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 */
2206 memset(&mode, 0, sizeof(mode));
2207 mode.dmSize = sizeof(mode);
2209 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2214 case WINED3DFMT_UNKNOWN:
2215 /* This is for D3D8, do not enumerate P8 here */
2216 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2219 case WINED3DFMT_B8G8R8X8_UNORM:
2220 if (mode.dmBitsPerPel == 32) ++i;
2223 case WINED3DFMT_B5G6R5_UNORM:
2224 if (mode.dmBitsPerPel == 16) ++i;
2227 case WINED3DFMT_P8_UINT:
2228 if (mode.dmBitsPerPel == 8) ++i;
2232 /* Skip other modes as they do not match the requested format */
2237 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2240 FIXME_(d3d_caps)("Adapter not primary display\n");
2245 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2246 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2247 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2248 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2250 /* Validate the parameters as much as possible */
2251 if (NULL == pMode ||
2252 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2253 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2254 return WINED3DERR_INVALIDCALL;
2257 /* TODO: Store modes per adapter and read it from the adapter structure */
2265 ZeroMemory(&DevModeW, sizeof(DevModeW));
2266 DevModeW.dmSize = sizeof(DevModeW);
2268 /* If we are filtering to a specific format (D3D9), then need to skip
2269 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2270 just count through the ones with valid bit depths */
2271 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
2274 case WINED3DFMT_UNKNOWN:
2275 /* This is D3D8. Do not enumerate P8 here */
2276 if (DevModeW.dmBitsPerPel == 32 ||
2277 DevModeW.dmBitsPerPel == 16) i++;
2279 case WINED3DFMT_B8G8R8X8_UNORM:
2280 if (DevModeW.dmBitsPerPel == 32) i++;
2282 case WINED3DFMT_B5G6R5_UNORM:
2283 if (DevModeW.dmBitsPerPel == 16) i++;
2285 case WINED3DFMT_P8_UINT:
2286 if (DevModeW.dmBitsPerPel == 8) i++;
2289 /* Modes that don't match what we support can get an early-out */
2290 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
2291 return WINED3DERR_INVALIDCALL;
2296 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2297 return WINED3DERR_INVALIDCALL;
2301 /* Now get the display mode via the calculated index */
2302 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2303 pMode->Width = DevModeW.dmPelsWidth;
2304 pMode->Height = DevModeW.dmPelsHeight;
2305 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2306 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2307 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2309 if (Format == WINED3DFMT_UNKNOWN) {
2310 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2312 pMode->Format = Format;
2315 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2316 return WINED3DERR_INVALIDCALL;
2319 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2320 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2321 DevModeW.dmBitsPerPel);
2326 FIXME_(d3d_caps)("Adapter not primary display\n");
2332 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
2333 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2334 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
2336 if (NULL == pMode ||
2337 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2338 return WINED3DERR_INVALIDCALL;
2341 if (Adapter == 0) { /* Display */
2345 ZeroMemory(&DevModeW, sizeof(DevModeW));
2346 DevModeW.dmSize = sizeof(DevModeW);
2348 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2349 pMode->Width = DevModeW.dmPelsWidth;
2350 pMode->Height = DevModeW.dmPelsHeight;
2351 bpp = DevModeW.dmBitsPerPel;
2352 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2353 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2355 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2358 pMode->Format = pixelformat_for_depth(bpp);
2360 FIXME_(d3d_caps)("Adapter not primary display\n");
2363 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2364 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2368 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2369 and fields being inserted in the middle, a new structure is used in place */
2370 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2371 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2372 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2373 struct wined3d_adapter *adapter;
2376 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2378 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2379 return WINED3DERR_INVALIDCALL;
2382 adapter = &This->adapters[Adapter];
2384 /* Return the information requested */
2385 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2387 if (pIdentifier->driver_size)
2389 const char *name = adapter->driver_info.name;
2390 len = min(strlen(name), pIdentifier->driver_size - 1);
2391 memcpy(pIdentifier->driver, name, len);
2392 pIdentifier->driver[len] = '\0';
2395 if (pIdentifier->description_size)
2397 const char *description = adapter->driver_info.description;
2398 len = min(strlen(description), pIdentifier->description_size - 1);
2399 memcpy(pIdentifier->description, description, len);
2400 pIdentifier->description[len] = '\0';
2403 /* Note that d3d8 doesn't supply a device name. */
2404 if (pIdentifier->device_name_size)
2406 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2408 len = strlen(device_name);
2409 if (len >= pIdentifier->device_name_size)
2411 ERR("Device name size too small.\n");
2412 return WINED3DERR_INVALIDCALL;
2415 memcpy(pIdentifier->device_name, device_name, len);
2416 pIdentifier->device_name[len] = '\0';
2419 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2420 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2421 pIdentifier->vendor_id = adapter->driver_info.vendor;
2422 pIdentifier->device_id = adapter->driver_info.device;
2423 pIdentifier->subsystem_id = 0;
2424 pIdentifier->revision = 0;
2425 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2426 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2431 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2432 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2434 short redSize, greenSize, blueSize, alphaSize, colorBits;
2439 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2440 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2442 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2446 if(cfg->redSize < redSize)
2449 if(cfg->greenSize < greenSize)
2452 if(cfg->blueSize < blueSize)
2455 if(cfg->alphaSize < alphaSize)
2459 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2460 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2461 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2462 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2463 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2464 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2465 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2466 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2467 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2468 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2469 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2470 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2471 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2473 /* Probably a color index mode */
2480 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2481 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2483 short depthSize, stencilSize;
2484 BOOL lockable = FALSE;
2489 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2491 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2495 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2498 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2499 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2500 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2501 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2504 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2505 * allow more stencil bits than requested. */
2506 if(cfg->stencilSize < stencilSize)
2512 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2513 WINED3DFORMAT AdapterFormat,
2514 WINED3DFORMAT RenderTargetFormat,
2515 WINED3DFORMAT DepthStencilFormat) {
2516 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2518 const WineD3D_PixelFormat *cfgs;
2519 const struct wined3d_adapter *adapter;
2520 const struct GlPixelFormatDesc *rt_format_desc;
2521 const struct GlPixelFormatDesc *ds_format_desc;
2524 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2526 DeviceType, debug_d3ddevicetype(DeviceType),
2527 AdapterFormat, debug_d3dformat(AdapterFormat),
2528 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2529 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2531 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2532 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2533 return WINED3DERR_INVALIDCALL;
2536 adapter = &This->adapters[Adapter];
2537 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2538 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2539 cfgs = adapter->cfgs;
2540 nCfgs = adapter->nCfgs;
2541 for (it = 0; it < nCfgs; ++it) {
2542 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2544 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2546 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2551 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2553 return WINED3DERR_NOTAVAILABLE;
2556 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2557 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2559 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2560 const struct GlPixelFormatDesc *glDesc;
2561 const struct wined3d_adapter *adapter;
2563 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2566 DeviceType, debug_d3ddevicetype(DeviceType),
2567 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2572 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2573 return WINED3DERR_INVALIDCALL;
2576 /* TODO: handle Windowed, add more quality levels */
2578 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2579 if(pQualityLevels) *pQualityLevels = 1;
2583 /* By default multisampling is disabled right now as it causes issues
2584 * on some Nvidia driver versions and it doesn't work well in combination
2586 if(!wined3d_settings.allow_multisampling)
2587 return WINED3DERR_NOTAVAILABLE;
2589 adapter = &This->adapters[Adapter];
2590 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2591 if (!glDesc) return WINED3DERR_INVALIDCALL;
2593 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2595 const WineD3D_PixelFormat *cfgs;
2597 cfgs = adapter->cfgs;
2598 nCfgs = adapter->nCfgs;
2599 for(i=0; i<nCfgs; i++) {
2600 if(cfgs[i].numSamples != MultiSampleType)
2603 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2606 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2609 *pQualityLevels = 1; /* Guess at a value! */
2613 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2614 short redSize, greenSize, blueSize, alphaSize, colorBits;
2616 const WineD3D_PixelFormat *cfgs;
2618 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2620 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2621 return WINED3DERR_NOTAVAILABLE;
2624 cfgs = adapter->cfgs;
2625 nCfgs = adapter->nCfgs;
2626 for(i=0; i<nCfgs; i++) {
2627 if(cfgs[i].numSamples != MultiSampleType)
2629 if(cfgs[i].redSize != redSize)
2631 if(cfgs[i].greenSize != greenSize)
2633 if(cfgs[i].blueSize != blueSize)
2635 if(cfgs[i].alphaSize != alphaSize)
2638 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2641 *pQualityLevels = 1; /* Guess at a value! */
2645 return WINED3DERR_NOTAVAILABLE;
2648 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2649 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
2651 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2652 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2655 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
2658 DeviceType, debug_d3ddevicetype(DeviceType),
2659 DisplayFormat, debug_d3dformat(DisplayFormat),
2660 BackBufferFormat, debug_d3dformat(BackBufferFormat),
2663 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2664 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2665 return WINED3DERR_INVALIDCALL;
2668 /* The task of this function is to check whether a certain display / backbuffer format
2669 * combination is available on the given adapter. In fullscreen mode microsoft specified
2670 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2671 * and display format should match exactly.
2672 * In windowed mode format conversion can occur and this depends on the driver. When format
2673 * conversion is done, this function should nevertheless fail and applications need to use
2674 * CheckDeviceFormatConversion.
2675 * At the moment we assume that fullscreen and windowed have the same capabilities */
2677 /* There are only 4 display formats */
2678 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
2679 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2680 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2681 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
2683 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2684 return WINED3DERR_NOTAVAILABLE;
2687 /* If the requested DisplayFormat is not available, don't continue */
2688 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2690 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2691 return WINED3DERR_NOTAVAILABLE;
2694 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2695 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2696 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2697 return WINED3DERR_NOTAVAILABLE;
2700 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2701 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
2703 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2704 return WINED3DERR_NOTAVAILABLE;
2707 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2708 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2709 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
2711 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2712 return WINED3DERR_NOTAVAILABLE;
2715 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2716 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2717 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
2719 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2720 return WINED3DERR_NOTAVAILABLE;
2723 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2724 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
2725 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
2727 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2728 return WINED3DERR_NOTAVAILABLE;
2731 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2732 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2734 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2740 /* Check if we support bumpmapping for a format */
2741 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
2742 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2744 const struct fragment_pipeline *fp;
2746 switch(format_desc->format)
2748 case WINED3DFMT_R8G8_SNORM:
2749 case WINED3DFMT_R16G16_SNORM:
2750 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
2751 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
2752 case WINED3DFMT_R8G8B8A8_SNORM:
2753 /* Ask the fixed function pipeline implementation if it can deal
2754 * with the conversion. If we've got a GL extension giving native
2755 * support this will be an identity conversion. */
2756 fp = select_fragment_implementation(adapter, DeviceType);
2757 if (fp->color_fixup_supported(format_desc->color_fixup))
2759 TRACE_(d3d_caps)("[OK]\n");
2762 TRACE_(d3d_caps)("[FAILED]\n");
2766 TRACE_(d3d_caps)("[FAILED]\n");
2771 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2772 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
2773 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2777 /* Only allow depth/stencil formats */
2778 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
2780 /* Walk through all WGL pixel formats to find a match */
2781 for (it = 0; it < adapter->nCfgs; ++it)
2783 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2784 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2786 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2796 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2798 /* The flags entry of a format contains the filtering capability */
2799 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2804 /* Check the render target capabilities of a format */
2805 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
2806 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2808 /* Filter out non-RT formats */
2809 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2811 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2812 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2814 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2815 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2817 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2818 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2820 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2821 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2822 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2823 TRACE_(d3d_caps)("[FAILED]\n");
2827 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2828 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2829 for (it = 0; it < adapter->nCfgs; ++it)
2831 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2832 &cfgs[it], check_format_desc))
2834 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2835 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2839 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2840 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2841 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2844 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2845 for (it = 0; it < adapter->nCfgs; ++it)
2847 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2848 &cfgs[it], check_format_desc))
2850 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2851 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2855 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2856 /* For now return TRUE for FBOs until we have some proper checks.
2857 * Note that this function will only be called when the format is around for texturing. */
2863 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2865 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2867 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2868 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2870 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2874 switch (format_desc->format)
2876 case WINED3DFMT_B8G8R8A8_UNORM:
2877 case WINED3DFMT_B8G8R8X8_UNORM:
2878 case WINED3DFMT_B4G4R4A4_UNORM:
2879 case WINED3DFMT_L8_UNORM:
2880 case WINED3DFMT_L8A8_UNORM:
2881 case WINED3DFMT_DXT1:
2882 case WINED3DFMT_DXT2:
2883 case WINED3DFMT_DXT3:
2884 case WINED3DFMT_DXT4:
2885 case WINED3DFMT_DXT5:
2886 TRACE_(d3d_caps)("[OK]\n");
2890 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2896 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
2897 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2899 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2900 * doing the color fixup in shaders.
2901 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2902 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
2904 int vs_selected_mode;
2905 int ps_selected_mode;
2906 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2908 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2909 TRACE_(d3d_caps)("[OK]\n");
2914 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2918 /* Check if a format support blending in combination with pixel shaders */
2919 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
2920 const struct GlPixelFormatDesc *format_desc)
2922 /* The flags entry of a format contains the post pixel shader blending capability */
2923 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2928 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2930 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2931 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2932 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2933 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2934 * capability anyway.
2936 * For now lets report this on all formats, but in the future we may want to
2937 * restrict it to some should games need that
2942 /* Check if a texture format is supported on the given adapter */
2943 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
2944 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2946 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2947 const shader_backend_t *shader_backend;
2948 const struct fragment_pipeline *fp;
2950 switch (format_desc->format)
2953 * supported: RGB(A) formats
2955 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
2956 case WINED3DFMT_B8G8R8A8_UNORM:
2957 case WINED3DFMT_B8G8R8X8_UNORM:
2958 case WINED3DFMT_B5G6R5_UNORM:
2959 case WINED3DFMT_B5G5R5X1_UNORM:
2960 case WINED3DFMT_B5G5R5A1_UNORM:
2961 case WINED3DFMT_B4G4R4A4_UNORM:
2962 case WINED3DFMT_A8_UNORM:
2963 case WINED3DFMT_B4G4R4X4_UNORM:
2964 case WINED3DFMT_R8G8B8A8_UNORM:
2965 case WINED3DFMT_R8G8B8X8_UNORM:
2966 case WINED3DFMT_B10G10R10A2_UNORM:
2967 case WINED3DFMT_R10G10B10A2_UNORM:
2968 case WINED3DFMT_R16G16_UNORM:
2969 TRACE_(d3d_caps)("[OK]\n");
2972 case WINED3DFMT_B2G3R3_UNORM:
2973 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2977 * supported: Palettized
2979 case WINED3DFMT_P8_UINT:
2980 TRACE_(d3d_caps)("[OK]\n");
2982 /* No Windows driver offers WINED3DFMT_P8_UINT_A8_UNORM, so don't offer it either */
2983 case WINED3DFMT_P8_UINT_A8_UNORM:
2987 * Supported: (Alpha)-Luminance
2989 case WINED3DFMT_L8_UNORM:
2990 case WINED3DFMT_L8A8_UNORM:
2991 case WINED3DFMT_L16_UNORM:
2992 TRACE_(d3d_caps)("[OK]\n");
2995 /* Not supported on Windows, thus disabled */
2996 case WINED3DFMT_L4A4_UNORM:
2997 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3001 * Supported: Depth/Stencil formats
3003 case WINED3DFMT_D16_LOCKABLE:
3004 case WINED3DFMT_D16_UNORM:
3005 case WINED3DFMT_S1_UINT_D15_UNORM:
3006 case WINED3DFMT_X8D24_UNORM:
3007 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3008 case WINED3DFMT_D24_UNORM_S8_UINT:
3009 case WINED3DFMT_S8_UINT_D24_FLOAT:
3010 case WINED3DFMT_D32_UNORM:
3011 case WINED3DFMT_D32_FLOAT:
3015 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3016 * GL_NV_texture_shader). Emulated by shaders
3018 case WINED3DFMT_R8G8_SNORM:
3019 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3020 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3021 case WINED3DFMT_R8G8B8A8_SNORM:
3022 case WINED3DFMT_R16G16_SNORM:
3023 /* Ask the shader backend if it can deal with the conversion. If
3024 * we've got a GL extension giving native support this will be an
3025 * identity conversion. */
3026 shader_backend = select_shader_backend(adapter, DeviceType);
3027 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3029 TRACE_(d3d_caps)("[OK]\n");
3032 TRACE_(d3d_caps)("[FAILED]\n");
3035 case WINED3DFMT_DXT1:
3036 case WINED3DFMT_DXT2:
3037 case WINED3DFMT_DXT3:
3038 case WINED3DFMT_DXT4:
3039 case WINED3DFMT_DXT5:
3040 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3042 TRACE_(d3d_caps)("[OK]\n");
3045 TRACE_(d3d_caps)("[FAILED]\n");
3050 * Odd formats - not supported
3052 case WINED3DFMT_VERTEXDATA:
3053 case WINED3DFMT_R16_UINT:
3054 case WINED3DFMT_R32_UINT:
3055 case WINED3DFMT_R16G16B16A16_SNORM:
3056 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3057 case WINED3DFMT_R10G11B11_SNORM:
3058 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3062 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3064 case WINED3DFMT_R8G8_SNORM_Cx:
3065 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3069 case WINED3DFMT_UYVY:
3070 case WINED3DFMT_YUY2:
3071 if (gl_info->supported[APPLE_YCBCR_422])
3073 TRACE_(d3d_caps)("[OK]\n");
3076 TRACE_(d3d_caps)("[FAILED]\n");
3078 case WINED3DFMT_YV12:
3079 TRACE_(d3d_caps)("[FAILED]\n");
3083 case WINED3DFMT_R16G16B16A16_UNORM:
3084 case WINED3DFMT_B2G3R3A8_UNORM:
3085 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3088 /* Floating point formats */
3089 case WINED3DFMT_R16_FLOAT:
3090 case WINED3DFMT_R16G16_FLOAT:
3091 case WINED3DFMT_R16G16B16A16_FLOAT:
3092 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3094 TRACE_(d3d_caps)("[OK]\n");
3097 TRACE_(d3d_caps)("[FAILED]\n");
3100 case WINED3DFMT_R32_FLOAT:
3101 case WINED3DFMT_R32G32_FLOAT:
3102 case WINED3DFMT_R32G32B32A32_FLOAT:
3103 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3105 TRACE_(d3d_caps)("[OK]\n");
3108 TRACE_(d3d_caps)("[FAILED]\n");
3111 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3112 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3113 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3114 * We can do instancing with all shader versions, but we need vertex shaders.
3116 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3117 * to enable instancing. WineD3D doesn't need that and just ignores it.
3119 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3121 case WINEMAKEFOURCC('I','N','S','T'):
3122 TRACE("ATI Instancing check hack\n");
3123 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3125 TRACE_(d3d_caps)("[OK]\n");
3128 TRACE_(d3d_caps)("[FAILED]\n");
3131 /* Some weird FOURCC formats */
3132 case WINED3DFMT_R8G8_B8G8:
3133 case WINED3DFMT_G8R8_G8B8:
3134 case WINED3DFMT_MULTI2_ARGB8:
3135 TRACE_(d3d_caps)("[FAILED]\n");
3138 /* Vendor specific formats */
3139 case WINED3DFMT_ATI2N:
3140 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3141 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3143 shader_backend = select_shader_backend(adapter, DeviceType);
3144 fp = select_fragment_implementation(adapter, DeviceType);
3145 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3146 && fp->color_fixup_supported(format_desc->color_fixup))
3148 TRACE_(d3d_caps)("[OK]\n");
3152 TRACE_(d3d_caps)("[OK]\n");
3155 TRACE_(d3d_caps)("[FAILED]\n");
3158 case WINED3DFMT_NVHU:
3159 case WINED3DFMT_NVHS:
3160 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3161 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3162 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3163 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3164 * Applications have to deal with not having NVHS and NVHU.
3166 TRACE_(d3d_caps)("[FAILED]\n");
3169 case WINED3DFMT_UNKNOWN:
3173 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3179 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3180 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3182 const struct blit_shader *blitter;
3184 if(SurfaceType == SURFACE_GDI) {
3185 switch(check_format_desc->format)
3187 case WINED3DFMT_B8G8R8_UNORM:
3188 case WINED3DFMT_B8G8R8A8_UNORM:
3189 case WINED3DFMT_B8G8R8X8_UNORM:
3190 case WINED3DFMT_B5G6R5_UNORM:
3191 case WINED3DFMT_B5G5R5X1_UNORM:
3192 case WINED3DFMT_B5G5R5A1_UNORM:
3193 case WINED3DFMT_B4G4R4A4_UNORM:
3194 case WINED3DFMT_B2G3R3_UNORM:
3195 case WINED3DFMT_A8_UNORM:
3196 case WINED3DFMT_B2G3R3A8_UNORM:
3197 case WINED3DFMT_B4G4R4X4_UNORM:
3198 case WINED3DFMT_R10G10B10A2_UNORM:
3199 case WINED3DFMT_R8G8B8A8_UNORM:
3200 case WINED3DFMT_R8G8B8X8_UNORM:
3201 case WINED3DFMT_R16G16_UNORM:
3202 case WINED3DFMT_B10G10R10A2_UNORM:
3203 case WINED3DFMT_R16G16B16A16_UNORM:
3204 case WINED3DFMT_P8_UINT:
3205 TRACE_(d3d_caps)("[OK]\n");
3208 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3213 /* All format that are supported for textures are supported for surfaces as well */
3214 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3215 /* All depth stencil formats are supported on surfaces */
3216 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3218 /* If opengl can't process the format natively, the blitter may be able to convert it */
3219 blitter = select_blit_implementation(adapter, DeviceType);
3220 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3222 TRACE_(d3d_caps)("[OK]\n");
3226 /* Reject other formats */
3227 TRACE_(d3d_caps)("[FAILED]\n");
3231 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3233 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3235 if (!gl_info->limits.vertex_samplers)
3237 TRACE_(d3d_caps)("[FAILED]\n");
3241 switch (format_desc->format)
3243 case WINED3DFMT_R32G32B32A32_FLOAT:
3244 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3246 TRACE_(d3d_caps)("[FAILED]\n");
3249 TRACE_(d3d_caps)("[OK]\n");
3253 TRACE_(d3d_caps)("[FAILED]\n");
3259 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3260 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3261 WINED3DSURFTYPE SurfaceType)
3263 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3264 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3265 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3266 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3267 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3268 DWORD UsageCaps = 0;
3270 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3273 DeviceType, debug_d3ddevicetype(DeviceType),
3274 AdapterFormat, debug_d3dformat(AdapterFormat),
3275 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3276 RType, debug_d3dresourcetype(RType),
3277 CheckFormat, debug_d3dformat(CheckFormat));
3279 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3280 return WINED3DERR_INVALIDCALL;
3283 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3285 if(SurfaceType != SURFACE_OPENGL) {
3286 TRACE("[FAILED]\n");
3287 return WINED3DERR_NOTAVAILABLE;
3290 /* Cubetexture allows:
3291 * - D3DUSAGE_AUTOGENMIPMAP
3292 * - D3DUSAGE_DEPTHSTENCIL
3293 * - D3DUSAGE_DYNAMIC
3294 * - D3DUSAGE_NONSECURE (d3d9ex)
3295 * - D3DUSAGE_RENDERTARGET
3296 * - D3DUSAGE_SOFTWAREPROCESSING
3297 * - D3DUSAGE_QUERY_WRAPANDMIP
3299 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3301 /* Check if the texture format is around */
3302 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3304 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3305 /* Check for automatic mipmap generation support */
3306 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3308 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3310 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3311 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3315 /* Always report dynamic locking */
3316 if(Usage & WINED3DUSAGE_DYNAMIC)
3317 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3319 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3320 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3322 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3324 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3325 return WINED3DERR_NOTAVAILABLE;
3329 /* Always report software processing */
3330 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3331 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3333 /* Check QUERY_FILTER support */
3334 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3335 if (CheckFilterCapability(adapter, format_desc))
3337 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3339 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3340 return WINED3DERR_NOTAVAILABLE;
3344 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3345 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3346 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3348 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3350 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3351 return WINED3DERR_NOTAVAILABLE;
3355 /* Check QUERY_SRGBREAD support */
3356 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3357 if (CheckSrgbReadCapability(adapter, format_desc))
3359 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3361 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3362 return WINED3DERR_NOTAVAILABLE;
3366 /* Check QUERY_SRGBWRITE support */
3367 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3368 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3370 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3372 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3373 return WINED3DERR_NOTAVAILABLE;
3377 /* Check QUERY_VERTEXTEXTURE support */
3378 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3379 if (CheckVertexTextureCapability(adapter, format_desc))
3381 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3383 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3384 return WINED3DERR_NOTAVAILABLE;
3388 /* Check QUERY_WRAPANDMIP support */
3389 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3390 if (CheckWrapAndMipCapability(adapter, format_desc))
3392 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3394 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3395 return WINED3DERR_NOTAVAILABLE;
3399 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3400 return WINED3DERR_NOTAVAILABLE;
3403 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3404 return WINED3DERR_NOTAVAILABLE;
3406 } else if(RType == WINED3DRTYPE_SURFACE) {
3408 * - D3DUSAGE_DEPTHSTENCIL
3409 * - D3DUSAGE_NONSECURE (d3d9ex)
3410 * - D3DUSAGE_RENDERTARGET
3413 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3415 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3416 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3418 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3420 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3421 return WINED3DERR_NOTAVAILABLE;
3425 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3426 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3428 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3430 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3431 return WINED3DERR_NOTAVAILABLE;
3435 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3436 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3437 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3439 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3441 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3442 return WINED3DERR_NOTAVAILABLE;
3446 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3447 return WINED3DERR_NOTAVAILABLE;
3450 } else if(RType == WINED3DRTYPE_TEXTURE) {
3452 * - D3DUSAGE_AUTOGENMIPMAP
3453 * - D3DUSAGE_DEPTHSTENCIL
3455 * - D3DUSAGE_DYNAMIC
3456 * - D3DUSAGE_NONSECURE (d3d9ex)
3457 * - D3DUSAGE_RENDERTARGET
3458 * - D3DUSAGE_SOFTWAREPROCESSING
3459 * - D3DUSAGE_TEXTAPI (d3d9ex)
3460 * - D3DUSAGE_QUERY_WRAPANDMIP
3463 if(SurfaceType != SURFACE_OPENGL) {
3464 TRACE("[FAILED]\n");
3465 return WINED3DERR_NOTAVAILABLE;
3468 /* Check if the texture format is around */
3469 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3471 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3472 /* Check for automatic mipmap generation support */
3473 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3475 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3477 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3478 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3482 /* Always report dynamic locking */
3483 if(Usage & WINED3DUSAGE_DYNAMIC)
3484 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3486 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3487 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3489 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3491 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3492 return WINED3DERR_NOTAVAILABLE;
3496 /* Always report software processing */
3497 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3498 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3500 /* Check QUERY_FILTER support */
3501 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3502 if (CheckFilterCapability(adapter, format_desc))
3504 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3506 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3507 return WINED3DERR_NOTAVAILABLE;
3511 /* Check QUERY_LEGACYBUMPMAP support */
3512 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3513 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3515 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3517 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3518 return WINED3DERR_NOTAVAILABLE;
3522 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3523 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3524 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3526 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3528 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3529 return WINED3DERR_NOTAVAILABLE;
3533 /* Check QUERY_SRGBREAD support */
3534 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3535 if (CheckSrgbReadCapability(adapter, format_desc))
3537 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3539 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3540 return WINED3DERR_NOTAVAILABLE;
3544 /* Check QUERY_SRGBWRITE support */
3545 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3546 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3548 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3550 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3551 return WINED3DERR_NOTAVAILABLE;
3555 /* Check QUERY_VERTEXTEXTURE support */
3556 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3557 if (CheckVertexTextureCapability(adapter, format_desc))
3559 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3561 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3562 return WINED3DERR_NOTAVAILABLE;
3566 /* Check QUERY_WRAPANDMIP support */
3567 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3568 if (CheckWrapAndMipCapability(adapter, format_desc))
3570 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3572 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3573 return WINED3DERR_NOTAVAILABLE;
3577 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3578 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3580 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3582 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3583 return WINED3DERR_NOTAVAILABLE;
3587 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3588 return WINED3DERR_NOTAVAILABLE;
3590 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3591 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3592 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3594 * Volumetexture allows:
3595 * - D3DUSAGE_DYNAMIC
3596 * - D3DUSAGE_NONSECURE (d3d9ex)
3597 * - D3DUSAGE_SOFTWAREPROCESSING
3598 * - D3DUSAGE_QUERY_WRAPANDMIP
3601 if(SurfaceType != SURFACE_OPENGL) {
3602 TRACE("[FAILED]\n");
3603 return WINED3DERR_NOTAVAILABLE;
3606 /* Check volume texture and volume usage caps */
3607 if (gl_info->supported[EXT_TEXTURE3D])
3609 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3611 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3612 return WINED3DERR_NOTAVAILABLE;
3615 /* Always report dynamic locking */
3616 if(Usage & WINED3DUSAGE_DYNAMIC)
3617 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3619 /* Always report software processing */
3620 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3621 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3623 /* Check QUERY_FILTER support */
3624 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3625 if (CheckFilterCapability(adapter, format_desc))
3627 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3629 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3630 return WINED3DERR_NOTAVAILABLE;
3634 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3635 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3636 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3638 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3640 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3641 return WINED3DERR_NOTAVAILABLE;
3645 /* Check QUERY_SRGBREAD support */
3646 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3647 if (CheckSrgbReadCapability(adapter, format_desc))
3649 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3651 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3652 return WINED3DERR_NOTAVAILABLE;
3656 /* Check QUERY_SRGBWRITE support */
3657 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3658 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3660 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3662 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3663 return WINED3DERR_NOTAVAILABLE;
3667 /* Check QUERY_VERTEXTEXTURE support */
3668 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3669 if (CheckVertexTextureCapability(adapter, format_desc))
3671 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3673 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3674 return WINED3DERR_NOTAVAILABLE;
3678 /* Check QUERY_WRAPANDMIP support */
3679 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3680 if (CheckWrapAndMipCapability(adapter, format_desc))
3682 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3684 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3685 return WINED3DERR_NOTAVAILABLE;
3689 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3690 return WINED3DERR_NOTAVAILABLE;
3693 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3694 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3695 * app needing one of those formats, don't advertize them to avoid leading apps into
3696 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3699 switch(CheckFormat) {
3700 case WINED3DFMT_P8_UINT:
3701 case WINED3DFMT_L4A4_UNORM:
3702 case WINED3DFMT_R32_FLOAT:
3703 case WINED3DFMT_R16_FLOAT:
3704 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3705 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3706 case WINED3DFMT_R16G16_UNORM:
3707 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3708 return WINED3DERR_NOTAVAILABLE;
3710 case WINED3DFMT_R8G8B8A8_SNORM:
3711 case WINED3DFMT_R16G16_SNORM:
3712 if (!gl_info->supported[NV_TEXTURE_SHADER])
3714 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3715 return WINED3DERR_NOTAVAILABLE;
3719 case WINED3DFMT_R8G8_SNORM:
3720 if (!gl_info->supported[NV_TEXTURE_SHADER])
3722 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3723 return WINED3DERR_NOTAVAILABLE;
3727 case WINED3DFMT_DXT1:
3728 case WINED3DFMT_DXT2:
3729 case WINED3DFMT_DXT3:
3730 case WINED3DFMT_DXT4:
3731 case WINED3DFMT_DXT5:
3732 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3733 * compressed texture results in an error. While the D3D refrast does
3734 * support s3tc volumes, at least the nvidia windows driver does not, so
3735 * we're free not to support this format.
3737 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3738 return WINED3DERR_NOTAVAILABLE;
3741 /* Do nothing, continue with checking the format below */
3744 } else if(RType == WINED3DRTYPE_BUFFER){
3745 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3746 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3747 return WINED3DERR_NOTAVAILABLE;
3750 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3751 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3752 * usage flags match. */
3753 if(UsageCaps == Usage) {
3755 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3756 return WINED3DOK_NOAUTOGEN;
3758 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);
3759 return WINED3DERR_NOTAVAILABLE;
3763 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3764 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3765 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3767 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3770 DeviceType, debug_d3ddevicetype(DeviceType),
3771 SourceFormat, debug_d3dformat(SourceFormat),
3772 TargetFormat, debug_d3dformat(TargetFormat));
3776 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3777 subset of a D3DCAPS9 structure. However, it has to come via a void *
3778 as the d3d8 interface cannot import the d3d9 header */
3779 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3781 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3782 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3783 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3784 int vs_selected_mode;
3785 int ps_selected_mode;
3786 struct shader_caps shader_caps;
3787 struct fragment_caps fragment_caps;
3788 const shader_backend_t *shader_backend;
3789 const struct fragment_pipeline *frag_pipeline = NULL;
3790 DWORD ckey_caps, blit_caps, fx_caps;
3792 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3794 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3795 return WINED3DERR_INVALIDCALL;
3798 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3800 /* ------------------------------------------------
3801 The following fields apply to both d3d8 and d3d9
3802 ------------------------------------------------ */
3803 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3804 pCaps->AdapterOrdinal = Adapter;
3807 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3808 WINED3DCAPS2_FULLSCREENGAMMA |
3809 WINED3DCAPS2_DYNAMICTEXTURES;
3810 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3812 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3815 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3816 WINED3DCAPS3_COPY_TO_VIDMEM |
3817 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3819 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3820 WINED3DPRESENT_INTERVAL_ONE;
3822 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3823 WINED3DCURSORCAPS_LOWRES;
3825 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3826 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3827 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3828 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3829 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3830 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3831 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3832 WINED3DDEVCAPS_PUREDEVICE |
3833 WINED3DDEVCAPS_HWRASTERIZATION |
3834 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3835 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3836 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3837 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3838 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3839 WINED3DDEVCAPS_RTPATCHES;
3841 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3842 WINED3DPMISCCAPS_CULLCCW |
3843 WINED3DPMISCCAPS_CULLCW |
3844 WINED3DPMISCCAPS_COLORWRITEENABLE |
3845 WINED3DPMISCCAPS_CLIPTLVERTS |
3846 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3847 WINED3DPMISCCAPS_MASKZ |
3848 WINED3DPMISCCAPS_BLENDOP |
3849 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3851 WINED3DPMISCCAPS_NULLREFERENCE
3852 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3853 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3854 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3855 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3857 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
3858 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3860 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3861 WINED3DPRASTERCAPS_PAT |
3862 WINED3DPRASTERCAPS_WFOG |
3863 WINED3DPRASTERCAPS_ZFOG |
3864 WINED3DPRASTERCAPS_FOGVERTEX |
3865 WINED3DPRASTERCAPS_FOGTABLE |
3866 WINED3DPRASTERCAPS_STIPPLE |
3867 WINED3DPRASTERCAPS_SUBPIXEL |
3868 WINED3DPRASTERCAPS_ZTEST |
3869 WINED3DPRASTERCAPS_SCISSORTEST |
3870 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3871 WINED3DPRASTERCAPS_DEPTHBIAS;
3873 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
3875 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3876 WINED3DPRASTERCAPS_ZBIAS |
3877 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3879 if (gl_info->supported[NV_FOG_DISTANCE])
3881 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3884 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3885 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3886 WINED3DPRASTERCAPS_ANTIALIASEDGES
3887 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3888 WINED3DPRASTERCAPS_WBUFFER */
3890 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3891 WINED3DPCMPCAPS_EQUAL |
3892 WINED3DPCMPCAPS_GREATER |
3893 WINED3DPCMPCAPS_GREATEREQUAL |
3894 WINED3DPCMPCAPS_LESS |
3895 WINED3DPCMPCAPS_LESSEQUAL |
3896 WINED3DPCMPCAPS_NEVER |
3897 WINED3DPCMPCAPS_NOTEQUAL;
3899 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3900 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3901 WINED3DPBLENDCAPS_DESTALPHA |
3902 WINED3DPBLENDCAPS_DESTCOLOR |
3903 WINED3DPBLENDCAPS_INVDESTALPHA |
3904 WINED3DPBLENDCAPS_INVDESTCOLOR |
3905 WINED3DPBLENDCAPS_INVSRCALPHA |
3906 WINED3DPBLENDCAPS_INVSRCCOLOR |
3907 WINED3DPBLENDCAPS_ONE |
3908 WINED3DPBLENDCAPS_SRCALPHA |
3909 WINED3DPBLENDCAPS_SRCALPHASAT |
3910 WINED3DPBLENDCAPS_SRCCOLOR |
3911 WINED3DPBLENDCAPS_ZERO;
3913 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3914 WINED3DPBLENDCAPS_DESTCOLOR |
3915 WINED3DPBLENDCAPS_INVDESTALPHA |
3916 WINED3DPBLENDCAPS_INVDESTCOLOR |
3917 WINED3DPBLENDCAPS_INVSRCALPHA |
3918 WINED3DPBLENDCAPS_INVSRCCOLOR |
3919 WINED3DPBLENDCAPS_ONE |
3920 WINED3DPBLENDCAPS_SRCALPHA |
3921 WINED3DPBLENDCAPS_SRCCOLOR |
3922 WINED3DPBLENDCAPS_ZERO;
3923 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3924 * according to the glBlendFunc manpage
3926 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3927 * legacy settings for srcblend only
3930 if (gl_info->supported[EXT_BLEND_COLOR])
3932 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3933 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3937 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3938 WINED3DPCMPCAPS_EQUAL |
3939 WINED3DPCMPCAPS_GREATER |
3940 WINED3DPCMPCAPS_GREATEREQUAL |
3941 WINED3DPCMPCAPS_LESS |
3942 WINED3DPCMPCAPS_LESSEQUAL |
3943 WINED3DPCMPCAPS_NEVER |
3944 WINED3DPCMPCAPS_NOTEQUAL;
3946 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3947 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3948 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3949 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3950 WINED3DPSHADECAPS_COLORFLATRGB |
3951 WINED3DPSHADECAPS_FOGFLAT |
3952 WINED3DPSHADECAPS_FOGGOURAUD |
3953 WINED3DPSHADECAPS_SPECULARFLATRGB;
3955 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3956 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3957 WINED3DPTEXTURECAPS_TRANSPARENCY |
3958 WINED3DPTEXTURECAPS_BORDER |
3959 WINED3DPTEXTURECAPS_MIPMAP |
3960 WINED3DPTEXTURECAPS_PROJECTED |
3961 WINED3DPTEXTURECAPS_PERSPECTIVE;
3963 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
3965 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3966 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3969 if (gl_info->supported[EXT_TEXTURE3D])
3971 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3972 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3973 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3976 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3978 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3979 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3980 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3984 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3985 WINED3DPTFILTERCAPS_MAGFPOINT |
3986 WINED3DPTFILTERCAPS_MINFLINEAR |
3987 WINED3DPTFILTERCAPS_MINFPOINT |
3988 WINED3DPTFILTERCAPS_MIPFLINEAR |
3989 WINED3DPTFILTERCAPS_MIPFPOINT |
3990 WINED3DPTFILTERCAPS_LINEAR |
3991 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3992 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3993 WINED3DPTFILTERCAPS_MIPLINEAR |
3994 WINED3DPTFILTERCAPS_MIPNEAREST |
3995 WINED3DPTFILTERCAPS_NEAREST;
3997 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
3999 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4000 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4003 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4005 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4006 WINED3DPTFILTERCAPS_MAGFPOINT |
4007 WINED3DPTFILTERCAPS_MINFLINEAR |
4008 WINED3DPTFILTERCAPS_MINFPOINT |
4009 WINED3DPTFILTERCAPS_MIPFLINEAR |
4010 WINED3DPTFILTERCAPS_MIPFPOINT |
4011 WINED3DPTFILTERCAPS_LINEAR |
4012 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4013 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4014 WINED3DPTFILTERCAPS_MIPLINEAR |
4015 WINED3DPTFILTERCAPS_MIPNEAREST |
4016 WINED3DPTFILTERCAPS_NEAREST;
4018 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4020 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4021 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4024 pCaps->CubeTextureFilterCaps = 0;
4026 if (gl_info->supported[EXT_TEXTURE3D])
4028 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4029 WINED3DPTFILTERCAPS_MAGFPOINT |
4030 WINED3DPTFILTERCAPS_MINFLINEAR |
4031 WINED3DPTFILTERCAPS_MINFPOINT |
4032 WINED3DPTFILTERCAPS_MIPFLINEAR |
4033 WINED3DPTFILTERCAPS_MIPFPOINT |
4034 WINED3DPTFILTERCAPS_LINEAR |
4035 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4036 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4037 WINED3DPTFILTERCAPS_MIPLINEAR |
4038 WINED3DPTFILTERCAPS_MIPNEAREST |
4039 WINED3DPTFILTERCAPS_NEAREST;
4041 pCaps->VolumeTextureFilterCaps = 0;
4043 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4044 WINED3DPTADDRESSCAPS_CLAMP |
4045 WINED3DPTADDRESSCAPS_WRAP;
4047 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4049 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4051 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4053 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4055 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4057 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4060 if (gl_info->supported[EXT_TEXTURE3D])
4062 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4063 WINED3DPTADDRESSCAPS_CLAMP |
4064 WINED3DPTADDRESSCAPS_WRAP;
4065 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4067 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4069 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4071 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4073 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4075 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4078 pCaps->VolumeTextureAddressCaps = 0;
4080 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4081 WINED3DLINECAPS_ZTEST |
4082 WINED3DLINECAPS_BLEND |
4083 WINED3DLINECAPS_ALPHACMP |
4084 WINED3DLINECAPS_FOG;
4085 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4086 * idea how generating the smoothing alpha values works; the result is different
4089 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4090 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4092 if (gl_info->supported[EXT_TEXTURE3D])
4093 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4095 pCaps->MaxVolumeExtent = 0;
4097 pCaps->MaxTextureRepeat = 32768;
4098 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4099 pCaps->MaxVertexW = 1.0f;
4101 pCaps->GuardBandLeft = 0.0f;
4102 pCaps->GuardBandTop = 0.0f;
4103 pCaps->GuardBandRight = 0.0f;
4104 pCaps->GuardBandBottom = 0.0f;
4106 pCaps->ExtentsAdjust = 0.0f;
4108 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4109 WINED3DSTENCILCAPS_INCRSAT |
4110 WINED3DSTENCILCAPS_INVERT |
4111 WINED3DSTENCILCAPS_KEEP |
4112 WINED3DSTENCILCAPS_REPLACE |
4113 WINED3DSTENCILCAPS_ZERO;
4114 if (gl_info->supported[EXT_STENCIL_WRAP])
4116 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4117 WINED3DSTENCILCAPS_INCR;
4119 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4121 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4124 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4126 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4127 pCaps->MaxActiveLights = gl_info->limits.lights;
4129 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4130 pCaps->MaxVertexBlendMatrixIndex = 0;
4132 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4133 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4136 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4137 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4138 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4139 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4140 WINED3DVTXPCAPS_LOCALVIEWER |
4141 WINED3DVTXPCAPS_VERTEXFOG |
4142 WINED3DVTXPCAPS_TEXGEN;
4144 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4145 pCaps->MaxVertexIndex = 0xFFFFF;
4146 pCaps->MaxStreams = MAX_STREAMS;
4147 pCaps->MaxStreamStride = 1024;
4149 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4150 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4151 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4152 pCaps->MaxNpatchTessellationLevel = 0;
4153 pCaps->MasterAdapterOrdinal = 0;
4154 pCaps->AdapterOrdinalInGroup = 0;
4155 pCaps->NumberOfAdaptersInGroup = 1;
4157 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4159 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4160 WINED3DPTFILTERCAPS_MAGFPOINT |
4161 WINED3DPTFILTERCAPS_MINFLINEAR |
4162 WINED3DPTFILTERCAPS_MAGFLINEAR;
4163 pCaps->VertexTextureFilterCaps = 0;
4165 memset(&shader_caps, 0, sizeof(shader_caps));
4166 shader_backend = select_shader_backend(adapter, DeviceType);
4167 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4169 memset(&fragment_caps, 0, sizeof(fragment_caps));
4170 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4171 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4173 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4174 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4176 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4177 * Ignore shader model capabilities if disabled in config
4179 if(vs_selected_mode == SHADER_NONE) {
4180 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4181 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4182 pCaps->MaxVertexShaderConst = 0;
4184 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4185 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4188 if(ps_selected_mode == SHADER_NONE) {
4189 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4190 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4191 pCaps->PixelShader1xMaxValue = 0.0f;
4193 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4194 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4197 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4198 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4199 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4201 pCaps->VS20Caps = shader_caps.VS20Caps;
4202 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4203 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4204 pCaps->PS20Caps = shader_caps.PS20Caps;
4205 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4206 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4208 /* The following caps are shader specific, but they are things we cannot detect, or which
4209 * are the same among all shader models. So to avoid code duplication set the shader version
4210 * specific, but otherwise constant caps here
4212 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4213 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4214 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4215 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4216 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4217 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4218 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4220 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4221 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4223 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4225 pCaps->VS20Caps.Caps = 0;
4226 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4227 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4228 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4230 pCaps->MaxVShaderInstructionsExecuted = 65535;
4231 pCaps->MaxVertexShader30InstructionSlots = 0;
4232 } else { /* VS 1.x */
4233 pCaps->VS20Caps.Caps = 0;
4234 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4235 pCaps->VS20Caps.NumTemps = 0;
4236 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4238 pCaps->MaxVShaderInstructionsExecuted = 0;
4239 pCaps->MaxVertexShader30InstructionSlots = 0;
4242 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4243 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4244 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4246 /* 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 */
4247 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4248 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4249 WINED3DPS20CAPS_PREDICATION |
4250 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4251 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4252 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4253 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4254 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4255 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4257 pCaps->MaxPShaderInstructionsExecuted = 65535;
4258 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4259 adapter->gl_info.limits.arb_ps_instructions);
4261 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4263 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4264 pCaps->PS20Caps.Caps = 0;
4265 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4266 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4267 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4268 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4270 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4271 pCaps->MaxPixelShader30InstructionSlots = 0;
4272 } else { /* PS 1.x */
4273 pCaps->PS20Caps.Caps = 0;
4274 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4275 pCaps->PS20Caps.NumTemps = 0;
4276 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4277 pCaps->PS20Caps.NumInstructionSlots = 0;
4279 pCaps->MaxPShaderInstructionsExecuted = 0;
4280 pCaps->MaxPixelShader30InstructionSlots = 0;
4283 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4284 /* OpenGL supports all the formats below, perhaps not always
4285 * without conversion, but it supports them.
4286 * Further GLSL doesn't seem to have an official unsigned type so
4287 * don't advertise it yet as I'm not sure how we handle it.
4288 * We might need to add some clamping in the shader engine to
4290 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4291 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4292 WINED3DDTCAPS_UBYTE4N |
4293 WINED3DDTCAPS_SHORT2N |
4294 WINED3DDTCAPS_SHORT4N;
4295 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4297 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4298 WINED3DDTCAPS_FLOAT16_4;
4301 pCaps->DeclTypes = 0;
4303 /* Set DirectDraw helper Caps */
4304 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4305 WINEDDCKEYCAPS_SRCBLT;
4306 fx_caps = WINEDDFXCAPS_BLTALPHA |
4307 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4308 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4309 WINEDDFXCAPS_BLTROTATION90 |
4310 WINEDDFXCAPS_BLTSHRINKX |
4311 WINEDDFXCAPS_BLTSHRINKXN |
4312 WINEDDFXCAPS_BLTSHRINKY |
4313 WINEDDFXCAPS_BLTSHRINKXN |
4314 WINEDDFXCAPS_BLTSTRETCHX |
4315 WINEDDFXCAPS_BLTSTRETCHXN |
4316 WINEDDFXCAPS_BLTSTRETCHY |
4317 WINEDDFXCAPS_BLTSTRETCHYN;
4318 blit_caps = WINEDDCAPS_BLT |
4319 WINEDDCAPS_BLTCOLORFILL |
4320 WINEDDCAPS_BLTDEPTHFILL |
4321 WINEDDCAPS_BLTSTRETCH |
4322 WINEDDCAPS_CANBLTSYSMEM |
4323 WINEDDCAPS_CANCLIP |
4324 WINEDDCAPS_CANCLIPSTRETCHED |
4325 WINEDDCAPS_COLORKEY |
4326 WINEDDCAPS_COLORKEYHWASSIST |
4327 WINEDDCAPS_ALIGNBOUNDARYSRC;
4329 /* Fill the ddraw caps structure */
4330 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4331 WINEDDCAPS_PALETTE |
4333 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4334 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4335 WINEDDCAPS2_PRIMARYGAMMA |
4336 WINEDDCAPS2_WIDESURFACES |
4337 WINEDDCAPS2_CANRENDERWINDOWED;
4338 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4339 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4340 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4341 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4342 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4343 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4344 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4345 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4346 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4348 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4349 WINEDDSCAPS_BACKBUFFER |
4351 WINEDDSCAPS_FRONTBUFFER |
4352 WINEDDSCAPS_OFFSCREENPLAIN |
4353 WINEDDSCAPS_PALETTE |
4354 WINEDDSCAPS_PRIMARYSURFACE |
4355 WINEDDSCAPS_SYSTEMMEMORY |
4356 WINEDDSCAPS_VIDEOMEMORY |
4357 WINEDDSCAPS_VISIBLE;
4358 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4360 /* Set D3D caps if OpenGL is available. */
4361 if (adapter->opengl)
4363 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4364 WINEDDSCAPS_MIPMAP |
4365 WINEDDSCAPS_TEXTURE |
4366 WINEDDSCAPS_ZBUFFER;
4367 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4373 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4374 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4375 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4377 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4378 IWineD3DDeviceImpl *object;
4381 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4382 "parent %p, device_parent %p, device %p.\n",
4383 iface, adapter_idx, device_type, focus_window, flags,
4384 parent, device_parent, device);
4386 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4387 * number and create a device without a 3D adapter for 2D only operation. */
4388 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4390 return WINED3DERR_INVALIDCALL;
4393 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4396 ERR("Failed to allocate device memory.\n");
4397 return E_OUTOFMEMORY;
4400 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4403 WARN("Failed to initialize device, hr %#x.\n", hr);
4404 HeapFree(GetProcessHeap(), 0, object);
4408 TRACE("Created device %p.\n", object);
4409 *device = (IWineD3DDevice *)object;
4411 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4416 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4417 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4418 IUnknown_AddRef(This->parent);
4419 *pParent = This->parent;
4423 static void WINE_GLAPI invalid_func(const void *data)
4425 ERR("Invalid vertex attribute function called\n");
4429 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4431 ERR("Invalid texcoord function called\n");
4435 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4436 * the extension detection and are used in drawStridedSlow
4438 static void WINE_GLAPI position_d3dcolor(const void *data)
4440 DWORD pos = *((const DWORD *)data);
4442 FIXME("Add a test for fixed function position from d3dcolor type\n");
4443 glVertex4s(D3DCOLOR_B_R(pos),
4449 static void WINE_GLAPI position_float4(const void *data)
4451 const GLfloat *pos = data;
4453 if (pos[3] != 0.0f && pos[3] != 1.0f)
4455 float w = 1.0f / pos[3];
4457 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4465 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4467 DWORD diffuseColor = *((const DWORD *)data);
4469 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4470 D3DCOLOR_B_G(diffuseColor),
4471 D3DCOLOR_B_B(diffuseColor),
4472 D3DCOLOR_B_A(diffuseColor));
4475 static void WINE_GLAPI specular_d3dcolor(const void *data)
4477 DWORD specularColor = *((const DWORD *)data);
4478 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4479 D3DCOLOR_B_G(specularColor),
4480 D3DCOLOR_B_B(specularColor)};
4482 specular_func_3ubv(d);
4485 static void WINE_GLAPI warn_no_specular_func(const void *data)
4487 WARN("GL_EXT_secondary_color not supported\n");
4490 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4492 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4493 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4494 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4495 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4496 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4497 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4498 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4499 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4500 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4501 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4502 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4503 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4504 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4505 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4506 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4507 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4508 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4510 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4511 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4512 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4513 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4514 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4515 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4516 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4517 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4518 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4519 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4520 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4521 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4522 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4523 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4524 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4525 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4526 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4528 /* No 4 component entry points here */
4529 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4530 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4531 if (gl_info->supported[EXT_SECONDARY_COLOR])
4533 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4537 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4539 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4540 if (gl_info->supported[EXT_SECONDARY_COLOR])
4542 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4543 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4547 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4549 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4550 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4551 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4552 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4553 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4554 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4555 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4556 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4557 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4558 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4559 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4560 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4562 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4563 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4565 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4566 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4567 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4568 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4569 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4570 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4571 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4572 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4573 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4574 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4575 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4576 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4577 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4578 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4579 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4580 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4581 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4583 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4584 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4585 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4586 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4587 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4588 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4589 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4590 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4591 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4592 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4593 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4594 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4595 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4596 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4597 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4598 if (gl_info->supported[NV_HALF_FLOAT])
4600 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4601 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4602 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4604 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4605 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4609 BOOL InitAdapters(IWineD3DImpl *This)
4611 static HMODULE mod_gl;
4613 int ps_selected_mode, vs_selected_mode;
4615 /* No need to hold any lock. The calling library makes sure only one thread calls
4616 * wined3d simultaneously
4619 TRACE("Initializing adapters\n");
4622 #ifdef USE_WIN32_OPENGL
4623 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4624 mod_gl = LoadLibraryA("opengl32.dll");
4626 ERR("Can't load opengl32.dll!\n");
4630 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4631 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4632 mod_gl = GetModuleHandleA("gdi32.dll");
4636 /* Load WGL core functions from opengl32.dll */
4637 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4641 if(!pwglGetProcAddress) {
4642 ERR("Unable to load wglGetProcAddress!\n");
4646 /* Dynamically load all GL core functions */
4650 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4651 * otherwise because we have to use winex11.drv's override
4653 #ifdef USE_WIN32_OPENGL
4654 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4655 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4657 wglFinish = (void*)pwglGetProcAddress("wglFinish");
4658 wglFlush = (void*)pwglGetProcAddress("wglFlush");
4661 glEnableWINE = glEnable;
4662 glDisableWINE = glDisable;
4664 /* For now only one default adapter */
4666 struct wined3d_adapter *adapter = &This->adapters[0];
4667 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4668 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4672 WineD3D_PixelFormat *cfgs;
4673 DISPLAY_DEVICEW DisplayDevice;
4676 TRACE("Initializing default adapter\n");
4678 adapter->monitorPoint.x = -1;
4679 adapter->monitorPoint.y = -1;
4681 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4683 ERR("Failed to get a gl context for default adapter\n");
4687 ret = IWineD3DImpl_FillGLCaps(&adapter->driver_info, &adapter->gl_info);
4689 ERR("Failed to initialize gl caps for default adapter\n");
4690 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4693 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
4695 ERR("Failed to init gl formats\n");
4696 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4700 hdc = fake_gl_ctx.dc;
4702 /* Use the VideoRamSize registry setting when set */
4703 if(wined3d_settings.emulated_textureram)
4704 adapter->TextureRam = wined3d_settings.emulated_textureram;
4706 adapter->TextureRam = adapter->gl_info.vidmem;
4707 adapter->UsedTextureRam = 0;
4708 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4710 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4711 DisplayDevice.cb = sizeof(DisplayDevice);
4712 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4713 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4714 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4716 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
4723 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4724 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4726 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4727 cfgs = adapter->cfgs;
4728 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4729 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4730 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4731 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4732 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4733 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4734 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4735 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4736 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4737 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4739 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4741 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4746 /* Cache the pixel format */
4747 cfgs->iPixelFormat = iPixelFormat;
4748 cfgs->redSize = values[0];
4749 cfgs->greenSize = values[1];
4750 cfgs->blueSize = values[2];
4751 cfgs->alphaSize = values[3];
4752 cfgs->depthSize = values[4];
4753 cfgs->stencilSize = values[5];
4754 cfgs->windowDrawable = values[6];
4755 cfgs->iPixelType = values[7];
4756 cfgs->doubleBuffer = values[8];
4757 cfgs->auxBuffers = values[9];
4759 cfgs->pbufferDrawable = FALSE;
4760 /* Check for pbuffer support when it is around as
4761 * wglGetPixelFormatAttribiv fails for unknown attributes. */
4762 if (gl_info->supported[WGL_ARB_PBUFFER])
4764 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4766 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4767 cfgs->pbufferDrawable = value;
4770 cfgs->numSamples = 0;
4771 /* Check multisample support */
4772 if (gl_info->supported[ARB_MULTISAMPLE])
4774 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4776 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4777 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4778 * value[1] = number of multi sample buffers*/
4780 cfgs->numSamples = value[1];
4784 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);
4790 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4791 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4792 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4794 cfgs = adapter->cfgs;
4795 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4797 PIXELFORMATDESCRIPTOR ppfd;
4799 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4803 /* We only want HW acceleration using an OpenGL ICD driver.
4804 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4805 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4807 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4809 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4813 cfgs->iPixelFormat = iPixelFormat;
4814 cfgs->redSize = ppfd.cRedBits;
4815 cfgs->greenSize = ppfd.cGreenBits;
4816 cfgs->blueSize = ppfd.cBlueBits;
4817 cfgs->alphaSize = ppfd.cAlphaBits;
4818 cfgs->depthSize = ppfd.cDepthBits;
4819 cfgs->stencilSize = ppfd.cStencilBits;
4820 cfgs->pbufferDrawable = 0;
4821 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4822 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4823 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4824 cfgs->auxBuffers = ppfd.cAuxBuffers;
4825 cfgs->numSamples = 0;
4827 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);
4832 /* 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 */
4835 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4837 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4838 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4843 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4844 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4845 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4846 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4847 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4848 * driver is allowed to consume more bits EXCEPT for stencil bits.
4850 * Mark an adapter with this broken stencil behavior.
4852 adapter->brokenStencil = TRUE;
4853 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4855 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4856 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4857 adapter->brokenStencil = FALSE;
4862 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4864 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4865 fillGLAttribFuncs(&adapter->gl_info);
4866 adapter->opengl = TRUE;
4868 This->adapter_count = 1;
4869 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4874 /* Initialize an adapter for ddraw-only memory counting */
4875 memset(This->adapters, 0, sizeof(This->adapters));
4876 This->adapters[0].num = 0;
4877 This->adapters[0].opengl = FALSE;
4878 This->adapters[0].monitorPoint.x = -1;
4879 This->adapters[0].monitorPoint.y = -1;
4881 This->adapters[0].driver_info.name = "Display";
4882 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
4883 if(wined3d_settings.emulated_textureram) {
4884 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4886 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4889 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4891 This->adapter_count = 1;
4895 /**********************************************************
4896 * IWineD3D VTbl follows
4897 **********************************************************/
4899 const IWineD3DVtbl IWineD3D_Vtbl =
4902 IWineD3DImpl_QueryInterface,
4903 IWineD3DImpl_AddRef,
4904 IWineD3DImpl_Release,
4906 IWineD3DImpl_GetParent,
4907 IWineD3DImpl_GetAdapterCount,
4908 IWineD3DImpl_RegisterSoftwareDevice,
4909 IWineD3DImpl_GetAdapterMonitor,
4910 IWineD3DImpl_GetAdapterModeCount,
4911 IWineD3DImpl_EnumAdapterModes,
4912 IWineD3DImpl_GetAdapterDisplayMode,
4913 IWineD3DImpl_GetAdapterIdentifier,
4914 IWineD3DImpl_CheckDeviceMultiSampleType,
4915 IWineD3DImpl_CheckDepthStencilMatch,
4916 IWineD3DImpl_CheckDeviceType,
4917 IWineD3DImpl_CheckDeviceFormat,
4918 IWineD3DImpl_CheckDeviceFormatConversion,
4919 IWineD3DImpl_GetDeviceCaps,
4920 IWineD3DImpl_CreateDevice
4923 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
4925 const struct wined3d_parent_ops wined3d_null_parent_ops =
4927 wined3d_null_wined3d_object_destroyed,