed.
1258 version_info = get_driver_version_info(driver, driver_model);
1261 driver_info->name = version_info->driver_name;
1262 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1263 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1267 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1270 driver_info->name = version_info->driver_name;
1271 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1272 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1276 driver_info->description = "Direct3D HAL";
1277 driver_info->name = "Display";
1278 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1279 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1281 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1282 vendor, device, driver_model);
1286 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1287 driver_info->version_high, driver_info->version_low);
1290 /* Context activation is done by the caller. */
1291 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1292 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1296 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1298 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1299 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1300 quirk_table[i].apply(gl_info);
1303 /* Find out if PBOs work as they are supposed to. */
1304 test_pbo_functionality(gl_info);
1307 static DWORD wined3d_parse_gl_version(const char *gl_version)
1309 const char *ptr = gl_version;
1313 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1315 while (isdigit(*ptr)) ++ptr;
1316 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1320 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1322 return MAKEDWORD_VERSION(major, minor);
1325 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1328 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1329 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1330 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1332 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1333 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1334 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1335 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1336 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1337 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1338 * DirectDraw, not OpenGL. */
1339 if (gl_info->supported[APPLE_FENCE]
1340 && gl_info->supported[APPLE_CLIENT_STORAGE]
1341 && gl_info->supported[APPLE_FLUSH_RENDER]
1342 && gl_info->supported[APPLE_YCBCR_422])
1343 return GL_VENDOR_APPLE;
1345 if (strstr(gl_vendor_string, "NVIDIA"))
1346 return GL_VENDOR_NVIDIA;
1348 if (strstr(gl_vendor_string, "ATI"))
1349 return GL_VENDOR_FGLRX;
1351 if (strstr(gl_vendor_string, "Intel(R)")
1352 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1353 || strstr(gl_renderer, "Intel")
1354 || strstr(gl_vendor_string, "Intel Inc."))
1355 return GL_VENDOR_INTEL;
1357 if (strstr(gl_vendor_string, "Mesa")
1358 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1359 || strstr(gl_vendor_string, "DRI R300 Project")
1360 || strstr(gl_vendor_string, "X.Org R300 Project")
1361 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1362 || strstr(gl_vendor_string, "VMware, Inc.")
1363 || strstr(gl_renderer, "Mesa")
1364 || strstr(gl_renderer, "Gallium"))
1365 return GL_VENDOR_MESA;
1367 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1368 debugstr_a(gl_vendor_string));
1370 return GL_VENDOR_UNKNOWN;
1373 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1375 if (strstr(gl_vendor_string, "NVIDIA"))
1376 return HW_VENDOR_NVIDIA;
1378 if (strstr(gl_vendor_string, "ATI")
1379 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1380 || strstr(gl_vendor_string, "X.Org R300 Project")
1381 || strstr(gl_renderer, "AMD")
1382 || strstr(gl_renderer, "R100")
1383 || strstr(gl_renderer, "R200")
1384 || strstr(gl_renderer, "R300")
1385 || strstr(gl_renderer, "R600")
1386 || strstr(gl_renderer, "R700"))
1387 return HW_VENDOR_ATI;
1389 if (strstr(gl_vendor_string, "Intel(R)")
1390 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1391 || strstr(gl_renderer, "Intel")
1392 || strstr(gl_vendor_string, "Intel Inc."))
1393 return HW_VENDOR_INTEL;
1395 if (strstr(gl_vendor_string, "Mesa")
1396 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1397 || strstr(gl_vendor_string, "VMware, Inc."))
1398 return HW_VENDOR_SOFTWARE;
1400 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1402 return HW_VENDOR_NVIDIA;
1407 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1408 const char *gl_renderer)
1412 if (WINE_D3D10_CAPABLE(gl_info))
1416 const char *renderer;
1417 enum wined3d_pci_device id;
1421 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1422 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1423 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1424 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1425 {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
1426 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1427 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1428 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1429 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1430 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1431 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1432 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1433 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1434 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1435 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1436 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1437 {"Geforce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1438 {"Geforce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1439 {"Geforce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1440 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1441 {"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1442 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1443 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1444 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1445 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1446 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1447 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1448 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1449 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1450 {"9300", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1451 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1452 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1453 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1454 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1455 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1456 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1457 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1458 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1459 {"8500", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1460 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1461 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1462 {"8200", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1463 {"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1466 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1468 if (strstr(gl_renderer, cards[i].renderer))
1472 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1473 return CARD_NVIDIA_GEFORCE_8300GS;
1476 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1477 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1479 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1483 const char *renderer;
1484 enum wined3d_pci_device id;
1488 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1489 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1490 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1491 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1492 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1493 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1494 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1495 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1496 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1497 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1498 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1499 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1500 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1503 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1505 if (strstr(gl_renderer, cards[i].renderer))
1509 /* Geforce 6/7 - lowend */
1510 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1513 if (WINE_D3D9_CAPABLE(gl_info))
1515 /* GeforceFX - highend */
1516 if (strstr(gl_renderer, "5800")
1517 || strstr(gl_renderer, "5900")
1518 || strstr(gl_renderer, "5950")
1519 || strstr(gl_renderer, "Quadro FX"))
1521 return CARD_NVIDIA_GEFORCEFX_5800;
1524 /* GeforceFX - midend */
1525 if (strstr(gl_renderer, "5600")
1526 || strstr(gl_renderer, "5650")
1527 || strstr(gl_renderer, "5700")
1528 || strstr(gl_renderer, "5750"))
1530 return CARD_NVIDIA_GEFORCEFX_5600;
1533 /* GeforceFX - lowend */
1534 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1537 if (WINE_D3D8_CAPABLE(gl_info))
1539 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1541 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1544 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1547 if (WINE_D3D7_CAPABLE(gl_info))
1549 if (strstr(gl_renderer, "GeForce4 MX"))
1551 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1554 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1556 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1559 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1561 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1564 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1567 if (strstr(gl_renderer, "TNT2"))
1569 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1572 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1575 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1576 const char *gl_renderer)
1578 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1580 * Beware: renderer string do not match exact card model,
1581 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1582 if (WINE_D3D10_CAPABLE(gl_info))
1588 const char *renderer;
1589 enum wined3d_pci_device id;
1594 {"HD 5870", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1595 {"HD 5850", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1596 {"HD 5800", CARD_ATI_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1597 {"HD 5770", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1598 {"HD 5750", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1599 {"HD 5700", CARD_ATI_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1601 {"HD 4890", CARD_ATI_RADEON_HD4800}, /* Radeon RV790 */
1602 {"HD 4870", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1603 {"HD 4850", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1604 {"HD 4830", CARD_ATI_RADEON_HD4800}, /* Radeon RV770 */
1605 {"HD 4800", CARD_ATI_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1606 {"HD 4770", CARD_ATI_RADEON_HD4700}, /* Radeon RV740 */
1607 {"HD 4700", CARD_ATI_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1608 {"HD 4670", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1609 {"HD 4650", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1610 {"HD 4600", CARD_ATI_RADEON_HD4600}, /* Radeon RV730 */
1611 {"HD 4550", CARD_ATI_RADEON_HD4350}, /* Radeon RV710 */
1612 {"HD 4350", CARD_ATI_RADEON_HD4350}, /* Radeon RV710 */
1613 /* R600/R700 integrated */
1614 {"HD 3300", CARD_ATI_RADEON_HD3200},
1615 {"HD 3200", CARD_ATI_RADEON_HD3200},
1616 {"HD 3100", CARD_ATI_RADEON_HD3200},
1618 {"HD 3870", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1619 {"HD 3850", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1620 {"HD 2900", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1621 {"HD 3830", CARD_ATI_RADEON_HD2600}, /* China-only midend */
1622 {"HD 3690", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1623 {"HD 3650", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1624 {"HD 2600", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1625 {"HD 3470", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1626 {"HD 3450", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1627 {"HD 3430", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1628 {"HD 3400", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1629 {"HD 2400", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1630 {"HD 2350", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1633 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1635 if (strstr(gl_renderer, cards[i].renderer))
1639 /* Default for when no GPU has been found */
1640 return CARD_ATI_RADEON_HD3200;
1643 if (WINE_D3D8_CAPABLE(gl_info))
1646 if (strstr(gl_renderer, "X1600")
1647 || strstr(gl_renderer, "X1650")
1648 || strstr(gl_renderer, "X1800")
1649 || strstr(gl_renderer, "X1900")
1650 || strstr(gl_renderer, "X1950"))
1652 return CARD_ATI_RADEON_X1600;
1655 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1656 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1657 if (strstr(gl_renderer, "X700")
1658 || strstr(gl_renderer, "X800")
1659 || strstr(gl_renderer, "X850")
1660 || strstr(gl_renderer, "X1300")
1661 || strstr(gl_renderer, "X1400")
1662 || strstr(gl_renderer, "X1450")
1663 || strstr(gl_renderer, "X1550")
1664 || strstr(gl_renderer, "X2300")
1665 || strstr(gl_renderer, "X2500")
1666 || strstr(gl_renderer, "HD 2300")
1669 return CARD_ATI_RADEON_X700;
1672 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1673 if (strstr(gl_renderer, "Radeon Xpress"))
1675 return CARD_ATI_RADEON_XPRESS_200M;
1679 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1682 if (WINE_D3D8_CAPABLE(gl_info))
1684 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1687 if (WINE_D3D7_CAPABLE(gl_info))
1689 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1692 return CARD_ATI_RAGE_128PRO;
1695 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1696 const char *gl_renderer)
1698 if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1699 if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1701 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1702 return CARD_INTEL_X3100;
1705 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1707 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1708 return CARD_INTEL_I945GM;
1711 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1712 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1713 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1714 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1715 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1716 return CARD_INTEL_I915G;
1720 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1721 const char *gl_renderer)
1725 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1727 * Beware: renderer string do not match exact card model,
1728 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1729 if (strstr(gl_renderer, "Gallium"))
1731 /* 20101109 - These are never returned by current Gallium radeon
1732 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1734 * These are returned but not handled: RC410, RV380. */
1737 const char *renderer;
1738 enum wined3d_pci_device id;
1743 {"HEMLOCK", CARD_ATI_RADEON_HD5900},
1744 {"CYPRESS", CARD_ATI_RADEON_HD5800},
1745 {"JUNIPER", CARD_ATI_RADEON_HD5700},
1746 {"REDWOOD", CARD_ATI_RADEON_HD5600},
1747 {"CEDAR", CARD_ATI_RADEON_HD5400},
1749 {"R700", CARD_ATI_RADEON_HD4800}, /* HD4800 - highend */
1750 {"RV790", CARD_ATI_RADEON_HD4800},
1751 {"RV770", CARD_ATI_RADEON_HD4800},
1752 {"RV740", CARD_ATI_RADEON_HD4700}, /* HD4700 - midend */
1753 {"RV730", CARD_ATI_RADEON_HD4600}, /* HD4600 - midend */
1754 {"RV710", CARD_ATI_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1755 /* R600/R700 integrated */
1756 {"RS880", CARD_ATI_RADEON_HD3200},
1757 {"RS780", CARD_ATI_RADEON_HD3200},
1759 {"R680", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1760 {"R600", CARD_ATI_RADEON_HD2900},
1761 {"RV670", CARD_ATI_RADEON_HD2900},
1762 {"RV635", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1763 {"RV630", CARD_ATI_RADEON_HD2600},
1764 {"RV620", CARD_ATI_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1765 {"RV610", CARD_ATI_RADEON_HD2350},
1767 {"R580", CARD_ATI_RADEON_X1600},
1768 {"R520", CARD_ATI_RADEON_X1600},
1769 {"RV570", CARD_ATI_RADEON_X1600},
1770 {"RV560", CARD_ATI_RADEON_X1600},
1771 {"RV535", CARD_ATI_RADEON_X1600},
1772 {"RV530", CARD_ATI_RADEON_X1600},
1773 {"RV516", CARD_ATI_RADEON_X700}, /* X700 is actually R400. */
1774 {"RV515", CARD_ATI_RADEON_X700},
1776 {"R481", CARD_ATI_RADEON_X700},
1777 {"R480", CARD_ATI_RADEON_X700},
1778 {"R430", CARD_ATI_RADEON_X700},
1779 {"R423", CARD_ATI_RADEON_X700},
1780 {"R420", CARD_ATI_RADEON_X700},
1781 {"R410", CARD_ATI_RADEON_X700},
1782 {"RV410", CARD_ATI_RADEON_X700},
1783 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1784 {"RS740", CARD_ATI_RADEON_XPRESS_200M},
1785 {"RS690", CARD_ATI_RADEON_XPRESS_200M},
1786 {"RS600", CARD_ATI_RADEON_XPRESS_200M},
1787 {"RS485", CARD_ATI_RADEON_XPRESS_200M},
1788 {"RS482", CARD_ATI_RADEON_XPRESS_200M},
1789 {"RS480", CARD_ATI_RADEON_XPRESS_200M},
1790 {"RS400", CARD_ATI_RADEON_XPRESS_200M},
1792 {"R360", CARD_ATI_RADEON_9500},
1793 {"R350", CARD_ATI_RADEON_9500},
1794 {"R300", CARD_ATI_RADEON_9500},
1795 {"RV370", CARD_ATI_RADEON_9500},
1796 {"RV360", CARD_ATI_RADEON_9500},
1797 {"RV351", CARD_ATI_RADEON_9500},
1798 {"RV350", CARD_ATI_RADEON_9500},
1801 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1803 if (strstr(gl_renderer, cards[i].renderer))
1808 if (WINE_D3D9_CAPABLE(gl_info))
1812 const char *renderer;
1813 enum wined3d_pci_device id;
1818 {"(R700", CARD_ATI_RADEON_HD4800}, /* HD4800 - highend */
1819 {"(RV790", CARD_ATI_RADEON_HD4800},
1820 {"(RV770", CARD_ATI_RADEON_HD4800},
1821 {"(RV740", CARD_ATI_RADEON_HD4700}, /* HD4700 - midend */
1822 {"(RV730", CARD_ATI_RADEON_HD4600}, /* HD4600 - midend */
1823 {"(RV710", CARD_ATI_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1824 /* R600/R700 integrated */
1825 {"RS880", CARD_ATI_RADEON_HD3200},
1826 {"RS780", CARD_ATI_RADEON_HD3200},
1828 {"(R680", CARD_ATI_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1829 {"(R600", CARD_ATI_RADEON_HD2900},
1830 {"(RV670", CARD_ATI_RADEON_HD2900},
1831 {"(RV635", CARD_ATI_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1832 {"(RV630", CARD_ATI_RADEON_HD2600},
1833 {"(RV620", CARD_ATI_RADEON_HD2350}, /* HD2300/HD2400/HD3400 - lowend */
1834 {"(RV610", CARD_ATI_RADEON_HD2350},
1837 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1839 if (strstr(gl_renderer, cards[i].renderer))
1844 if (WINE_D3D8_CAPABLE(gl_info))
1846 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1849 if (WINE_D3D7_CAPABLE(gl_info))
1851 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1854 return CARD_ATI_RAGE_128PRO;
1857 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1858 const char *gl_renderer)
1860 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1861 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1862 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1863 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1864 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1865 return CARD_NVIDIA_RIVA_128;
1869 struct vendor_card_selection
1871 enum wined3d_gl_vendor gl_vendor;
1872 enum wined3d_pci_vendor card_vendor;
1873 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1874 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1877 static const struct vendor_card_selection vendor_card_select_table[] =
1879 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1880 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1881 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1882 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
1883 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1884 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1885 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1886 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
1887 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
1891 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1892 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1894 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1895 * different GPUs with roughly the same features. In most cases GPUs from a
1896 * certain family differ in clockspeeds, the amount of video memory and the
1897 * number of shader pipelines.
1899 * A Direct3D device object contains the PCI id (vendor + device) of the
1900 * videocard which is used for rendering. Various applications use this
1901 * information to get a rough estimation of the features of the card and
1902 * some might use it for enabling 3d effects only on certain types of
1903 * videocards. In some cases games might even use it to work around bugs
1904 * which happen on certain videocards/driver combinations. The problem is
1905 * that OpenGL only exposes a rendering string containing the name of the
1906 * videocard and not the PCI id.
1908 * Various games depend on the PCI id, so somehow we need to provide one.
1909 * A simple option is to parse the renderer string and translate this to
1910 * the right PCI id. This is a lot of work because there are more than 200
1911 * GPUs just for Nvidia. Various cards share the same renderer string, so
1912 * the amount of code might be 'small' but there are quite a number of
1913 * exceptions which would make this a pain to maintain. Another way would
1914 * be to query the PCI id from the operating system (assuming this is the
1915 * videocard which is used for rendering which is not always the case).
1916 * This would work but it is not very portable. Second it would not work
1917 * well in, let's say, a remote X situation in which the amount of 3d
1918 * features which can be used is limited.
1920 * As said most games only use the PCI id to get an indication of the
1921 * capabilities of the card. It doesn't really matter if the given id is
1922 * the correct one if we return the id of a card with similar 3d features.
1924 * The code below checks the OpenGL capabilities of a videocard and matches
1925 * that to a certain level of Direct3D functionality. Once a card passes
1926 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1927 * least a GeforceFX. To give a better estimate we do a basic check on the
1928 * renderer string but if that won't pass we return a default card. This
1929 * way is better than maintaining a full card database as even without a
1930 * full database we can return a card with similar features. Second the
1931 * size of the database can be made quite small because when you know what
1932 * type of 3d functionality a card has, you know to which GPU family the
1933 * GPU must belong. Because of this you only have to check a small part of
1934 * the renderer string to distinguishes between different models from that
1937 * The code also selects a default amount of video memory which we will
1938 * use for an estimation of the amount of free texture memory. In case of
1939 * real D3D the amount of texture memory includes video memory and system
1940 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1941 * HyperMemory). We don't know how much system memory can be addressed by
1942 * the system but we can make a reasonable estimation about the amount of
1943 * video memory. If the value is slightly wrong it doesn't matter as we
1944 * didn't include AGP-like memory which makes the amount of addressable
1945 * memory higher and second OpenGL isn't that critical it moves to system
1946 * memory behind our backs if really needed. Note that the amount of video
1947 * memory can be overruled using a registry setting. */
1951 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
1953 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
1954 || (vendor_card_select_table[i].card_vendor != *card_vendor))
1956 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
1957 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
1960 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
1961 *gl_vendor, *card_vendor);
1963 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1964 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1965 * them a good generic choice. */
1966 *card_vendor = HW_VENDOR_NVIDIA;
1967 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1968 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1969 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1970 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1971 return CARD_NVIDIA_RIVA_128;
1974 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1976 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1977 int vs_selected_mode, ps_selected_mode;
1979 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1980 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1981 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1982 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1983 else if (gl_info->supported[NV_REGISTER_COMBINERS]
1984 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1985 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1986 else return &ffp_fragment_pipeline;
1989 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1991 int vs_selected_mode, ps_selected_mode;
1993 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1994 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1995 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1996 return &none_shader_backend;
1999 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2001 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2002 int vs_selected_mode, ps_selected_mode;
2004 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2005 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2006 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2007 else return &ffp_blit;
2010 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2014 #define USE_GL_FUNC(type, pfn, ext, replace) \
2015 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2016 else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2017 else gl_info->pfn = NULL;
2022 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2027 /* Context activation is done by the caller. */
2028 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2030 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2031 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2032 const char *GL_Extensions = NULL;
2033 const char *WGL_Extensions = NULL;
2034 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2035 struct fragment_caps fragment_caps;
2036 enum wined3d_gl_vendor gl_vendor;
2037 enum wined3d_pci_vendor card_vendor;
2038 enum wined3d_pci_device device;
2040 GLfloat gl_floatv[2];
2046 TRACE_(d3d_caps)("(%p)\n", gl_info);
2050 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2051 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2052 if (!gl_renderer_str)
2055 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2059 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2060 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2064 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2068 /* Parse the GL_VERSION field into major and minor information */
2069 gl_version_str = (const char *)glGetString(GL_VERSION);
2070 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2071 if (!gl_version_str)
2074 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2077 gl_version = wined3d_parse_gl_version(gl_version_str);
2080 * Initialize openGL extension related variables
2081 * with Default values
2083 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2084 gl_info->limits.blends = 1;
2085 gl_info->limits.buffers = 1;
2086 gl_info->limits.textures = 1;
2087 gl_info->limits.fragment_samplers = 1;
2088 gl_info->limits.vertex_samplers = 0;
2089 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2090 gl_info->limits.sampler_stages = 1;
2091 gl_info->limits.glsl_vs_float_constants = 0;
2092 gl_info->limits.glsl_ps_float_constants = 0;
2093 gl_info->limits.arb_vs_float_constants = 0;
2094 gl_info->limits.arb_vs_native_constants = 0;
2095 gl_info->limits.arb_vs_instructions = 0;
2096 gl_info->limits.arb_vs_temps = 0;
2097 gl_info->limits.arb_ps_float_constants = 0;
2098 gl_info->limits.arb_ps_local_constants = 0;
2099 gl_info->limits.arb_ps_instructions = 0;
2100 gl_info->limits.arb_ps_temps = 0;
2102 /* Retrieve opengl defaults */
2103 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2104 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2105 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2107 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2108 gl_info->limits.lights = gl_max;
2109 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2111 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2112 gl_info->limits.texture_size = gl_max;
2113 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2115 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2116 gl_info->limits.pointsize_min = gl_floatv[0];
2117 gl_info->limits.pointsize_max = gl_floatv[1];
2118 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2120 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2121 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2125 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2131 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2133 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2135 while (*GL_Extensions)
2139 while (isspace(*GL_Extensions)) ++GL_Extensions;
2140 start = GL_Extensions;
2141 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2143 len = GL_Extensions - start;
2146 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2148 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2150 if (len == strlen(EXTENSION_MAP[i].extension_string)
2151 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2153 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2154 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2160 /* Now work out what GL support this card really has */
2161 load_gl_funcs( gl_info, gl_version );
2165 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2166 * loading the functions, otherwise the code above will load the extension entry points instead of the
2167 * core functions, which may not work. */
2168 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2170 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2171 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2173 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2174 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2178 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2180 if (gl_info->supported[APPLE_FENCE])
2182 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2183 * The apple extension interacts with some other apple exts. Disable the NV
2184 * extension if the apple one is support to prevent confusion in other parts
2186 gl_info->supported[NV_FENCE] = FALSE;
2188 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2190 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2192 * The enums are the same:
2193 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2194 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2195 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2196 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2197 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2199 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2201 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2202 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2204 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2206 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2207 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2210 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2212 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2213 * functionality. Prefer the ARB extension */
2214 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2216 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2218 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2219 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2221 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2223 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2224 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2226 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2228 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2229 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2231 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2233 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2234 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2236 if (gl_info->supported[NV_TEXTURE_SHADER2])
2238 if (gl_info->supported[NV_REGISTER_COMBINERS])
2240 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2241 * are supported. The nv extensions provide the same functionality as the
2242 * ATI one, and a bit more(signed pixelformats). */
2243 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2247 if (gl_info->supported[NV_REGISTER_COMBINERS])
2249 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2250 gl_info->limits.general_combiners = gl_max;
2251 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2253 if (gl_info->supported[ARB_DRAW_BUFFERS])
2255 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2256 gl_info->limits.buffers = gl_max;
2257 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2259 if (gl_info->supported[ARB_MULTITEXTURE])
2261 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2262 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2263 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2265 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2268 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2269 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2273 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2275 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2277 if (gl_info->supported[ARB_VERTEX_SHADER])
2280 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2281 gl_info->limits.vertex_samplers = tmp;
2282 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2283 gl_info->limits.combined_samplers = tmp;
2285 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2286 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2287 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2288 * shader is used with fixed function vertex processing we're fine too because fixed function
2289 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2290 * used we have to make sure that all vertex sampler setups are valid together with all
2291 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2292 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2293 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2294 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2295 * a fixed function pipeline anymore.
2297 * So this is just a check to check that our assumption holds true. If not, write a warning
2298 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2299 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2300 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2302 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2303 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2304 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2305 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2306 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2308 gl_info->limits.vertex_samplers = 0;
2313 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2315 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2316 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2318 if (gl_info->supported[ARB_VERTEX_BLEND])
2320 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2321 gl_info->limits.blends = gl_max;
2322 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2324 if (gl_info->supported[EXT_TEXTURE3D])
2326 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2327 gl_info->limits.texture3d_size = gl_max;
2328 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2330 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2332 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2333 gl_info->limits.anisotropy = gl_max;
2334 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2336 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2338 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2339 gl_info->limits.arb_ps_float_constants = gl_max;
2340 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2341 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2342 gl_info->limits.arb_ps_native_constants = gl_max;
2343 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2344 gl_info->limits.arb_ps_native_constants);
2345 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2346 gl_info->limits.arb_ps_temps = gl_max;
2347 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2348 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2349 gl_info->limits.arb_ps_instructions = gl_max;
2350 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2351 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2352 gl_info->limits.arb_ps_local_constants = gl_max;
2353 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2355 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2357 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2358 gl_info->limits.arb_vs_float_constants = gl_max;
2359 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2360 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2361 gl_info->limits.arb_vs_native_constants = gl_max;
2362 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2363 gl_info->limits.arb_vs_native_constants);
2364 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2365 gl_info->limits.arb_vs_temps = gl_max;
2366 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2367 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2368 gl_info->limits.arb_vs_instructions = gl_max;
2369 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2371 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2373 if (gl_info->supported[ARB_VERTEX_SHADER])
2375 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2376 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2377 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2379 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2381 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2382 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2383 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2384 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2385 gl_info->limits.glsl_varyings = gl_max;
2386 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2388 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2390 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2391 unsigned int major, minor;
2393 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2395 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2396 sscanf(str, "%u.%u", &major, &minor);
2397 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2399 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2401 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2405 gl_info->limits.shininess = 128.0f;
2407 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2409 /* If we have full NP2 texture support, disable
2410 * GL_ARB_texture_rectangle because we will never use it.
2411 * This saves a few redundant glDisable calls. */
2412 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2414 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2416 /* Disable NV_register_combiners and fragment shader if this is supported.
2417 * generally the NV extensions are preferred over the ATI ones, and this
2418 * extension is disabled if register_combiners and texture_shader2 are both
2419 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2420 * fragment processing support. */
2421 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2422 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2423 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2424 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2426 if (gl_info->supported[NV_HALF_FLOAT])
2428 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2429 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2431 if (gl_info->supported[ARB_POINT_SPRITE])
2433 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2437 gl_info->limits.point_sprite_units = 0;
2439 checkGLcall("extension detection");
2443 adapter->fragment_pipe = select_fragment_implementation(adapter);
2444 adapter->shader_backend = select_shader_backend(adapter);
2445 adapter->blitter = select_blit_implementation(adapter);
2447 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2448 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2449 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2451 /* In some cases the number of texture stages can be larger than the number
2452 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2453 * shaders), but 8 texture stages (register combiners). */
2454 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2456 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2458 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2459 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2460 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2461 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2462 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2463 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2464 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2465 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2466 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2467 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2468 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2469 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2470 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2471 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2472 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2473 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2474 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2475 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2476 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2480 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2482 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2483 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2484 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2485 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2486 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2487 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2488 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2489 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2490 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2491 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2492 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2493 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2494 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2495 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2496 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2497 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2498 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2500 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2502 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2503 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2505 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2507 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2509 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2511 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2515 /* MRTs are currently only supported when FBOs are used. */
2516 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2518 gl_info->limits.buffers = 1;
2521 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2522 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2523 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2525 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2526 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2528 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2529 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2530 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2531 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2532 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2533 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2534 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2535 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2537 /* Make sure there's an active HDC else the WGL extensions will fail */
2538 hdc = pwglGetCurrentDC();
2540 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2541 if(GL_EXTCALL(wglGetExtensionsStringARB))
2542 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2544 if (!WGL_Extensions)
2546 ERR(" WGL_Extensions returns NULL\n");
2550 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2551 while (*WGL_Extensions)
2556 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2557 Start = WGL_Extensions;
2558 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2560 len = WGL_Extensions - Start;
2561 if (!len || len >= sizeof(ThisExtn))
2564 memcpy(ThisExtn, Start, len);
2565 ThisExtn[len] = '\0';
2566 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2568 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2569 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2570 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2572 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2573 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2574 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2580 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2581 init_driver_info(driver_info, card_vendor, device);
2582 add_gl_compat_wrappers(gl_info);
2587 /**********************************************************
2588 * IWineD3D implementation follows
2589 **********************************************************/
2591 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2592 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2594 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2596 return This->adapter_count;
2599 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2601 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2606 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2607 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2609 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2611 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2615 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2618 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2619 of the same bpp but different resolutions */
2621 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2622 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2624 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2626 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2628 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2632 /* TODO: Store modes per adapter and read it from the adapter structure */
2635 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2636 UINT format_bits = format->byte_count * CHAR_BIT;
2641 memset(&mode, 0, sizeof(mode));
2642 mode.dmSize = sizeof(mode);
2644 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2648 if (format_id == WINED3DFMT_UNKNOWN)
2650 /* This is for D3D8, do not enumerate P8 here */
2651 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2653 else if (mode.dmBitsPerPel == format_bits)
2659 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2662 FIXME_(d3d_caps)("Adapter not primary display\n");
2667 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2668 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2669 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2671 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2673 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2674 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2676 /* Validate the parameters as much as possible */
2677 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2678 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2680 return WINED3DERR_INVALIDCALL;
2683 /* TODO: Store modes per adapter and read it from the adapter structure */
2686 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2687 UINT format_bits = format->byte_count * CHAR_BIT;
2693 ZeroMemory(&DevModeW, sizeof(DevModeW));
2694 DevModeW.dmSize = sizeof(DevModeW);
2696 /* If we are filtering to a specific format (D3D9), then need to skip
2697 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2698 just count through the ones with valid bit depths */
2699 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2701 if (format_id == WINED3DFMT_UNKNOWN)
2703 /* This is for D3D8, do not enumerate P8 here */
2704 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2706 else if (DevModeW.dmBitsPerPel == format_bits)
2714 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2715 return WINED3DERR_INVALIDCALL;
2719 /* Now get the display mode via the calculated index */
2720 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2721 pMode->Width = DevModeW.dmPelsWidth;
2722 pMode->Height = DevModeW.dmPelsHeight;
2723 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2724 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2725 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2727 if (format_id == WINED3DFMT_UNKNOWN)
2728 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2730 pMode->Format = format_id;
2734 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2735 return WINED3DERR_INVALIDCALL;
2738 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2739 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2740 DevModeW.dmBitsPerPel);
2745 FIXME_(d3d_caps)("Adapter not primary display\n");
2751 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2753 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2755 if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2756 return WINED3DERR_INVALIDCALL;
2758 if (Adapter == 0) { /* Display */
2762 ZeroMemory(&DevModeW, sizeof(DevModeW));
2763 DevModeW.dmSize = sizeof(DevModeW);
2765 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2766 pMode->Width = DevModeW.dmPelsWidth;
2767 pMode->Height = DevModeW.dmPelsHeight;
2768 bpp = DevModeW.dmBitsPerPel;
2769 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2770 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2772 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2775 pMode->Format = pixelformat_for_depth(bpp);
2777 FIXME_(d3d_caps)("Adapter not primary display\n");
2780 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2781 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2785 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2786 and fields being inserted in the middle, a new structure is used in place */
2787 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface,
2788 UINT Adapter, DWORD flags, WINED3DADAPTER_IDENTIFIER *pIdentifier)
2790 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2791 struct wined3d_adapter *adapter;
2794 TRACE_(d3d_caps)("(%p}->(Adapter: %d, flags: %x, pId=%p)\n", This, Adapter, flags, pIdentifier);
2796 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2797 return WINED3DERR_INVALIDCALL;
2800 adapter = &This->adapters[Adapter];
2802 /* Return the information requested */
2803 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2805 if (pIdentifier->driver_size)
2807 const char *name = adapter->driver_info.name;
2808 len = min(strlen(name), pIdentifier->driver_size - 1);
2809 memcpy(pIdentifier->driver, name, len);
2810 pIdentifier->driver[len] = '\0';
2813 if (pIdentifier->description_size)
2815 const char *description = adapter->driver_info.description;
2816 len = min(strlen(description), pIdentifier->description_size - 1);
2817 memcpy(pIdentifier->description, description, len);
2818 pIdentifier->description[len] = '\0';
2821 /* Note that d3d8 doesn't supply a device name. */
2822 if (pIdentifier->device_name_size)
2824 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2826 len = strlen(device_name);
2827 if (len >= pIdentifier->device_name_size)
2829 ERR("Device name size too small.\n");
2830 return WINED3DERR_INVALIDCALL;
2833 memcpy(pIdentifier->device_name, device_name, len);
2834 pIdentifier->device_name[len] = '\0';
2837 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2838 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2839 pIdentifier->vendor_id = adapter->driver_info.vendor;
2840 pIdentifier->device_id = adapter->driver_info.device;
2841 pIdentifier->subsystem_id = 0;
2842 pIdentifier->revision = 0;
2843 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2844 pIdentifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2845 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2846 pIdentifier->video_memory = adapter->TextureRam;
2851 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2852 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2854 short redSize, greenSize, blueSize, alphaSize, colorBits;
2859 /* Float formats need FBOs. If FBOs are used this function isn't called */
2860 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2862 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2863 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2865 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2869 if(cfg->redSize < redSize)
2872 if(cfg->greenSize < greenSize)
2875 if(cfg->blueSize < blueSize)
2878 if(cfg->alphaSize < alphaSize)
2884 /* Probably a RGBA_float or color index mode */
2888 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2889 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2891 short depthSize, stencilSize;
2892 BOOL lockable = FALSE;
2897 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2899 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2903 /* Float formats need FBOs. If FBOs are used this function isn't called */
2904 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2906 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2909 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2910 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2911 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2912 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2915 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2916 * allow more stencil bits than requested. */
2917 if(cfg->stencilSize < stencilSize)
2923 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
2924 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
2925 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
2927 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2929 const WineD3D_PixelFormat *cfgs;
2930 const struct wined3d_adapter *adapter;
2931 const struct wined3d_format *rt_format;
2932 const struct wined3d_format *ds_format;
2935 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2937 DeviceType, debug_d3ddevicetype(DeviceType),
2938 AdapterFormat, debug_d3dformat(AdapterFormat),
2939 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2940 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2942 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2943 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2944 return WINED3DERR_INVALIDCALL;
2947 adapter = &This->adapters[Adapter];
2948 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
2949 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
2950 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2952 if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
2953 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2955 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2961 cfgs = adapter->cfgs;
2962 nCfgs = adapter->nCfgs;
2963 for (it = 0; it < nCfgs; ++it)
2965 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
2967 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
2969 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2975 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2977 return WINED3DERR_NOTAVAILABLE;
2980 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
2981 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
2982 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2984 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2985 const struct wined3d_adapter *adapter;
2986 const struct wined3d_format *format;
2988 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2991 DeviceType, debug_d3ddevicetype(DeviceType),
2992 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2997 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2998 return WINED3DERR_INVALIDCALL;
3001 /* TODO: handle Windowed, add more quality levels */
3003 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3004 if(pQualityLevels) *pQualityLevels = 1;
3008 /* By default multisampling is disabled right now as it causes issues
3009 * on some Nvidia driver versions and it doesn't work well in combination
3011 if(!wined3d_settings.allow_multisampling)
3012 return WINED3DERR_NOTAVAILABLE;
3014 adapter = &This->adapters[Adapter];
3015 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3016 if (!format) return WINED3DERR_INVALIDCALL;
3018 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3021 const WineD3D_PixelFormat *cfgs;
3023 cfgs = adapter->cfgs;
3024 nCfgs = adapter->nCfgs;
3025 for(i=0; i<nCfgs; i++) {
3026 if(cfgs[i].numSamples != MultiSampleType)
3029 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3032 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3035 *pQualityLevels = 1; /* Guess at a value! */
3039 else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3041 short redSize, greenSize, blueSize, alphaSize, colorBits;
3043 const WineD3D_PixelFormat *cfgs;
3045 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3047 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3048 return WINED3DERR_NOTAVAILABLE;
3051 cfgs = adapter->cfgs;
3052 nCfgs = adapter->nCfgs;
3053 for(i=0; i<nCfgs; i++) {
3054 if(cfgs[i].numSamples != MultiSampleType)
3056 if(cfgs[i].redSize != redSize)
3058 if(cfgs[i].greenSize != greenSize)
3060 if(cfgs[i].blueSize != blueSize)
3062 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3063 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3065 if (cfgs[i].colorSize != (format->byte_count << 3))
3068 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3071 *pQualityLevels = 1; /* Guess at a value! */
3075 return WINED3DERR_NOTAVAILABLE;
3078 /* Check if we support bumpmapping for a format */
3079 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3081 /* Ask the fixed function pipeline implementation if it can deal
3082 * with the conversion. If we've got a GL extension giving native
3083 * support this will be an identity conversion. */
3084 return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3085 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3088 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3089 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3090 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3094 /* Only allow depth/stencil formats */
3095 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3097 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3099 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3100 if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3104 /* Walk through all WGL pixel formats to find a match */
3105 for (it = 0; it < adapter->nCfgs; ++it)
3107 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3108 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3110 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3121 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3123 /* The flags entry of a format contains the filtering capability */
3124 if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3129 /* Check the render target capabilities of a format */
3130 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3131 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3133 /* Filter out non-RT formats */
3134 if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3135 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3137 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3139 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3140 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3142 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3143 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3145 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3146 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3147 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3148 TRACE_(d3d_caps)("[FAILED]\n");
3152 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3153 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3154 for (it = 0; it < adapter->nCfgs; ++it)
3156 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3157 &cfgs[it], check_format))
3159 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3160 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3165 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3167 /* For now return TRUE for FBOs until we have some proper checks.
3168 * Note that this function will only be called when the format is around for texturing. */
3174 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3176 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->flags & WINED3DFMT_FLAG_SRGB_READ);
3179 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3181 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3182 * doing the color fixup in shaders.
3183 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3184 if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3186 int vs_selected_mode;
3187 int ps_selected_mode;
3188 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3190 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3191 TRACE_(d3d_caps)("[OK]\n");
3196 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3200 /* Check if a format support blending in combination with pixel shaders */
3201 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3202 const struct wined3d_format *format)
3204 /* The flags entry of a format contains the post pixel shader blending capability */
3205 if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3210 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3212 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3213 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3214 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3215 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3216 * capability anyway.
3218 * For now lets report this on all formats, but in the future we may want to
3219 * restrict it to some should games need that
3224 /* Check if a texture format is supported on the given adapter */
3225 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3227 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3232 * supported: RGB(A) formats
3234 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3235 case WINED3DFMT_B8G8R8A8_UNORM:
3236 case WINED3DFMT_B8G8R8X8_UNORM:
3237 case WINED3DFMT_B5G6R5_UNORM:
3238 case WINED3DFMT_B5G5R5X1_UNORM:
3239 case WINED3DFMT_B5G5R5A1_UNORM:
3240 case WINED3DFMT_B4G4R4A4_UNORM:
3241 case WINED3DFMT_A8_UNORM:
3242 case WINED3DFMT_B4G4R4X4_UNORM:
3243 case WINED3DFMT_R8G8B8A8_UNORM:
3244 case WINED3DFMT_R8G8B8X8_UNORM:
3245 case WINED3DFMT_B10G10R10A2_UNORM:
3246 case WINED3DFMT_R10G10B10A2_UNORM:
3247 case WINED3DFMT_R16G16_UNORM:
3248 TRACE_(d3d_caps)("[OK]\n");
3251 case WINED3DFMT_B2G3R3_UNORM:
3252 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3256 * Not supported: Palettized
3257 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3258 * Since it is not widely available, don't offer it. Further no Windows driver offers
3259 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3261 case WINED3DFMT_P8_UINT:
3262 case WINED3DFMT_P8_UINT_A8_UNORM:
3266 * Supported: (Alpha)-Luminance
3268 case WINED3DFMT_L8_UNORM:
3269 case WINED3DFMT_L8A8_UNORM:
3270 case WINED3DFMT_L16_UNORM:
3271 TRACE_(d3d_caps)("[OK]\n");
3274 /* Not supported on Windows, thus disabled */
3275 case WINED3DFMT_L4A4_UNORM:
3276 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3280 * Supported: Depth/Stencil formats
3282 case WINED3DFMT_D16_LOCKABLE:
3283 case WINED3DFMT_D16_UNORM:
3284 case WINED3DFMT_S1_UINT_D15_UNORM:
3285 case WINED3DFMT_X8D24_UNORM:
3286 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3287 case WINED3DFMT_D24_UNORM_S8_UINT:
3288 case WINED3DFMT_S8_UINT_D24_FLOAT:
3289 case WINED3DFMT_D32_UNORM:
3290 case WINED3DFMT_D32_FLOAT:
3293 case WINED3DFMT_INTZ:
3294 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3295 || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3300 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3301 * GL_NV_texture_shader). Emulated by shaders
3303 case WINED3DFMT_R8G8_SNORM:
3304 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3305 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3306 case WINED3DFMT_R8G8B8A8_SNORM:
3307 case WINED3DFMT_R16G16_SNORM:
3308 /* Ask the shader backend if it can deal with the conversion. If
3309 * we've got a GL extension giving native support this will be an
3310 * identity conversion. */
3311 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3313 TRACE_(d3d_caps)("[OK]\n");
3316 TRACE_(d3d_caps)("[FAILED]\n");
3319 case WINED3DFMT_DXT1:
3320 case WINED3DFMT_DXT2:
3321 case WINED3DFMT_DXT3:
3322 case WINED3DFMT_DXT4:
3323 case WINED3DFMT_DXT5:
3324 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3326 TRACE_(d3d_caps)("[OK]\n");
3329 TRACE_(d3d_caps)("[FAILED]\n");
3334 * Odd formats - not supported
3336 case WINED3DFMT_VERTEXDATA:
3337 case WINED3DFMT_R16_UINT:
3338 case WINED3DFMT_R32_UINT:
3339 case WINED3DFMT_R16G16B16A16_SNORM:
3340 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3341 case WINED3DFMT_R10G11B11_SNORM:
3342 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3346 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3348 case WINED3DFMT_R8G8_SNORM_Cx:
3349 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3353 case WINED3DFMT_UYVY:
3354 case WINED3DFMT_YUY2:
3355 if (gl_info->supported[APPLE_YCBCR_422])
3357 TRACE_(d3d_caps)("[OK]\n");
3360 TRACE_(d3d_caps)("[FAILED]\n");
3362 case WINED3DFMT_YV12:
3363 TRACE_(d3d_caps)("[FAILED]\n");
3367 case WINED3DFMT_R16G16B16A16_UNORM:
3368 case WINED3DFMT_B2G3R3A8_UNORM:
3369 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3372 /* Floating point formats */
3373 case WINED3DFMT_R16_FLOAT:
3374 case WINED3DFMT_R16G16_FLOAT:
3375 case WINED3DFMT_R16G16B16A16_FLOAT:
3376 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3378 TRACE_(d3d_caps)("[OK]\n");
3381 TRACE_(d3d_caps)("[FAILED]\n");
3384 case WINED3DFMT_R32_FLOAT:
3385 case WINED3DFMT_R32G32_FLOAT:
3386 case WINED3DFMT_R32G32B32A32_FLOAT:
3387 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3389 TRACE_(d3d_caps)("[OK]\n");
3392 TRACE_(d3d_caps)("[FAILED]\n");
3395 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3396 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3397 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3398 * We can do instancing with all shader versions, but we need vertex shaders.
3400 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3401 * to enable instancing. WineD3D doesn't need that and just ignores it.
3403 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3405 case WINED3DFMT_INST:
3406 TRACE("ATI Instancing check hack\n");
3407 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3409 TRACE_(d3d_caps)("[OK]\n");
3412 TRACE_(d3d_caps)("[FAILED]\n");
3415 /* Some weird FOURCC formats */
3416 case WINED3DFMT_R8G8_B8G8:
3417 case WINED3DFMT_G8R8_G8B8:
3418 case WINED3DFMT_MULTI2_ARGB8:
3419 TRACE_(d3d_caps)("[FAILED]\n");
3422 /* Vendor specific formats */
3423 case WINED3DFMT_ATI2N:
3424 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3425 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3427 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3428 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3430 TRACE_(d3d_caps)("[OK]\n");
3434 TRACE_(d3d_caps)("[OK]\n");
3437 TRACE_(d3d_caps)("[FAILED]\n");
3440 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3441 * format MAKEFOURCC('N','V','D','B') is used.
3442 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3443 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3446 case WINED3DFMT_NVDB:
3447 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3449 TRACE_(d3d_caps)("[OK]\n");
3452 TRACE_(d3d_caps)("[FAILED]\n");
3455 case WINED3DFMT_NVHU:
3456 case WINED3DFMT_NVHS:
3457 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3458 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3459 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3460 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3461 * Applications have to deal with not having NVHS and NVHU.
3463 TRACE_(d3d_caps)("[FAILED]\n");
3466 case WINED3DFMT_UNKNOWN:
3470 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3476 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3477 const struct wined3d_format *adapter_format,
3478 const struct wined3d_format *check_format,
3479 WINED3DSURFTYPE SurfaceType)
3481 if (SurfaceType == SURFACE_GDI)
3483 switch (check_format->id)
3485 case WINED3DFMT_B8G8R8_UNORM:
3486 case WINED3DFMT_B8G8R8A8_UNORM:
3487 case WINED3DFMT_B8G8R8X8_UNORM:
3488 case WINED3DFMT_B5G6R5_UNORM:
3489 case WINED3DFMT_B5G5R5X1_UNORM:
3490 case WINED3DFMT_B5G5R5A1_UNORM:
3491 case WINED3DFMT_B4G4R4A4_UNORM:
3492 case WINED3DFMT_B2G3R3_UNORM:
3493 case WINED3DFMT_A8_UNORM:
3494 case WINED3DFMT_B2G3R3A8_UNORM:
3495 case WINED3DFMT_B4G4R4X4_UNORM:
3496 case WINED3DFMT_R10G10B10A2_UNORM:
3497 case WINED3DFMT_R8G8B8A8_UNORM:
3498 case WINED3DFMT_R8G8B8X8_UNORM:
3499 case WINED3DFMT_R16G16_UNORM:
3500 case WINED3DFMT_B10G10R10A2_UNORM:
3501 case WINED3DFMT_R16G16B16A16_UNORM:
3502 case WINED3DFMT_P8_UINT:
3503 TRACE_(d3d_caps)("[OK]\n");
3506 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3511 /* All format that are supported for textures are supported for surfaces as well */
3512 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3513 /* All depth stencil formats are supported on surfaces */
3514 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3516 /* If opengl can't process the format natively, the blitter may be able to convert it */
3517 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3518 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3519 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3521 TRACE_(d3d_caps)("[OK]\n");
3525 /* Reject other formats */
3526 TRACE_(d3d_caps)("[FAILED]\n");
3530 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3531 const struct wined3d_format *format)
3533 return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3536 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3537 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3538 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3540 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3541 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3542 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3543 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3544 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3545 DWORD UsageCaps = 0;
3547 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3550 DeviceType, debug_d3ddevicetype(DeviceType),
3551 AdapterFormat, debug_d3dformat(AdapterFormat),
3552 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3553 RType, debug_d3dresourcetype(RType),
3554 CheckFormat, debug_d3dformat(CheckFormat));
3556 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3557 return WINED3DERR_INVALIDCALL;
3562 case WINED3DRTYPE_CUBETEXTURE:
3563 /* Cubetexture allows:
3564 * - WINED3DUSAGE_AUTOGENMIPMAP
3565 * - WINED3DUSAGE_DEPTHSTENCIL
3566 * - WINED3DUSAGE_DYNAMIC
3567 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3568 * - WINED3DUSAGE_RENDERTARGET
3569 * - WINED3DUSAGE_SOFTWAREPROCESSING
3570 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3572 if (SurfaceType != SURFACE_OPENGL)
3574 TRACE_(d3d_caps)("[FAILED]\n");
3575 return WINED3DERR_NOTAVAILABLE;
3578 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3580 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3581 return WINED3DERR_NOTAVAILABLE;
3584 if (!CheckTextureCapability(adapter, format))
3586 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3587 return WINED3DERR_NOTAVAILABLE;
3590 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3592 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3593 /* When autogenmipmap isn't around continue and return
3594 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3595 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3597 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3600 /* Always report dynamic locking. */
3601 if (Usage & WINED3DUSAGE_DYNAMIC)
3602 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3604 if (Usage & WINED3DUSAGE_RENDERTARGET)
3606 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3608 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3609 return WINED3DERR_NOTAVAILABLE;
3611 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3614 /* Always report software processing. */
3615 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3616 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3618 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3620 if (!CheckFilterCapability(adapter, format))
3622 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3623 return WINED3DERR_NOTAVAILABLE;
3625 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3628 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3630 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3632 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3633 return WINED3DERR_NOTAVAILABLE;
3635 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3638 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3640 if (!CheckSrgbReadCapability(adapter, format))
3642 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3643 return WINED3DERR_NOTAVAILABLE;
3645 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3648 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3650 if (!CheckSrgbWriteCapability(adapter, format))
3652 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3653 return WINED3DERR_NOTAVAILABLE;
3655 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3658 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3660 if (!CheckVertexTextureCapability(adapter, format))
3662 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3663 return WINED3DERR_NOTAVAILABLE;
3665 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3668 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3670 if (!CheckWrapAndMipCapability(adapter, format))
3672 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3673 return WINED3DERR_NOTAVAILABLE;
3675 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3679 case WINED3DRTYPE_SURFACE:
3681 * - WINED3DUSAGE_DEPTHSTENCIL
3682 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3683 * - WINED3DUSAGE_RENDERTARGET
3685 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3687 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3688 return WINED3DERR_NOTAVAILABLE;
3691 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3693 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3695 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3696 return WINED3DERR_NOTAVAILABLE;
3698 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3701 if (Usage & WINED3DUSAGE_RENDERTARGET)
3703 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3705 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3706 return WINED3DERR_NOTAVAILABLE;
3708 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3711 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3713 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3715 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3716 return WINED3DERR_NOTAVAILABLE;
3718 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3722 case WINED3DRTYPE_TEXTURE:
3724 * - WINED3DUSAGE_AUTOGENMIPMAP
3725 * - WINED3DUSAGE_DEPTHSTENCIL
3726 * - WINED3DUSAGE_DMAP
3727 * - WINED3DUSAGE_DYNAMIC
3728 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3729 * - WINED3DUSAGE_RENDERTARGET
3730 * - WINED3DUSAGE_SOFTWAREPROCESSING
3731 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3732 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3734 if (SurfaceType != SURFACE_OPENGL)
3736 TRACE_(d3d_caps)("[FAILED]\n");
3737 return WINED3DERR_NOTAVAILABLE;
3740 if (!CheckTextureCapability(adapter, format))
3742 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3743 return WINED3DERR_NOTAVAILABLE;
3746 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3748 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3749 /* When autogenmipmap isn't around continue and return
3750 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3751 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3753 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3756 /* Always report dynamic locking. */
3757 if (Usage & WINED3DUSAGE_DYNAMIC)
3758 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3760 if (Usage & WINED3DUSAGE_RENDERTARGET)
3762 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3764 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3765 return WINED3DERR_NOTAVAILABLE;
3767 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3770 /* Always report software processing. */
3771 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3772 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3774 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3776 if (!CheckFilterCapability(adapter, format))
3778 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3779 return WINED3DERR_NOTAVAILABLE;
3781 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3784 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3786 if (!CheckBumpMapCapability(adapter, format))
3788 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3789 return WINED3DERR_NOTAVAILABLE;
3791 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3794 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3796 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3798 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3799 return WINED3DERR_NOTAVAILABLE;
3801 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3804 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3806 if (!CheckSrgbReadCapability(adapter, format))
3808 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3809 return WINED3DERR_NOTAVAILABLE;
3811 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3814 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3816 if (!CheckSrgbWriteCapability(adapter, format))
3818 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3819 return WINED3DERR_NOTAVAILABLE;
3821 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3824 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3826 if (!CheckVertexTextureCapability(adapter, format))
3828 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3829 return WINED3DERR_NOTAVAILABLE;
3831 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3834 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3836 if (!CheckWrapAndMipCapability(adapter, format))
3838 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3839 return WINED3DERR_NOTAVAILABLE;
3841 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3844 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3846 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3848 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3849 return WINED3DERR_NOTAVAILABLE;
3851 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3853 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3854 return WINED3DERR_NOTAVAILABLE;
3856 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3860 case WINED3DRTYPE_VOLUMETEXTURE:
3861 case WINED3DRTYPE_VOLUME:
3862 /* Volume is to VolumeTexture what Surface is to Texture, but its
3863 * usage caps are not documented. Most driver seem to offer
3864 * (nearly) the same on Volume and VolumeTexture, so do that too.
3866 * Volumetexture allows:
3867 * - D3DUSAGE_DYNAMIC
3868 * - D3DUSAGE_NONSECURE (d3d9ex)
3869 * - D3DUSAGE_SOFTWAREPROCESSING
3870 * - D3DUSAGE_QUERY_WRAPANDMIP
3872 if (SurfaceType != SURFACE_OPENGL)
3874 TRACE_(d3d_caps)("[FAILED]\n");
3875 return WINED3DERR_NOTAVAILABLE;
3878 if (!gl_info->supported[EXT_TEXTURE3D])
3880 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3881 return WINED3DERR_NOTAVAILABLE;
3884 if (!CheckTextureCapability(adapter, format))
3886 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3887 return WINED3DERR_NOTAVAILABLE;
3890 /* Filter formats that need conversion; For one part, this
3891 * conversion is unimplemented, and volume textures are huge, so
3892 * it would be a big performance hit. Unless we hit an application
3893 * needing one of those formats, don't advertize them to avoid
3894 * leading applications into temptation. The windows drivers don't
3895 * support most of those formats on volumes anyway, except for
3896 * WINED3DFMT_R32_FLOAT. */
3897 switch (CheckFormat)
3899 case WINED3DFMT_P8_UINT:
3900 case WINED3DFMT_L4A4_UNORM:
3901 case WINED3DFMT_R32_FLOAT:
3902 case WINED3DFMT_R16_FLOAT:
3903 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3904 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3905 case WINED3DFMT_R16G16_UNORM:
3906 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3907 return WINED3DERR_NOTAVAILABLE;
3909 case WINED3DFMT_R8G8B8A8_SNORM:
3910 case WINED3DFMT_R16G16_SNORM:
3911 if (!gl_info->supported[NV_TEXTURE_SHADER])
3913 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3914 return WINED3DERR_NOTAVAILABLE;
3918 case WINED3DFMT_R8G8_SNORM:
3919 if (!gl_info->supported[NV_TEXTURE_SHADER])
3921 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3922 return WINED3DERR_NOTAVAILABLE;
3926 case WINED3DFMT_DXT1:
3927 case WINED3DFMT_DXT2:
3928 case WINED3DFMT_DXT3:
3929 case WINED3DFMT_DXT4:
3930 case WINED3DFMT_DXT5:
3931 /* The GL_EXT_texture_compression_s3tc spec requires that
3932 * loading an s3tc compressed texture results in an error.
3933 * While the D3D refrast does support s3tc volumes, at
3934 * least the nvidia windows driver does not, so we're free
3935 * not to support this format. */
3936 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3937 return WINED3DERR_NOTAVAILABLE;
3940 /* Do nothing, continue with checking the format below */
3944 /* Always report dynamic locking. */
3945 if (Usage & WINED3DUSAGE_DYNAMIC)
3946 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3948 /* Always report software processing. */
3949 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3950 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3952 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3954 if (!CheckFilterCapability(adapter, format))
3956 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3957 return WINED3DERR_NOTAVAILABLE;
3959 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3962 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3964 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3966 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3967 return WINED3DERR_NOTAVAILABLE;
3969 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3972 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3974 if (!CheckSrgbReadCapability(adapter, format))
3976 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3977 return WINED3DERR_NOTAVAILABLE;
3979 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3982 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3984 if (!CheckSrgbWriteCapability(adapter, format))
3986 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3987 return WINED3DERR_NOTAVAILABLE;
3989 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3992 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3994 if (!CheckVertexTextureCapability(adapter, format))
3996 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3997 return WINED3DERR_NOTAVAILABLE;
3999 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4002 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4004 if (!CheckWrapAndMipCapability(adapter, format))
4006 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4007 return WINED3DERR_NOTAVAILABLE;
4009 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4014 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4015 return WINED3DERR_NOTAVAILABLE;
4018 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4019 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4020 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4021 if (UsageCaps == Usage)
4023 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4024 return WINED3DOK_NOAUTOGEN;
4026 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4027 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4029 return WINED3DERR_NOTAVAILABLE;
4032 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4033 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4035 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4036 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4037 debug_d3dformat(dst_format));
4042 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4043 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4048 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4049 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4050 debug_d3dformat(backbuffer_format), windowed);
4052 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4054 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4055 return WINED3DERR_INVALIDCALL;
4058 /* The task of this function is to check whether a certain display / backbuffer format
4059 * combination is available on the given adapter. In fullscreen mode microsoft specified
4060 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4061 * and display format should match exactly.
4062 * In windowed mode format conversion can occur and this depends on the driver. When format
4063 * conversion is done, this function should nevertheless fail and applications need to use
4064 * CheckDeviceFormatConversion.
4065 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4067 /* There are only 4 display formats. */
4068 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4069 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4070 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4071 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4073 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4074 return WINED3DERR_NOTAVAILABLE;
4077 /* If the requested display format is not available, don't continue. */
4078 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4081 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4082 return WINED3DERR_NOTAVAILABLE;
4085 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4086 * it means 'reuse' the display format for the backbuffer. */
4087 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4089 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4090 return WINED3DERR_NOTAVAILABLE;
4093 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4094 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4095 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4097 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4098 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4099 return WINED3DERR_NOTAVAILABLE;
4102 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4103 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4104 * WINED3DFMT_B5G5R5A1_UNORM. */
4105 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4106 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4108 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4109 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4110 return WINED3DERR_NOTAVAILABLE;
4113 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4114 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4115 * WINED3DFMT_B8G8R8A8_UNORM. */
4116 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4117 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4119 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4120 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4121 return WINED3DERR_NOTAVAILABLE;
4124 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4125 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4126 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4127 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4129 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4130 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4131 return WINED3DERR_NOTAVAILABLE;
4134 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4135 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4136 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4138 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4139 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4144 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4145 subset of a D3DCAPS9 structure. However, it has to come via a void *
4146 as the d3d8 interface cannot import the d3d9 header */
4147 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4149 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4150 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4151 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4152 int vs_selected_mode;
4153 int ps_selected_mode;
4154 struct shader_caps shader_caps;
4155 struct fragment_caps fragment_caps;
4156 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4158 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4160 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4161 return WINED3DERR_INVALIDCALL;
4164 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4166 /* ------------------------------------------------
4167 The following fields apply to both d3d8 and d3d9
4168 ------------------------------------------------ */
4169 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4170 pCaps->AdapterOrdinal = Adapter;
4173 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4174 WINED3DCAPS2_FULLSCREENGAMMA |
4175 WINED3DCAPS2_DYNAMICTEXTURES;
4176 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4178 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4181 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4182 WINED3DCAPS3_COPY_TO_VIDMEM |
4183 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4185 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4186 WINED3DPRESENT_INTERVAL_ONE;
4188 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4189 WINED3DCURSORCAPS_LOWRES;
4191 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4192 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4193 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4194 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4195 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4196 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4197 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4198 WINED3DDEVCAPS_PUREDEVICE |
4199 WINED3DDEVCAPS_HWRASTERIZATION |
4200 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4201 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4202 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4203 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4204 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4205 WINED3DDEVCAPS_RTPATCHES;
4207 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4208 WINED3DPMISCCAPS_CULLCCW |
4209 WINED3DPMISCCAPS_CULLCW |
4210 WINED3DPMISCCAPS_COLORWRITEENABLE |
4211 WINED3DPMISCCAPS_CLIPTLVERTS |
4212 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4213 WINED3DPMISCCAPS_MASKZ |
4214 WINED3DPMISCCAPS_BLENDOP |
4215 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4217 WINED3DPMISCCAPS_NULLREFERENCE
4218 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4219 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4220 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4222 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4223 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4224 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4225 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4227 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4228 WINED3DPRASTERCAPS_PAT |
4229 WINED3DPRASTERCAPS_WFOG |
4230 WINED3DPRASTERCAPS_ZFOG |
4231 WINED3DPRASTERCAPS_FOGVERTEX |
4232 WINED3DPRASTERCAPS_FOGTABLE |
4233 WINED3DPRASTERCAPS_STIPPLE |
4234 WINED3DPRASTERCAPS_SUBPIXEL |
4235 WINED3DPRASTERCAPS_ZTEST |
4236 WINED3DPRASTERCAPS_SCISSORTEST |
4237 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4238 WINED3DPRASTERCAPS_DEPTHBIAS;
4240 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4242 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4243 WINED3DPRASTERCAPS_ZBIAS |
4244 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4246 if (gl_info->supported[NV_FOG_DISTANCE])
4248 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4251 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4252 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4253 WINED3DPRASTERCAPS_ANTIALIASEDGES
4254 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4255 WINED3DPRASTERCAPS_WBUFFER */
4257 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4258 WINED3DPCMPCAPS_EQUAL |
4259 WINED3DPCMPCAPS_GREATER |
4260 WINED3DPCMPCAPS_GREATEREQUAL |
4261 WINED3DPCMPCAPS_LESS |
4262 WINED3DPCMPCAPS_LESSEQUAL |
4263 WINED3DPCMPCAPS_NEVER |
4264 WINED3DPCMPCAPS_NOTEQUAL;
4266 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4267 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4268 WINED3DPBLENDCAPS_DESTALPHA |
4269 WINED3DPBLENDCAPS_DESTCOLOR |
4270 WINED3DPBLENDCAPS_INVDESTALPHA |
4271 WINED3DPBLENDCAPS_INVDESTCOLOR |
4272 WINED3DPBLENDCAPS_INVSRCALPHA |
4273 WINED3DPBLENDCAPS_INVSRCCOLOR |
4274 WINED3DPBLENDCAPS_ONE |
4275 WINED3DPBLENDCAPS_SRCALPHA |
4276 WINED3DPBLENDCAPS_SRCALPHASAT |
4277 WINED3DPBLENDCAPS_SRCCOLOR |
4278 WINED3DPBLENDCAPS_ZERO;
4280 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4281 WINED3DPBLENDCAPS_DESTCOLOR |
4282 WINED3DPBLENDCAPS_INVDESTALPHA |
4283 WINED3DPBLENDCAPS_INVDESTCOLOR |
4284 WINED3DPBLENDCAPS_INVSRCALPHA |
4285 WINED3DPBLENDCAPS_INVSRCCOLOR |
4286 WINED3DPBLENDCAPS_ONE |
4287 WINED3DPBLENDCAPS_SRCALPHA |
4288 WINED3DPBLENDCAPS_SRCCOLOR |
4289 WINED3DPBLENDCAPS_ZERO;
4290 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4291 * according to the glBlendFunc manpage
4293 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4294 * legacy settings for srcblend only
4297 if (gl_info->supported[EXT_BLEND_COLOR])
4299 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4300 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4304 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4305 WINED3DPCMPCAPS_EQUAL |
4306 WINED3DPCMPCAPS_GREATER |
4307 WINED3DPCMPCAPS_GREATEREQUAL |
4308 WINED3DPCMPCAPS_LESS |
4309 WINED3DPCMPCAPS_LESSEQUAL |
4310 WINED3DPCMPCAPS_NEVER |
4311 WINED3DPCMPCAPS_NOTEQUAL;
4313 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4314 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4315 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4316 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4317 WINED3DPSHADECAPS_COLORFLATRGB |
4318 WINED3DPSHADECAPS_FOGFLAT |
4319 WINED3DPSHADECAPS_FOGGOURAUD |
4320 WINED3DPSHADECAPS_SPECULARFLATRGB;
4322 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4323 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4324 WINED3DPTEXTURECAPS_TRANSPARENCY |
4325 WINED3DPTEXTURECAPS_BORDER |
4326 WINED3DPTEXTURECAPS_MIPMAP |
4327 WINED3DPTEXTURECAPS_PROJECTED |
4328 WINED3DPTEXTURECAPS_PERSPECTIVE;
4330 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4332 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4333 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4336 if (gl_info->supported[EXT_TEXTURE3D])
4338 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4339 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4340 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4343 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4345 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4346 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4347 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4351 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4352 WINED3DPTFILTERCAPS_MAGFPOINT |
4353 WINED3DPTFILTERCAPS_MINFLINEAR |
4354 WINED3DPTFILTERCAPS_MINFPOINT |
4355 WINED3DPTFILTERCAPS_MIPFLINEAR |
4356 WINED3DPTFILTERCAPS_MIPFPOINT |
4357 WINED3DPTFILTERCAPS_LINEAR |
4358 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4359 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4360 WINED3DPTFILTERCAPS_MIPLINEAR |
4361 WINED3DPTFILTERCAPS_MIPNEAREST |
4362 WINED3DPTFILTERCAPS_NEAREST;
4364 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4366 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4367 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4370 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4372 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4373 WINED3DPTFILTERCAPS_MAGFPOINT |
4374 WINED3DPTFILTERCAPS_MINFLINEAR |
4375 WINED3DPTFILTERCAPS_MINFPOINT |
4376 WINED3DPTFILTERCAPS_MIPFLINEAR |
4377 WINED3DPTFILTERCAPS_MIPFPOINT |
4378 WINED3DPTFILTERCAPS_LINEAR |
4379 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4380 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4381 WINED3DPTFILTERCAPS_MIPLINEAR |
4382 WINED3DPTFILTERCAPS_MIPNEAREST |
4383 WINED3DPTFILTERCAPS_NEAREST;
4385 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4387 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4388 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4391 pCaps->CubeTextureFilterCaps = 0;
4393 if (gl_info->supported[EXT_TEXTURE3D])
4395 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4396 WINED3DPTFILTERCAPS_MAGFPOINT |
4397 WINED3DPTFILTERCAPS_MINFLINEAR |
4398 WINED3DPTFILTERCAPS_MINFPOINT |
4399 WINED3DPTFILTERCAPS_MIPFLINEAR |
4400 WINED3DPTFILTERCAPS_MIPFPOINT |
4401 WINED3DPTFILTERCAPS_LINEAR |
4402 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4403 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4404 WINED3DPTFILTERCAPS_MIPLINEAR |
4405 WINED3DPTFILTERCAPS_MIPNEAREST |
4406 WINED3DPTFILTERCAPS_NEAREST;
4408 pCaps->VolumeTextureFilterCaps = 0;
4410 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4411 WINED3DPTADDRESSCAPS_CLAMP |
4412 WINED3DPTADDRESSCAPS_WRAP;
4414 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4416 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4418 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4420 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4422 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4424 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4427 if (gl_info->supported[EXT_TEXTURE3D])
4429 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4430 WINED3DPTADDRESSCAPS_CLAMP |
4431 WINED3DPTADDRESSCAPS_WRAP;
4432 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4434 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4436 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4438 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4440 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4442 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4445 pCaps->VolumeTextureAddressCaps = 0;
4447 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4448 WINED3DLINECAPS_ZTEST |
4449 WINED3DLINECAPS_BLEND |
4450 WINED3DLINECAPS_ALPHACMP |
4451 WINED3DLINECAPS_FOG;
4452 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4453 * idea how generating the smoothing alpha values works; the result is different
4456 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4457 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4459 if (gl_info->supported[EXT_TEXTURE3D])
4460 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4462 pCaps->MaxVolumeExtent = 0;
4464 pCaps->MaxTextureRepeat = 32768;
4465 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4466 pCaps->MaxVertexW = 1.0f;
4468 pCaps->GuardBandLeft = 0.0f;
4469 pCaps->GuardBandTop = 0.0f;
4470 pCaps->GuardBandRight = 0.0f;
4471 pCaps->GuardBandBottom = 0.0f;
4473 pCaps->ExtentsAdjust = 0.0f;
4475 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4476 WINED3DSTENCILCAPS_INCRSAT |
4477 WINED3DSTENCILCAPS_INVERT |
4478 WINED3DSTENCILCAPS_KEEP |
4479 WINED3DSTENCILCAPS_REPLACE |
4480 WINED3DSTENCILCAPS_ZERO;
4481 if (gl_info->supported[EXT_STENCIL_WRAP])
4483 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4484 WINED3DSTENCILCAPS_INCR;
4486 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4488 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4491 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4493 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4494 pCaps->MaxActiveLights = gl_info->limits.lights;
4496 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4497 pCaps->MaxVertexBlendMatrixIndex = 0;
4499 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4500 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4503 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4504 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4505 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4506 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4507 WINED3DVTXPCAPS_LOCALVIEWER |
4508 WINED3DVTXPCAPS_VERTEXFOG |
4509 WINED3DVTXPCAPS_TEXGEN;
4511 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4512 pCaps->MaxVertexIndex = 0xFFFFF;
4513 pCaps->MaxStreams = MAX_STREAMS;
4514 pCaps->MaxStreamStride = 1024;
4516 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4517 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4518 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4519 pCaps->MaxNpatchTessellationLevel = 0;
4520 pCaps->MasterAdapterOrdinal = 0;
4521 pCaps->AdapterOrdinalInGroup = 0;
4522 pCaps->NumberOfAdaptersInGroup = 1;
4524 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4526 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4527 WINED3DPTFILTERCAPS_MAGFPOINT |
4528 WINED3DPTFILTERCAPS_MINFLINEAR |
4529 WINED3DPTFILTERCAPS_MAGFLINEAR;
4530 pCaps->VertexTextureFilterCaps = 0;
4532 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4533 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4535 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4536 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4538 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4539 * Ignore shader model capabilities if disabled in config
4541 if(vs_selected_mode == SHADER_NONE) {
4542 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4543 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4544 pCaps->MaxVertexShaderConst = 0;
4546 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4547 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4550 if(ps_selected_mode == SHADER_NONE) {
4551 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4552 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4553 pCaps->PixelShader1xMaxValue = 0.0f;
4555 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4556 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4559 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4560 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4561 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4563 /* The following caps are shader specific, but they are things we cannot detect, or which
4564 * are the same among all shader models. So to avoid code duplication set the shader version
4565 * specific, but otherwise constant caps here
4567 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4568 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4569 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4570 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4571 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4572 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4573 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4575 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4576 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4578 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4580 pCaps->VS20Caps.Caps = 0;
4581 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4582 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4583 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4585 pCaps->MaxVShaderInstructionsExecuted = 65535;
4586 pCaps->MaxVertexShader30InstructionSlots = 0;
4587 } else { /* VS 1.x */
4588 pCaps->VS20Caps.Caps = 0;
4589 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4590 pCaps->VS20Caps.NumTemps = 0;
4591 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4593 pCaps->MaxVShaderInstructionsExecuted = 0;
4594 pCaps->MaxVertexShader30InstructionSlots = 0;
4597 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4598 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4599 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4601 /* 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 */
4602 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4603 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4604 WINED3DPS20CAPS_PREDICATION |
4605 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4606 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4607 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4608 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4609 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4610 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4612 pCaps->MaxPShaderInstructionsExecuted = 65535;
4613 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4614 adapter->gl_info.limits.arb_ps_instructions);
4616 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4618 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4619 pCaps->PS20Caps.Caps = 0;
4620 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4621 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4622 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4623 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4625 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4626 pCaps->MaxPixelShader30InstructionSlots = 0;
4627 } else { /* PS 1.x */
4628 pCaps->PS20Caps.Caps = 0;
4629 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4630 pCaps->PS20Caps.NumTemps = 0;
4631 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4632 pCaps->PS20Caps.NumInstructionSlots = 0;
4634 pCaps->MaxPShaderInstructionsExecuted = 0;
4635 pCaps->MaxPixelShader30InstructionSlots = 0;
4638 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4639 /* OpenGL supports all the formats below, perhaps not always
4640 * without conversion, but it supports them.
4641 * Further GLSL doesn't seem to have an official unsigned type so
4642 * don't advertise it yet as I'm not sure how we handle it.
4643 * We might need to add some clamping in the shader engine to
4645 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4646 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4647 WINED3DDTCAPS_UBYTE4N |
4648 WINED3DDTCAPS_SHORT2N |
4649 WINED3DDTCAPS_SHORT4N;
4650 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4652 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4653 WINED3DDTCAPS_FLOAT16_4;
4656 pCaps->DeclTypes = 0;
4658 /* Set DirectDraw helper Caps */
4659 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4660 WINEDDCKEYCAPS_SRCBLT;
4661 fx_caps = WINEDDFXCAPS_BLTALPHA |
4662 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4663 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4664 WINEDDFXCAPS_BLTROTATION90 |
4665 WINEDDFXCAPS_BLTSHRINKX |
4666 WINEDDFXCAPS_BLTSHRINKXN |
4667 WINEDDFXCAPS_BLTSHRINKY |
4668 WINEDDFXCAPS_BLTSHRINKXN |
4669 WINEDDFXCAPS_BLTSTRETCHX |
4670 WINEDDFXCAPS_BLTSTRETCHXN |
4671 WINEDDFXCAPS_BLTSTRETCHY |
4672 WINEDDFXCAPS_BLTSTRETCHYN;
4673 blit_caps = WINEDDCAPS_BLT |
4674 WINEDDCAPS_BLTCOLORFILL |
4675 WINEDDCAPS_BLTDEPTHFILL |
4676 WINEDDCAPS_BLTSTRETCH |
4677 WINEDDCAPS_CANBLTSYSMEM |
4678 WINEDDCAPS_CANCLIP |
4679 WINEDDCAPS_CANCLIPSTRETCHED |
4680 WINEDDCAPS_COLORKEY |
4681 WINEDDCAPS_COLORKEYHWASSIST |
4682 WINEDDCAPS_ALIGNBOUNDARYSRC;
4683 pal_caps = WINEDDPCAPS_8BIT |
4684 WINEDDPCAPS_PRIMARYSURFACE;
4686 /* Fill the ddraw caps structure */
4687 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4688 WINEDDCAPS_PALETTE |
4690 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4691 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4692 WINEDDCAPS2_PRIMARYGAMMA |
4693 WINEDDCAPS2_WIDESURFACES |
4694 WINEDDCAPS2_CANRENDERWINDOWED;
4695 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4696 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4697 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4698 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4699 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4700 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4701 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4702 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4703 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4704 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4705 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4706 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4708 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4709 WINEDDSCAPS_BACKBUFFER |
4711 WINEDDSCAPS_FRONTBUFFER |
4712 WINEDDSCAPS_OFFSCREENPLAIN |
4713 WINEDDSCAPS_PALETTE |
4714 WINEDDSCAPS_PRIMARYSURFACE |
4715 WINEDDSCAPS_SYSTEMMEMORY |
4716 WINEDDSCAPS_VIDEOMEMORY |
4717 WINEDDSCAPS_VISIBLE;
4718 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4720 /* Set D3D caps if OpenGL is available. */
4721 if (adapter->opengl)
4723 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4724 WINEDDSCAPS_MIPMAP |
4725 WINEDDSCAPS_TEXTURE |
4726 WINEDDSCAPS_ZBUFFER;
4727 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4733 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4734 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4736 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4737 IWineD3DDeviceImpl *object;
4740 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4741 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4743 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4744 * number and create a device without a 3D adapter for 2D only operation. */
4745 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4747 return WINED3DERR_INVALIDCALL;
4750 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4753 ERR("Failed to allocate device memory.\n");
4754 return E_OUTOFMEMORY;
4757 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4760 WARN("Failed to initialize device, hr %#x.\n", hr);
4761 HeapFree(GetProcessHeap(), 0, object);
4765 TRACE("Created device %p.\n", object);
4766 *device = (IWineD3DDevice *)object;
4768 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4773 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4775 TRACE("iface %p.\n", iface);
4777 return ((IWineD3DImpl *)iface)->parent;
4780 static void WINE_GLAPI invalid_func(const void *data)
4782 ERR("Invalid vertex attribute function called\n");
4786 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4788 ERR("Invalid texcoord function called\n");
4792 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4793 * the extension detection and are used in drawStridedSlow
4795 static void WINE_GLAPI position_d3dcolor(const void *data)
4797 DWORD pos = *((const DWORD *)data);
4799 FIXME("Add a test for fixed function position from d3dcolor type\n");
4800 glVertex4s(D3DCOLOR_B_R(pos),
4806 static void WINE_GLAPI position_float4(const void *data)
4808 const GLfloat *pos = data;
4810 if (pos[3] != 0.0f && pos[3] != 1.0f)
4812 float w = 1.0f / pos[3];
4814 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4822 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4824 DWORD diffuseColor = *((const DWORD *)data);
4826 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4827 D3DCOLOR_B_G(diffuseColor),
4828 D3DCOLOR_B_B(diffuseColor),
4829 D3DCOLOR_B_A(diffuseColor));
4832 static void WINE_GLAPI specular_d3dcolor(const void *data)
4834 DWORD specularColor = *((const DWORD *)data);
4835 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4836 D3DCOLOR_B_G(specularColor),
4837 D3DCOLOR_B_B(specularColor)};
4839 specular_func_3ubv(d);
4842 static void WINE_GLAPI warn_no_specular_func(const void *data)
4844 WARN("GL_EXT_secondary_color not supported\n");
4847 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4849 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4850 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4851 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4852 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4853 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4854 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4855 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4856 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4857 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4858 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4859 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4860 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4861 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4862 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4863 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4864 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4865 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4867 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4868 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4869 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4870 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4871 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4872 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4873 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4874 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4875 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4876 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4877 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4878 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4879 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4880 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4881 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4882 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4883 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4885 /* No 4 component entry points here */
4886 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4887 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4888 if (gl_info->supported[EXT_SECONDARY_COLOR])
4890 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4894 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4896 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4897 if (gl_info->supported[EXT_SECONDARY_COLOR])
4899 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4900 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4904 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4906 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4907 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4908 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4909 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4910 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4911 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4912 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4913 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4914 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4915 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4916 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4917 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4919 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4920 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4922 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4923 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4924 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4925 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4926 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4927 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4928 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4929 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4930 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4931 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4932 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4933 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4934 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4935 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4936 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4937 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4938 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4940 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4941 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4942 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4943 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4944 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4945 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4946 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4947 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4948 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4949 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4950 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4951 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4952 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4953 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4954 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4955 if (gl_info->supported[NV_HALF_FLOAT])
4957 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4958 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4959 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4961 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4962 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4966 /* Do not call while under the GL lock. */
4967 static BOOL InitAdapters(IWineD3DImpl *This)
4969 static HMODULE mod_gl;
4971 int ps_selected_mode, vs_selected_mode;
4973 /* No need to hold any lock. The calling library makes sure only one thread calls
4974 * wined3d simultaneously
4977 TRACE("Initializing adapters\n");
4980 #ifdef USE_WIN32_OPENGL
4981 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4982 mod_gl = LoadLibraryA("opengl32.dll");
4984 ERR("Can't load opengl32.dll!\n");
4988 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4989 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4990 mod_gl = GetModuleHandleA("gdi32.dll");
4994 /* Load WGL core functions from opengl32.dll */
4995 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4999 if(!pwglGetProcAddress) {
5000 ERR("Unable to load wglGetProcAddress!\n");
5004 /* Dynamically load all GL core functions */
5008 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5009 * otherwise because we have to use winex11.drv's override
5011 #ifdef USE_WIN32_OPENGL
5012 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5013 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5015 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5016 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5019 glEnableWINE = glEnable;
5020 glDisableWINE = glDisable;
5022 /* For now only one default adapter */
5024 struct wined3d_adapter *adapter = &This->adapters[0];
5025 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5026 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5030 WineD3D_PixelFormat *cfgs;
5031 DISPLAY_DEVICEW DisplayDevice;
5034 TRACE("Initializing default adapter\n");
5035 adapter->ordinal = 0;
5036 adapter->monitorPoint.x = -1;
5037 adapter->monitorPoint.y = -1;
5039 if (!AllocateLocallyUniqueId(&adapter->luid))
5041 DWORD err = GetLastError();
5042 ERR("Failed to set adapter LUID (%#x).\n", err);
5045 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5046 adapter->luid.HighPart, adapter->luid.LowPart);
5048 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5050 ERR("Failed to get a gl context for default adapter\n");
5054 ret = IWineD3DImpl_FillGLCaps(adapter);
5056 ERR("Failed to initialize gl caps for default adapter\n");
5057 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5060 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5062 ERR("Failed to init gl formats\n");
5063 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5067 hdc = fake_gl_ctx.dc;
5069 adapter->TextureRam = adapter->driver_info.vidmem;
5070 adapter->UsedTextureRam = 0;
5071 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5073 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5074 DisplayDevice.cb = sizeof(DisplayDevice);
5075 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5076 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5077 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5079 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5086 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5087 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5089 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5090 cfgs = adapter->cfgs;
5091 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5092 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5093 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5094 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5095 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5096 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5097 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5098 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5099 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5100 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5101 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5103 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5105 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5110 /* Cache the pixel format */
5111 cfgs->iPixelFormat = iPixelFormat;
5112 cfgs->redSize = values[0];
5113 cfgs->greenSize = values[1];
5114 cfgs->blueSize = values[2];
5115 cfgs->alphaSize = values[3];
5116 cfgs->colorSize = values[4];
5117 cfgs->depthSize = values[5];
5118 cfgs->stencilSize = values[6];
5119 cfgs->windowDrawable = values[7];
5120 cfgs->iPixelType = values[8];
5121 cfgs->doubleBuffer = values[9];
5122 cfgs->auxBuffers = values[10];
5124 cfgs->numSamples = 0;
5125 /* Check multisample support */
5126 if (gl_info->supported[ARB_MULTISAMPLE])
5128 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5130 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5131 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5132 * value[1] = number of multi sample buffers*/
5134 cfgs->numSamples = value[1];
5138 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5139 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5140 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5141 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5142 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5148 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5149 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5150 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5152 cfgs = adapter->cfgs;
5153 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5155 PIXELFORMATDESCRIPTOR ppfd;
5157 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5161 /* We only want HW acceleration using an OpenGL ICD driver.
5162 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5163 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5165 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5167 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5171 cfgs->iPixelFormat = iPixelFormat;
5172 cfgs->redSize = ppfd.cRedBits;
5173 cfgs->greenSize = ppfd.cGreenBits;
5174 cfgs->blueSize = ppfd.cBlueBits;
5175 cfgs->alphaSize = ppfd.cAlphaBits;
5176 cfgs->colorSize = ppfd.cColorBits;
5177 cfgs->depthSize = ppfd.cDepthBits;
5178 cfgs->stencilSize = ppfd.cStencilBits;
5179 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5180 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5181 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5182 cfgs->auxBuffers = ppfd.cAuxBuffers;
5183 cfgs->numSamples = 0;
5185 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5186 "depth=%d, stencil=%d, windowDrawable=%d\n",
5187 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5188 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5189 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5194 /* 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 */
5197 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5199 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5200 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5205 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5206 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5207 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5208 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5209 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5210 * driver is allowed to consume more bits EXCEPT for stencil bits.
5212 * Mark an adapter with this broken stencil behavior.
5214 adapter->brokenStencil = TRUE;
5215 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5217 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5218 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5219 adapter->brokenStencil = FALSE;
5224 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5226 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5227 fillGLAttribFuncs(&adapter->gl_info);
5228 adapter->opengl = TRUE;
5230 This->adapter_count = 1;
5231 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5236 /* Initialize an adapter for ddraw-only memory counting */
5237 memset(This->adapters, 0, sizeof(This->adapters));
5238 This->adapters[0].ordinal = 0;
5239 This->adapters[0].opengl = FALSE;
5240 This->adapters[0].monitorPoint.x = -1;
5241 This->adapters[0].monitorPoint.y = -1;
5243 This->adapters[0].driver_info.name = "Display";
5244 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5245 if(wined3d_settings.emulated_textureram) {
5246 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5248 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5251 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5253 This->adapter_count = 1;
5257 /**********************************************************
5258 * IWineD3D VTbl follows
5259 **********************************************************/
5261 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5264 IWineD3DImpl_QueryInterface,
5265 IWineD3DImpl_AddRef,
5266 IWineD3DImpl_Release,
5268 IWineD3DImpl_GetParent,
5269 IWineD3DImpl_GetAdapterCount,
5270 IWineD3DImpl_RegisterSoftwareDevice,
5271 IWineD3DImpl_GetAdapterMonitor,
5272 IWineD3DImpl_GetAdapterModeCount,
5273 IWineD3DImpl_EnumAdapterModes,
5274 IWineD3DImpl_GetAdapterDisplayMode,
5275 IWineD3DImpl_GetAdapterIdentifier,
5276 IWineD3DImpl_CheckDeviceMultiSampleType,
5277 IWineD3DImpl_CheckDepthStencilMatch,
5278 IWineD3DImpl_CheckDeviceType,
5279 IWineD3DImpl_CheckDeviceFormat,
5280 IWineD3DImpl_CheckDeviceFormatConversion,
5281 IWineD3DImpl_GetDeviceCaps,
5282 IWineD3DImpl_CreateDevice
5285 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5287 const struct wined3d_parent_ops wined3d_null_parent_ops =
5289 wined3d_null_wined3d_object_destroyed,
5292 /* Do not call while under the GL lock. */
5293 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5295 wined3d->lpVtbl = &IWineD3D_Vtbl;
5296 wined3d->dxVersion = version;
5298 wined3d->parent = parent;
5300 if (!InitAdapters(wined3d))
5302 WARN("Failed to initialize adapters.\n");
5305 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);