2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
42 /* Extension detection */
44 const char *extension_string;
45 GL_SupportedExt extension;
49 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
50 {"GL_APPLE_fence", APPLE_FENCE, 0 },
51 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
52 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
56 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
57 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
58 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
59 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
60 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
63 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
64 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
65 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
66 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 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_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
76 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
77 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
78 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
79 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
80 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
81 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
82 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
83 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
84 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
85 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
86 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
87 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
88 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
89 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
90 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
93 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
94 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
95 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
96 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
97 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
98 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
99 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
100 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
101 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
102 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
103 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
104 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
105 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
106 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
107 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
108 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
109 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
110 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
111 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
112 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
113 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
114 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
115 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
116 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
117 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
118 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
119 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
122 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
123 {"GL_NV_fence", NV_FENCE, 0 },
124 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
125 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
126 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
127 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
128 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
129 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
130 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
131 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
132 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
133 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
134 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
135 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
136 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
137 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
138 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
139 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
140 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
143 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
146 /**********************************************************
147 * Utility functions follow
148 **********************************************************/
151 static int numAdapters = 0;
152 static struct WineD3DAdapter Adapters[1];
154 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
155 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
156 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
157 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
160 const int minLookup[MAX_LOOKUPS] =
162 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
165 const int maxLookup[MAX_LOOKUPS] =
167 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
170 DWORD *stateLookup[MAX_LOOKUPS];
172 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
173 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
178 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
181 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
182 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
184 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
187 /* drawStridedSlow attributes */
188 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
189 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
190 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
191 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
192 glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
195 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
196 * i.e., there is no GL Context - Get a default rendering context to enable the
197 * function query some info from GL.
200 static int wined3d_fake_gl_context_ref = 0;
201 static BOOL wined3d_fake_gl_context_foreign;
202 static BOOL wined3d_fake_gl_context_available = FALSE;
203 static HDC wined3d_fake_gl_context_hdc = NULL;
204 static HWND wined3d_fake_gl_context_hwnd = NULL;
206 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
207 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
209 0, 0, &wined3d_fake_gl_context_cs,
210 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
211 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
212 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
214 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
216 static void WineD3D_ReleaseFakeGLContext(void) {
219 EnterCriticalSection(&wined3d_fake_gl_context_cs);
221 if(!wined3d_fake_gl_context_available) {
222 TRACE_(d3d_caps)("context not available\n");
223 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
227 glCtx = pwglGetCurrentContext();
229 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
230 if (0 == (--wined3d_fake_gl_context_ref) ) {
231 if(!wined3d_fake_gl_context_foreign && glCtx) {
232 TRACE_(d3d_caps)("destroying fake GL context\n");
233 pwglMakeCurrent(NULL, NULL);
234 pwglDeleteContext(glCtx);
236 if(wined3d_fake_gl_context_hdc)
237 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
238 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
239 if(wined3d_fake_gl_context_hwnd)
240 DestroyWindow(wined3d_fake_gl_context_hwnd);
241 wined3d_fake_gl_context_hwnd = NULL;
242 wined3d_fake_gl_context_available = FALSE;
244 assert(wined3d_fake_gl_context_ref >= 0);
246 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
249 static BOOL WineD3D_CreateFakeGLContext(void) {
252 EnterCriticalSection(&wined3d_fake_gl_context_cs);
254 TRACE("getting context...\n");
255 if(wined3d_fake_gl_context_ref > 0) goto ret;
256 assert(0 == wined3d_fake_gl_context_ref);
258 wined3d_fake_gl_context_foreign = TRUE;
260 glCtx = pwglGetCurrentContext();
262 PIXELFORMATDESCRIPTOR pfd;
265 wined3d_fake_gl_context_foreign = FALSE;
267 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
268 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
269 if(!wined3d_fake_gl_context_hwnd) {
270 ERR("HWND creation failed!\n");
273 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
274 if(!wined3d_fake_gl_context_hdc) {
275 ERR("GetDC failed!\n");
279 /* PixelFormat selection */
280 ZeroMemory(&pfd, sizeof(pfd));
281 pfd.nSize = sizeof(pfd);
283 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
284 pfd.iPixelType = PFD_TYPE_RGBA;
286 pfd.iLayerType = PFD_MAIN_PLANE;
288 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
290 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
291 ERR("Can't find a suitable iPixelFormat\n");
294 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
295 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
297 /* Create a GL context */
298 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
300 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
304 /* Make it the current GL context */
305 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
306 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
312 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
313 wined3d_fake_gl_context_ref++;
314 wined3d_fake_gl_context_available = TRUE;
315 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
318 if(wined3d_fake_gl_context_hdc)
319 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
320 wined3d_fake_gl_context_hdc = NULL;
321 if(wined3d_fake_gl_context_hwnd)
322 DestroyWindow(wined3d_fake_gl_context_hwnd);
323 wined3d_fake_gl_context_hwnd = NULL;
324 if(glCtx) pwglDeleteContext(glCtx);
325 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
329 /* Adjust the amount of used texture memory */
330 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
331 UINT Adapter = D3DDevice->adapterNo;
333 Adapters[Adapter].UsedTextureRam += glram;
334 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
335 return Adapters[Adapter].UsedTextureRam;
338 /**********************************************************
339 * IUnknown parts follows
340 **********************************************************/
342 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
344 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
346 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
347 if (IsEqualGUID(riid, &IID_IUnknown)
348 || IsEqualGUID(riid, &IID_IWineD3DBase)
349 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
350 IUnknown_AddRef(iface);
355 return E_NOINTERFACE;
358 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
359 IWineD3DImpl *This = (IWineD3DImpl *)iface;
360 ULONG refCount = InterlockedIncrement(&This->ref);
362 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
366 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
369 TRACE("(%p) : Releasing from %d\n", This, This->ref);
370 ref = InterlockedDecrement(&This->ref);
372 HeapFree(GetProcessHeap(), 0, This);
378 /* Set the shader type for this device, depending on the given capabilities,
379 * the device type, and the user preferences in wined3d_settings */
381 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
383 if (wined3d_settings.vs_mode == VS_NONE) {
384 *vs_selected = SHADER_NONE;
385 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
386 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
387 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
388 * shaders only on this card. */
389 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
390 *vs_selected = SHADER_ARB;
392 *vs_selected = SHADER_GLSL;
393 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
394 *vs_selected = SHADER_ARB;
396 *vs_selected = SHADER_NONE;
399 if (wined3d_settings.ps_mode == PS_NONE) {
400 *ps_selected = SHADER_NONE;
401 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
402 *ps_selected = SHADER_GLSL;
403 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
404 *ps_selected = SHADER_ARB;
405 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
406 *ps_selected = SHADER_ATI;
408 *ps_selected = SHADER_NONE;
412 /** Select the number of report maximum shader constants based on the selected shader modes */
413 static void select_shader_max_constants(
414 int ps_selected_mode,
415 int vs_selected_mode,
416 WineD3D_GL_Info *gl_info) {
418 switch (vs_selected_mode) {
420 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
421 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
424 /* We have to subtract any other PARAMs that we might use in our shader programs.
425 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
426 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
427 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
430 gl_info->max_vshader_constantsF = 0;
434 switch (ps_selected_mode) {
436 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
437 * In theory the texbem instruction may need one more shader constant too. But lets assume
438 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
439 * and lets not take away a uniform needlessly from all other shaders.
441 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
444 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
445 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
447 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
450 gl_info->max_pshader_constantsF = 0;
455 /**********************************************************
456 * IWineD3D parts follows
457 **********************************************************/
459 #define GLINFO_LOCATION (*gl_info)
460 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
464 const char *testcode =
466 "PARAM C[66] = { program.env[0..65] };\n"
468 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
469 "ARL A0.x, zero.x;\n"
470 "MOV result.position, C[A0.x + 65];\n"
474 GL_EXTCALL(glGenProgramsARB(1, &prog));
476 ERR("Failed to create an ARB offset limit test program\n");
478 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
479 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
480 strlen(testcode), testcode));
481 if(glGetError() != 0) {
482 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
483 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
485 } else TRACE("OpenGL implementation allows offsets > 63\n");
487 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
488 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
489 checkGLcall("ARB vp offset limit test cleanup\n");
494 static DWORD ver_for_ext(GL_SupportedExt ext)
497 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
498 if(EXTENSION_MAP[i].extension == ext) {
499 return EXTENSION_MAP[i].version;
505 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
506 const char *GL_Extensions = NULL;
507 const char *WGL_Extensions = NULL;
508 const char *gl_string = NULL;
509 const char *gl_string_cursor = NULL;
511 GLfloat gl_floatv[2];
512 int major = 1, minor = 0;
513 BOOL return_value = TRUE;
516 unsigned int vidmem=0;
518 TRACE_(d3d_caps)("(%p)\n", gl_info);
522 gl_string = (const char *) glGetString(GL_RENDERER);
523 if (!gl_string) gl_string = "None";
524 strcpy(gl_info->gl_renderer, gl_string);
526 gl_string = (const char *) glGetString(GL_VENDOR);
527 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
528 if (gl_string != NULL) {
529 /* Fill in the GL vendor */
530 if (strstr(gl_string, "NVIDIA")) {
531 gl_info->gl_vendor = VENDOR_NVIDIA;
532 } else if (strstr(gl_string, "ATI")) {
533 gl_info->gl_vendor = VENDOR_ATI;
534 } else if (strstr(gl_string, "Intel(R)") ||
535 strstr(gl_info->gl_renderer, "Intel(R)") ||
536 strstr(gl_string, "Intel Inc.")) {
537 gl_info->gl_vendor = VENDOR_INTEL;
538 } else if (strstr(gl_string, "Mesa")) {
539 gl_info->gl_vendor = VENDOR_MESA;
541 gl_info->gl_vendor = VENDOR_WINE;
544 gl_info->gl_vendor = VENDOR_WINE;
548 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
550 /* Parse the GL_VERSION field into major and minor information */
551 gl_string = (const char *) glGetString(GL_VERSION);
552 if (gl_string != NULL) {
554 /* First, parse the generic opengl version. This is supposed not to be convoluted with
555 * driver specific information
557 gl_string_cursor = gl_string;
558 major = atoi(gl_string_cursor);
560 ERR("Invalid opengl major version: %d\n", major);
562 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
565 if (*gl_string_cursor++ != '.') {
566 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
568 minor = atoi(gl_string_cursor);
569 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
570 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
572 /* Now parse the driver specific string which we'll report to the app */
573 switch (gl_info->gl_vendor) {
575 gl_string_cursor = strstr(gl_string, "NVIDIA");
576 if (!gl_string_cursor) {
577 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
581 gl_string_cursor = strstr(gl_string_cursor, " ");
582 if (!gl_string_cursor) {
583 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
587 while (*gl_string_cursor == ' ') {
591 if (!*gl_string_cursor) {
592 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
596 major = atoi(gl_string_cursor);
597 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
601 if (*gl_string_cursor++ != '.') {
602 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
606 minor = atoi(gl_string_cursor);
607 minor = major*100+minor;
614 gl_string_cursor = strchr(gl_string, '-');
615 if (gl_string_cursor) {
619 /* Check if version number is of the form x.y.z */
620 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
622 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
624 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
626 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
629 /* Mark version number as malformed */
631 gl_string_cursor = 0;
634 if (!gl_string_cursor)
635 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
637 major = *gl_string_cursor - '0';
638 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
643 /* Apple and Mesa version strings look differently, but both provide intel drivers */
644 if(strstr(gl_string, "APPLE")) {
645 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
646 * We only need the first part, and use the APPLE as identification
649 gl_string_cursor = gl_string;
650 major = atoi(gl_string_cursor);
651 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
655 if (*gl_string_cursor++ != '.') {
656 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
660 minor = atoi(gl_string_cursor);
665 gl_string_cursor = strstr(gl_string, "Mesa");
666 gl_string_cursor = strstr(gl_string_cursor, " ");
667 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
668 if (*gl_string_cursor) {
672 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
673 tmp[cursor++] = *gl_string_cursor;
679 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
683 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
684 tmp[cursor++] = *gl_string_cursor;
696 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
697 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
698 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
699 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
701 FIXME("OpenGL driver did not return version information\n");
702 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
703 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
706 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
709 * Initialize openGL extension related variables
710 * with Default values
712 memset(gl_info->supported, 0, sizeof(gl_info->supported));
713 gl_info->max_buffers = 1;
714 gl_info->max_textures = 1;
715 gl_info->max_texture_stages = 1;
716 gl_info->max_fragment_samplers = 1;
717 gl_info->max_vertex_samplers = 0;
718 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
719 gl_info->max_sampler_stages = 1;
720 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
721 gl_info->ps_arb_max_temps = 0;
722 gl_info->ps_arb_max_instructions = 0;
723 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
724 gl_info->vs_arb_max_temps = 0;
725 gl_info->vs_arb_max_instructions = 0;
726 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
727 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
728 gl_info->vs_glsl_constantsF = 0;
729 gl_info->ps_glsl_constantsF = 0;
730 gl_info->vs_arb_constantsF = 0;
731 gl_info->ps_arb_constantsF = 0;
733 /* Retrieve opengl defaults */
734 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
735 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
736 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
738 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
739 gl_info->max_lights = gl_max;
740 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
742 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
743 gl_info->max_texture_size = gl_max;
744 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
746 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
747 gl_info->max_pointsizemin = gl_floatv[0];
748 gl_info->max_pointsize = gl_floatv[1];
749 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
751 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
752 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
753 TRACE_(d3d_caps)("GL_Extensions reported:\n");
755 if (NULL == GL_Extensions) {
756 ERR(" GL_Extensions returns NULL\n");
758 while (*GL_Extensions != 0x00) {
763 while (isspace(*GL_Extensions)) GL_Extensions++;
764 Start = GL_Extensions;
765 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
769 len = GL_Extensions - Start;
770 if (len == 0 || len >= sizeof(ThisExtn))
773 memcpy(ThisExtn, Start, len);
774 ThisExtn[len] = '\0';
775 TRACE_(d3d_caps)("- %s\n", ThisExtn);
777 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
778 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
779 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
780 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
788 /* Now work out what GL support this card really has */
789 #define USE_GL_FUNC(type, pfn, ext, replace) { \
790 DWORD ver = ver_for_ext(ext); \
791 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
792 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
793 else gl_info->pfn = NULL; \
798 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
803 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
804 * loading the functions, otherwise the code above will load the extension entry points instead of the
805 * core functions, which may not work
807 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
808 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
809 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
810 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
811 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
815 if (gl_info->supported[APPLE_FENCE]) {
816 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
817 * The apple extension interacts with some other apple exts. Disable the NV
818 * extension if the apple one is support to prevent confusion in other parts
821 gl_info->supported[NV_FENCE] = FALSE;
823 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
824 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
826 * The enums are the same:
827 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
828 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
829 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
830 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
831 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
833 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
834 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
835 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
837 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
838 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
839 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
842 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
843 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
844 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
846 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
847 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
848 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
849 * are supported. The nv extensions provide the same functionality as the
850 * ATI one, and a bit more(signed pixelformats)
852 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
855 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
856 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
857 gl_info->max_buffers = gl_max;
858 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
860 if (gl_info->supported[ARB_MULTITEXTURE]) {
861 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
862 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
863 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
865 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
867 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
868 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
870 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
872 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
874 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
876 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
877 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
879 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
881 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
883 if (gl_info->supported[ARB_VERTEX_SHADER]) {
885 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
886 gl_info->max_vertex_samplers = tmp;
887 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
888 gl_info->max_combined_samplers = tmp;
890 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
891 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
892 * an issue because then the sampler setup only depends on the two shaders. If a pixel
893 * shader is used with fixed function vertex processing we're fine too because fixed function
894 * vertex processing doesn't use any samplers. If fixed function fragment processing is
895 * used we have to make sure that all vertex sampler setups are valid together with all
896 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
897 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
898 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
899 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
900 * a fixed function pipeline anymore.
902 * So this is just a check to check that our assumption holds true. If not, write a warning
903 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
905 if(gl_info->max_vertex_samplers &&
906 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
907 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
908 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
909 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
910 if( gl_info->max_combined_samplers > MAX_TEXTURES )
911 gl_info->max_vertex_samplers =
912 gl_info->max_combined_samplers - MAX_TEXTURES;
914 gl_info->max_vertex_samplers = 0;
917 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
919 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
920 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
922 if (gl_info->supported[ARB_VERTEX_BLEND]) {
923 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
924 gl_info->max_blends = gl_max;
925 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
927 if (gl_info->supported[EXT_TEXTURE3D]) {
928 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
929 gl_info->max_texture3d_size = gl_max;
930 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
932 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
933 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
934 gl_info->max_anisotropy = gl_max;
935 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
937 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
938 gl_info->ps_arb_version = PS_VERSION_11;
939 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
940 gl_info->ps_arb_constantsF = gl_max;
941 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
942 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
943 gl_info->ps_arb_max_temps = gl_max;
944 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
945 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
946 gl_info->ps_arb_max_instructions = gl_max;
947 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
949 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
950 gl_info->vs_arb_version = VS_VERSION_11;
951 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
952 gl_info->vs_arb_constantsF = gl_max;
953 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
954 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
955 gl_info->vs_arb_max_temps = gl_max;
956 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
957 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
958 gl_info->vs_arb_max_instructions = gl_max;
959 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
961 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
963 if (gl_info->supported[ARB_VERTEX_SHADER]) {
964 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
965 gl_info->vs_glsl_constantsF = gl_max / 4;
966 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
968 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
969 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
970 gl_info->ps_glsl_constantsF = gl_max / 4;
971 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
972 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
973 gl_info->max_glsl_varyings = gl_max;
974 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
976 if (gl_info->supported[EXT_VERTEX_SHADER]) {
977 gl_info->vs_ati_version = VS_VERSION_11;
979 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
980 gl_info->vs_nv_version = VS_VERSION_30;
981 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
982 gl_info->vs_nv_version = VS_VERSION_20;
983 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
984 gl_info->vs_nv_version = VS_VERSION_11;
985 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
986 gl_info->vs_nv_version = VS_VERSION_10;
988 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
989 gl_info->ps_nv_version = PS_VERSION_30;
990 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
991 gl_info->ps_nv_version = PS_VERSION_20;
993 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
994 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
996 gl_info->max_shininess = 128.0;
998 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
999 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
1000 * This saves a few redundant glDisable calls
1002 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1004 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1005 /* Disable NV_register_combiners and fragment shader if this is supported.
1006 * generally the NV extensions are preferred over the ATI ones, and this
1007 * extension is disabled if register_combiners and texture_shader2 are both
1008 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1009 * fragment processing support
1011 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1012 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1013 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1014 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1015 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1019 checkGLcall("extension detection\n");
1021 /* In some cases the number of texture stages can be larger than the number
1022 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1023 * shaders), but 8 texture stages (register combiners). */
1024 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1026 /* We can only use ORM_FBO when the hardware supports it. */
1027 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1028 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1029 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1032 /* MRTs are currently only supported when FBOs are used. */
1033 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1034 gl_info->max_buffers = 1;
1037 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1038 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1039 * in case of the latest videocards in the number of pixel/vertex pipelines.
1041 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1042 * rendering. Various games use this information to get a rough estimation of the features of the card
1043 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1044 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1045 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1048 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1049 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1050 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1051 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1052 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1053 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1054 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1057 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1058 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1059 * similar 3d features.
1061 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1062 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1063 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1064 * won't pass we return a default card. This way is better than maintaining a full card database as even
1065 * without a full database we can return a card with similar features. Second the size of the database
1066 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1067 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1068 * to distinguishes between different models from that family.
1070 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1071 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1072 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1073 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1074 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1075 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1076 * memory behind our backs if really needed.
1077 * Note that the amount of video memory can be overruled using a registry setting.
1079 switch (gl_info->gl_vendor) {
1081 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1082 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1084 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1085 /* Geforce GTX - highend */
1086 if(strstr(gl_info->gl_renderer, "GTX 280")) {
1087 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1090 /* Geforce9 - highend */
1091 else if(strstr(gl_info->gl_renderer, "9800")) {
1092 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1095 /* Geforce9 - midend */
1096 else if(strstr(gl_info->gl_renderer, "9600")) {
1097 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1098 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1100 /* Geforce8 - highend */
1101 else if (strstr(gl_info->gl_renderer, "8800")) {
1102 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1103 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1105 /* Geforce8 - midend mobile */
1106 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1107 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1110 /* Geforce8 - midend */
1111 else if(strstr(gl_info->gl_renderer, "8600") ||
1112 strstr(gl_info->gl_renderer, "8700"))
1114 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1117 /* Geforce8 - lowend */
1118 else if(strstr(gl_info->gl_renderer, "8300") ||
1119 strstr(gl_info->gl_renderer, "8400") ||
1120 strstr(gl_info->gl_renderer, "8500"))
1122 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1123 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1125 /* Geforce7 - highend */
1126 else if(strstr(gl_info->gl_renderer, "7800") ||
1127 strstr(gl_info->gl_renderer, "7900") ||
1128 strstr(gl_info->gl_renderer, "7950") ||
1129 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1130 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1132 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1133 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1135 /* Geforce7 midend */
1136 else if(strstr(gl_info->gl_renderer, "7600") ||
1137 strstr(gl_info->gl_renderer, "7700")) {
1138 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1139 vidmem = 256; /* The 7600 uses 256-512MB */
1140 /* Geforce7 lower medium */
1141 } else if(strstr(gl_info->gl_renderer, "7400")) {
1142 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1143 vidmem = 256; /* The 7400 uses 256-512MB */
1145 /* Geforce7 lowend */
1146 else if(strstr(gl_info->gl_renderer, "7300")) {
1147 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1148 vidmem = 256; /* Mac Pros with this card have 256 MB */
1150 /* Geforce6 highend */
1151 else if(strstr(gl_info->gl_renderer, "6800"))
1153 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1154 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1156 /* Geforce6 - midend */
1157 else if(strstr(gl_info->gl_renderer, "6600") ||
1158 strstr(gl_info->gl_renderer, "6610") ||
1159 strstr(gl_info->gl_renderer, "6700"))
1161 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1162 vidmem = 128; /* A 6600GT has 128-256MB */
1164 /* Geforce6/7 lowend */
1166 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1169 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1170 /* GeforceFX - highend */
1171 if (strstr(gl_info->gl_renderer, "5800") ||
1172 strstr(gl_info->gl_renderer, "5900") ||
1173 strstr(gl_info->gl_renderer, "5950") ||
1174 strstr(gl_info->gl_renderer, "Quadro FX"))
1176 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1177 vidmem = 256; /* 5800-5900 cards use 256MB */
1179 /* GeforceFX - midend */
1180 else if(strstr(gl_info->gl_renderer, "5600") ||
1181 strstr(gl_info->gl_renderer, "5650") ||
1182 strstr(gl_info->gl_renderer, "5700") ||
1183 strstr(gl_info->gl_renderer, "5750"))
1185 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1186 vidmem = 128; /* A 5600 uses 128-256MB */
1188 /* GeforceFX - lowend */
1190 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1191 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1193 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1194 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1195 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1196 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1199 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1200 vidmem = 64; /* Geforce3 cards have 64-128MB */
1202 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1203 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1204 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1205 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1207 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1208 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1209 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1211 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1212 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1213 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1216 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1217 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1220 if (strstr(gl_info->gl_renderer, "TNT2")) {
1221 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1222 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1225 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1226 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1231 if(WINE_D3D9_CAPABLE(gl_info)) {
1232 /* Radeon R6xx HD2900/HD3800 - highend */
1233 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1234 strstr(gl_info->gl_renderer, "HD 3870") ||
1235 strstr(gl_info->gl_renderer, "HD 3850"))
1237 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1238 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1240 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1241 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1242 strstr(gl_info->gl_renderer, "HD 3830") ||
1243 strstr(gl_info->gl_renderer, "HD 3690") ||
1244 strstr(gl_info->gl_renderer, "HD 3650"))
1246 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1247 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1249 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1250 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1251 strstr(gl_info->gl_renderer, "HD 2400") ||
1252 strstr(gl_info->gl_renderer, "HD 3470") ||
1253 strstr(gl_info->gl_renderer, "HD 3450") ||
1254 strstr(gl_info->gl_renderer, "HD 3430"))
1256 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1257 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1259 /* Radeon R6xx/R7xx integrated */
1260 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1261 strstr(gl_info->gl_renderer, "HD 3200") ||
1262 strstr(gl_info->gl_renderer, "HD 3300"))
1264 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1265 vidmem = 128; /* 128MB */
1268 else if (strstr(gl_info->gl_renderer, "X1600") ||
1269 strstr(gl_info->gl_renderer, "X1650") ||
1270 strstr(gl_info->gl_renderer, "X1800") ||
1271 strstr(gl_info->gl_renderer, "X1900") ||
1272 strstr(gl_info->gl_renderer, "X1950"))
1274 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1275 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1277 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1278 else if(strstr(gl_info->gl_renderer, "X700") ||
1279 strstr(gl_info->gl_renderer, "X800") ||
1280 strstr(gl_info->gl_renderer, "X850") ||
1281 strstr(gl_info->gl_renderer, "X1300") ||
1282 strstr(gl_info->gl_renderer, "X1400") ||
1283 strstr(gl_info->gl_renderer, "X1450") ||
1284 strstr(gl_info->gl_renderer, "X1550"))
1286 gl_info->gl_card = CARD_ATI_RADEON_X700;
1287 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1291 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1292 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1294 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1295 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1296 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1297 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1298 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1299 vidmem = 32; /* There are models with up to 64MB */
1301 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1302 vidmem = 16; /* There are 16-32MB models */
1306 if (strstr(gl_info->gl_renderer, "GMA 950") ||
1307 strstr(gl_info->gl_renderer, "945GM")) {
1308 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1309 gl_info->gl_card = CARD_INTEL_I945GM;
1311 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1312 gl_info->gl_card = CARD_INTEL_I915GM;
1313 } else if (strstr(gl_info->gl_renderer, "915G")) {
1314 gl_info->gl_card = CARD_INTEL_I915G;
1315 } else if (strstr(gl_info->gl_renderer, "865G")) {
1316 gl_info->gl_card = CARD_INTEL_I865G;
1317 } else if (strstr(gl_info->gl_renderer, "855G")) {
1318 gl_info->gl_card = CARD_INTEL_I855G;
1319 } else if (strstr(gl_info->gl_renderer, "830G")) {
1320 gl_info->gl_card = CARD_INTEL_I830G;
1322 gl_info->gl_card = CARD_INTEL_I915G;
1328 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1329 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1330 * them a good generic choice.
1332 gl_info->gl_vendor = VENDOR_NVIDIA;
1333 if(WINE_D3D9_CAPABLE(gl_info))
1334 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1335 else if(WINE_D3D8_CAPABLE(gl_info))
1336 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1337 else if(WINE_D3D7_CAPABLE(gl_info))
1338 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1339 else if(WINE_D3D6_CAPABLE(gl_info))
1340 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1342 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1344 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1346 /* If we have an estimate use it, else default to 64MB; */
1348 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1350 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1352 /* Load all the lookup tables */
1353 for (i = 0; i < MAX_LOOKUPS; i++) {
1354 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1357 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1358 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1359 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1360 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1361 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1362 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1363 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1364 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1365 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1366 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1368 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1369 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1370 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1371 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1372 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1375 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1376 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1377 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1378 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1379 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1380 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1381 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1382 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1383 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1384 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1385 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1386 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1387 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1388 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1389 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1391 /* TODO: config lookups */
1393 /* Make sure there's an active HDC else the WGL extensions will fail */
1394 hdc = pwglGetCurrentDC();
1396 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1397 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1399 if (NULL == WGL_Extensions) {
1400 ERR(" WGL_Extensions returns NULL\n");
1402 while (*WGL_Extensions != 0x00) {
1407 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1408 Start = WGL_Extensions;
1409 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1413 len = WGL_Extensions - Start;
1414 if (len == 0 || len >= sizeof(ThisExtn))
1417 memcpy(ThisExtn, Start, len);
1418 ThisExtn[len] = '\0';
1419 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1421 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1422 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1423 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1425 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1426 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1427 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1434 return return_value;
1436 #undef GLINFO_LOCATION
1438 /**********************************************************
1439 * IWineD3D implementation follows
1440 **********************************************************/
1442 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1443 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1445 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1449 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1450 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1451 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1455 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1456 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1458 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1460 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1464 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1467 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1468 of the same bpp but different resolutions */
1470 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1471 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1472 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1473 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1475 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1479 /* TODO: Store modes per adapter and read it from the adapter structure */
1480 if (Adapter == 0) { /* Display */
1484 if (!DEBUG_SINGLE_MODE) {
1487 ZeroMemory(&DevModeW, sizeof(DevModeW));
1488 DevModeW.dmSize = sizeof(DevModeW);
1489 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1493 case WINED3DFMT_UNKNOWN:
1494 /* This is for D3D8, do not enumerate P8 here */
1495 if (DevModeW.dmBitsPerPel == 32 ||
1496 DevModeW.dmBitsPerPel == 16) i++;
1498 case WINED3DFMT_X8R8G8B8:
1499 if (DevModeW.dmBitsPerPel == 32) i++;
1501 case WINED3DFMT_R5G6B5:
1502 if (DevModeW.dmBitsPerPel == 16) i++;
1505 if (DevModeW.dmBitsPerPel == 8) i++;
1508 /* Skip other modes as they do not match the requested format */
1517 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1520 FIXME_(d3d_caps)("Adapter not primary display\n");
1525 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1526 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1527 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1528 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1530 /* Validate the parameters as much as possible */
1531 if (NULL == pMode ||
1532 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1533 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1534 return WINED3DERR_INVALIDCALL;
1537 /* TODO: Store modes per adapter and read it from the adapter structure */
1538 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1544 ZeroMemory(&DevModeW, sizeof(DevModeW));
1545 DevModeW.dmSize = sizeof(DevModeW);
1547 /* If we are filtering to a specific format (D3D9), then need to skip
1548 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1549 just count through the ones with valid bit depths */
1550 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1553 case WINED3DFMT_UNKNOWN:
1554 /* This is D3D8. Do not enumerate P8 here */
1555 if (DevModeW.dmBitsPerPel == 32 ||
1556 DevModeW.dmBitsPerPel == 16) i++;
1558 case WINED3DFMT_X8R8G8B8:
1559 if (DevModeW.dmBitsPerPel == 32) i++;
1561 case WINED3DFMT_R5G6B5:
1562 if (DevModeW.dmBitsPerPel == 16) i++;
1565 if (DevModeW.dmBitsPerPel == 8) i++;
1568 /* Modes that don't match what we support can get an early-out */
1569 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1570 return WINED3DERR_INVALIDCALL;
1575 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1576 return WINED3DERR_INVALIDCALL;
1580 /* Now get the display mode via the calculated index */
1581 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1582 pMode->Width = DevModeW.dmPelsWidth;
1583 pMode->Height = DevModeW.dmPelsHeight;
1584 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1585 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1586 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1588 if (Format == WINED3DFMT_UNKNOWN) {
1589 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1591 pMode->Format = Format;
1594 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1595 return WINED3DERR_INVALIDCALL;
1598 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1599 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1600 DevModeW.dmBitsPerPel);
1602 } else if (DEBUG_SINGLE_MODE) {
1603 /* Return one setting of the format requested */
1604 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1606 pMode->Height = 600;
1607 pMode->RefreshRate = 60;
1608 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1610 FIXME_(d3d_caps)("Adapter not primary display\n");
1616 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1617 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1618 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1620 if (NULL == pMode ||
1621 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1622 return WINED3DERR_INVALIDCALL;
1625 if (Adapter == 0) { /* Display */
1629 ZeroMemory(&DevModeW, sizeof(DevModeW));
1630 DevModeW.dmSize = sizeof(DevModeW);
1632 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1633 pMode->Width = DevModeW.dmPelsWidth;
1634 pMode->Height = DevModeW.dmPelsHeight;
1635 bpp = DevModeW.dmBitsPerPel;
1636 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1637 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1639 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1642 pMode->Format = pixelformat_for_depth(bpp);
1644 FIXME_(d3d_caps)("Adapter not primary display\n");
1647 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1648 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1652 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1653 and fields being inserted in the middle, a new structure is used in place */
1654 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1655 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1656 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1658 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1660 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1661 return WINED3DERR_INVALIDCALL;
1664 /* Return the information requested */
1665 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1666 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1667 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1669 /* Note dx8 doesn't supply a DeviceName */
1670 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1671 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1672 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1673 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1674 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1675 *(pIdentifier->SubSysId) = 0;
1676 *(pIdentifier->Revision) = 0;
1677 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1679 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1681 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1682 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1685 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1687 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1688 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1691 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1692 *(pIdentifier->WHQLLevel) = 0;
1694 *(pIdentifier->WHQLLevel) = 1;
1700 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1701 short redSize, greenSize, blueSize, alphaSize, colorBits;
1706 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1707 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1708 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1712 if(cfg->redSize < redSize)
1715 if(cfg->greenSize < greenSize)
1718 if(cfg->blueSize < blueSize)
1721 if(cfg->alphaSize < alphaSize)
1725 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1726 if(Format == WINED3DFMT_R16F)
1727 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1728 if(Format == WINED3DFMT_G16R16F)
1729 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1730 if(Format == WINED3DFMT_A16B16G16R16F)
1731 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1732 if(Format == WINED3DFMT_R32F)
1733 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1734 if(Format == WINED3DFMT_G32R32F)
1735 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1736 if(Format == WINED3DFMT_A32B32G32R32F)
1737 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1739 /* Probably a color index mode */
1746 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1747 short depthSize, stencilSize;
1748 BOOL lockable = FALSE;
1753 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1754 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1758 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1761 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1762 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1763 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1764 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1767 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1768 * allow more stencil bits than requested. */
1769 if(cfg->stencilSize < stencilSize)
1775 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1776 WINED3DFORMAT AdapterFormat,
1777 WINED3DFORMAT RenderTargetFormat,
1778 WINED3DFORMAT DepthStencilFormat) {
1779 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1781 const WineD3D_PixelFormat *cfgs;
1784 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1786 DeviceType, debug_d3ddevicetype(DeviceType),
1787 AdapterFormat, debug_d3dformat(AdapterFormat),
1788 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1789 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1791 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1792 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1793 return WINED3DERR_INVALIDCALL;
1796 cfgs = Adapters[Adapter].cfgs;
1797 nCfgs = Adapters[Adapter].nCfgs;
1798 for (it = 0; it < nCfgs; ++it) {
1799 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1800 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1801 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1806 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1808 return WINED3DERR_NOTAVAILABLE;
1811 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1812 WINED3DFORMAT SurfaceFormat,
1813 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1815 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1816 const struct GlPixelFormatDesc *glDesc;
1817 const StaticPixelFormatDesc *desc;
1819 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1822 DeviceType, debug_d3ddevicetype(DeviceType),
1823 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1828 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1829 return WINED3DERR_INVALIDCALL;
1832 /* TODO: handle Windowed, add more quality levels */
1834 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1836 /* By default multisampling is disabled right now as it causes issues
1837 * on some Nvidia driver versions and it doesn't work well in combination
1839 if(!wined3d_settings.allow_multisampling)
1840 return WINED3DERR_NOTAVAILABLE;
1842 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1843 if(!desc || !glDesc) {
1844 return WINED3DERR_INVALIDCALL;
1847 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1849 const WineD3D_PixelFormat *cfgs;
1851 cfgs = Adapters[Adapter].cfgs;
1852 nCfgs = Adapters[Adapter].nCfgs;
1853 for(i=0; i<nCfgs; i++) {
1854 if(cfgs[i].numSamples != MultiSampleType)
1857 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1860 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1863 *pQualityLevels = 1; /* Guess at a value! */
1867 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1868 short redSize, greenSize, blueSize, alphaSize, colorBits;
1870 const WineD3D_PixelFormat *cfgs;
1872 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1873 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1874 return WINED3DERR_NOTAVAILABLE;
1877 cfgs = Adapters[Adapter].cfgs;
1878 nCfgs = Adapters[Adapter].nCfgs;
1879 for(i=0; i<nCfgs; i++) {
1880 if(cfgs[i].numSamples != MultiSampleType)
1882 if(cfgs[i].redSize != redSize)
1884 if(cfgs[i].greenSize != greenSize)
1886 if(cfgs[i].blueSize != blueSize)
1888 if(cfgs[i].alphaSize != alphaSize)
1891 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1894 *pQualityLevels = 1; /* Guess at a value! */
1898 return WINED3DERR_NOTAVAILABLE;
1901 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1902 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1904 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1905 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1908 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1911 DeviceType, debug_d3ddevicetype(DeviceType),
1912 DisplayFormat, debug_d3dformat(DisplayFormat),
1913 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1916 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1917 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1918 return WINED3DERR_INVALIDCALL;
1921 /* The task of this function is to check whether a certain display / backbuffer format
1922 * combination is available on the given adapter. In fullscreen mode microsoft specified
1923 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1924 * and display format should match exactly.
1925 * In windowed mode format conversion can occur and this depends on the driver. When format
1926 * conversion is done, this function should nevertheless fail and applications need to use
1927 * CheckDeviceFormatConversion.
1928 * At the moment we assume that fullscreen and windowed have the same capabilities */
1930 /* There are only 4 display formats */
1931 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1932 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1933 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1934 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1936 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1937 return WINED3DERR_NOTAVAILABLE;
1940 /* If the requested DisplayFormat is not available, don't continue */
1941 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1943 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1944 return WINED3DERR_NOTAVAILABLE;
1947 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1948 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1949 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1950 return WINED3DERR_NOTAVAILABLE;
1953 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1954 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1955 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1956 return WINED3DERR_NOTAVAILABLE;
1959 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1960 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1961 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1962 return WINED3DERR_NOTAVAILABLE;
1965 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1966 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1967 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1968 return WINED3DERR_NOTAVAILABLE;
1971 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1972 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1973 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1974 return WINED3DERR_NOTAVAILABLE;
1977 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1978 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
1980 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1986 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1987 /* Check if we support bumpmapping for a format */
1988 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
1990 const struct fragment_pipeline *fp;
1991 const struct GlPixelFormatDesc *glDesc;
1993 switch(CheckFormat) {
1994 case WINED3DFMT_V8U8:
1995 case WINED3DFMT_V16U16:
1996 case WINED3DFMT_L6V5U5:
1997 case WINED3DFMT_X8L8V8U8:
1998 case WINED3DFMT_Q8W8V8U8:
1999 /* Ask the fixed function pipeline implementation if it can deal
2000 * with the conversion. If we've got a GL extension giving native
2001 * support this will be an identity conversion. */
2002 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2003 fp = select_fragment_implementation(Adapter, DeviceType);
2004 if (fp->color_fixup_supported(glDesc->color_fixup))
2006 TRACE_(d3d_caps)("[OK]\n");
2009 TRACE_(d3d_caps)("[FAILED]\n");
2013 TRACE_(d3d_caps)("[FAILED]\n");
2018 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2019 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2022 const struct GlPixelFormatDesc *glDesc;
2023 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2025 /* Fail if we weren't able to get a description of the format */
2026 if(!desc || !glDesc)
2029 /* Only allow depth/stencil formats */
2030 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2033 /* Walk through all WGL pixel formats to find a match */
2034 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2035 WineD3D_PixelFormat *cfg = &Adapters[Adapter].cfgs[it];
2036 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(cfg, DisplayFormat)) {
2037 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(cfg, DepthStencilFormat)) {
2046 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2048 const struct GlPixelFormatDesc *glDesc;
2049 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2051 /* Fail if we weren't able to get a description of the format */
2052 if(!desc || !glDesc)
2055 /* The flags entry of a format contains the filtering capability */
2056 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2062 /* Check the render target capabilities of a format */
2063 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2066 const struct GlPixelFormatDesc *glDesc;
2067 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2069 /* Fail if we weren't able to get a description of the format */
2070 if(!desc || !glDesc)
2073 /* Filter out non-RT formats */
2074 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2077 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2078 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2080 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2081 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2083 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2084 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2086 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2087 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2088 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2089 TRACE_(d3d_caps)("[FAILED]\n");
2093 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2094 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2095 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2096 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2097 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2101 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2102 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2103 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2106 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2107 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2108 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2109 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2113 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2114 /* For now return TRUE for FBOs until we have some proper checks.
2115 * Note that this function will only be called when the format is around for texturing. */
2121 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2123 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2124 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2125 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2129 switch (CheckFormat) {
2130 case WINED3DFMT_A8R8G8B8:
2131 case WINED3DFMT_X8R8G8B8:
2132 case WINED3DFMT_A4R4G4B4:
2134 case WINED3DFMT_A8L8:
2135 case WINED3DFMT_DXT1:
2136 case WINED3DFMT_DXT2:
2137 case WINED3DFMT_DXT3:
2138 case WINED3DFMT_DXT4:
2139 case WINED3DFMT_DXT5:
2140 TRACE_(d3d_caps)("[OK]\n");
2144 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2150 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2152 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2153 * doing the color fixup in shaders.
2154 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2155 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2156 int vs_selected_mode;
2157 int ps_selected_mode;
2158 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2160 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2161 TRACE_(d3d_caps)("[OK]\n");
2166 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2170 /* Check if a format support blending in combination with pixel shaders */
2171 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2173 const struct GlPixelFormatDesc *glDesc;
2174 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2176 /* Fail if we weren't able to get a description of the format */
2177 if(!desc || !glDesc)
2180 /* The flags entry of a format contains the post pixel shader blending capability */
2181 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2187 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2188 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2189 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2190 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2191 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2192 * capability anyway.
2194 * For now lets report this on all formats, but in the future we may want to
2195 * restrict it to some should games need that
2200 /* Check if a texture format is supported on the given adapter */
2201 static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2203 const shader_backend_t *shader_backend;
2204 const struct fragment_pipeline *fp;
2205 const struct GlPixelFormatDesc *glDesc;
2207 switch (CheckFormat) {
2210 * supported: RGB(A) formats
2212 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2213 case WINED3DFMT_A8R8G8B8:
2214 case WINED3DFMT_X8R8G8B8:
2215 case WINED3DFMT_R5G6B5:
2216 case WINED3DFMT_X1R5G5B5:
2217 case WINED3DFMT_A1R5G5B5:
2218 case WINED3DFMT_A4R4G4B4:
2220 case WINED3DFMT_X4R4G4B4:
2221 case WINED3DFMT_A8B8G8R8:
2222 case WINED3DFMT_X8B8G8R8:
2223 case WINED3DFMT_A2R10G10B10:
2224 case WINED3DFMT_A2B10G10R10:
2225 case WINED3DFMT_G16R16:
2226 TRACE_(d3d_caps)("[OK]\n");
2229 case WINED3DFMT_R3G3B2:
2230 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2234 * supported: Palettized
2237 TRACE_(d3d_caps)("[OK]\n");
2239 /* No Windows driver offers A8P8, so don't offer it either */
2240 case WINED3DFMT_A8P8:
2244 * Supported: (Alpha)-Luminance
2247 case WINED3DFMT_A8L8:
2248 case WINED3DFMT_L16:
2249 TRACE_(d3d_caps)("[OK]\n");
2252 /* Not supported on Windows, thus disabled */
2253 case WINED3DFMT_A4L4:
2254 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2258 * Supported: Depth/Stencil formats
2260 case WINED3DFMT_D16_LOCKABLE:
2261 case WINED3DFMT_D16:
2262 case WINED3DFMT_D15S1:
2263 case WINED3DFMT_D24X8:
2264 case WINED3DFMT_D24X4S4:
2265 case WINED3DFMT_D24S8:
2266 case WINED3DFMT_D24FS8:
2267 case WINED3DFMT_D32:
2268 case WINED3DFMT_D32F_LOCKABLE:
2272 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2273 * GL_NV_texture_shader). Emulated by shaders
2275 case WINED3DFMT_V8U8:
2276 case WINED3DFMT_X8L8V8U8:
2277 case WINED3DFMT_L6V5U5:
2278 case WINED3DFMT_Q8W8V8U8:
2279 case WINED3DFMT_V16U16:
2280 /* Ask the shader backend if it can deal with the conversion. If
2281 * we've got a GL extension giving native support this will be an
2282 * identity conversion. */
2283 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2284 shader_backend = select_shader_backend(Adapter, DeviceType);
2285 if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup))
2287 TRACE_(d3d_caps)("[OK]\n");
2290 TRACE_(d3d_caps)("[FAILED]\n");
2293 case WINED3DFMT_DXT1:
2294 case WINED3DFMT_DXT2:
2295 case WINED3DFMT_DXT3:
2296 case WINED3DFMT_DXT4:
2297 case WINED3DFMT_DXT5:
2298 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2299 TRACE_(d3d_caps)("[OK]\n");
2302 TRACE_(d3d_caps)("[FAILED]\n");
2307 * Odd formats - not supported
2309 case WINED3DFMT_VERTEXDATA:
2310 case WINED3DFMT_INDEX16:
2311 case WINED3DFMT_INDEX32:
2312 case WINED3DFMT_Q16W16V16U16:
2313 case WINED3DFMT_A2W10V10U10:
2314 case WINED3DFMT_W11V11U10:
2315 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2319 * WINED3DFMT_CxV8U8: Not supported right now
2321 case WINED3DFMT_CxV8U8:
2322 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2326 case WINED3DFMT_UYVY:
2327 case WINED3DFMT_YUY2:
2328 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2329 TRACE_(d3d_caps)("[OK]\n");
2332 TRACE_(d3d_caps)("[FAILED]\n");
2334 case WINED3DFMT_YV12:
2335 TRACE_(d3d_caps)("[FAILED]\n");
2339 case WINED3DFMT_A16B16G16R16:
2340 case WINED3DFMT_A8R3G3B2:
2341 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2344 /* Floating point formats */
2345 case WINED3DFMT_R16F:
2346 case WINED3DFMT_A16B16G16R16F:
2347 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2348 TRACE_(d3d_caps)("[OK]\n");
2351 TRACE_(d3d_caps)("[FAILED]\n");
2354 case WINED3DFMT_R32F:
2355 case WINED3DFMT_A32B32G32R32F:
2356 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2357 TRACE_(d3d_caps)("[OK]\n");
2360 TRACE_(d3d_caps)("[FAILED]\n");
2363 case WINED3DFMT_G16R16F:
2364 case WINED3DFMT_G32R32F:
2365 if(GL_SUPPORT(ARB_TEXTURE_RG)) {
2366 TRACE_(d3d_caps)("[OK]\n");
2369 TRACE_(d3d_caps)("[FAILED]\n");
2372 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2373 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2374 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2375 * We can do instancing with all shader versions, but we need vertex shaders.
2377 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2378 * to enable instancing. WineD3D doesn't need that and just ignores it.
2380 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2382 case WINEMAKEFOURCC('I','N','S','T'):
2383 TRACE("ATI Instancing check hack\n");
2384 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2385 TRACE_(d3d_caps)("[OK]\n");
2388 TRACE_(d3d_caps)("[FAILED]\n");
2391 /* Some weird FOURCC formats */
2392 case WINED3DFMT_R8G8_B8G8:
2393 case WINED3DFMT_G8R8_G8B8:
2394 case WINED3DFMT_MULTI2_ARGB8:
2395 TRACE_(d3d_caps)("[FAILED]\n");
2398 /* Vendor specific formats */
2399 case WINED3DFMT_ATI2N:
2400 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2401 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2402 shader_backend = select_shader_backend(Adapter, DeviceType);
2403 fp = select_fragment_implementation(Adapter, DeviceType);
2404 if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup)
2405 && fp->color_fixup_supported(glDesc->color_fixup))
2407 TRACE_(d3d_caps)("[OK]\n");
2411 TRACE_(d3d_caps)("[OK]\n");
2414 TRACE_(d3d_caps)("[FAILED]\n");
2417 case WINED3DFMT_NVHU:
2418 case WINED3DFMT_NVHS:
2419 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2420 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2421 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2422 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2423 * Applications have to deal with not having NVHS and NVHU.
2425 TRACE_(d3d_caps)("[FAILED]\n");
2428 case WINED3DFMT_UNKNOWN:
2432 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2438 static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType) {
2439 const struct GlPixelFormatDesc *format_desc;
2440 const struct blit_shader *blitter;
2442 if(SurfaceType == SURFACE_GDI) {
2443 switch(CheckFormat) {
2444 case WINED3DFMT_R8G8B8:
2445 case WINED3DFMT_A8R8G8B8:
2446 case WINED3DFMT_X8R8G8B8:
2447 case WINED3DFMT_R5G6B5:
2448 case WINED3DFMT_X1R5G5B5:
2449 case WINED3DFMT_A1R5G5B5:
2450 case WINED3DFMT_A4R4G4B4:
2451 case WINED3DFMT_R3G3B2:
2453 case WINED3DFMT_A8R3G3B2:
2454 case WINED3DFMT_X4R4G4B4:
2455 case WINED3DFMT_A2B10G10R10:
2456 case WINED3DFMT_A8B8G8R8:
2457 case WINED3DFMT_X8B8G8R8:
2458 case WINED3DFMT_G16R16:
2459 case WINED3DFMT_A2R10G10B10:
2460 case WINED3DFMT_A16B16G16R16:
2462 TRACE_(d3d_caps)("[OK]\n");
2465 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2470 /* All format that are supported for textures are supported for surfaces as well */
2471 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
2472 /* All depth stencil formats are supported on surfaces */
2473 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
2475 /* If opengl can't process the format natively, the blitter may be able to convert it */
2476 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &format_desc);
2477 blitter = select_blit_implementation(Adapter, DeviceType);
2478 if (blitter->color_fixup_supported(format_desc->color_fixup))
2480 TRACE_(d3d_caps)("[OK]\n");
2484 /* Reject other formats */
2485 TRACE_(d3d_caps)("[FAILED]\n");
2489 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2491 if (!GL_LIMITS(vertex_samplers)) {
2492 TRACE_(d3d_caps)("[FAILED]\n");
2496 switch (CheckFormat) {
2497 case WINED3DFMT_A32B32G32R32F:
2498 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2499 TRACE_(d3d_caps)("[FAILED]\n");
2502 TRACE_(d3d_caps)("[OK]\n");
2506 TRACE_(d3d_caps)("[FAILED]\n");
2512 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2513 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2514 WINED3DSURFTYPE SurfaceType) {
2515 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2516 DWORD UsageCaps = 0;
2518 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2521 DeviceType, debug_d3ddevicetype(DeviceType),
2522 AdapterFormat, debug_d3dformat(AdapterFormat),
2523 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2524 RType, debug_d3dresourcetype(RType),
2525 CheckFormat, debug_d3dformat(CheckFormat));
2527 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2528 return WINED3DERR_INVALIDCALL;
2531 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2533 if(SurfaceType != SURFACE_OPENGL) {
2534 TRACE("[FAILED]\n");
2535 return WINED3DERR_NOTAVAILABLE;
2538 /* Cubetexture allows:
2539 * - D3DUSAGE_AUTOGENMIPMAP
2540 * - D3DUSAGE_DEPTHSTENCIL
2541 * - D3DUSAGE_DYNAMIC
2542 * - D3DUSAGE_NONSECURE (d3d9ex)
2543 * - D3DUSAGE_RENDERTARGET
2544 * - D3DUSAGE_SOFTWAREPROCESSING
2545 * - D3DUSAGE_QUERY_WRAPANDMIP
2547 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2548 /* Check if the texture format is around */
2549 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2550 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2551 /* Check for automatic mipmap generation support */
2552 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2553 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2555 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2556 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2560 /* Always report dynamic locking */
2561 if(Usage & WINED3DUSAGE_DYNAMIC)
2562 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2564 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2565 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2566 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2568 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2569 return WINED3DERR_NOTAVAILABLE;
2573 /* Always report software processing */
2574 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2575 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2577 /* Check QUERY_FILTER support */
2578 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2579 if(CheckFilterCapability(Adapter, CheckFormat)) {
2580 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2582 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2583 return WINED3DERR_NOTAVAILABLE;
2587 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2588 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2589 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2590 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2592 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2593 return WINED3DERR_NOTAVAILABLE;
2597 /* Check QUERY_SRGBREAD support */
2598 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2599 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2600 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2602 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2603 return WINED3DERR_NOTAVAILABLE;
2607 /* Check QUERY_SRGBWRITE support */
2608 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2609 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2610 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2612 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2613 return WINED3DERR_NOTAVAILABLE;
2617 /* Check QUERY_VERTEXTEXTURE support */
2618 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2619 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2620 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2622 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2623 return WINED3DERR_NOTAVAILABLE;
2627 /* Check QUERY_WRAPANDMIP support */
2628 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2629 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2630 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2632 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2633 return WINED3DERR_NOTAVAILABLE;
2637 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2638 return WINED3DERR_NOTAVAILABLE;
2641 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2642 return WINED3DERR_NOTAVAILABLE;
2644 } else if(RType == WINED3DRTYPE_SURFACE) {
2646 * - D3DUSAGE_DEPTHSTENCIL
2647 * - D3DUSAGE_NONSECURE (d3d9ex)
2648 * - D3DUSAGE_RENDERTARGET
2651 if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat, SurfaceType)) {
2652 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2653 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2654 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2656 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2657 return WINED3DERR_NOTAVAILABLE;
2661 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2662 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2663 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2665 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2666 return WINED3DERR_NOTAVAILABLE;
2670 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2671 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2672 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2673 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2675 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2676 return WINED3DERR_NOTAVAILABLE;
2680 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2681 return WINED3DERR_NOTAVAILABLE;
2684 } else if(RType == WINED3DRTYPE_TEXTURE) {
2686 * - D3DUSAGE_AUTOGENMIPMAP
2687 * - D3DUSAGE_DEPTHSTENCIL
2689 * - D3DUSAGE_DYNAMIC
2690 * - D3DUSAGE_NONSECURE (d3d9ex)
2691 * - D3DUSAGE_RENDERTARGET
2692 * - D3DUSAGE_SOFTWAREPROCESSING
2693 * - D3DUSAGE_TEXTAPI (d3d9ex)
2694 * - D3DUSAGE_QUERY_WRAPANDMIP
2697 if(SurfaceType != SURFACE_OPENGL) {
2698 TRACE("[FAILED]\n");
2699 return WINED3DERR_NOTAVAILABLE;
2702 /* Check if the texture format is around */
2703 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2704 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2705 /* Check for automatic mipmap generation support */
2706 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2707 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2709 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2710 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2714 /* Always report dynamic locking */
2715 if(Usage & WINED3DUSAGE_DYNAMIC)
2716 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2718 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2719 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2720 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2722 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2723 return WINED3DERR_NOTAVAILABLE;
2727 /* Always report software processing */
2728 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2729 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2731 /* Check QUERY_FILTER support */
2732 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2733 if(CheckFilterCapability(Adapter, CheckFormat)) {
2734 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2736 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2737 return WINED3DERR_NOTAVAILABLE;
2741 /* Check QUERY_LEGACYBUMPMAP support */
2742 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2743 if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
2744 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2746 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2747 return WINED3DERR_NOTAVAILABLE;
2751 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2752 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2753 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2754 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2756 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2757 return WINED3DERR_NOTAVAILABLE;
2761 /* Check QUERY_SRGBREAD support */
2762 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2763 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2764 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2766 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2767 return WINED3DERR_NOTAVAILABLE;
2771 /* Check QUERY_SRGBWRITE support */
2772 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2773 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2774 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2776 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2777 return WINED3DERR_NOTAVAILABLE;
2781 /* Check QUERY_VERTEXTEXTURE support */
2782 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2783 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2784 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2786 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2787 return WINED3DERR_NOTAVAILABLE;
2791 /* Check QUERY_WRAPANDMIP support */
2792 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2793 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2794 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2796 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2797 return WINED3DERR_NOTAVAILABLE;
2801 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2802 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2803 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2805 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2806 return WINED3DERR_NOTAVAILABLE;
2810 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2811 return WINED3DERR_NOTAVAILABLE;
2813 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2814 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2815 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2817 * Volumetexture allows:
2818 * - D3DUSAGE_DYNAMIC
2819 * - D3DUSAGE_NONSECURE (d3d9ex)
2820 * - D3DUSAGE_SOFTWAREPROCESSING
2821 * - D3DUSAGE_QUERY_WRAPANDMIP
2824 if(SurfaceType != SURFACE_OPENGL) {
2825 TRACE("[FAILED]\n");
2826 return WINED3DERR_NOTAVAILABLE;
2829 /* Check volume texture and volume usage caps */
2830 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2831 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
2832 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2833 return WINED3DERR_NOTAVAILABLE;
2836 /* Always report dynamic locking */
2837 if(Usage & WINED3DUSAGE_DYNAMIC)
2838 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2840 /* Always report software processing */
2841 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2842 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2844 /* Check QUERY_FILTER support */
2845 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2846 if(CheckFilterCapability(Adapter, CheckFormat)) {
2847 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2849 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2850 return WINED3DERR_NOTAVAILABLE;
2854 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2855 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2856 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2857 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2859 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2860 return WINED3DERR_NOTAVAILABLE;
2864 /* Check QUERY_SRGBREAD support */
2865 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2866 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2867 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2869 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2870 return WINED3DERR_NOTAVAILABLE;
2874 /* Check QUERY_SRGBWRITE support */
2875 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2876 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2877 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2879 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2880 return WINED3DERR_NOTAVAILABLE;
2884 /* Check QUERY_VERTEXTEXTURE support */
2885 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2886 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2887 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2889 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2890 return WINED3DERR_NOTAVAILABLE;
2894 /* Check QUERY_WRAPANDMIP support */
2895 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2896 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2897 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2899 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2900 return WINED3DERR_NOTAVAILABLE;
2904 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2905 return WINED3DERR_NOTAVAILABLE;
2908 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2909 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2910 * app needing one of those formats, don't advertize them to avoid leading apps into
2911 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2914 switch(CheckFormat) {
2916 case WINED3DFMT_A4L4:
2917 case WINED3DFMT_R32F:
2918 case WINED3DFMT_R16F:
2919 case WINED3DFMT_X8L8V8U8:
2920 case WINED3DFMT_L6V5U5:
2921 case WINED3DFMT_G16R16:
2922 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2923 return WINED3DERR_NOTAVAILABLE;
2925 case WINED3DFMT_Q8W8V8U8:
2926 case WINED3DFMT_V16U16:
2927 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2928 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2929 return WINED3DERR_NOTAVAILABLE;
2933 case WINED3DFMT_V8U8:
2934 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2935 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2936 return WINED3DERR_NOTAVAILABLE;
2940 case WINED3DFMT_DXT1:
2941 case WINED3DFMT_DXT2:
2942 case WINED3DFMT_DXT3:
2943 case WINED3DFMT_DXT4:
2944 case WINED3DFMT_DXT5:
2945 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2946 * compressed texture results in an error. While the D3D refrast does
2947 * support s3tc volumes, at least the nvidia windows driver does not, so
2948 * we're free not to support this format.
2950 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2951 return WINED3DERR_NOTAVAILABLE;
2954 /* Do nothing, continue with checking the format below */
2957 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2958 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2959 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2960 return WINED3DERR_NOTAVAILABLE;
2963 /* This format is nothing special and it is supported perfectly.
2964 * However, ati and nvidia driver on windows do not mark this format as
2965 * supported (tested with the dxCapsViewer) and pretending to
2966 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2967 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2968 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2970 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2971 TRACE_(d3d_caps)("[FAILED]\n");
2972 return WINED3DERR_NOTAVAILABLE;
2975 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2976 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2977 * usage flags match. */
2978 if(UsageCaps == Usage) {
2980 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2981 return WINED3DOK_NOAUTOGEN;
2983 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);
2984 return WINED3DERR_NOTAVAILABLE;
2988 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2989 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2990 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2992 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2995 DeviceType, debug_d3ddevicetype(DeviceType),
2996 SourceFormat, debug_d3dformat(SourceFormat),
2997 TargetFormat, debug_d3dformat(TargetFormat));
3001 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3002 const shader_backend_t *ret;
3003 int vs_selected_mode;
3004 int ps_selected_mode;
3006 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3007 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3008 ret = &glsl_shader_backend;
3009 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3010 ret = &arb_program_shader_backend;
3012 ret = &none_shader_backend;
3017 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3018 int vs_selected_mode;
3019 int ps_selected_mode;
3021 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3022 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3023 return &arbfp_fragment_pipeline;
3024 } else if(ps_selected_mode == SHADER_ATI) {
3025 return &atifs_fragment_pipeline;
3026 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3027 return &nvts_fragment_pipeline;
3028 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3029 return &nvrc_fragment_pipeline;
3031 return &ffp_fragment_pipeline;
3035 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3036 int vs_selected_mode;
3037 int ps_selected_mode;
3039 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3040 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3047 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3048 subset of a D3DCAPS9 structure. However, it has to come via a void *
3049 as the d3d8 interface cannot import the d3d9 header */
3050 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3052 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3053 int vs_selected_mode;
3054 int ps_selected_mode;
3055 struct shader_caps shader_caps;
3056 struct fragment_caps fragment_caps;
3057 const shader_backend_t *shader_backend;
3058 const struct fragment_pipeline *frag_pipeline = NULL;
3059 DWORD ckey_caps, blit_caps, fx_caps;
3061 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3063 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3064 return WINED3DERR_INVALIDCALL;
3067 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3069 /* This function should *not* be modifying GL caps
3070 * TODO: move the functionality where it belongs */
3071 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
3073 /* ------------------------------------------------
3074 The following fields apply to both d3d8 and d3d9
3075 ------------------------------------------------ */
3076 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3077 pCaps->AdapterOrdinal = Adapter;
3080 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3081 WINED3DCAPS2_FULLSCREENGAMMA |
3082 WINED3DCAPS2_DYNAMICTEXTURES;
3083 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3084 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3087 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3088 WINED3DCAPS3_COPY_TO_VIDMEM |
3089 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3091 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3092 WINED3DPRESENT_INTERVAL_ONE;
3094 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3095 WINED3DCURSORCAPS_LOWRES;
3097 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3098 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3099 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3100 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3101 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3102 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3103 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3104 WINED3DDEVCAPS_PUREDEVICE |
3105 WINED3DDEVCAPS_HWRASTERIZATION |
3106 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3107 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3108 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3109 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3110 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3111 WINED3DDEVCAPS_RTPATCHES;
3113 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3114 WINED3DPMISCCAPS_CULLCCW |
3115 WINED3DPMISCCAPS_CULLCW |
3116 WINED3DPMISCCAPS_COLORWRITEENABLE |
3117 WINED3DPMISCCAPS_CLIPTLVERTS |
3118 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3119 WINED3DPMISCCAPS_MASKZ |
3120 WINED3DPMISCCAPS_BLENDOP |
3121 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3123 WINED3DPMISCCAPS_NULLREFERENCE
3124 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3125 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3126 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3127 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3129 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3130 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3132 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3133 WINED3DPRASTERCAPS_PAT |
3134 WINED3DPRASTERCAPS_WFOG |
3135 WINED3DPRASTERCAPS_ZFOG |
3136 WINED3DPRASTERCAPS_FOGVERTEX |
3137 WINED3DPRASTERCAPS_FOGTABLE |
3138 WINED3DPRASTERCAPS_STIPPLE |
3139 WINED3DPRASTERCAPS_SUBPIXEL |
3140 WINED3DPRASTERCAPS_ZTEST |
3141 WINED3DPRASTERCAPS_SCISSORTEST |
3142 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3143 WINED3DPRASTERCAPS_DEPTHBIAS;
3145 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3146 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3147 WINED3DPRASTERCAPS_ZBIAS |
3148 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3150 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3151 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3154 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3155 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3156 WINED3DPRASTERCAPS_ANTIALIASEDGES
3157 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3158 WINED3DPRASTERCAPS_WBUFFER */
3160 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3161 WINED3DPCMPCAPS_EQUAL |
3162 WINED3DPCMPCAPS_GREATER |
3163 WINED3DPCMPCAPS_GREATEREQUAL |
3164 WINED3DPCMPCAPS_LESS |
3165 WINED3DPCMPCAPS_LESSEQUAL |
3166 WINED3DPCMPCAPS_NEVER |
3167 WINED3DPCMPCAPS_NOTEQUAL;
3169 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3170 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3171 WINED3DPBLENDCAPS_DESTALPHA |
3172 WINED3DPBLENDCAPS_DESTCOLOR |
3173 WINED3DPBLENDCAPS_INVDESTALPHA |
3174 WINED3DPBLENDCAPS_INVDESTCOLOR |
3175 WINED3DPBLENDCAPS_INVSRCALPHA |
3176 WINED3DPBLENDCAPS_INVSRCCOLOR |
3177 WINED3DPBLENDCAPS_ONE |
3178 WINED3DPBLENDCAPS_SRCALPHA |
3179 WINED3DPBLENDCAPS_SRCALPHASAT |
3180 WINED3DPBLENDCAPS_SRCCOLOR |
3181 WINED3DPBLENDCAPS_ZERO;
3183 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3184 WINED3DPBLENDCAPS_DESTCOLOR |
3185 WINED3DPBLENDCAPS_INVDESTALPHA |
3186 WINED3DPBLENDCAPS_INVDESTCOLOR |
3187 WINED3DPBLENDCAPS_INVSRCALPHA |
3188 WINED3DPBLENDCAPS_INVSRCCOLOR |
3189 WINED3DPBLENDCAPS_ONE |
3190 WINED3DPBLENDCAPS_SRCALPHA |
3191 WINED3DPBLENDCAPS_SRCCOLOR |
3192 WINED3DPBLENDCAPS_ZERO;
3193 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3194 * according to the glBlendFunc manpage
3196 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3197 * legacy settings for srcblend only
3200 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3201 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3202 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3206 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3207 WINED3DPCMPCAPS_EQUAL |
3208 WINED3DPCMPCAPS_GREATER |
3209 WINED3DPCMPCAPS_GREATEREQUAL |
3210 WINED3DPCMPCAPS_LESS |
3211 WINED3DPCMPCAPS_LESSEQUAL |
3212 WINED3DPCMPCAPS_NEVER |
3213 WINED3DPCMPCAPS_NOTEQUAL;
3215 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3216 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3217 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3218 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3219 WINED3DPSHADECAPS_COLORFLATRGB |
3220 WINED3DPSHADECAPS_FOGFLAT |
3221 WINED3DPSHADECAPS_FOGGOURAUD |
3222 WINED3DPSHADECAPS_SPECULARFLATRGB;
3224 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3225 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3226 WINED3DPTEXTURECAPS_TRANSPARENCY |
3227 WINED3DPTEXTURECAPS_BORDER |
3228 WINED3DPTEXTURECAPS_MIPMAP |
3229 WINED3DPTEXTURECAPS_PROJECTED |
3230 WINED3DPTEXTURECAPS_PERSPECTIVE;
3232 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3233 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3234 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3237 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3238 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3239 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3240 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3243 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3244 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3245 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3246 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3250 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3251 WINED3DPTFILTERCAPS_MAGFPOINT |
3252 WINED3DPTFILTERCAPS_MINFLINEAR |
3253 WINED3DPTFILTERCAPS_MINFPOINT |
3254 WINED3DPTFILTERCAPS_MIPFLINEAR |
3255 WINED3DPTFILTERCAPS_MIPFPOINT |
3256 WINED3DPTFILTERCAPS_LINEAR |
3257 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3258 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3259 WINED3DPTFILTERCAPS_MIPLINEAR |
3260 WINED3DPTFILTERCAPS_MIPNEAREST |
3261 WINED3DPTFILTERCAPS_NEAREST;
3263 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3264 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3265 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3268 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3269 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3270 WINED3DPTFILTERCAPS_MAGFPOINT |
3271 WINED3DPTFILTERCAPS_MINFLINEAR |
3272 WINED3DPTFILTERCAPS_MINFPOINT |
3273 WINED3DPTFILTERCAPS_MIPFLINEAR |
3274 WINED3DPTFILTERCAPS_MIPFPOINT |
3275 WINED3DPTFILTERCAPS_LINEAR |
3276 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3277 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3278 WINED3DPTFILTERCAPS_MIPLINEAR |
3279 WINED3DPTFILTERCAPS_MIPNEAREST |
3280 WINED3DPTFILTERCAPS_NEAREST;
3282 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3283 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3284 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3287 pCaps->CubeTextureFilterCaps = 0;
3289 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3290 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3291 WINED3DPTFILTERCAPS_MAGFPOINT |
3292 WINED3DPTFILTERCAPS_MINFLINEAR |
3293 WINED3DPTFILTERCAPS_MINFPOINT |
3294 WINED3DPTFILTERCAPS_MIPFLINEAR |
3295 WINED3DPTFILTERCAPS_MIPFPOINT |
3296 WINED3DPTFILTERCAPS_LINEAR |
3297 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3298 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3299 WINED3DPTFILTERCAPS_MIPLINEAR |
3300 WINED3DPTFILTERCAPS_MIPNEAREST |
3301 WINED3DPTFILTERCAPS_NEAREST;
3303 pCaps->VolumeTextureFilterCaps = 0;
3305 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3306 WINED3DPTADDRESSCAPS_CLAMP |
3307 WINED3DPTADDRESSCAPS_WRAP;
3309 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3310 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3312 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3313 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3315 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3316 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3319 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3320 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3321 WINED3DPTADDRESSCAPS_CLAMP |
3322 WINED3DPTADDRESSCAPS_WRAP;
3323 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3324 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3326 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3327 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3329 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3330 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3333 pCaps->VolumeTextureAddressCaps = 0;
3335 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3336 WINED3DLINECAPS_ZTEST |
3337 WINED3DLINECAPS_BLEND |
3338 WINED3DLINECAPS_ALPHACMP |
3339 WINED3DLINECAPS_FOG;
3340 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3341 * idea how generating the smoothing alpha values works; the result is different
3344 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3345 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3347 if(GL_SUPPORT(EXT_TEXTURE3D))
3348 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3350 pCaps->MaxVolumeExtent = 0;
3352 pCaps->MaxTextureRepeat = 32768;
3353 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3354 pCaps->MaxVertexW = 1.0;
3356 pCaps->GuardBandLeft = 0;
3357 pCaps->GuardBandTop = 0;
3358 pCaps->GuardBandRight = 0;
3359 pCaps->GuardBandBottom = 0;
3361 pCaps->ExtentsAdjust = 0;
3363 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3364 WINED3DSTENCILCAPS_INCRSAT |
3365 WINED3DSTENCILCAPS_INVERT |
3366 WINED3DSTENCILCAPS_KEEP |
3367 WINED3DSTENCILCAPS_REPLACE |
3368 WINED3DSTENCILCAPS_ZERO;
3369 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3370 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3371 WINED3DSTENCILCAPS_INCR;
3373 if ( This->dxVersion > 8 &&
3374 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3375 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3376 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3379 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3381 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3382 pCaps->MaxActiveLights = GL_LIMITS(lights);
3384 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3385 pCaps->MaxVertexBlendMatrixIndex = 0;
3387 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3388 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3391 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3392 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3393 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3394 WINED3DVTXPCAPS_LOCALVIEWER |
3395 WINED3DVTXPCAPS_VERTEXFOG |
3396 WINED3DVTXPCAPS_TEXGEN;
3398 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3400 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3401 pCaps->MaxVertexIndex = 0xFFFFF;
3402 pCaps->MaxStreams = MAX_STREAMS;
3403 pCaps->MaxStreamStride = 1024;
3405 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3406 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3407 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3408 pCaps->MaxNpatchTessellationLevel = 0;
3409 pCaps->MasterAdapterOrdinal = 0;
3410 pCaps->AdapterOrdinalInGroup = 0;
3411 pCaps->NumberOfAdaptersInGroup = 1;
3413 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3415 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3416 WINED3DPTFILTERCAPS_MAGFPOINT |
3417 WINED3DPTFILTERCAPS_MINFLINEAR |
3418 WINED3DPTFILTERCAPS_MAGFLINEAR;
3419 pCaps->VertexTextureFilterCaps = 0;
3421 memset(&shader_caps, 0, sizeof(shader_caps));
3422 shader_backend = select_shader_backend(Adapter, DeviceType);
3423 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3425 memset(&fragment_caps, 0, sizeof(fragment_caps));
3426 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3427 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3429 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3430 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3432 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3433 * Ignore shader model capabilities if disabled in config
3435 if(vs_selected_mode == SHADER_NONE) {
3436 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3437 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3438 pCaps->MaxVertexShaderConst = 0;
3440 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3441 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3444 if(ps_selected_mode == SHADER_NONE) {
3445 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3446 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3447 pCaps->PixelShader1xMaxValue = 0.0;
3449 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3450 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3453 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3454 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3455 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3457 pCaps->VS20Caps = shader_caps.VS20Caps;
3458 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3459 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3460 pCaps->PS20Caps = shader_caps.PS20Caps;
3461 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3462 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3464 /* The following caps are shader specific, but they are things we cannot detect, or which
3465 * are the same among all shader models. So to avoid code duplication set the shader version
3466 * specific, but otherwise constant caps here
3468 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3469 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3470 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3471 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3472 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3473 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3474 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3476 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3477 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3478 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3479 pCaps->VS20Caps.Caps = 0;
3480 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3481 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3482 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3484 pCaps->MaxVShaderInstructionsExecuted = 65535;
3485 pCaps->MaxVertexShader30InstructionSlots = 0;
3486 } else { /* VS 1.x */
3487 pCaps->VS20Caps.Caps = 0;
3488 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3489 pCaps->VS20Caps.NumTemps = 0;
3490 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3492 pCaps->MaxVShaderInstructionsExecuted = 0;
3493 pCaps->MaxVertexShader30InstructionSlots = 0;
3496 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3497 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3498 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3500 /* 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 */
3501 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3502 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3503 WINED3DPS20CAPS_PREDICATION |
3504 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3505 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3506 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3507 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3508 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3509 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3511 pCaps->MaxPShaderInstructionsExecuted = 65535;
3512 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3513 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3514 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3515 pCaps->PS20Caps.Caps = 0;
3516 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3517 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3518 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3519 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3521 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3522 pCaps->MaxPixelShader30InstructionSlots = 0;
3523 } else { /* PS 1.x */
3524 pCaps->PS20Caps.Caps = 0;
3525 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3526 pCaps->PS20Caps.NumTemps = 0;
3527 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3528 pCaps->PS20Caps.NumInstructionSlots = 0;
3530 pCaps->MaxPShaderInstructionsExecuted = 0;
3531 pCaps->MaxPixelShader30InstructionSlots = 0;
3534 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3535 /* OpenGL supports all the formats below, perhaps not always
3536 * without conversion, but it supports them.
3537 * Further GLSL doesn't seem to have an official unsigned type so
3538 * don't advertise it yet as I'm not sure how we handle it.
3539 * We might need to add some clamping in the shader engine to
3541 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3542 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3543 WINED3DDTCAPS_UBYTE4N |
3544 WINED3DDTCAPS_SHORT2N |
3545 WINED3DDTCAPS_SHORT4N;
3546 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3547 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3548 WINED3DDTCAPS_FLOAT16_4;
3551 pCaps->DeclTypes = 0;
3553 /* Set DirectDraw helper Caps */
3554 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3555 WINEDDCKEYCAPS_SRCBLT;
3556 fx_caps = WINEDDFXCAPS_BLTALPHA |
3557 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3558 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3559 WINEDDFXCAPS_BLTROTATION90 |
3560 WINEDDFXCAPS_BLTSHRINKX |
3561 WINEDDFXCAPS_BLTSHRINKXN |
3562 WINEDDFXCAPS_BLTSHRINKY |
3563 WINEDDFXCAPS_BLTSHRINKXN |
3564 WINEDDFXCAPS_BLTSTRETCHX |
3565 WINEDDFXCAPS_BLTSTRETCHXN |
3566 WINEDDFXCAPS_BLTSTRETCHY |
3567 WINEDDFXCAPS_BLTSTRETCHYN;
3568 blit_caps = WINEDDCAPS_BLT |
3569 WINEDDCAPS_BLTCOLORFILL |
3570 WINEDDCAPS_BLTDEPTHFILL |
3571 WINEDDCAPS_BLTSTRETCH |
3572 WINEDDCAPS_CANBLTSYSMEM |
3573 WINEDDCAPS_CANCLIP |
3574 WINEDDCAPS_CANCLIPSTRETCHED |
3575 WINEDDCAPS_COLORKEY |
3576 WINEDDCAPS_COLORKEYHWASSIST |
3577 WINEDDCAPS_ALIGNBOUNDARYSRC;
3579 /* Fill the ddraw caps structure */
3580 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3581 WINEDDCAPS_PALETTE |
3583 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3584 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3585 WINEDDCAPS2_PRIMARYGAMMA |
3586 WINEDDCAPS2_WIDESURFACES |
3587 WINEDDCAPS2_CANRENDERWINDOWED;
3588 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3589 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3590 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3591 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3592 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3593 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3594 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3595 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3596 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3598 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3599 WINEDDSCAPS_BACKBUFFER |
3601 WINEDDSCAPS_FRONTBUFFER |
3602 WINEDDSCAPS_OFFSCREENPLAIN |
3603 WINEDDSCAPS_PALETTE |
3604 WINEDDSCAPS_PRIMARYSURFACE |
3605 WINEDDSCAPS_SYSTEMMEMORY |
3606 WINEDDSCAPS_VIDEOMEMORY |
3607 WINEDDSCAPS_VISIBLE;
3608 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3610 /* Set D3D caps if OpenGL is available. */
3611 if(Adapters[Adapter].opengl) {
3612 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3613 WINEDDSCAPS_MIPMAP |
3614 WINEDDSCAPS_TEXTURE |
3615 WINEDDSCAPS_ZBUFFER;
3616 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3622 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3623 and fields being inserted in the middle, a new structure is used in place */
3624 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3625 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3628 IWineD3DDeviceImpl *object = NULL;
3629 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3630 WINED3DDISPLAYMODE mode;
3631 const struct fragment_pipeline *frag_pipeline = NULL;
3633 struct fragment_caps ffp_caps;
3635 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3636 * number and create a device without a 3D adapter for 2D only operation.
3638 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3639 return WINED3DERR_INVALIDCALL;
3642 /* Create a WineD3DDevice object */
3643 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3644 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3645 TRACE("Created WineD3DDevice object @ %p\n", object);
3646 if (NULL == object) {
3647 return WINED3DERR_OUTOFVIDEOMEMORY;
3650 /* Set up initial COM information */
3651 object->lpVtbl = &IWineD3DDevice_Vtbl;
3653 object->wineD3D = iface;
3654 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3655 IWineD3D_AddRef(object->wineD3D);
3656 object->parent = parent;
3657 list_init(&object->resources);
3658 list_init(&object->shaders);
3660 if(This->dxVersion == 7) {
3661 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3663 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3665 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3667 /* Set the state up as invalid until the device is fully created */
3668 object->state = WINED3DERR_DRIVERINTERNALERROR;
3670 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3671 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3673 /* Save the creation parameters */
3674 object->createParms.AdapterOrdinal = Adapter;
3675 object->createParms.DeviceType = DeviceType;
3676 object->createParms.hFocusWindow = hFocusWindow;
3677 object->createParms.BehaviorFlags = BehaviourFlags;
3679 /* Initialize other useful values */
3680 object->adapterNo = Adapter;
3681 object->devType = DeviceType;
3683 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3684 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3686 memset(&ffp_caps, 0, sizeof(ffp_caps));
3687 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3688 object->frag_pipe = frag_pipeline;
3689 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
3690 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3691 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3692 compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3693 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3695 object->blitter = select_blit_implementation(Adapter, DeviceType);
3697 /* set the state of the device to valid */
3698 object->state = WINED3D_OK;
3700 /* Get the initial screen setup for ddraw */
3701 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3703 object->ddraw_width = mode.Width;
3704 object->ddraw_height = mode.Height;
3705 object->ddraw_format = mode.Format;
3707 for(i = 0; i < PATCHMAP_SIZE; i++) {
3708 list_init(&object->patches[i]);
3712 #undef GLINFO_LOCATION
3714 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3715 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3716 IUnknown_AddRef(This->parent);
3717 *pParent = This->parent;
3721 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3722 IUnknown* surfaceParent;
3723 TRACE("(%p) call back\n", pSurface);
3725 /* Now, release the parent, which will take care of cleaning up the surface for us */
3726 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3727 IUnknown_Release(surfaceParent);
3728 return IUnknown_Release(surfaceParent);
3731 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3732 IUnknown* volumeParent;
3733 TRACE("(%p) call back\n", pVolume);
3735 /* Now, release the parent, which will take care of cleaning up the volume for us */
3736 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3737 IUnknown_Release(volumeParent);
3738 return IUnknown_Release(volumeParent);
3741 static BOOL implementation_is_apple(const WineD3D_GL_Info *gl_info)
3743 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3744 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3745 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3747 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3748 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3749 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3750 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3751 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3752 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3753 * DirectDraw, not OpenGL.
3755 if(gl_info->supported[APPLE_FENCE] &&
3756 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3757 gl_info->supported[APPLE_FLUSH_RENDER] &&
3758 gl_info->supported[APPLE_YCBCR_422]) {
3759 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3760 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3763 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3764 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3769 #define GLINFO_LOCATION (*gl_info)
3770 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3771 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3772 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3773 * all the texture. This function detects this bug by its symptom and disables PBOs
3774 * if the test fails.
3776 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3777 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3778 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3779 * read back is compared to the original. If they are equal PBOs are assumed to work,
3780 * otherwise the PBO extension is disabled.
3782 GLuint texture, pbo;
3783 static const unsigned int pattern[] = {
3784 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3785 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3786 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3787 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3789 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3791 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3792 /* No PBO -> No point in testing them */
3796 while(glGetError());
3797 glGenTextures(1, &texture);
3798 glBindTexture(GL_TEXTURE_2D, texture);
3799 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3800 checkGLcall("Specifying the PBO test texture\n");
3802 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3803 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3804 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3805 checkGLcall("Specifying the PBO test pbo\n");
3807 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3808 checkGLcall("Loading the PBO test texture\n");
3810 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3811 glFinish(); /* just to be sure */
3813 memset(check, 0, sizeof(check));
3814 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3815 checkGLcall("Reading back the PBO test texture\n");
3817 glDeleteTextures(1, &texture);
3818 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3819 checkGLcall("PBO test cleanup\n");
3821 if(memcmp(check, pattern, sizeof(check)) != 0) {
3822 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3823 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3824 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3826 TRACE_(d3d_caps)("PBO test successful\n");
3829 #undef GLINFO_LOCATION
3831 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3832 * reporting a driver version is moot because we are not the Windows driver, and we have different
3833 * bugs, features, etc.
3835 * If a card is not found in this table, the gl driver version is reported
3837 struct driver_version_information {
3838 WORD vendor; /* reported PCI card vendor ID */
3839 WORD card; /* reported PCI card device ID */
3840 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3841 WORD lopart_hi, lopart_lo; /* driver loword to report */
3844 static const struct driver_version_information driver_version_table[] = {
3845 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3846 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3847 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3848 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3849 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3850 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3851 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3852 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3853 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3854 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3855 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3856 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3857 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3858 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3859 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3860 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3861 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3862 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3863 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3864 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, 7, 15, 11, 7341 },
3866 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3867 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3868 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3869 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3870 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3871 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3872 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3874 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3877 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3879 BOOL apple = implementation_is_apple(gl_info);
3882 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3883 * used it falls back to software. While the compiler can detect if the shader uses all declared
3884 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3885 * using relative addressing falls back to software.
3887 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3889 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3890 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3892 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3893 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3894 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3897 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3898 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3899 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3900 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3901 * according to the spec.
3903 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3904 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3906 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3907 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3908 * this workaround is activated on cards that do not need it, it won't break things, just affect
3909 * performance negatively.
3911 if(gl_info->gl_vendor == VENDOR_INTEL ||
3912 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3913 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3914 gl_info->set_texcoord_w = TRUE;
3918 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3919 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3920 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3921 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3922 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3923 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3924 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3926 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3927 * has this extension promoted to core. The extension loading code sets this extension supported
3928 * due to that, so this code works on fglrx as well.
3930 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3931 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3932 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3933 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3934 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3935 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3936 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3940 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3941 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3942 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3943 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3944 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3945 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
3947 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3948 * triggering the software fallback. There is not much we can do here apart from disabling the
3949 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3950 * in IWineD3DImpl_FillGLCaps).
3951 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3952 * post-processing effects in the game "Max Payne 2").
3953 * The behaviour can be verified through a simple test app attached in bugreport #14724.
3955 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3956 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3957 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3958 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3959 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3963 /* Find out if PBOs work as they are supposed to */
3964 test_pbo_functionality(gl_info);
3966 /* Fixup the driver version */
3967 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3968 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3969 gl_info->gl_card == driver_version_table[i].card) {
3970 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3972 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3973 driver_version_table[i].lopart_lo);
3974 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3975 driver_version_table[i].hipart_lo);
3981 static void WINE_GLAPI invalid_func(const void *data)
3983 ERR("Invalid vertex attribute function called\n");
3987 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
3989 ERR("Invalid texcoord function called\n");
3993 #define GLINFO_LOCATION (Adapters[0].gl_info)
3995 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3996 * the extension detection and are used in drawStridedSlow
3998 static void WINE_GLAPI position_d3dcolor(const void *data)
4000 DWORD pos = *((const DWORD *)data);
4002 FIXME("Add a test for fixed function position from d3dcolor type\n");
4003 glVertex4s(D3DCOLOR_B_R(pos),
4009 static void WINE_GLAPI position_float4(const void *data)
4011 const GLfloat *pos = data;
4013 if (pos[3] < eps && pos[3] > -eps)
4016 float w = 1.0 / pos[3];
4018 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4022 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4024 DWORD diffuseColor = *((const DWORD *)data);
4026 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4027 D3DCOLOR_B_G(diffuseColor),
4028 D3DCOLOR_B_B(diffuseColor),
4029 D3DCOLOR_B_A(diffuseColor));
4032 static void WINE_GLAPI specular_d3dcolor(const void *data)
4034 DWORD specularColor = *((const DWORD *)data);
4036 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
4037 D3DCOLOR_B_G(specularColor),
4038 D3DCOLOR_B_B(specularColor));
4041 static void WINE_GLAPI warn_no_specular_func(const void *data)
4043 WARN("GL_EXT_secondary_color not supported\n");
4046 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4048 position_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4049 position_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4050 position_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glVertex3fv;
4051 position_funcs[WINED3DDECLTYPE_FLOAT4] = position_float4;
4052 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = position_d3dcolor;
4053 position_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4054 position_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4055 position_funcs[WINED3DDECLTYPE_SHORT4] = (glAttribFunc)glVertex2sv;
4056 position_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
4057 position_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4058 position_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
4059 position_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4060 position_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
4061 position_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4062 position_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4063 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4064 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4066 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4067 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4068 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glColor3fv;
4069 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glColor4fv;
4070 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = diffuse_d3dcolor;
4071 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4072 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4073 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
4074 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (glAttribFunc)glColor4ubv;
4075 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4076 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (glAttribFunc)glColor4sv;
4077 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4078 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (glAttribFunc)glColor4usv;
4079 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4080 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4081 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4082 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4084 /* No 4 component entry points here */
4085 specular_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4086 specular_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4087 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4088 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4090 specular_funcs[WINED3DDECLTYPE_FLOAT3] = warn_no_specular_func;
4092 specular_funcs[WINED3DDECLTYPE_FLOAT4] = invalid_func;
4093 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4094 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = specular_d3dcolor;
4096 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = warn_no_specular_func;
4098 specular_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4099 specular_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4100 specular_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
4101 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
4102 specular_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4103 specular_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
4104 specular_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4105 specular_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
4106 specular_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4107 specular_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4108 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4109 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4111 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4112 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4114 normal_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4115 normal_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4116 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glNormal3fv;
4117 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4118 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_func;
4119 normal_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4120 normal_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4121 normal_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
4122 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
4123 normal_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4124 normal_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
4125 normal_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4126 normal_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
4127 normal_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4128 normal_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4129 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4130 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4132 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4133 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4134 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4135 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4136 multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_texcoord_func;
4137 multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_texcoord_func;
4138 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4139 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4140 multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_texcoord_func;
4141 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_texcoord_func;
4142 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_texcoord_func;
4143 multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_texcoord_func;
4144 multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_texcoord_func;
4145 multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3] = invalid_texcoord_func;
4146 multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N] = invalid_texcoord_func;
4147 if (GL_SUPPORT(NV_HALF_FLOAT))
4149 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4150 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4152 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_texcoord_func;
4153 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_texcoord_func;
4157 #define PUSH1(att) attribs[nAttribs++] = (att);
4158 BOOL InitAdapters(void) {
4159 static HMODULE mod_gl;
4161 int ps_selected_mode, vs_selected_mode;
4163 /* No need to hold any lock. The calling library makes sure only one thread calls
4164 * wined3d simultaneously
4166 if(numAdapters > 0) return Adapters[0].opengl;
4168 TRACE("Initializing adapters\n");
4171 #ifdef USE_WIN32_OPENGL
4172 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4173 mod_gl = LoadLibraryA("opengl32.dll");
4175 ERR("Can't load opengl32.dll!\n");
4179 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4180 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4181 mod_gl = GetModuleHandleA("gdi32.dll");
4185 /* Load WGL core functions from opengl32.dll */
4186 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4190 if(!pwglGetProcAddress) {
4191 ERR("Unable to load wglGetProcAddress!\n");
4195 /* Dynamically load all GL core functions */
4199 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4200 * otherwise because we have to use winex11.drv's override
4202 #ifdef USE_WIN32_OPENGL
4203 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4204 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4206 glFinish = (void*)pwglGetProcAddress("wglFinish");
4207 glFlush = (void*)pwglGetProcAddress("wglFlush");
4210 /* For now only one default adapter */
4218 WineD3D_PixelFormat *cfgs;
4220 DISPLAY_DEVICEW DisplayDevice;
4223 TRACE("Initializing default adapter\n");
4224 Adapters[0].num = 0;
4225 Adapters[0].monitorPoint.x = -1;
4226 Adapters[0].monitorPoint.y = -1;
4228 if (!WineD3D_CreateFakeGLContext()) {
4229 ERR("Failed to get a gl context for default adapter\n");
4230 WineD3D_ReleaseFakeGLContext();
4234 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4236 ERR("Failed to initialize gl caps for default adapter\n");
4237 WineD3D_ReleaseFakeGLContext();
4240 ret = initPixelFormats(&Adapters[0].gl_info);
4242 ERR("Failed to init gl formats\n");
4243 WineD3D_ReleaseFakeGLContext();
4247 hdc = pwglGetCurrentDC();
4249 ERR("Failed to get gl HDC\n");
4250 WineD3D_ReleaseFakeGLContext();
4254 Adapters[0].driver = "Display";
4255 Adapters[0].description = "Direct3D HAL";
4257 /* Use the VideoRamSize registry setting when set */
4258 if(wined3d_settings.emulated_textureram)
4259 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4261 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4262 Adapters[0].UsedTextureRam = 0;
4263 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4265 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4266 DisplayDevice.cb = sizeof(DisplayDevice);
4267 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4268 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4269 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4271 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4272 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4274 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4275 cfgs = Adapters[0].cfgs;
4276 PUSH1(WGL_RED_BITS_ARB)
4277 PUSH1(WGL_GREEN_BITS_ARB)
4278 PUSH1(WGL_BLUE_BITS_ARB)
4279 PUSH1(WGL_ALPHA_BITS_ARB)
4280 PUSH1(WGL_DEPTH_BITS_ARB)
4281 PUSH1(WGL_STENCIL_BITS_ARB)
4282 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4283 PUSH1(WGL_PIXEL_TYPE_ARB)
4284 PUSH1(WGL_DOUBLE_BUFFER_ARB)
4285 PUSH1(WGL_AUX_BUFFERS_ARB)
4287 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4288 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4293 /* Cache the pixel format */
4294 cfgs->iPixelFormat = iPixelFormat;
4295 cfgs->redSize = values[0];
4296 cfgs->greenSize = values[1];
4297 cfgs->blueSize = values[2];
4298 cfgs->alphaSize = values[3];
4299 cfgs->depthSize = values[4];
4300 cfgs->stencilSize = values[5];
4301 cfgs->windowDrawable = values[6];
4302 cfgs->iPixelType = values[7];
4303 cfgs->doubleBuffer = values[8];
4304 cfgs->auxBuffers = values[9];
4306 cfgs->pbufferDrawable = FALSE;
4307 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4308 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4309 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4311 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4312 cfgs->pbufferDrawable = value;
4315 cfgs->numSamples = 0;
4316 /* Check multisample support */
4317 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4318 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4320 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4321 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4322 * value[1] = number of multi sample buffers*/
4324 cfgs->numSamples = value[1];
4328 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);
4332 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4333 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4334 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4335 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4336 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4337 * driver is allowed to consume more bits EXCEPT for stencil bits.
4339 * Mark an adapter with this broken stencil behavior.
4341 Adapters[0].brokenStencil = TRUE;
4342 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4343 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4344 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4345 Adapters[0].brokenStencil = FALSE;
4350 fixup_extensions(&Adapters[0].gl_info);
4351 add_gl_compat_wrappers(&Adapters[0].gl_info);
4353 WineD3D_ReleaseFakeGLContext();
4355 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4356 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4357 fillGLAttribFuncs(&Adapters[0].gl_info);
4358 init_type_lookup(&Adapters[0].gl_info);
4359 Adapters[0].opengl = TRUE;
4362 TRACE("%d adapters successfully initialized\n", numAdapters);
4367 /* Initialize an adapter for ddraw-only memory counting */
4368 memset(Adapters, 0, sizeof(Adapters));
4369 Adapters[0].num = 0;
4370 Adapters[0].opengl = FALSE;
4371 Adapters[0].monitorPoint.x = -1;
4372 Adapters[0].monitorPoint.y = -1;
4374 Adapters[0].driver = "Display";
4375 Adapters[0].description = "WineD3D DirectDraw Emulation";
4376 if(wined3d_settings.emulated_textureram) {
4377 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4379 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4386 #undef GLINFO_LOCATION
4388 /**********************************************************
4389 * IWineD3D VTbl follows
4390 **********************************************************/
4392 const IWineD3DVtbl IWineD3D_Vtbl =
4395 IWineD3DImpl_QueryInterface,
4396 IWineD3DImpl_AddRef,
4397 IWineD3DImpl_Release,
4399 IWineD3DImpl_GetParent,
4400 IWineD3DImpl_GetAdapterCount,
4401 IWineD3DImpl_RegisterSoftwareDevice,
4402 IWineD3DImpl_GetAdapterMonitor,
4403 IWineD3DImpl_GetAdapterModeCount,
4404 IWineD3DImpl_EnumAdapterModes,
4405 IWineD3DImpl_GetAdapterDisplayMode,
4406 IWineD3DImpl_GetAdapterIdentifier,
4407 IWineD3DImpl_CheckDeviceMultiSampleType,
4408 IWineD3DImpl_CheckDepthStencilMatch,
4409 IWineD3DImpl_CheckDeviceType,
4410 IWineD3DImpl_CheckDeviceFormat,
4411 IWineD3DImpl_CheckDeviceFormatConversion,
4412 IWineD3DImpl_GetDeviceCaps,
4413 IWineD3DImpl_CreateDevice