2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32 #define GLINFO_LOCATION (*gl_info)
34 /* The d3d device ID */
35 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37 /* Extension detection */
39 const char *extension_string;
40 GL_SupportedExt extension;
44 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
45 {"GL_APPLE_fence", APPLE_FENCE, 0 },
46 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
47 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
51 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
52 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
53 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
54 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
55 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
58 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
59 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
60 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
61 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
62 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
63 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
64 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
65 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
66 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
67 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
68 {"GL_ARB_imaging", ARB_IMAGING, 0 },
69 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
70 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
71 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
72 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
73 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
74 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
75 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
76 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
77 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
78 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
79 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
80 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
81 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
82 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
83 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
84 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
85 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
86 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
87 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
88 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
89 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
90 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
91 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
92 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
93 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
96 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
97 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
98 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
99 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
100 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
101 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
102 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
103 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
104 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
105 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
106 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
107 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
108 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
109 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
110 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
111 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
112 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
113 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
114 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
115 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
116 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
117 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
118 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
119 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
120 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
121 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
122 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
123 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
124 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
127 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
128 {"GL_NV_fence", NV_FENCE, 0 },
129 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
130 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
131 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
132 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
133 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
134 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
135 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
136 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
137 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
138 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
139 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
140 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
141 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
142 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
143 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
144 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
145 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
146 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
147 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
150 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
153 /**********************************************************
154 * Utility functions follow
155 **********************************************************/
157 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
159 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
161 const struct min_lookup minMipLookup[] =
163 /* NONE POINT LINEAR */
164 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
165 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
166 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
169 const struct min_lookup minMipLookup_noFilter[] =
171 /* NONE POINT LINEAR */
172 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
173 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
177 const struct min_lookup minMipLookup_noMip[] =
179 /* NONE POINT LINEAR */
180 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
181 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
182 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
185 const GLenum magLookup[] =
187 /* NONE POINT LINEAR */
188 GL_NEAREST, GL_NEAREST, GL_LINEAR,
191 const GLenum magLookup_noFilter[] =
193 /* NONE POINT LINEAR */
194 GL_NEAREST, GL_NEAREST, GL_NEAREST,
197 /* drawStridedSlow attributes */
198 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
199 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
200 glAttribFunc specular_func_3ubv;
201 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
203 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
206 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
207 * i.e., there is no GL Context - Get a default rendering context to enable the
208 * function query some info from GL.
211 struct wined3d_fake_gl_ctx
217 HGLRC restore_gl_ctx;
220 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
222 TRACE_(d3d_caps)("Destroying fake GL context.\n");
224 if (!pwglMakeCurrent(NULL, NULL))
226 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
229 if (!pwglDeleteContext(ctx->gl_ctx))
231 DWORD err = GetLastError();
232 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
235 ReleaseDC(ctx->wnd, ctx->dc);
236 DestroyWindow(ctx->wnd);
238 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
240 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
244 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
246 PIXELFORMATDESCRIPTOR pfd;
249 TRACE("getting context...\n");
251 ctx->restore_dc = pwglGetCurrentDC();
252 ctx->restore_gl_ctx = pwglGetCurrentContext();
254 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
255 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
256 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
259 ERR_(d3d_caps)("Failed to create a window.\n");
263 ctx->dc = GetDC(ctx->wnd);
266 ERR_(d3d_caps)("Failed to get a DC.\n");
270 /* PixelFormat selection */
271 ZeroMemory(&pfd, sizeof(pfd));
272 pfd.nSize = sizeof(pfd);
274 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
275 pfd.iPixelType = PFD_TYPE_RGBA;
277 pfd.iLayerType = PFD_MAIN_PLANE;
279 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
282 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
283 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
286 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
287 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
289 /* Create a GL context. */
290 ctx->gl_ctx = pwglCreateContext(ctx->dc);
293 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
297 /* Make it the current GL context. */
298 if (!context_set_current(NULL))
300 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
303 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
305 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
312 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
314 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
316 if (ctx->wnd) DestroyWindow(ctx->wnd);
318 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
320 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
326 /* Adjust the amount of used texture memory */
327 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
329 struct wined3d_adapter *adapter = D3DDevice->adapter;
331 adapter->UsedTextureRam += glram;
332 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
333 return adapter->UsedTextureRam;
336 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
338 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
339 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
342 /**********************************************************
343 * IUnknown parts follows
344 **********************************************************/
346 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
348 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
350 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
351 if (IsEqualGUID(riid, &IID_IUnknown)
352 || IsEqualGUID(riid, &IID_IWineD3DBase)
353 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
354 IUnknown_AddRef(iface);
359 return E_NOINTERFACE;
362 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
363 IWineD3DImpl *This = (IWineD3DImpl *)iface;
364 ULONG refCount = InterlockedIncrement(&This->ref);
366 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
370 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
371 IWineD3DImpl *This = (IWineD3DImpl *)iface;
373 TRACE("(%p) : Releasing from %d\n", This, This->ref);
374 ref = InterlockedDecrement(&This->ref);
378 for (i = 0; i < This->adapter_count; ++i)
380 wined3d_adapter_cleanup(&This->adapters[i]);
382 HeapFree(GetProcessHeap(), 0, This);
388 /**********************************************************
389 * IWineD3D parts follows
390 **********************************************************/
392 /* GL locking is done by the caller */
393 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
397 const char *testcode =
399 "PARAM C[66] = { program.env[0..65] };\n"
401 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
402 "ARL A0.x, zero.x;\n"
403 "MOV result.position, C[A0.x + 65];\n"
407 GL_EXTCALL(glGenProgramsARB(1, &prog));
409 ERR("Failed to create an ARB offset limit test program\n");
411 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
412 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
413 strlen(testcode), testcode));
414 if(glGetError() != 0) {
415 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
416 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
418 } else TRACE("OpenGL implementation allows offsets > 63\n");
420 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
421 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
422 checkGLcall("ARB vp offset limit test cleanup");
427 static DWORD ver_for_ext(GL_SupportedExt ext)
430 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
431 if(EXTENSION_MAP[i].extension == ext) {
432 return EXTENSION_MAP[i].version;
438 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
439 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
441 if (vendor != VENDOR_ATI) return FALSE;
442 if (device == CARD_ATI_RADEON_9500) return TRUE;
443 if (device == CARD_ATI_RADEON_X700) return TRUE;
444 if (device == CARD_ATI_RADEON_X1600) return TRUE;
448 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
449 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
451 if (vendor == VENDOR_NVIDIA)
453 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
461 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
462 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
464 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
465 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
466 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
468 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
469 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
470 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
471 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
472 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
473 * the chance that other implementations support them is rather small since Win32 QuickTime uses
474 * DirectDraw, not OpenGL. */
475 if (gl_info->supported[APPLE_FENCE]
476 && gl_info->supported[APPLE_CLIENT_STORAGE]
477 && gl_info->supported[APPLE_FLUSH_RENDER]
478 && gl_info->supported[APPLE_YCBCR_422])
488 /* Context activation is done by the caller. */
489 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
491 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
492 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
493 * all the texture. This function detects this bug by its symptom and disables PBOs
496 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
497 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
498 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
499 * read back is compared to the original. If they are equal PBOs are assumed to work,
500 * otherwise the PBO extension is disabled. */
502 static const unsigned int pattern[] =
504 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
505 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
506 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
507 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
509 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
511 /* No PBO -> No point in testing them. */
512 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
516 while (glGetError());
517 glGenTextures(1, &texture);
518 glBindTexture(GL_TEXTURE_2D, texture);
520 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
521 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
522 checkGLcall("Specifying the PBO test texture");
524 GL_EXTCALL(glGenBuffersARB(1, &pbo));
525 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
526 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
527 checkGLcall("Specifying the PBO test pbo");
529 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
530 checkGLcall("Loading the PBO test texture");
532 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
533 wglFinish(); /* just to be sure */
535 memset(check, 0, sizeof(check));
536 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
537 checkGLcall("Reading back the PBO test texture");
539 glDeleteTextures(1, &texture);
540 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
541 checkGLcall("PBO test cleanup");
545 if (memcmp(check, pattern, sizeof(check)))
547 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
548 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
549 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
553 TRACE_(d3d_caps)("PBO test successful.\n");
557 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
558 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
560 return vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer, vendor, device);
563 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
564 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
566 if (!match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
567 if (vendor != VENDOR_ATI) return FALSE;
568 if (device == CARD_ATI_RADEON_X1600) return FALSE;
572 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
575 if (vendor != VENDOR_ATI) return FALSE;
576 if (match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
577 if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
581 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
584 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
585 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
586 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
587 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
590 * dx10 cards usually have 64 varyings */
591 return gl_info->limits.glsl_varyings > 44;
594 /* A GL context is provided by the caller */
595 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
596 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
601 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
605 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
606 error = glGetError();
609 if(error == GL_NO_ERROR)
611 TRACE("GL Implementation accepts 4 component specular color pointers\n");
616 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
617 debug_glerror(error));
622 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
623 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
625 if (!match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
626 return gl_info->supported[NV_TEXTURE_SHADER];
629 /* A GL context is provided by the caller */
630 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
631 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
636 const char *testcode =
638 "OPTION NV_vertex_program2;\n"
639 "MOV result.clip[0], 0.0;\n"
640 "MOV result.position, 0.0;\n"
643 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
648 GL_EXTCALL(glGenProgramsARB(1, &prog));
651 ERR("Failed to create the NVvp clip test program\n");
655 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
656 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
657 strlen(testcode), testcode));
658 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
661 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
662 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
666 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
668 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
669 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
670 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
676 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
678 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
679 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
680 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
681 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
684 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
686 quirk_arb_constants(gl_info);
687 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
688 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
689 * allow 48 different offsets or other helper immediate values. */
690 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
691 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
694 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
695 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
696 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
697 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
698 * most games, but avoids the crash
700 * A more sophisticated way would be to find all units that need texture coordinates and enable
701 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
702 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
704 * Note that disabling the extension entirely does not gain predictability because there is no point
705 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
706 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
708 if (gl_info->supported[ARB_POINT_SPRITE])
710 TRACE("Limiting point sprites to one texture unit.\n");
711 gl_info->limits.point_sprite_units = 1;
715 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
717 quirk_arb_constants(gl_info);
719 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
720 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
721 * If real NP2 textures are used, the driver falls back to software. We could just remove the
722 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
723 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
724 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
725 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
727 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
728 * has this extension promoted to core. The extension loading code sets this extension supported
729 * due to that, so this code works on fglrx as well. */
730 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
732 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
733 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
734 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
737 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
738 * it is generally more efficient. Reserve just 8 constants. */
739 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
740 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
743 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
745 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
746 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
747 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
748 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
749 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
750 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
752 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
753 * triggering the software fallback. There is not much we can do here apart from disabling the
754 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
755 * in IWineD3DImpl_FillGLCaps).
756 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
757 * post-processing effects in the game "Max Payne 2").
758 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
759 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
760 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
761 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
764 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
766 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
767 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
768 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
769 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
770 * according to the spec.
772 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
773 * makes the shader slower and eats instruction slots which should be available to the d3d app.
775 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
776 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
777 * this workaround is activated on cards that do not need it, it won't break things, just affect
778 * performance negatively. */
779 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
780 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
783 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
785 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
788 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
790 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
793 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
795 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
796 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
797 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
800 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
802 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
807 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
808 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device);
809 void (*apply)(struct wined3d_gl_info *gl_info);
810 const char *description;
813 static const struct driver_quirk quirk_table[] =
816 match_ati_r300_to_500,
818 "ATI GLSL constant and normalized texrect quirk"
820 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
821 * used it falls back to software. While the compiler can detect if the shader uses all declared
822 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
823 * using relative addressing falls back to software.
825 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
828 quirk_apple_glsl_constants,
829 "Apple GLSL uniform override"
834 "Geforce 5 NP2 disable"
839 "Init texcoord .w for Apple Intel GPU driver"
842 match_apple_nonr500ati,
844 "Init texcoord .w for Apple ATI >= r600 GPU driver"
848 quirk_one_point_sprite,
849 "Fglrx point sprite crash workaround"
854 "Reserved varying for gl_ClipPos"
857 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
858 * GL implementations accept it. The Mac GL is the only implementation known to
861 * If we can pass 4 component specular colors, do it, because (a) we don't have
862 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
863 * passes specular alpha to the pixel shader if any is used. Otherwise the
864 * specular alpha is used to pass the fog coordinate, which we pass to opengl
865 * via GL_EXT_fog_coord.
867 match_allows_spec_alpha,
868 quirk_allows_specular_alpha,
869 "Allow specular alpha quirk"
872 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
877 "Apple NV_texture_shader disable"
880 match_broken_nv_clip,
881 quirk_disable_nvvp_clip,
882 "Apple NV_vertex_program clip bug quirk"
886 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
887 * reporting a driver version is moot because we are not the Windows driver, and we have different
888 * bugs, features, etc.
890 * The driver version has the form "x.y.z.w".
892 * "x" is the Windows version the driver is meant for:
899 * "y" is the Direct3D level the driver supports:
906 * "z" is unknown, possibly vendor specific.
908 * "w" is the vendor specific driver version.
910 struct driver_version_information
912 WORD vendor; /* reported PCI card vendor ID */
913 WORD card; /* reported PCI card device ID */
914 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
915 WORD d3d_level; /* driver hiword to report */
916 WORD lopart_hi, lopart_lo; /* driver loword to report */
919 static const struct driver_version_information driver_version_table[] =
921 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
922 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
923 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
924 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
926 * All version numbers used below are from the Linux nvidia drivers. */
927 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
928 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
929 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
930 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
931 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
932 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
933 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
934 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
935 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
936 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
937 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
938 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
939 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
940 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
941 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
942 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
943 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
944 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
945 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
946 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
947 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
948 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
949 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
950 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
951 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
952 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
953 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
954 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
955 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
956 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
958 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
959 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
960 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
961 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
962 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 14, 10, 6764 },
963 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
964 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
965 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
966 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
967 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
968 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
970 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
973 static void init_driver_info(struct wined3d_driver_info *driver_info,
974 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
976 OSVERSIONINFOW os_version;
977 WORD driver_os_version;
980 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
982 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
983 vendor = wined3d_settings.pci_vendor_id;
985 driver_info->vendor = vendor;
987 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
989 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
990 device = wined3d_settings.pci_device_id;
992 driver_info->device = device;
997 driver_info->name = "ati2dvag.dll";
1001 driver_info->name = "nv4_disp.dll";
1005 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1006 driver_info->name = "Display";
1010 memset(&os_version, 0, sizeof(os_version));
1011 os_version.dwOSVersionInfoSize = sizeof(os_version);
1012 if (!GetVersionExW(&os_version))
1014 ERR("Failed to get OS version, reporting 2000/XP.\n");
1015 driver_os_version = 6;
1019 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1020 switch (os_version.dwMajorVersion)
1023 driver_os_version = 4;
1027 driver_os_version = 6;
1031 if (os_version.dwMinorVersion == 0)
1033 driver_os_version = 7;
1037 if (os_version.dwMinorVersion > 1)
1039 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1040 os_version.dwMajorVersion, os_version.dwMinorVersion);
1042 driver_os_version = 8;
1047 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1048 os_version.dwMajorVersion, os_version.dwMinorVersion);
1049 driver_os_version = 6;
1054 driver_info->description = "Direct3D HAL";
1055 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1056 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1058 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1060 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1062 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1064 driver_info->description = driver_version_table[i].description;
1065 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1066 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1067 driver_version_table[i].lopart_lo);
1072 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1073 driver_info->version_high, driver_info->version_low);
1076 /* Context activation is done by the caller. */
1077 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1078 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1082 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1084 if (!quirk_table[i].match(gl_info, gl_renderer, vendor, device)) continue;
1085 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1086 quirk_table[i].apply(gl_info);
1089 /* Find out if PBOs work as they are supposed to. */
1090 test_pbo_functionality(gl_info);
1093 static DWORD wined3d_parse_gl_version(const char *gl_version)
1095 const char *ptr = gl_version;
1099 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1101 while (isdigit(*ptr)) ++ptr;
1102 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1106 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1108 return MAKEDWORD_VERSION(major, minor);
1111 static enum wined3d_pci_vendor wined3d_guess_vendor(const char *gl_vendor, const char *gl_renderer)
1113 if (strstr(gl_vendor, "NVIDIA"))
1114 return VENDOR_NVIDIA;
1116 if (strstr(gl_vendor, "ATI"))
1119 if (strstr(gl_vendor, "Intel(R)")
1120 || strstr(gl_renderer, "Intel(R)")
1121 || strstr(gl_vendor, "Intel Inc."))
1122 return VENDOR_INTEL;
1124 if (strstr(gl_vendor, "Mesa")
1125 || strstr(gl_vendor, "DRI R300 Project")
1126 || strstr(gl_vendor, "Tungsten Graphics, Inc"))
1129 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning VENDOR_WINE.\n", debugstr_a(gl_vendor));
1134 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1135 enum wined3d_pci_vendor *vendor, unsigned int *vidmem)
1137 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1138 * different GPUs with roughly the same features. In most cases GPUs from a
1139 * certain family differ in clockspeeds, the amount of video memory and the
1140 * number of shader pipelines.
1142 * A Direct3D device object contains the PCI id (vendor + device) of the
1143 * videocard which is used for rendering. Various applications use this
1144 * information to get a rough estimation of the features of the card and
1145 * some might use it for enabling 3d effects only on certain types of
1146 * videocards. In some cases games might even use it to work around bugs
1147 * which happen on certain videocards/driver combinations. The problem is
1148 * that OpenGL only exposes a rendering string containing the name of the
1149 * videocard and not the PCI id.
1151 * Various games depend on the PCI id, so somehow we need to provide one.
1152 * A simple option is to parse the renderer string and translate this to
1153 * the right PCI id. This is a lot of work because there are more than 200
1154 * GPUs just for Nvidia. Various cards share the same renderer string, so
1155 * the amount of code might be 'small' but there are quite a number of
1156 * exceptions which would make this a pain to maintain. Another way would
1157 * be to query the PCI id from the operating system (assuming this is the
1158 * videocard which is used for rendering which is not always the case).
1159 * This would work but it is not very portable. Second it would not work
1160 * well in, let's say, a remote X situation in which the amount of 3d
1161 * features which can be used is limited.
1163 * As said most games only use the PCI id to get an indication of the
1164 * capabilities of the card. It doesn't really matter if the given id is
1165 * the correct one if we return the id of a card with similar 3d features.
1167 * The code below checks the OpenGL capabilities of a videocard and matches
1168 * that to a certain level of Direct3D functionality. Once a card passes
1169 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1170 * least a GeforceFX. To give a better estimate we do a basic check on the
1171 * renderer string but if that won't pass we return a default card. This
1172 * way is better than maintaining a full card database as even without a
1173 * full database we can return a card with similar features. Second the
1174 * size of the database can be made quite small because when you know what
1175 * type of 3d functionality a card has, you know to which GPU family the
1176 * GPU must belong. Because of this you only have to check a small part of
1177 * the renderer string to distinguishes between different models from that
1180 * The code also selects a default amount of video memory which we will
1181 * use for an estimation of the amount of free texture memory. In case of
1182 * real D3D the amount of texture memory includes video memory and system
1183 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1184 * HyperMemory). We don't know how much system memory can be addressed by
1185 * the system but we can make a reasonable estimation about the amount of
1186 * video memory. If the value is slightly wrong it doesn't matter as we
1187 * didn't include AGP-like memory which makes the amount of addressable
1188 * memory higher and second OpenGL isn't that critical it moves to system
1189 * memory behind our backs if really needed. Note that the amount of video
1190 * memory can be overruled using a registry setting. */
1195 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1196 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1198 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1200 /* Geforce 200 - highend */
1201 if (strstr(gl_renderer, "GTX 280")
1202 || strstr(gl_renderer, "GTX 285")
1203 || strstr(gl_renderer, "GTX 295"))
1206 return CARD_NVIDIA_GEFORCE_GTX280;
1209 /* Geforce 200 - midend high */
1210 if (strstr(gl_renderer, "GTX 275"))
1213 return CARD_NVIDIA_GEFORCE_GTX275;
1216 /* Geforce 200 - midend */
1217 if (strstr(gl_renderer, "GTX 260"))
1220 return CARD_NVIDIA_GEFORCE_GTX260;
1223 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1224 if (strstr(gl_renderer, "9800")
1225 || strstr(gl_renderer, "GTS 150")
1226 || strstr(gl_renderer, "GTS 250"))
1229 return CARD_NVIDIA_GEFORCE_9800GT;
1232 /* Geforce9 - midend */
1233 if (strstr(gl_renderer, "9600"))
1235 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1236 return CARD_NVIDIA_GEFORCE_9600GT;
1239 /* Geforce9 - midend low / Geforce 200 - low */
1240 if (strstr(gl_renderer, "9500")
1241 || strstr(gl_renderer, "GT 120")
1242 || strstr(gl_renderer, "GT 130"))
1244 *vidmem = 256; /* The 9500GT has 256-1024MB */
1245 return CARD_NVIDIA_GEFORCE_9500GT;
1248 /* Geforce9 - lowend */
1249 if (strstr(gl_renderer, "9400"))
1251 *vidmem = 256; /* The 9400GT has 256-1024MB */
1252 return CARD_NVIDIA_GEFORCE_9400GT;
1255 /* Geforce9 - lowend low */
1256 if (strstr(gl_renderer, "9100")
1257 || strstr(gl_renderer, "9200")
1258 || strstr(gl_renderer, "9300")
1259 || strstr(gl_renderer, "G 100"))
1261 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1262 return CARD_NVIDIA_GEFORCE_9200;
1265 /* Geforce8 - highend */
1266 if (strstr(gl_renderer, "8800"))
1268 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1269 return CARD_NVIDIA_GEFORCE_8800GTS;
1272 /* Geforce8 - midend mobile */
1273 if (strstr(gl_renderer, "8600 M"))
1276 return CARD_NVIDIA_GEFORCE_8600MGT;
1279 /* Geforce8 - midend */
1280 if (strstr(gl_renderer, "8600")
1281 || strstr(gl_renderer, "8700"))
1284 return CARD_NVIDIA_GEFORCE_8600GT;
1287 /* Geforce8 - lowend */
1288 if (strstr(gl_renderer, "8300")
1289 || strstr(gl_renderer, "8400")
1290 || strstr(gl_renderer, "8500"))
1292 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1293 return CARD_NVIDIA_GEFORCE_8300GS;
1296 /* Geforce7 - highend */
1297 if (strstr(gl_renderer, "7800")
1298 || strstr(gl_renderer, "7900")
1299 || strstr(gl_renderer, "7950")
1300 || strstr(gl_renderer, "Quadro FX 4")
1301 || strstr(gl_renderer, "Quadro FX 5"))
1303 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1304 return CARD_NVIDIA_GEFORCE_7800GT;
1307 /* Geforce7 midend */
1308 if (strstr(gl_renderer, "7600")
1309 || strstr(gl_renderer, "7700"))
1311 *vidmem = 256; /* The 7600 uses 256-512MB */
1312 return CARD_NVIDIA_GEFORCE_7600;
1315 /* Geforce7 lower medium */
1316 if (strstr(gl_renderer, "7400"))
1318 *vidmem = 256; /* The 7400 uses 256-512MB */
1319 return CARD_NVIDIA_GEFORCE_7400;
1322 /* Geforce7 lowend */
1323 if (strstr(gl_renderer, "7300"))
1325 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1326 return CARD_NVIDIA_GEFORCE_7300;
1329 /* Geforce6 highend */
1330 if (strstr(gl_renderer, "6800"))
1332 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1333 return CARD_NVIDIA_GEFORCE_6800;
1336 /* Geforce6 - midend */
1337 if (strstr(gl_renderer, "6600")
1338 || strstr(gl_renderer, "6610")
1339 || strstr(gl_renderer, "6700"))
1341 *vidmem = 128; /* A 6600GT has 128-256MB */
1342 return CARD_NVIDIA_GEFORCE_6600GT;
1345 /* Geforce6/7 lowend */
1347 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1350 if (WINE_D3D9_CAPABLE(gl_info))
1352 /* GeforceFX - highend */
1353 if (strstr(gl_renderer, "5800")
1354 || strstr(gl_renderer, "5900")
1355 || strstr(gl_renderer, "5950")
1356 || strstr(gl_renderer, "Quadro FX"))
1358 *vidmem = 256; /* 5800-5900 cards use 256MB */
1359 return CARD_NVIDIA_GEFORCEFX_5800;
1362 /* GeforceFX - midend */
1363 if (strstr(gl_renderer, "5600")
1364 || strstr(gl_renderer, "5650")
1365 || strstr(gl_renderer, "5700")
1366 || strstr(gl_renderer, "5750"))
1368 *vidmem = 128; /* A 5600 uses 128-256MB */
1369 return CARD_NVIDIA_GEFORCEFX_5600;
1372 /* GeforceFX - lowend */
1373 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1374 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1377 if (WINE_D3D8_CAPABLE(gl_info))
1379 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1381 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1382 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1385 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1386 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1389 if (WINE_D3D7_CAPABLE(gl_info))
1391 if (strstr(gl_renderer, "GeForce4 MX"))
1393 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1394 * early models had 32MB but most have 64MB or even 128MB. */
1396 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1399 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1401 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1402 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1405 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1407 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1408 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1411 /* Most Geforce1 cards have 32MB, there are also some rare 16
1412 * and 64MB (Dell) models. */
1414 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1417 if (strstr(gl_renderer, "TNT2"))
1419 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1420 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1423 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1424 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1427 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1429 * Beware: renderer string do not match exact card model,
1430 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1431 if (WINE_D3D9_CAPABLE(gl_info))
1433 /* Radeon R7xx HD4800 - highend */
1434 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1435 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1436 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1437 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1438 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1440 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1441 return CARD_ATI_RADEON_HD4800;
1444 /* Radeon R740 HD4700 - midend */
1445 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1446 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1449 return CARD_ATI_RADEON_HD4700;
1452 /* Radeon R730 HD4600 - midend */
1453 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1454 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1455 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1458 return CARD_ATI_RADEON_HD4600;
1461 /* Radeon R710 HD4500/HD4350 - lowend */
1462 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1463 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1466 return CARD_ATI_RADEON_HD4350;
1469 /* Radeon R6xx HD2900/HD3800 - highend */
1470 if (strstr(gl_renderer, "HD 2900")
1471 || strstr(gl_renderer, "HD 3870")
1472 || strstr(gl_renderer, "HD 3850"))
1474 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1475 return CARD_ATI_RADEON_HD2900;
1478 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1479 if (strstr(gl_renderer, "HD 2600")
1480 || strstr(gl_renderer, "HD 3830")
1481 || strstr(gl_renderer, "HD 3690")
1482 || strstr(gl_renderer, "HD 3650"))
1484 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1485 return CARD_ATI_RADEON_HD2600;
1488 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1489 if (strstr(gl_renderer, "HD 2300")
1490 || strstr(gl_renderer, "HD 2400")
1491 || strstr(gl_renderer, "HD 3470")
1492 || strstr(gl_renderer, "HD 3450")
1493 || strstr(gl_renderer, "HD 3430")
1494 || strstr(gl_renderer, "HD 3400"))
1496 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1497 return CARD_ATI_RADEON_HD2300;
1500 /* Radeon R6xx/R7xx integrated */
1501 if (strstr(gl_renderer, "HD 3100")
1502 || strstr(gl_renderer, "HD 3200")
1503 || strstr(gl_renderer, "HD 3300"))
1505 *vidmem = 128; /* 128MB */
1506 return CARD_ATI_RADEON_HD3200;
1510 if (strstr(gl_renderer, "X1600")
1511 || strstr(gl_renderer, "X1650")
1512 || strstr(gl_renderer, "X1800")
1513 || strstr(gl_renderer, "X1900")
1514 || strstr(gl_renderer, "X1950"))
1516 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1517 return CARD_ATI_RADEON_X1600;
1520 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1521 if (strstr(gl_renderer, "X700")
1522 || strstr(gl_renderer, "X800")
1523 || strstr(gl_renderer, "X850")
1524 || strstr(gl_renderer, "X1300")
1525 || strstr(gl_renderer, "X1400")
1526 || strstr(gl_renderer, "X1450")
1527 || strstr(gl_renderer, "X1550"))
1529 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1530 return CARD_ATI_RADEON_X700;
1533 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1534 if (strstr(gl_renderer, "Radeon Xpress"))
1536 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1537 return CARD_ATI_RADEON_XPRESS_200M;
1541 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1542 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1545 if (WINE_D3D8_CAPABLE(gl_info))
1547 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1548 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1551 if (WINE_D3D7_CAPABLE(gl_info))
1553 *vidmem = 32; /* There are models with up to 64MB */
1554 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1557 *vidmem = 16; /* There are 16-32MB models */
1558 return CARD_ATI_RAGE_128PRO;
1561 if (strstr(gl_renderer, "X3100"))
1563 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1565 return CARD_INTEL_X3100;
1568 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1570 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1572 return CARD_INTEL_I945GM;
1575 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1576 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1577 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1578 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1579 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1580 return CARD_INTEL_I915G;
1585 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1586 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1587 * them a good generic choice. */
1588 *vendor = VENDOR_NVIDIA;
1589 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1590 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1591 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1592 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1593 return CARD_NVIDIA_RIVA_128;
1597 /* Context activation is done by the caller. */
1598 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_driver_info *driver_info, struct wined3d_gl_info *gl_info)
1600 const char *GL_Extensions = NULL;
1601 const char *WGL_Extensions = NULL;
1602 const char *gl_string = NULL;
1603 enum wined3d_pci_vendor vendor;
1604 enum wined3d_pci_device device;
1606 GLfloat gl_floatv[2];
1609 unsigned int vidmem=0;
1614 TRACE_(d3d_caps)("(%p)\n", gl_info);
1618 gl_string = (const char *)glGetString(GL_RENDERER);
1619 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_string));
1623 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
1627 len = strlen(gl_string) + 1;
1628 gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
1632 ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
1635 memcpy(gl_renderer, gl_string, len);
1637 gl_string = (const char *)glGetString(GL_VENDOR);
1638 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_string));
1642 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
1643 HeapFree(GetProcessHeap(), 0, gl_renderer);
1646 vendor = wined3d_guess_vendor(gl_string, gl_renderer);
1647 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), vendor);
1649 /* Parse the GL_VERSION field into major and minor information */
1650 gl_string = (const char *)glGetString(GL_VERSION);
1651 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_string));
1655 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
1656 HeapFree(GetProcessHeap(), 0, gl_renderer);
1659 gl_version = wined3d_parse_gl_version(gl_string);
1662 * Initialize openGL extension related variables
1663 * with Default values
1665 memset(gl_info->supported, 0, sizeof(gl_info->supported));
1666 gl_info->limits.buffers = 1;
1667 gl_info->limits.textures = 1;
1668 gl_info->limits.texture_stages = 1;
1669 gl_info->limits.fragment_samplers = 1;
1670 gl_info->limits.vertex_samplers = 0;
1671 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
1672 gl_info->limits.sampler_stages = 1;
1673 gl_info->limits.glsl_vs_float_constants = 0;
1674 gl_info->limits.glsl_ps_float_constants = 0;
1675 gl_info->limits.arb_vs_float_constants = 0;
1676 gl_info->limits.arb_vs_native_constants = 0;
1677 gl_info->limits.arb_vs_instructions = 0;
1678 gl_info->limits.arb_vs_temps = 0;
1679 gl_info->limits.arb_ps_float_constants = 0;
1680 gl_info->limits.arb_ps_local_constants = 0;
1681 gl_info->limits.arb_ps_instructions = 0;
1682 gl_info->limits.arb_ps_temps = 0;
1684 /* Retrieve opengl defaults */
1685 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1686 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1687 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1689 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1690 gl_info->limits.lights = gl_max;
1691 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1693 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1694 gl_info->limits.texture_size = gl_max;
1695 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1697 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1698 gl_info->limits.pointsize_min = gl_floatv[0];
1699 gl_info->limits.pointsize_max = gl_floatv[1];
1700 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1702 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1703 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1707 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1708 HeapFree(GetProcessHeap(), 0, gl_renderer);
1714 TRACE_(d3d_caps)("GL_Extensions reported:\n");
1716 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1718 while (*GL_Extensions)
1721 char current_ext[256];
1723 while (isspace(*GL_Extensions)) ++GL_Extensions;
1724 start = GL_Extensions;
1725 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1727 len = GL_Extensions - start;
1728 if (!len || len >= sizeof(current_ext)) continue;
1730 memcpy(current_ext, start, len);
1731 current_ext[len] = '\0';
1732 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
1734 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1736 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1738 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1739 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1745 /* Now work out what GL support this card really has */
1746 #define USE_GL_FUNC(type, pfn, ext, replace) \
1748 DWORD ver = ver_for_ext(ext); \
1749 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1750 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1751 else gl_info->pfn = NULL; \
1756 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1762 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1763 * loading the functions, otherwise the code above will load the extension entry points instead of the
1764 * core functions, which may not work. */
1765 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1767 if (!gl_info->supported[EXTENSION_MAP[i].extension]
1768 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1770 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1771 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1775 if (gl_info->supported[APPLE_FENCE])
1777 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1778 * The apple extension interacts with some other apple exts. Disable the NV
1779 * extension if the apple one is support to prevent confusion in other parts
1781 gl_info->supported[NV_FENCE] = FALSE;
1783 if (gl_info->supported[APPLE_FLOAT_PIXELS])
1785 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1787 * The enums are the same:
1788 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
1789 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
1790 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
1791 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
1792 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
1794 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1796 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1797 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1799 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1801 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1802 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1805 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1807 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1808 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1810 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
1812 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
1813 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
1815 if (gl_info->supported[NV_TEXTURE_SHADER2])
1817 if (gl_info->supported[NV_REGISTER_COMBINERS])
1819 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1820 * are supported. The nv extensions provide the same functionality as the
1821 * ATI one, and a bit more(signed pixelformats). */
1822 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1825 if (gl_info->supported[ARB_DRAW_BUFFERS])
1827 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1828 gl_info->limits.buffers = gl_max;
1829 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1831 if (gl_info->supported[ARB_MULTITEXTURE])
1833 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1834 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
1835 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
1837 if (gl_info->supported[NV_REGISTER_COMBINERS])
1840 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
1841 gl_info->limits.texture_stages = min(MAX_TEXTURES, tmp);
1845 gl_info->limits.texture_stages = min(MAX_TEXTURES, gl_max);
1847 TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->limits.texture_stages);
1849 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1852 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1853 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1857 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
1859 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
1861 if (gl_info->supported[ARB_VERTEX_SHADER])
1864 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1865 gl_info->limits.vertex_samplers = tmp;
1866 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1867 gl_info->limits.combined_samplers = tmp;
1869 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1870 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1871 * an issue because then the sampler setup only depends on the two shaders. If a pixel
1872 * shader is used with fixed function vertex processing we're fine too because fixed function
1873 * vertex processing doesn't use any samplers. If fixed function fragment processing is
1874 * used we have to make sure that all vertex sampler setups are valid together with all
1875 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1876 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1877 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1878 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1879 * a fixed function pipeline anymore.
1881 * So this is just a check to check that our assumption holds true. If not, write a warning
1882 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1883 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
1884 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
1886 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1887 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
1888 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1889 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
1890 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
1892 gl_info->limits.vertex_samplers = 0;
1897 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
1899 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
1900 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
1902 if (gl_info->supported[ARB_VERTEX_BLEND])
1904 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1905 gl_info->limits.blends = gl_max;
1906 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
1908 if (gl_info->supported[EXT_TEXTURE3D])
1910 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1911 gl_info->limits.texture3d_size = gl_max;
1912 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
1914 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
1916 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
1917 gl_info->limits.anisotropy = gl_max;
1918 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
1920 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1922 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1923 gl_info->limits.arb_ps_float_constants = gl_max;
1924 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
1925 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
1926 gl_info->limits.arb_ps_native_constants = gl_max;
1927 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
1928 gl_info->limits.arb_ps_native_constants);
1929 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1930 gl_info->limits.arb_ps_temps = gl_max;
1931 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
1932 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1933 gl_info->limits.arb_ps_instructions = gl_max;
1934 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
1935 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
1936 gl_info->limits.arb_ps_local_constants = gl_max;
1937 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
1939 if (gl_info->supported[ARB_VERTEX_PROGRAM])
1941 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1942 gl_info->limits.arb_vs_float_constants = gl_max;
1943 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
1944 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
1945 gl_info->limits.arb_vs_native_constants = gl_max;
1946 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
1947 gl_info->limits.arb_vs_native_constants);
1948 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1949 gl_info->limits.arb_vs_temps = gl_max;
1950 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
1951 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1952 gl_info->limits.arb_vs_instructions = gl_max;
1953 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
1955 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
1957 if (gl_info->supported[ARB_VERTEX_SHADER])
1959 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
1960 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
1961 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
1963 if (gl_info->supported[ARB_FRAGMENT_SHADER])
1965 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
1966 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
1967 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
1968 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
1969 gl_info->limits.glsl_varyings = gl_max;
1970 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
1972 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
1974 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
1978 gl_info->limits.shininess = 128.0f;
1980 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1982 /* If we have full NP2 texture support, disable
1983 * GL_ARB_texture_rectangle because we will never use it.
1984 * This saves a few redundant glDisable calls. */
1985 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1987 if (gl_info->supported[ATI_FRAGMENT_SHADER])
1989 /* Disable NV_register_combiners and fragment shader if this is supported.
1990 * generally the NV extensions are preferred over the ATI ones, and this
1991 * extension is disabled if register_combiners and texture_shader2 are both
1992 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1993 * fragment processing support. */
1994 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1995 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1996 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1997 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1998 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
2000 if (gl_info->supported[NV_HALF_FLOAT])
2002 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2003 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2005 if (gl_info->supported[ARB_POINT_SPRITE])
2007 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2011 gl_info->limits.point_sprite_units = 0;
2013 checkGLcall("extension detection");
2017 /* In some cases the number of texture stages can be larger than the number
2018 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2019 * shaders), but 8 texture stages (register combiners). */
2020 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2022 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2024 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2025 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2026 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2027 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2028 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2029 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2030 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2031 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2032 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2033 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2034 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2035 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2036 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2037 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2038 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2039 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2040 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2041 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2042 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2046 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2048 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2049 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2050 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2051 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2052 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2053 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2054 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2055 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2056 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2057 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2058 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2059 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2060 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2061 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2062 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2063 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2064 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2066 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2068 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2069 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2071 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2073 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2075 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2077 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2081 /* MRTs are currently only supported when FBOs are used. */
2082 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2084 gl_info->limits.buffers = 1;
2087 device = wined3d_guess_card(gl_info, gl_renderer, &vendor, &vidmem);
2088 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", vendor, device);
2090 /* If we have an estimate use it, else default to 64MB; */
2092 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2094 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2096 wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2097 wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2098 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2099 wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2100 wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2101 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2102 wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2103 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2105 /* Make sure there's an active HDC else the WGL extensions will fail */
2106 hdc = pwglGetCurrentDC();
2108 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2109 if(GL_EXTCALL(wglGetExtensionsStringARB))
2110 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2112 if (NULL == WGL_Extensions) {
2113 ERR(" WGL_Extensions returns NULL\n");
2115 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2116 while (*WGL_Extensions != 0x00) {
2120 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2121 Start = WGL_Extensions;
2122 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2126 len = WGL_Extensions - Start;
2127 if (len == 0 || len >= sizeof(ThisExtn))
2130 memcpy(ThisExtn, Start, len);
2131 ThisExtn[len] = '\0';
2132 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2134 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2135 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2136 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2138 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2139 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2140 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2142 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2143 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2144 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2150 fixup_extensions(gl_info, gl_renderer, vendor, device);
2151 init_driver_info(driver_info, vendor, device);
2152 add_gl_compat_wrappers(gl_info);
2154 HeapFree(GetProcessHeap(), 0, gl_renderer);
2158 /**********************************************************
2159 * IWineD3D implementation follows
2160 **********************************************************/
2162 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2163 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2165 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2167 return This->adapter_count;
2170 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
2171 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2172 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
2176 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2177 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2179 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2181 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2185 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2188 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2189 of the same bpp but different resolutions */
2191 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2192 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2193 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2194 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2196 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2200 /* TODO: Store modes per adapter and read it from the adapter structure */
2201 if (Adapter == 0) { /* Display */
2202 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2203 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2208 memset(&mode, 0, sizeof(mode));
2209 mode.dmSize = sizeof(mode);
2211 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2215 if (Format == WINED3DFMT_UNKNOWN)
2217 /* This is for D3D8, do not enumerate P8 here */
2218 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2220 else if (mode.dmBitsPerPel == format_bits)
2226 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2229 FIXME_(d3d_caps)("Adapter not primary display\n");
2234 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2235 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2236 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2237 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2239 /* Validate the parameters as much as possible */
2240 if (NULL == pMode ||
2241 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2242 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2243 return WINED3DERR_INVALIDCALL;
2246 /* TODO: Store modes per adapter and read it from the adapter structure */
2249 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2250 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2256 ZeroMemory(&DevModeW, sizeof(DevModeW));
2257 DevModeW.dmSize = sizeof(DevModeW);
2259 /* If we are filtering to a specific format (D3D9), then need to skip
2260 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2261 just count through the ones with valid bit depths */
2262 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2264 if (Format == WINED3DFMT_UNKNOWN)
2266 /* This is for D3D8, do not enumerate P8 here */
2267 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2269 else if (DevModeW.dmBitsPerPel == format_bits)
2276 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2277 return WINED3DERR_INVALIDCALL;
2281 /* Now get the display mode via the calculated index */
2282 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2283 pMode->Width = DevModeW.dmPelsWidth;
2284 pMode->Height = DevModeW.dmPelsHeight;
2285 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2286 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2287 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2289 if (Format == WINED3DFMT_UNKNOWN) {
2290 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2292 pMode->Format = Format;
2295 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2296 return WINED3DERR_INVALIDCALL;
2299 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2300 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2301 DevModeW.dmBitsPerPel);
2306 FIXME_(d3d_caps)("Adapter not primary display\n");
2312 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
2313 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2314 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
2316 if (NULL == pMode ||
2317 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2318 return WINED3DERR_INVALIDCALL;
2321 if (Adapter == 0) { /* Display */
2325 ZeroMemory(&DevModeW, sizeof(DevModeW));
2326 DevModeW.dmSize = sizeof(DevModeW);
2328 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2329 pMode->Width = DevModeW.dmPelsWidth;
2330 pMode->Height = DevModeW.dmPelsHeight;
2331 bpp = DevModeW.dmBitsPerPel;
2332 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2333 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2335 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2338 pMode->Format = pixelformat_for_depth(bpp);
2340 FIXME_(d3d_caps)("Adapter not primary display\n");
2343 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2344 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2348 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2349 and fields being inserted in the middle, a new structure is used in place */
2350 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2351 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2352 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2353 struct wined3d_adapter *adapter;
2356 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2358 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2359 return WINED3DERR_INVALIDCALL;
2362 adapter = &This->adapters[Adapter];
2364 /* Return the information requested */
2365 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2367 if (pIdentifier->driver_size)
2369 const char *name = adapter->driver_info.name;
2370 len = min(strlen(name), pIdentifier->driver_size - 1);
2371 memcpy(pIdentifier->driver, name, len);
2372 pIdentifier->driver[len] = '\0';
2375 if (pIdentifier->description_size)
2377 const char *description = adapter->driver_info.description;
2378 len = min(strlen(description), pIdentifier->description_size - 1);
2379 memcpy(pIdentifier->description, description, len);
2380 pIdentifier->description[len] = '\0';
2383 /* Note that d3d8 doesn't supply a device name. */
2384 if (pIdentifier->device_name_size)
2386 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2388 len = strlen(device_name);
2389 if (len >= pIdentifier->device_name_size)
2391 ERR("Device name size too small.\n");
2392 return WINED3DERR_INVALIDCALL;
2395 memcpy(pIdentifier->device_name, device_name, len);
2396 pIdentifier->device_name[len] = '\0';
2399 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2400 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2401 pIdentifier->vendor_id = adapter->driver_info.vendor;
2402 pIdentifier->device_id = adapter->driver_info.device;
2403 pIdentifier->subsystem_id = 0;
2404 pIdentifier->revision = 0;
2405 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2406 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2407 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2408 pIdentifier->video_memory = adapter->TextureRam;
2413 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2414 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2416 short redSize, greenSize, blueSize, alphaSize, colorBits;
2421 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2422 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2424 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2428 if(cfg->redSize < redSize)
2431 if(cfg->greenSize < greenSize)
2434 if(cfg->blueSize < blueSize)
2437 if(cfg->alphaSize < alphaSize)
2441 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2442 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2443 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2444 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2445 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2446 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2447 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2448 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2449 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2450 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2451 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2452 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2453 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2455 /* Probably a color index mode */
2462 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2463 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2465 short depthSize, stencilSize;
2466 BOOL lockable = FALSE;
2471 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2473 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2477 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2480 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2481 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2482 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2483 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2486 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2487 * allow more stencil bits than requested. */
2488 if(cfg->stencilSize < stencilSize)
2494 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2495 WINED3DFORMAT AdapterFormat,
2496 WINED3DFORMAT RenderTargetFormat,
2497 WINED3DFORMAT DepthStencilFormat) {
2498 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2500 const WineD3D_PixelFormat *cfgs;
2501 const struct wined3d_adapter *adapter;
2502 const struct GlPixelFormatDesc *rt_format_desc;
2503 const struct GlPixelFormatDesc *ds_format_desc;
2506 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2508 DeviceType, debug_d3ddevicetype(DeviceType),
2509 AdapterFormat, debug_d3dformat(AdapterFormat),
2510 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2511 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2513 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2514 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2515 return WINED3DERR_INVALIDCALL;
2518 adapter = &This->adapters[Adapter];
2519 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2520 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2521 cfgs = adapter->cfgs;
2522 nCfgs = adapter->nCfgs;
2523 for (it = 0; it < nCfgs; ++it) {
2524 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2526 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2528 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2533 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2535 return WINED3DERR_NOTAVAILABLE;
2538 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2539 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2541 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2542 const struct GlPixelFormatDesc *glDesc;
2543 const struct wined3d_adapter *adapter;
2545 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2548 DeviceType, debug_d3ddevicetype(DeviceType),
2549 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2554 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2555 return WINED3DERR_INVALIDCALL;
2558 /* TODO: handle Windowed, add more quality levels */
2560 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2561 if(pQualityLevels) *pQualityLevels = 1;
2565 /* By default multisampling is disabled right now as it causes issues
2566 * on some Nvidia driver versions and it doesn't work well in combination
2568 if(!wined3d_settings.allow_multisampling)
2569 return WINED3DERR_NOTAVAILABLE;
2571 adapter = &This->adapters[Adapter];
2572 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2573 if (!glDesc) return WINED3DERR_INVALIDCALL;
2575 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2577 const WineD3D_PixelFormat *cfgs;
2579 cfgs = adapter->cfgs;
2580 nCfgs = adapter->nCfgs;
2581 for(i=0; i<nCfgs; i++) {
2582 if(cfgs[i].numSamples != MultiSampleType)
2585 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2588 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2591 *pQualityLevels = 1; /* Guess at a value! */
2595 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2596 short redSize, greenSize, blueSize, alphaSize, colorBits;
2598 const WineD3D_PixelFormat *cfgs;
2600 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2602 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2603 return WINED3DERR_NOTAVAILABLE;
2606 cfgs = adapter->cfgs;
2607 nCfgs = adapter->nCfgs;
2608 for(i=0; i<nCfgs; i++) {
2609 if(cfgs[i].numSamples != MultiSampleType)
2611 if(cfgs[i].redSize != redSize)
2613 if(cfgs[i].greenSize != greenSize)
2615 if(cfgs[i].blueSize != blueSize)
2617 if(cfgs[i].alphaSize != alphaSize)
2620 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2623 *pQualityLevels = 1; /* Guess at a value! */
2627 return WINED3DERR_NOTAVAILABLE;
2630 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2631 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
2633 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2634 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2637 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
2640 DeviceType, debug_d3ddevicetype(DeviceType),
2641 DisplayFormat, debug_d3dformat(DisplayFormat),
2642 BackBufferFormat, debug_d3dformat(BackBufferFormat),
2645 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2646 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2647 return WINED3DERR_INVALIDCALL;
2650 /* The task of this function is to check whether a certain display / backbuffer format
2651 * combination is available on the given adapter. In fullscreen mode microsoft specified
2652 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2653 * and display format should match exactly.
2654 * In windowed mode format conversion can occur and this depends on the driver. When format
2655 * conversion is done, this function should nevertheless fail and applications need to use
2656 * CheckDeviceFormatConversion.
2657 * At the moment we assume that fullscreen and windowed have the same capabilities */
2659 /* There are only 4 display formats */
2660 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
2661 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2662 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2663 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
2665 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2666 return WINED3DERR_NOTAVAILABLE;
2669 /* If the requested DisplayFormat is not available, don't continue */
2670 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2672 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2673 return WINED3DERR_NOTAVAILABLE;
2676 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2677 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2678 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2679 return WINED3DERR_NOTAVAILABLE;
2682 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2683 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
2685 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2686 return WINED3DERR_NOTAVAILABLE;
2689 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2690 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2691 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
2693 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2694 return WINED3DERR_NOTAVAILABLE;
2697 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2698 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2699 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
2701 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2702 return WINED3DERR_NOTAVAILABLE;
2705 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2706 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
2707 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
2709 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2710 return WINED3DERR_NOTAVAILABLE;
2713 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2714 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2716 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2722 /* Check if we support bumpmapping for a format */
2723 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
2724 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2726 const struct fragment_pipeline *fp;
2728 switch(format_desc->format)
2730 case WINED3DFMT_R8G8_SNORM:
2731 case WINED3DFMT_R16G16_SNORM:
2732 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
2733 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
2734 case WINED3DFMT_R8G8B8A8_SNORM:
2735 /* Ask the fixed function pipeline implementation if it can deal
2736 * with the conversion. If we've got a GL extension giving native
2737 * support this will be an identity conversion. */
2738 fp = select_fragment_implementation(adapter, DeviceType);
2739 if (fp->color_fixup_supported(format_desc->color_fixup))
2741 TRACE_(d3d_caps)("[OK]\n");
2744 TRACE_(d3d_caps)("[FAILED]\n");
2748 TRACE_(d3d_caps)("[FAILED]\n");
2753 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2754 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
2755 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2759 /* Only allow depth/stencil formats */
2760 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
2762 /* Walk through all WGL pixel formats to find a match */
2763 for (it = 0; it < adapter->nCfgs; ++it)
2765 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2766 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2768 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2778 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2780 /* The flags entry of a format contains the filtering capability */
2781 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2786 /* Check the render target capabilities of a format */
2787 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
2788 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2790 /* Filter out non-RT formats */
2791 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2793 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2794 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2796 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2797 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2799 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2800 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2802 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2803 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2804 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2805 TRACE_(d3d_caps)("[FAILED]\n");
2809 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2810 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2811 for (it = 0; it < adapter->nCfgs; ++it)
2813 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2814 &cfgs[it], check_format_desc))
2816 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2817 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2821 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2822 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2823 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2826 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2827 for (it = 0; it < adapter->nCfgs; ++it)
2829 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2830 &cfgs[it], check_format_desc))
2832 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2833 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2837 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2838 /* For now return TRUE for FBOs until we have some proper checks.
2839 * Note that this function will only be called when the format is around for texturing. */
2845 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2847 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2849 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2850 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2852 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2856 switch (format_desc->format)
2858 case WINED3DFMT_B8G8R8A8_UNORM:
2859 case WINED3DFMT_B8G8R8X8_UNORM:
2860 case WINED3DFMT_B4G4R4A4_UNORM:
2861 case WINED3DFMT_L8_UNORM:
2862 case WINED3DFMT_L8A8_UNORM:
2863 case WINED3DFMT_DXT1:
2864 case WINED3DFMT_DXT2:
2865 case WINED3DFMT_DXT3:
2866 case WINED3DFMT_DXT4:
2867 case WINED3DFMT_DXT5:
2868 TRACE_(d3d_caps)("[OK]\n");
2872 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2878 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
2879 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2881 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2882 * doing the color fixup in shaders.
2883 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2884 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
2886 int vs_selected_mode;
2887 int ps_selected_mode;
2888 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2890 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2891 TRACE_(d3d_caps)("[OK]\n");
2896 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2900 /* Check if a format support blending in combination with pixel shaders */
2901 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
2902 const struct GlPixelFormatDesc *format_desc)
2904 /* The flags entry of a format contains the post pixel shader blending capability */
2905 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2910 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2912 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2913 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2914 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2915 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2916 * capability anyway.
2918 * For now lets report this on all formats, but in the future we may want to
2919 * restrict it to some should games need that
2924 /* Check if a texture format is supported on the given adapter */
2925 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
2926 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2928 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2929 const shader_backend_t *shader_backend;
2930 const struct fragment_pipeline *fp;
2932 switch (format_desc->format)
2935 * supported: RGB(A) formats
2937 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
2938 case WINED3DFMT_B8G8R8A8_UNORM:
2939 case WINED3DFMT_B8G8R8X8_UNORM:
2940 case WINED3DFMT_B5G6R5_UNORM:
2941 case WINED3DFMT_B5G5R5X1_UNORM:
2942 case WINED3DFMT_B5G5R5A1_UNORM:
2943 case WINED3DFMT_B4G4R4A4_UNORM:
2944 case WINED3DFMT_A8_UNORM:
2945 case WINED3DFMT_B4G4R4X4_UNORM:
2946 case WINED3DFMT_R8G8B8A8_UNORM:
2947 case WINED3DFMT_R8G8B8X8_UNORM:
2948 case WINED3DFMT_B10G10R10A2_UNORM:
2949 case WINED3DFMT_R10G10B10A2_UNORM:
2950 case WINED3DFMT_R16G16_UNORM:
2951 TRACE_(d3d_caps)("[OK]\n");
2954 case WINED3DFMT_B2G3R3_UNORM:
2955 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2959 * supported: Palettized
2961 case WINED3DFMT_P8_UINT:
2962 TRACE_(d3d_caps)("[OK]\n");
2964 /* No Windows driver offers WINED3DFMT_P8_UINT_A8_UNORM, so don't offer it either */
2965 case WINED3DFMT_P8_UINT_A8_UNORM:
2969 * Supported: (Alpha)-Luminance
2971 case WINED3DFMT_L8_UNORM:
2972 case WINED3DFMT_L8A8_UNORM:
2973 case WINED3DFMT_L16_UNORM:
2974 TRACE_(d3d_caps)("[OK]\n");
2977 /* Not supported on Windows, thus disabled */
2978 case WINED3DFMT_L4A4_UNORM:
2979 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2983 * Supported: Depth/Stencil formats
2985 case WINED3DFMT_D16_LOCKABLE:
2986 case WINED3DFMT_D16_UNORM:
2987 case WINED3DFMT_S1_UINT_D15_UNORM:
2988 case WINED3DFMT_X8D24_UNORM:
2989 case WINED3DFMT_S4X4_UINT_D24_UNORM:
2990 case WINED3DFMT_D24_UNORM_S8_UINT:
2991 case WINED3DFMT_S8_UINT_D24_FLOAT:
2992 case WINED3DFMT_D32_UNORM:
2993 case WINED3DFMT_D32_FLOAT:
2997 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2998 * GL_NV_texture_shader). Emulated by shaders
3000 case WINED3DFMT_R8G8_SNORM:
3001 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3002 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3003 case WINED3DFMT_R8G8B8A8_SNORM:
3004 case WINED3DFMT_R16G16_SNORM:
3005 /* Ask the shader backend if it can deal with the conversion. If
3006 * we've got a GL extension giving native support this will be an
3007 * identity conversion. */
3008 shader_backend = select_shader_backend(adapter, DeviceType);
3009 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3011 TRACE_(d3d_caps)("[OK]\n");
3014 TRACE_(d3d_caps)("[FAILED]\n");
3017 case WINED3DFMT_DXT1:
3018 case WINED3DFMT_DXT2:
3019 case WINED3DFMT_DXT3:
3020 case WINED3DFMT_DXT4:
3021 case WINED3DFMT_DXT5:
3022 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3024 TRACE_(d3d_caps)("[OK]\n");
3027 TRACE_(d3d_caps)("[FAILED]\n");
3032 * Odd formats - not supported
3034 case WINED3DFMT_VERTEXDATA:
3035 case WINED3DFMT_R16_UINT:
3036 case WINED3DFMT_R32_UINT:
3037 case WINED3DFMT_R16G16B16A16_SNORM:
3038 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3039 case WINED3DFMT_R10G11B11_SNORM:
3040 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3044 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3046 case WINED3DFMT_R8G8_SNORM_Cx:
3047 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3051 case WINED3DFMT_UYVY:
3052 case WINED3DFMT_YUY2:
3053 if (gl_info->supported[APPLE_YCBCR_422])
3055 TRACE_(d3d_caps)("[OK]\n");
3058 TRACE_(d3d_caps)("[FAILED]\n");
3060 case WINED3DFMT_YV12:
3061 TRACE_(d3d_caps)("[FAILED]\n");
3065 case WINED3DFMT_R16G16B16A16_UNORM:
3066 case WINED3DFMT_B2G3R3A8_UNORM:
3067 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3070 /* Floating point formats */
3071 case WINED3DFMT_R16_FLOAT:
3072 case WINED3DFMT_R16G16_FLOAT:
3073 case WINED3DFMT_R16G16B16A16_FLOAT:
3074 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3076 TRACE_(d3d_caps)("[OK]\n");
3079 TRACE_(d3d_caps)("[FAILED]\n");
3082 case WINED3DFMT_R32_FLOAT:
3083 case WINED3DFMT_R32G32_FLOAT:
3084 case WINED3DFMT_R32G32B32A32_FLOAT:
3085 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3087 TRACE_(d3d_caps)("[OK]\n");
3090 TRACE_(d3d_caps)("[FAILED]\n");
3093 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3094 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3095 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3096 * We can do instancing with all shader versions, but we need vertex shaders.
3098 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3099 * to enable instancing. WineD3D doesn't need that and just ignores it.
3101 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3103 case WINEMAKEFOURCC('I','N','S','T'):
3104 TRACE("ATI Instancing check hack\n");
3105 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3107 TRACE_(d3d_caps)("[OK]\n");
3110 TRACE_(d3d_caps)("[FAILED]\n");
3113 /* Some weird FOURCC formats */
3114 case WINED3DFMT_R8G8_B8G8:
3115 case WINED3DFMT_G8R8_G8B8:
3116 case WINED3DFMT_MULTI2_ARGB8:
3117 TRACE_(d3d_caps)("[FAILED]\n");
3120 /* Vendor specific formats */
3121 case WINED3DFMT_ATI2N:
3122 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3123 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3125 shader_backend = select_shader_backend(adapter, DeviceType);
3126 fp = select_fragment_implementation(adapter, DeviceType);
3127 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3128 && fp->color_fixup_supported(format_desc->color_fixup))
3130 TRACE_(d3d_caps)("[OK]\n");
3134 TRACE_(d3d_caps)("[OK]\n");
3137 TRACE_(d3d_caps)("[FAILED]\n");
3140 case WINED3DFMT_NVHU:
3141 case WINED3DFMT_NVHS:
3142 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3143 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3144 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3145 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3146 * Applications have to deal with not having NVHS and NVHU.
3148 TRACE_(d3d_caps)("[FAILED]\n");
3151 case WINED3DFMT_UNKNOWN:
3155 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3161 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3162 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3164 const struct blit_shader *blitter;
3166 if(SurfaceType == SURFACE_GDI) {
3167 switch(check_format_desc->format)
3169 case WINED3DFMT_B8G8R8_UNORM:
3170 case WINED3DFMT_B8G8R8A8_UNORM:
3171 case WINED3DFMT_B8G8R8X8_UNORM:
3172 case WINED3DFMT_B5G6R5_UNORM:
3173 case WINED3DFMT_B5G5R5X1_UNORM:
3174 case WINED3DFMT_B5G5R5A1_UNORM:
3175 case WINED3DFMT_B4G4R4A4_UNORM:
3176 case WINED3DFMT_B2G3R3_UNORM:
3177 case WINED3DFMT_A8_UNORM:
3178 case WINED3DFMT_B2G3R3A8_UNORM:
3179 case WINED3DFMT_B4G4R4X4_UNORM:
3180 case WINED3DFMT_R10G10B10A2_UNORM:
3181 case WINED3DFMT_R8G8B8A8_UNORM:
3182 case WINED3DFMT_R8G8B8X8_UNORM:
3183 case WINED3DFMT_R16G16_UNORM:
3184 case WINED3DFMT_B10G10R10A2_UNORM:
3185 case WINED3DFMT_R16G16B16A16_UNORM:
3186 case WINED3DFMT_P8_UINT:
3187 TRACE_(d3d_caps)("[OK]\n");
3190 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3195 /* All format that are supported for textures are supported for surfaces as well */
3196 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3197 /* All depth stencil formats are supported on surfaces */
3198 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3200 /* If opengl can't process the format natively, the blitter may be able to convert it */
3201 blitter = select_blit_implementation(adapter, DeviceType);
3202 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3204 TRACE_(d3d_caps)("[OK]\n");
3208 /* Reject other formats */
3209 TRACE_(d3d_caps)("[FAILED]\n");
3213 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3215 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3217 if (!gl_info->limits.vertex_samplers)
3219 TRACE_(d3d_caps)("[FAILED]\n");
3223 switch (format_desc->format)
3225 case WINED3DFMT_R32G32B32A32_FLOAT:
3226 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3228 TRACE_(d3d_caps)("[FAILED]\n");
3231 TRACE_(d3d_caps)("[OK]\n");
3235 TRACE_(d3d_caps)("[FAILED]\n");
3241 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3242 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3243 WINED3DSURFTYPE SurfaceType)
3245 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3246 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3247 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3248 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3249 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3250 DWORD UsageCaps = 0;
3252 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3255 DeviceType, debug_d3ddevicetype(DeviceType),
3256 AdapterFormat, debug_d3dformat(AdapterFormat),
3257 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3258 RType, debug_d3dresourcetype(RType),
3259 CheckFormat, debug_d3dformat(CheckFormat));
3261 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3262 return WINED3DERR_INVALIDCALL;
3265 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3267 if(SurfaceType != SURFACE_OPENGL) {
3268 TRACE("[FAILED]\n");
3269 return WINED3DERR_NOTAVAILABLE;
3272 /* Cubetexture allows:
3273 * - D3DUSAGE_AUTOGENMIPMAP
3274 * - D3DUSAGE_DEPTHSTENCIL
3275 * - D3DUSAGE_DYNAMIC
3276 * - D3DUSAGE_NONSECURE (d3d9ex)
3277 * - D3DUSAGE_RENDERTARGET
3278 * - D3DUSAGE_SOFTWAREPROCESSING
3279 * - D3DUSAGE_QUERY_WRAPANDMIP
3281 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3283 /* Check if the texture format is around */
3284 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3286 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3287 /* Check for automatic mipmap generation support */
3288 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3290 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3292 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3293 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3297 /* Always report dynamic locking */
3298 if(Usage & WINED3DUSAGE_DYNAMIC)
3299 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3301 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3302 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3304 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3306 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3307 return WINED3DERR_NOTAVAILABLE;
3311 /* Always report software processing */
3312 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3313 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3315 /* Check QUERY_FILTER support */
3316 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3317 if (CheckFilterCapability(adapter, format_desc))
3319 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3321 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3322 return WINED3DERR_NOTAVAILABLE;
3326 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3327 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3328 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3330 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3332 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3333 return WINED3DERR_NOTAVAILABLE;
3337 /* Check QUERY_SRGBREAD support */
3338 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3339 if (CheckSrgbReadCapability(adapter, format_desc))
3341 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3343 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3344 return WINED3DERR_NOTAVAILABLE;
3348 /* Check QUERY_SRGBWRITE support */
3349 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3350 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3352 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3354 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3355 return WINED3DERR_NOTAVAILABLE;
3359 /* Check QUERY_VERTEXTEXTURE support */
3360 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3361 if (CheckVertexTextureCapability(adapter, format_desc))
3363 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3365 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3366 return WINED3DERR_NOTAVAILABLE;
3370 /* Check QUERY_WRAPANDMIP support */
3371 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3372 if (CheckWrapAndMipCapability(adapter, format_desc))
3374 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3376 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3377 return WINED3DERR_NOTAVAILABLE;
3381 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3382 return WINED3DERR_NOTAVAILABLE;
3385 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3386 return WINED3DERR_NOTAVAILABLE;
3388 } else if(RType == WINED3DRTYPE_SURFACE) {
3390 * - D3DUSAGE_DEPTHSTENCIL
3391 * - D3DUSAGE_NONSECURE (d3d9ex)
3392 * - D3DUSAGE_RENDERTARGET
3395 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3397 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3398 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3400 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3402 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3403 return WINED3DERR_NOTAVAILABLE;
3407 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3408 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3410 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3412 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3413 return WINED3DERR_NOTAVAILABLE;
3417 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3418 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3419 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3421 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3423 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3424 return WINED3DERR_NOTAVAILABLE;
3428 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3429 return WINED3DERR_NOTAVAILABLE;
3432 } else if(RType == WINED3DRTYPE_TEXTURE) {
3434 * - D3DUSAGE_AUTOGENMIPMAP
3435 * - D3DUSAGE_DEPTHSTENCIL
3437 * - D3DUSAGE_DYNAMIC
3438 * - D3DUSAGE_NONSECURE (d3d9ex)
3439 * - D3DUSAGE_RENDERTARGET
3440 * - D3DUSAGE_SOFTWAREPROCESSING
3441 * - D3DUSAGE_TEXTAPI (d3d9ex)
3442 * - D3DUSAGE_QUERY_WRAPANDMIP
3445 if(SurfaceType != SURFACE_OPENGL) {
3446 TRACE("[FAILED]\n");
3447 return WINED3DERR_NOTAVAILABLE;
3450 /* Check if the texture format is around */
3451 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3453 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3454 /* Check for automatic mipmap generation support */
3455 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3457 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3459 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3460 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3464 /* Always report dynamic locking */
3465 if(Usage & WINED3DUSAGE_DYNAMIC)
3466 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3468 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3469 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3471 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3473 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3474 return WINED3DERR_NOTAVAILABLE;
3478 /* Always report software processing */
3479 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3480 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3482 /* Check QUERY_FILTER support */
3483 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3484 if (CheckFilterCapability(adapter, format_desc))
3486 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3488 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3489 return WINED3DERR_NOTAVAILABLE;
3493 /* Check QUERY_LEGACYBUMPMAP support */
3494 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3495 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3497 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3499 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3500 return WINED3DERR_NOTAVAILABLE;
3504 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3505 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3506 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3508 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3510 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3511 return WINED3DERR_NOTAVAILABLE;
3515 /* Check QUERY_SRGBREAD support */
3516 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3517 if (CheckSrgbReadCapability(adapter, format_desc))
3519 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3521 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3522 return WINED3DERR_NOTAVAILABLE;
3526 /* Check QUERY_SRGBWRITE support */
3527 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3528 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3530 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3532 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3533 return WINED3DERR_NOTAVAILABLE;
3537 /* Check QUERY_VERTEXTEXTURE support */
3538 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3539 if (CheckVertexTextureCapability(adapter, format_desc))
3541 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3543 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3544 return WINED3DERR_NOTAVAILABLE;
3548 /* Check QUERY_WRAPANDMIP support */
3549 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3550 if (CheckWrapAndMipCapability(adapter, format_desc))
3552 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3554 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3555 return WINED3DERR_NOTAVAILABLE;
3559 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3560 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3562 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3564 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3565 return WINED3DERR_NOTAVAILABLE;
3569 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3570 return WINED3DERR_NOTAVAILABLE;
3572 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3573 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3574 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3576 * Volumetexture allows:
3577 * - D3DUSAGE_DYNAMIC
3578 * - D3DUSAGE_NONSECURE (d3d9ex)
3579 * - D3DUSAGE_SOFTWAREPROCESSING
3580 * - D3DUSAGE_QUERY_WRAPANDMIP
3583 if(SurfaceType != SURFACE_OPENGL) {
3584 TRACE("[FAILED]\n");
3585 return WINED3DERR_NOTAVAILABLE;
3588 /* Check volume texture and volume usage caps */
3589 if (gl_info->supported[EXT_TEXTURE3D])
3591 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3593 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3594 return WINED3DERR_NOTAVAILABLE;
3597 /* Always report dynamic locking */
3598 if(Usage & WINED3DUSAGE_DYNAMIC)
3599 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3601 /* Always report software processing */
3602 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3603 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3605 /* Check QUERY_FILTER support */
3606 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3607 if (CheckFilterCapability(adapter, format_desc))
3609 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3611 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3612 return WINED3DERR_NOTAVAILABLE;
3616 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3617 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3618 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3620 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3622 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3623 return WINED3DERR_NOTAVAILABLE;
3627 /* Check QUERY_SRGBREAD support */
3628 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3629 if (CheckSrgbReadCapability(adapter, format_desc))
3631 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3633 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3634 return WINED3DERR_NOTAVAILABLE;
3638 /* Check QUERY_SRGBWRITE support */
3639 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3640 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3642 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3644 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3645 return WINED3DERR_NOTAVAILABLE;
3649 /* Check QUERY_VERTEXTEXTURE support */
3650 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3651 if (CheckVertexTextureCapability(adapter, format_desc))
3653 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3655 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3656 return WINED3DERR_NOTAVAILABLE;
3660 /* Check QUERY_WRAPANDMIP support */
3661 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3662 if (CheckWrapAndMipCapability(adapter, format_desc))
3664 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3666 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3667 return WINED3DERR_NOTAVAILABLE;
3671 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3672 return WINED3DERR_NOTAVAILABLE;
3675 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3676 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3677 * app needing one of those formats, don't advertize them to avoid leading apps into
3678 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3681 switch(CheckFormat) {
3682 case WINED3DFMT_P8_UINT:
3683 case WINED3DFMT_L4A4_UNORM:
3684 case WINED3DFMT_R32_FLOAT:
3685 case WINED3DFMT_R16_FLOAT:
3686 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3687 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3688 case WINED3DFMT_R16G16_UNORM:
3689 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3690 return WINED3DERR_NOTAVAILABLE;
3692 case WINED3DFMT_R8G8B8A8_SNORM:
3693 case WINED3DFMT_R16G16_SNORM:
3694 if (!gl_info->supported[NV_TEXTURE_SHADER])
3696 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3697 return WINED3DERR_NOTAVAILABLE;
3701 case WINED3DFMT_R8G8_SNORM:
3702 if (!gl_info->supported[NV_TEXTURE_SHADER])
3704 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3705 return WINED3DERR_NOTAVAILABLE;
3709 case WINED3DFMT_DXT1:
3710 case WINED3DFMT_DXT2:
3711 case WINED3DFMT_DXT3:
3712 case WINED3DFMT_DXT4:
3713 case WINED3DFMT_DXT5:
3714 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3715 * compressed texture results in an error. While the D3D refrast does
3716 * support s3tc volumes, at least the nvidia windows driver does not, so
3717 * we're free not to support this format.
3719 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3720 return WINED3DERR_NOTAVAILABLE;
3723 /* Do nothing, continue with checking the format below */
3726 } else if(RType == WINED3DRTYPE_BUFFER){
3727 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3728 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3729 return WINED3DERR_NOTAVAILABLE;
3732 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3733 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3734 * usage flags match. */
3735 if(UsageCaps == Usage) {
3737 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3738 return WINED3DOK_NOAUTOGEN;
3740 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
3741 return WINED3DERR_NOTAVAILABLE;
3745 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3746 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3747 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3749 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3752 DeviceType, debug_d3ddevicetype(DeviceType),
3753 SourceFormat, debug_d3dformat(SourceFormat),
3754 TargetFormat, debug_d3dformat(TargetFormat));
3758 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3759 subset of a D3DCAPS9 structure. However, it has to come via a void *
3760 as the d3d8 interface cannot import the d3d9 header */
3761 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3763 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3764 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3765 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3766 int vs_selected_mode;
3767 int ps_selected_mode;
3768 struct shader_caps shader_caps;
3769 struct fragment_caps fragment_caps;
3770 const shader_backend_t *shader_backend;
3771 const struct fragment_pipeline *frag_pipeline = NULL;
3772 DWORD ckey_caps, blit_caps, fx_caps;
3774 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3776 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3777 return WINED3DERR_INVALIDCALL;
3780 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3782 /* ------------------------------------------------
3783 The following fields apply to both d3d8 and d3d9
3784 ------------------------------------------------ */
3785 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3786 pCaps->AdapterOrdinal = Adapter;
3789 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3790 WINED3DCAPS2_FULLSCREENGAMMA |
3791 WINED3DCAPS2_DYNAMICTEXTURES;
3792 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3794 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3797 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3798 WINED3DCAPS3_COPY_TO_VIDMEM |
3799 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3801 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3802 WINED3DPRESENT_INTERVAL_ONE;
3804 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3805 WINED3DCURSORCAPS_LOWRES;
3807 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3808 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3809 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3810 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3811 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3812 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3813 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3814 WINED3DDEVCAPS_PUREDEVICE |
3815 WINED3DDEVCAPS_HWRASTERIZATION |
3816 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3817 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3818 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3819 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3820 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3821 WINED3DDEVCAPS_RTPATCHES;
3823 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3824 WINED3DPMISCCAPS_CULLCCW |
3825 WINED3DPMISCCAPS_CULLCW |
3826 WINED3DPMISCCAPS_COLORWRITEENABLE |
3827 WINED3DPMISCCAPS_CLIPTLVERTS |
3828 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3829 WINED3DPMISCCAPS_MASKZ |
3830 WINED3DPMISCCAPS_BLENDOP |
3831 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3833 WINED3DPMISCCAPS_NULLREFERENCE
3834 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3835 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3836 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3837 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3839 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
3840 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3842 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3843 WINED3DPRASTERCAPS_PAT |
3844 WINED3DPRASTERCAPS_WFOG |
3845 WINED3DPRASTERCAPS_ZFOG |
3846 WINED3DPRASTERCAPS_FOGVERTEX |
3847 WINED3DPRASTERCAPS_FOGTABLE |
3848 WINED3DPRASTERCAPS_STIPPLE |
3849 WINED3DPRASTERCAPS_SUBPIXEL |
3850 WINED3DPRASTERCAPS_ZTEST |
3851 WINED3DPRASTERCAPS_SCISSORTEST |
3852 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3853 WINED3DPRASTERCAPS_DEPTHBIAS;
3855 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
3857 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3858 WINED3DPRASTERCAPS_ZBIAS |
3859 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3861 if (gl_info->supported[NV_FOG_DISTANCE])
3863 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3866 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3867 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3868 WINED3DPRASTERCAPS_ANTIALIASEDGES
3869 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3870 WINED3DPRASTERCAPS_WBUFFER */
3872 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3873 WINED3DPCMPCAPS_EQUAL |
3874 WINED3DPCMPCAPS_GREATER |
3875 WINED3DPCMPCAPS_GREATEREQUAL |
3876 WINED3DPCMPCAPS_LESS |
3877 WINED3DPCMPCAPS_LESSEQUAL |
3878 WINED3DPCMPCAPS_NEVER |
3879 WINED3DPCMPCAPS_NOTEQUAL;
3881 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3882 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3883 WINED3DPBLENDCAPS_DESTALPHA |
3884 WINED3DPBLENDCAPS_DESTCOLOR |
3885 WINED3DPBLENDCAPS_INVDESTALPHA |
3886 WINED3DPBLENDCAPS_INVDESTCOLOR |
3887 WINED3DPBLENDCAPS_INVSRCALPHA |
3888 WINED3DPBLENDCAPS_INVSRCCOLOR |
3889 WINED3DPBLENDCAPS_ONE |
3890 WINED3DPBLENDCAPS_SRCALPHA |
3891 WINED3DPBLENDCAPS_SRCALPHASAT |
3892 WINED3DPBLENDCAPS_SRCCOLOR |
3893 WINED3DPBLENDCAPS_ZERO;
3895 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3896 WINED3DPBLENDCAPS_DESTCOLOR |
3897 WINED3DPBLENDCAPS_INVDESTALPHA |
3898 WINED3DPBLENDCAPS_INVDESTCOLOR |
3899 WINED3DPBLENDCAPS_INVSRCALPHA |
3900 WINED3DPBLENDCAPS_INVSRCCOLOR |
3901 WINED3DPBLENDCAPS_ONE |
3902 WINED3DPBLENDCAPS_SRCALPHA |
3903 WINED3DPBLENDCAPS_SRCCOLOR |
3904 WINED3DPBLENDCAPS_ZERO;
3905 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3906 * according to the glBlendFunc manpage
3908 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3909 * legacy settings for srcblend only
3912 if (gl_info->supported[EXT_BLEND_COLOR])
3914 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3915 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3919 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3920 WINED3DPCMPCAPS_EQUAL |
3921 WINED3DPCMPCAPS_GREATER |
3922 WINED3DPCMPCAPS_GREATEREQUAL |
3923 WINED3DPCMPCAPS_LESS |
3924 WINED3DPCMPCAPS_LESSEQUAL |
3925 WINED3DPCMPCAPS_NEVER |
3926 WINED3DPCMPCAPS_NOTEQUAL;
3928 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3929 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3930 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3931 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3932 WINED3DPSHADECAPS_COLORFLATRGB |
3933 WINED3DPSHADECAPS_FOGFLAT |
3934 WINED3DPSHADECAPS_FOGGOURAUD |
3935 WINED3DPSHADECAPS_SPECULARFLATRGB;
3937 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3938 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3939 WINED3DPTEXTURECAPS_TRANSPARENCY |
3940 WINED3DPTEXTURECAPS_BORDER |
3941 WINED3DPTEXTURECAPS_MIPMAP |
3942 WINED3DPTEXTURECAPS_PROJECTED |
3943 WINED3DPTEXTURECAPS_PERSPECTIVE;
3945 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
3947 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3948 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3951 if (gl_info->supported[EXT_TEXTURE3D])
3953 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3954 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3955 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3958 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3960 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3961 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3962 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3966 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3967 WINED3DPTFILTERCAPS_MAGFPOINT |
3968 WINED3DPTFILTERCAPS_MINFLINEAR |
3969 WINED3DPTFILTERCAPS_MINFPOINT |
3970 WINED3DPTFILTERCAPS_MIPFLINEAR |
3971 WINED3DPTFILTERCAPS_MIPFPOINT |
3972 WINED3DPTFILTERCAPS_LINEAR |
3973 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3974 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3975 WINED3DPTFILTERCAPS_MIPLINEAR |
3976 WINED3DPTFILTERCAPS_MIPNEAREST |
3977 WINED3DPTFILTERCAPS_NEAREST;
3979 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
3981 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3982 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3985 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3987 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3988 WINED3DPTFILTERCAPS_MAGFPOINT |
3989 WINED3DPTFILTERCAPS_MINFLINEAR |
3990 WINED3DPTFILTERCAPS_MINFPOINT |
3991 WINED3DPTFILTERCAPS_MIPFLINEAR |
3992 WINED3DPTFILTERCAPS_MIPFPOINT |
3993 WINED3DPTFILTERCAPS_LINEAR |
3994 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3995 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3996 WINED3DPTFILTERCAPS_MIPLINEAR |
3997 WINED3DPTFILTERCAPS_MIPNEAREST |
3998 WINED3DPTFILTERCAPS_NEAREST;
4000 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4002 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4003 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4006 pCaps->CubeTextureFilterCaps = 0;
4008 if (gl_info->supported[EXT_TEXTURE3D])
4010 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4011 WINED3DPTFILTERCAPS_MAGFPOINT |
4012 WINED3DPTFILTERCAPS_MINFLINEAR |
4013 WINED3DPTFILTERCAPS_MINFPOINT |
4014 WINED3DPTFILTERCAPS_MIPFLINEAR |
4015 WINED3DPTFILTERCAPS_MIPFPOINT |
4016 WINED3DPTFILTERCAPS_LINEAR |
4017 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4018 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4019 WINED3DPTFILTERCAPS_MIPLINEAR |
4020 WINED3DPTFILTERCAPS_MIPNEAREST |
4021 WINED3DPTFILTERCAPS_NEAREST;
4023 pCaps->VolumeTextureFilterCaps = 0;
4025 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4026 WINED3DPTADDRESSCAPS_CLAMP |
4027 WINED3DPTADDRESSCAPS_WRAP;
4029 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4031 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4033 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4035 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4037 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4039 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4042 if (gl_info->supported[EXT_TEXTURE3D])
4044 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4045 WINED3DPTADDRESSCAPS_CLAMP |
4046 WINED3DPTADDRESSCAPS_WRAP;
4047 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4049 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4051 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4053 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4055 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4057 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4060 pCaps->VolumeTextureAddressCaps = 0;
4062 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4063 WINED3DLINECAPS_ZTEST |
4064 WINED3DLINECAPS_BLEND |
4065 WINED3DLINECAPS_ALPHACMP |
4066 WINED3DLINECAPS_FOG;
4067 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4068 * idea how generating the smoothing alpha values works; the result is different
4071 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4072 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4074 if (gl_info->supported[EXT_TEXTURE3D])
4075 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4077 pCaps->MaxVolumeExtent = 0;
4079 pCaps->MaxTextureRepeat = 32768;
4080 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4081 pCaps->MaxVertexW = 1.0f;
4083 pCaps->GuardBandLeft = 0.0f;
4084 pCaps->GuardBandTop = 0.0f;
4085 pCaps->GuardBandRight = 0.0f;
4086 pCaps->GuardBandBottom = 0.0f;
4088 pCaps->ExtentsAdjust = 0.0f;
4090 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4091 WINED3DSTENCILCAPS_INCRSAT |
4092 WINED3DSTENCILCAPS_INVERT |
4093 WINED3DSTENCILCAPS_KEEP |
4094 WINED3DSTENCILCAPS_REPLACE |
4095 WINED3DSTENCILCAPS_ZERO;
4096 if (gl_info->supported[EXT_STENCIL_WRAP])
4098 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4099 WINED3DSTENCILCAPS_INCR;
4101 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4103 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4106 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4108 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4109 pCaps->MaxActiveLights = gl_info->limits.lights;
4111 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4112 pCaps->MaxVertexBlendMatrixIndex = 0;
4114 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4115 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4118 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4119 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4120 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4121 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4122 WINED3DVTXPCAPS_LOCALVIEWER |
4123 WINED3DVTXPCAPS_VERTEXFOG |
4124 WINED3DVTXPCAPS_TEXGEN;
4126 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4127 pCaps->MaxVertexIndex = 0xFFFFF;
4128 pCaps->MaxStreams = MAX_STREAMS;
4129 pCaps->MaxStreamStride = 1024;
4131 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4132 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4133 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4134 pCaps->MaxNpatchTessellationLevel = 0;
4135 pCaps->MasterAdapterOrdinal = 0;
4136 pCaps->AdapterOrdinalInGroup = 0;
4137 pCaps->NumberOfAdaptersInGroup = 1;
4139 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4141 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4142 WINED3DPTFILTERCAPS_MAGFPOINT |
4143 WINED3DPTFILTERCAPS_MINFLINEAR |
4144 WINED3DPTFILTERCAPS_MAGFLINEAR;
4145 pCaps->VertexTextureFilterCaps = 0;
4147 memset(&shader_caps, 0, sizeof(shader_caps));
4148 shader_backend = select_shader_backend(adapter, DeviceType);
4149 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4151 memset(&fragment_caps, 0, sizeof(fragment_caps));
4152 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4153 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4155 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4156 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4158 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4159 * Ignore shader model capabilities if disabled in config
4161 if(vs_selected_mode == SHADER_NONE) {
4162 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4163 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4164 pCaps->MaxVertexShaderConst = 0;
4166 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4167 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4170 if(ps_selected_mode == SHADER_NONE) {
4171 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4172 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4173 pCaps->PixelShader1xMaxValue = 0.0f;
4175 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4176 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4179 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4180 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4181 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4183 pCaps->VS20Caps = shader_caps.VS20Caps;
4184 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4185 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4186 pCaps->PS20Caps = shader_caps.PS20Caps;
4187 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4188 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4190 /* The following caps are shader specific, but they are things we cannot detect, or which
4191 * are the same among all shader models. So to avoid code duplication set the shader version
4192 * specific, but otherwise constant caps here
4194 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4195 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4196 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4197 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4198 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4199 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4200 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4202 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4203 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4205 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4207 pCaps->VS20Caps.Caps = 0;
4208 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4209 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4210 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4212 pCaps->MaxVShaderInstructionsExecuted = 65535;
4213 pCaps->MaxVertexShader30InstructionSlots = 0;
4214 } else { /* VS 1.x */
4215 pCaps->VS20Caps.Caps = 0;
4216 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4217 pCaps->VS20Caps.NumTemps = 0;
4218 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4220 pCaps->MaxVShaderInstructionsExecuted = 0;
4221 pCaps->MaxVertexShader30InstructionSlots = 0;
4224 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4225 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4226 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4228 /* 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 */
4229 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4230 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4231 WINED3DPS20CAPS_PREDICATION |
4232 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4233 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4234 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4235 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4236 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4237 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4239 pCaps->MaxPShaderInstructionsExecuted = 65535;
4240 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4241 adapter->gl_info.limits.arb_ps_instructions);
4243 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4245 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4246 pCaps->PS20Caps.Caps = 0;
4247 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4248 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4249 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4250 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4252 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4253 pCaps->MaxPixelShader30InstructionSlots = 0;
4254 } else { /* PS 1.x */
4255 pCaps->PS20Caps.Caps = 0;
4256 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4257 pCaps->PS20Caps.NumTemps = 0;
4258 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4259 pCaps->PS20Caps.NumInstructionSlots = 0;
4261 pCaps->MaxPShaderInstructionsExecuted = 0;
4262 pCaps->MaxPixelShader30InstructionSlots = 0;
4265 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4266 /* OpenGL supports all the formats below, perhaps not always
4267 * without conversion, but it supports them.
4268 * Further GLSL doesn't seem to have an official unsigned type so
4269 * don't advertise it yet as I'm not sure how we handle it.
4270 * We might need to add some clamping in the shader engine to
4272 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4273 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4274 WINED3DDTCAPS_UBYTE4N |
4275 WINED3DDTCAPS_SHORT2N |
4276 WINED3DDTCAPS_SHORT4N;
4277 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4279 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4280 WINED3DDTCAPS_FLOAT16_4;
4283 pCaps->DeclTypes = 0;
4285 /* Set DirectDraw helper Caps */
4286 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4287 WINEDDCKEYCAPS_SRCBLT;
4288 fx_caps = WINEDDFXCAPS_BLTALPHA |
4289 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4290 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4291 WINEDDFXCAPS_BLTROTATION90 |
4292 WINEDDFXCAPS_BLTSHRINKX |
4293 WINEDDFXCAPS_BLTSHRINKXN |
4294 WINEDDFXCAPS_BLTSHRINKY |
4295 WINEDDFXCAPS_BLTSHRINKXN |
4296 WINEDDFXCAPS_BLTSTRETCHX |
4297 WINEDDFXCAPS_BLTSTRETCHXN |
4298 WINEDDFXCAPS_BLTSTRETCHY |
4299 WINEDDFXCAPS_BLTSTRETCHYN;
4300 blit_caps = WINEDDCAPS_BLT |
4301 WINEDDCAPS_BLTCOLORFILL |
4302 WINEDDCAPS_BLTDEPTHFILL |
4303 WINEDDCAPS_BLTSTRETCH |
4304 WINEDDCAPS_CANBLTSYSMEM |
4305 WINEDDCAPS_CANCLIP |
4306 WINEDDCAPS_CANCLIPSTRETCHED |
4307 WINEDDCAPS_COLORKEY |
4308 WINEDDCAPS_COLORKEYHWASSIST |
4309 WINEDDCAPS_ALIGNBOUNDARYSRC;
4311 /* Fill the ddraw caps structure */
4312 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4313 WINEDDCAPS_PALETTE |
4315 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4316 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4317 WINEDDCAPS2_PRIMARYGAMMA |
4318 WINEDDCAPS2_WIDESURFACES |
4319 WINEDDCAPS2_CANRENDERWINDOWED;
4320 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4321 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4322 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4323 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4324 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4325 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4326 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4327 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4328 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4330 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4331 WINEDDSCAPS_BACKBUFFER |
4333 WINEDDSCAPS_FRONTBUFFER |
4334 WINEDDSCAPS_OFFSCREENPLAIN |
4335 WINEDDSCAPS_PALETTE |
4336 WINEDDSCAPS_PRIMARYSURFACE |
4337 WINEDDSCAPS_SYSTEMMEMORY |
4338 WINEDDSCAPS_VIDEOMEMORY |
4339 WINEDDSCAPS_VISIBLE;
4340 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4342 /* Set D3D caps if OpenGL is available. */
4343 if (adapter->opengl)
4345 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4346 WINEDDSCAPS_MIPMAP |
4347 WINEDDSCAPS_TEXTURE |
4348 WINEDDSCAPS_ZBUFFER;
4349 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4355 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4356 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4357 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4359 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4360 IWineD3DDeviceImpl *object;
4363 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4364 "parent %p, device_parent %p, device %p.\n",
4365 iface, adapter_idx, device_type, focus_window, flags,
4366 parent, device_parent, device);
4368 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4369 * number and create a device without a 3D adapter for 2D only operation. */
4370 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4372 return WINED3DERR_INVALIDCALL;
4375 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4378 ERR("Failed to allocate device memory.\n");
4379 return E_OUTOFMEMORY;
4382 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4385 WARN("Failed to initialize device, hr %#x.\n", hr);
4386 HeapFree(GetProcessHeap(), 0, object);
4390 TRACE("Created device %p.\n", object);
4391 *device = (IWineD3DDevice *)object;
4393 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4398 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4399 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4400 IUnknown_AddRef(This->parent);
4401 *pParent = This->parent;
4405 static void WINE_GLAPI invalid_func(const void *data)
4407 ERR("Invalid vertex attribute function called\n");
4411 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4413 ERR("Invalid texcoord function called\n");
4417 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4418 * the extension detection and are used in drawStridedSlow
4420 static void WINE_GLAPI position_d3dcolor(const void *data)
4422 DWORD pos = *((const DWORD *)data);
4424 FIXME("Add a test for fixed function position from d3dcolor type\n");
4425 glVertex4s(D3DCOLOR_B_R(pos),
4431 static void WINE_GLAPI position_float4(const void *data)
4433 const GLfloat *pos = data;
4435 if (pos[3] != 0.0f && pos[3] != 1.0f)
4437 float w = 1.0f / pos[3];
4439 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4447 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4449 DWORD diffuseColor = *((const DWORD *)data);
4451 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4452 D3DCOLOR_B_G(diffuseColor),
4453 D3DCOLOR_B_B(diffuseColor),
4454 D3DCOLOR_B_A(diffuseColor));
4457 static void WINE_GLAPI specular_d3dcolor(const void *data)
4459 DWORD specularColor = *((const DWORD *)data);
4460 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4461 D3DCOLOR_B_G(specularColor),
4462 D3DCOLOR_B_B(specularColor)};
4464 specular_func_3ubv(d);
4467 static void WINE_GLAPI warn_no_specular_func(const void *data)
4469 WARN("GL_EXT_secondary_color not supported\n");
4472 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4474 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4475 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4476 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4477 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4478 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4479 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4480 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4481 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4482 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4483 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4484 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4485 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4486 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4487 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4488 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4489 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4490 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4492 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4493 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4494 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4495 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4496 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4497 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4498 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4499 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4500 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4501 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4502 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4503 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4504 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4505 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4506 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4507 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4508 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4510 /* No 4 component entry points here */
4511 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4512 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4513 if (gl_info->supported[EXT_SECONDARY_COLOR])
4515 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4519 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4521 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4522 if (gl_info->supported[EXT_SECONDARY_COLOR])
4524 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4525 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4529 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4531 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4532 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4533 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4534 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4535 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4536 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4537 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4538 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4539 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4540 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4541 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4542 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4544 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4545 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4547 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4548 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4549 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4550 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4551 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4552 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4553 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4554 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4555 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4556 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4557 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4558 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4559 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4560 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4561 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4562 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4563 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4565 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4566 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4567 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4568 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4569 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4570 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4571 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4572 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4573 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4574 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4575 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4576 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4577 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4578 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4579 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4580 if (gl_info->supported[NV_HALF_FLOAT])
4582 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4583 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4584 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4586 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4587 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4591 BOOL InitAdapters(IWineD3DImpl *This)
4593 static HMODULE mod_gl;
4595 int ps_selected_mode, vs_selected_mode;
4597 /* No need to hold any lock. The calling library makes sure only one thread calls
4598 * wined3d simultaneously
4601 TRACE("Initializing adapters\n");
4604 #ifdef USE_WIN32_OPENGL
4605 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4606 mod_gl = LoadLibraryA("opengl32.dll");
4608 ERR("Can't load opengl32.dll!\n");
4612 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4613 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4614 mod_gl = GetModuleHandleA("gdi32.dll");
4618 /* Load WGL core functions from opengl32.dll */
4619 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4623 if(!pwglGetProcAddress) {
4624 ERR("Unable to load wglGetProcAddress!\n");
4628 /* Dynamically load all GL core functions */
4632 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4633 * otherwise because we have to use winex11.drv's override
4635 #ifdef USE_WIN32_OPENGL
4636 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4637 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4639 wglFinish = (void*)pwglGetProcAddress("wglFinish");
4640 wglFlush = (void*)pwglGetProcAddress("wglFlush");
4643 glEnableWINE = glEnable;
4644 glDisableWINE = glDisable;
4646 /* For now only one default adapter */
4648 struct wined3d_adapter *adapter = &This->adapters[0];
4649 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4650 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4654 WineD3D_PixelFormat *cfgs;
4655 DISPLAY_DEVICEW DisplayDevice;
4658 TRACE("Initializing default adapter\n");
4659 adapter->ordinal = 0;
4660 adapter->monitorPoint.x = -1;
4661 adapter->monitorPoint.y = -1;
4663 if (!AllocateLocallyUniqueId(&adapter->luid))
4665 DWORD err = GetLastError();
4666 ERR("Failed to set adapter LUID (%#x).\n", err);
4669 TRACE("Allocated LUID %08x:%08x for adapter.\n",
4670 adapter->luid.HighPart, adapter->luid.LowPart);
4672 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4674 ERR("Failed to get a gl context for default adapter\n");
4678 ret = IWineD3DImpl_FillGLCaps(&adapter->driver_info, &adapter->gl_info);
4680 ERR("Failed to initialize gl caps for default adapter\n");
4681 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4684 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
4686 ERR("Failed to init gl formats\n");
4687 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4691 hdc = fake_gl_ctx.dc;
4693 /* Use the VideoRamSize registry setting when set */
4694 if(wined3d_settings.emulated_textureram)
4695 adapter->TextureRam = wined3d_settings.emulated_textureram;
4697 adapter->TextureRam = adapter->gl_info.vidmem;
4698 adapter->UsedTextureRam = 0;
4699 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4701 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4702 DisplayDevice.cb = sizeof(DisplayDevice);
4703 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4704 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4705 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4707 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
4714 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4715 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4717 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4718 cfgs = adapter->cfgs;
4719 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4720 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4721 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4722 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4723 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4724 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4725 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4726 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4727 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4728 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4730 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4732 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4737 /* Cache the pixel format */
4738 cfgs->iPixelFormat = iPixelFormat;
4739 cfgs->redSize = values[0];
4740 cfgs->greenSize = values[1];
4741 cfgs->blueSize = values[2];
4742 cfgs->alphaSize = values[3];
4743 cfgs->depthSize = values[4];
4744 cfgs->stencilSize = values[5];
4745 cfgs->windowDrawable = values[6];
4746 cfgs->iPixelType = values[7];
4747 cfgs->doubleBuffer = values[8];
4748 cfgs->auxBuffers = values[9];
4750 cfgs->pbufferDrawable = FALSE;
4751 /* Check for pbuffer support when it is around as
4752 * wglGetPixelFormatAttribiv fails for unknown attributes. */
4753 if (gl_info->supported[WGL_ARB_PBUFFER])
4755 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4757 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4758 cfgs->pbufferDrawable = value;
4761 cfgs->numSamples = 0;
4762 /* Check multisample support */
4763 if (gl_info->supported[ARB_MULTISAMPLE])
4765 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4767 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4768 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4769 * value[1] = number of multi sample buffers*/
4771 cfgs->numSamples = value[1];
4775 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4781 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4782 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4783 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4785 cfgs = adapter->cfgs;
4786 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4788 PIXELFORMATDESCRIPTOR ppfd;
4790 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4794 /* We only want HW acceleration using an OpenGL ICD driver.
4795 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4796 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4798 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4800 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4804 cfgs->iPixelFormat = iPixelFormat;
4805 cfgs->redSize = ppfd.cRedBits;
4806 cfgs->greenSize = ppfd.cGreenBits;
4807 cfgs->blueSize = ppfd.cBlueBits;
4808 cfgs->alphaSize = ppfd.cAlphaBits;
4809 cfgs->depthSize = ppfd.cDepthBits;
4810 cfgs->stencilSize = ppfd.cStencilBits;
4811 cfgs->pbufferDrawable = 0;
4812 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4813 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4814 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4815 cfgs->auxBuffers = ppfd.cAuxBuffers;
4816 cfgs->numSamples = 0;
4818 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4823 /* 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 */
4826 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4828 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4829 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4834 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4835 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4836 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4837 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4838 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4839 * driver is allowed to consume more bits EXCEPT for stencil bits.
4841 * Mark an adapter with this broken stencil behavior.
4843 adapter->brokenStencil = TRUE;
4844 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4846 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4847 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4848 adapter->brokenStencil = FALSE;
4853 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4855 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4856 fillGLAttribFuncs(&adapter->gl_info);
4857 adapter->opengl = TRUE;
4859 This->adapter_count = 1;
4860 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4865 /* Initialize an adapter for ddraw-only memory counting */
4866 memset(This->adapters, 0, sizeof(This->adapters));
4867 This->adapters[0].ordinal = 0;
4868 This->adapters[0].opengl = FALSE;
4869 This->adapters[0].monitorPoint.x = -1;
4870 This->adapters[0].monitorPoint.y = -1;
4872 This->adapters[0].driver_info.name = "Display";
4873 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
4874 if(wined3d_settings.emulated_textureram) {
4875 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4877 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4880 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4882 This->adapter_count = 1;
4886 /**********************************************************
4887 * IWineD3D VTbl follows
4888 **********************************************************/
4890 const IWineD3DVtbl IWineD3D_Vtbl =
4893 IWineD3DImpl_QueryInterface,
4894 IWineD3DImpl_AddRef,
4895 IWineD3DImpl_Release,
4897 IWineD3DImpl_GetParent,
4898 IWineD3DImpl_GetAdapterCount,
4899 IWineD3DImpl_RegisterSoftwareDevice,
4900 IWineD3DImpl_GetAdapterMonitor,
4901 IWineD3DImpl_GetAdapterModeCount,
4902 IWineD3DImpl_EnumAdapterModes,
4903 IWineD3DImpl_GetAdapterDisplayMode,
4904 IWineD3DImpl_GetAdapterIdentifier,
4905 IWineD3DImpl_CheckDeviceMultiSampleType,
4906 IWineD3DImpl_CheckDepthStencilMatch,
4907 IWineD3DImpl_CheckDeviceType,
4908 IWineD3DImpl_CheckDeviceFormat,
4909 IWineD3DImpl_CheckDeviceFormatConversion,
4910 IWineD3DImpl_GetDeviceCaps,
4911 IWineD3DImpl_CreateDevice
4914 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
4916 const struct wined3d_parent_ops wined3d_null_parent_ops =
4918 wined3d_null_wined3d_object_destroyed,