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
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 /* Compile time diagnostics: */
26 #ifndef DEBUG_SINGLE_MODE
27 /* Set to 1 to force only a single display mode to be exposed: */
28 #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_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
60 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
63 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
64 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
65 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
66 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
67 {"GL_ARB_imaging", ARB_IMAGING, 0 },
68 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
69 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
70 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
71 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
72 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
73 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
74 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
75 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
76 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
77 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
78 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
79 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
80 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
81 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
82 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, 0 },
83 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
84 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
85 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
86 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
87 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
88 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
91 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
92 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
93 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
94 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
95 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
96 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
97 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
98 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
99 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
100 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
101 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
102 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
103 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
104 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
105 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
106 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
107 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
108 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
109 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
110 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
111 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
112 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
113 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING, 0 },
114 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
117 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
118 {"GL_NV_fence", NV_FENCE, 0 },
119 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
120 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
121 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
122 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
123 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
124 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
125 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
126 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
127 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
128 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
129 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
130 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
131 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
132 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
133 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
134 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
135 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
138 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
141 /**********************************************************
142 * Utility functions follow
143 **********************************************************/
146 static int numAdapters = 0;
147 static struct WineD3DAdapter Adapters[1];
149 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
152 int minLookup[MAX_LOOKUPS];
153 int maxLookup[MAX_LOOKUPS];
154 DWORD *stateLookup[MAX_LOOKUPS];
156 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
158 /* drawStridedSlow attributes */
159 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
160 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
161 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
162 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
163 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
166 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
167 * ie there is no GL Context - Get a default rendering context to enable the
168 * function query some info from GL
171 static int wined3d_fake_gl_context_ref = 0;
172 static BOOL wined3d_fake_gl_context_foreign;
173 static BOOL wined3d_fake_gl_context_available = FALSE;
174 static HDC wined3d_fake_gl_context_hdc = NULL;
175 static HWND wined3d_fake_gl_context_hwnd = NULL;
177 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
178 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
180 0, 0, &wined3d_fake_gl_context_cs,
181 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
182 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
183 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
185 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
187 static void WineD3D_ReleaseFakeGLContext(void) {
190 EnterCriticalSection(&wined3d_fake_gl_context_cs);
192 if(!wined3d_fake_gl_context_available) {
193 TRACE_(d3d_caps)("context not available\n");
194 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
198 glCtx = pwglGetCurrentContext();
200 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
201 if (0 == (--wined3d_fake_gl_context_ref) ) {
202 if(!wined3d_fake_gl_context_foreign && glCtx) {
203 TRACE_(d3d_caps)("destroying fake GL context\n");
204 pwglMakeCurrent(NULL, NULL);
205 pwglDeleteContext(glCtx);
207 if(wined3d_fake_gl_context_hdc)
208 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
209 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
210 if(wined3d_fake_gl_context_hwnd)
211 DestroyWindow(wined3d_fake_gl_context_hwnd);
212 wined3d_fake_gl_context_hwnd = NULL;
213 wined3d_fake_gl_context_available = FALSE;
215 assert(wined3d_fake_gl_context_ref >= 0);
217 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
220 static BOOL WineD3D_CreateFakeGLContext(void) {
223 EnterCriticalSection(&wined3d_fake_gl_context_cs);
225 TRACE("getting context...\n");
226 if(wined3d_fake_gl_context_ref > 0) goto ret;
227 assert(0 == wined3d_fake_gl_context_ref);
229 wined3d_fake_gl_context_foreign = TRUE;
231 glCtx = pwglGetCurrentContext();
233 PIXELFORMATDESCRIPTOR pfd;
236 wined3d_fake_gl_context_foreign = FALSE;
238 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
239 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
240 if(!wined3d_fake_gl_context_hwnd) {
241 ERR("HWND creation failed!\n");
244 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
245 if(!wined3d_fake_gl_context_hdc) {
246 ERR("GetDC failed!\n");
250 /* PixelFormat selection */
251 ZeroMemory(&pfd, sizeof(pfd));
252 pfd.nSize = sizeof(pfd);
254 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
255 pfd.iPixelType = PFD_TYPE_RGBA;
257 pfd.iLayerType = PFD_MAIN_PLANE;
259 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
261 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
262 ERR("Can't find a suitable iPixelFormat\n");
265 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
266 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
268 /* Create a GL context */
269 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
271 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
275 /* Make it the current GL context */
276 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
277 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
283 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
284 wined3d_fake_gl_context_ref++;
285 wined3d_fake_gl_context_available = TRUE;
286 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
289 if(wined3d_fake_gl_context_hdc)
290 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
291 wined3d_fake_gl_context_hdc = NULL;
292 if(wined3d_fake_gl_context_hwnd)
293 DestroyWindow(wined3d_fake_gl_context_hwnd);
294 wined3d_fake_gl_context_hwnd = NULL;
295 if(glCtx) pwglDeleteContext(glCtx);
296 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
300 /* Adjust the amount of used texture memory */
301 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
302 UINT Adapter = D3DDevice->adapterNo;
304 Adapters[Adapter].UsedTextureRam += glram;
305 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
306 return Adapters[Adapter].UsedTextureRam;
309 /**********************************************************
310 * IUnknown parts follows
311 **********************************************************/
313 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
315 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
317 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
318 if (IsEqualGUID(riid, &IID_IUnknown)
319 || IsEqualGUID(riid, &IID_IWineD3DBase)
320 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
321 IUnknown_AddRef(iface);
326 return E_NOINTERFACE;
329 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
330 IWineD3DImpl *This = (IWineD3DImpl *)iface;
331 ULONG refCount = InterlockedIncrement(&This->ref);
333 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
337 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
338 IWineD3DImpl *This = (IWineD3DImpl *)iface;
340 TRACE("(%p) : Releasing from %d\n", This, This->ref);
341 ref = InterlockedDecrement(&This->ref);
343 HeapFree(GetProcessHeap(), 0, This);
349 /* Set the shader type for this device, depending on the given capabilities,
350 * the device type, and the user preferences in wined3d_settings */
352 void select_shader_mode(
353 WineD3D_GL_Info *gl_info,
354 WINED3DDEVTYPE DeviceType,
358 if (wined3d_settings.vs_mode == VS_NONE) {
359 *vs_selected = SHADER_NONE;
360 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
361 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
362 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
363 * shaders only on this card. */
364 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
365 *vs_selected = SHADER_ARB;
367 *vs_selected = SHADER_GLSL;
368 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
369 *vs_selected = SHADER_ARB;
371 *vs_selected = SHADER_NONE;
374 if (wined3d_settings.ps_mode == PS_NONE) {
375 *ps_selected = SHADER_NONE;
376 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
377 *ps_selected = SHADER_GLSL;
378 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
379 *ps_selected = SHADER_ARB;
380 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
381 *ps_selected = SHADER_ATI;
383 *ps_selected = SHADER_NONE;
387 /** Select the number of report maximum shader constants based on the selected shader modes */
388 static void select_shader_max_constants(
389 int ps_selected_mode,
390 int vs_selected_mode,
391 WineD3D_GL_Info *gl_info) {
393 switch (vs_selected_mode) {
395 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
396 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
399 /* We have to subtract any other PARAMs that we might use in our shader programs.
400 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
401 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
402 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
405 gl_info->max_vshader_constantsF = 0;
409 switch (ps_selected_mode) {
411 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
412 * In theory the texbem instruction may need one more shader constant too. But lets assume
413 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
414 * and lets not take away a uniform needlessly from all other shaders.
416 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
419 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
420 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
422 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
425 gl_info->max_pshader_constantsF = 0;
430 /**********************************************************
431 * IWineD3D parts follows
432 **********************************************************/
434 #define GLINFO_LOCATION (*gl_info)
435 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
438 const char *testcode =
440 "PARAM C[66] = { program.env[0..65] };\n"
442 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
443 "ARL A0.x, zero.x;\n"
444 "MOV result.position, C[A0.x + 65];\n"
448 GL_EXTCALL(glGenProgramsARB(1, &prog));
450 ERR("Failed to create an ARB offset limit test program\n");
452 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
453 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
454 strlen(testcode), testcode));
455 if(glGetError() != 0) {
456 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
457 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
459 } else TRACE("OpenGL implementation allows offsets > 63\n");
461 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
462 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
463 checkGLcall("ARB vp offset limit test cleanup\n");
468 static DWORD ver_for_ext(GL_SupportedExt ext)
471 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
472 if(EXTENSION_MAP[i].extension == ext) {
473 return EXTENSION_MAP[i].version;
479 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
480 const char *GL_Extensions = NULL;
481 const char *WGL_Extensions = NULL;
482 const char *gl_string = NULL;
483 const char *gl_string_cursor = NULL;
485 GLfloat gl_floatv[2];
486 int major = 1, minor = 0;
487 BOOL return_value = TRUE;
490 unsigned int vidmem=0;
492 TRACE_(d3d_caps)("(%p)\n", gl_info);
496 gl_string = (const char *) glGetString(GL_RENDERER);
497 if (NULL == gl_string)
499 strcpy(gl_info->gl_renderer, gl_string);
501 gl_string = (const char *) glGetString(GL_VENDOR);
502 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
503 if (gl_string != NULL) {
504 /* Fill in the GL vendor */
505 if (strstr(gl_string, "NVIDIA")) {
506 gl_info->gl_vendor = VENDOR_NVIDIA;
507 } else if (strstr(gl_string, "ATI")) {
508 gl_info->gl_vendor = VENDOR_ATI;
509 } else if (strstr(gl_string, "Intel(R)") ||
510 strstr(gl_info->gl_renderer, "Intel(R)") ||
511 strstr(gl_string, "Intel Inc.")) {
512 gl_info->gl_vendor = VENDOR_INTEL;
513 } else if (strstr(gl_string, "Mesa")) {
514 gl_info->gl_vendor = VENDOR_MESA;
516 gl_info->gl_vendor = VENDOR_WINE;
519 gl_info->gl_vendor = VENDOR_WINE;
523 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
525 /* Parse the GL_VERSION field into major and minor information */
526 gl_string = (const char *) glGetString(GL_VERSION);
527 if (gl_string != NULL) {
529 /* First, parse the generic opengl version. This is supposed not to be convoluted with
530 * driver specific information
532 gl_string_cursor = gl_string;
533 major = atoi(gl_string_cursor);
535 ERR("Invalid opengl major version: %d\n", major);
537 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
540 if (*gl_string_cursor++ != '.') {
541 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
543 minor = atoi(gl_string_cursor);
544 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
545 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
547 /* Now parse the driver specific string which we'll report to the app */
548 switch (gl_info->gl_vendor) {
550 gl_string_cursor = strstr(gl_string, "NVIDIA");
551 if (!gl_string_cursor) {
552 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
556 gl_string_cursor = strstr(gl_string_cursor, " ");
557 if (!gl_string_cursor) {
558 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
562 while (*gl_string_cursor == ' ') {
566 if (!*gl_string_cursor) {
567 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
571 major = atoi(gl_string_cursor);
572 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
576 if (*gl_string_cursor++ != '.') {
577 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
581 minor = atoi(gl_string_cursor);
582 minor = major*100+minor;
589 gl_string_cursor = strchr(gl_string, '-');
590 if (gl_string_cursor) {
594 /* Check if version number is of the form x.y.z */
595 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
597 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
599 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
601 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
604 /* Mark version number as malformed */
606 gl_string_cursor = 0;
609 if (!gl_string_cursor)
610 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
612 major = *gl_string_cursor - '0';
613 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
618 /* Apple and Mesa version strings look differently, but both provide intel drivers */
619 if(strstr(gl_string, "APPLE")) {
620 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
621 * We only need the first part, and use the APPLE as identification
624 gl_string_cursor = gl_string;
625 major = atoi(gl_string_cursor);
626 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
630 if (*gl_string_cursor++ != '.') {
631 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
635 minor = atoi(gl_string_cursor);
640 gl_string_cursor = strstr(gl_string, "Mesa");
641 gl_string_cursor = strstr(gl_string_cursor, " ");
642 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
643 if (*gl_string_cursor) {
647 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
648 tmp[cursor++] = *gl_string_cursor;
654 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
658 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
659 tmp[cursor++] = *gl_string_cursor;
671 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
672 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
673 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
674 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
676 FIXME("OpenGL driver did not return version information\n");
677 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
678 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
681 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
684 * Initialize openGL extension related variables
685 * with Default values
687 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
688 gl_info->max_buffers = 1;
689 gl_info->max_textures = 1;
690 gl_info->max_texture_stages = 1;
691 gl_info->max_fragment_samplers = 1;
692 gl_info->max_vertex_samplers = 0;
693 gl_info->max_combined_samplers = 0;
694 gl_info->max_sampler_stages = 1;
695 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
696 gl_info->ps_arb_max_temps = 0;
697 gl_info->ps_arb_max_instructions = 0;
698 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
699 gl_info->vs_arb_max_temps = 0;
700 gl_info->vs_arb_max_instructions = 0;
701 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
702 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
703 gl_info->vs_glsl_constantsF = 0;
704 gl_info->ps_glsl_constantsF = 0;
705 gl_info->vs_arb_constantsF = 0;
706 gl_info->ps_arb_constantsF = 0;
708 /* Retrieve opengl defaults */
709 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
710 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
711 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
713 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
714 gl_info->max_lights = gl_max;
715 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
717 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
718 gl_info->max_texture_size = gl_max;
719 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
721 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
722 gl_info->max_pointsizemin = gl_floatv[0];
723 gl_info->max_pointsize = gl_floatv[1];
724 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
726 glGetIntegerv(GL_AUX_BUFFERS, &gl_max);
727 gl_info->max_aux_buffers = gl_max;
728 TRACE_(d3d_caps)("Offscreen rendering support - number of aux buffers=%d\n", gl_max);
730 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
731 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
732 TRACE_(d3d_caps)("GL_Extensions reported:\n");
734 if (NULL == GL_Extensions) {
735 ERR(" GL_Extensions returns NULL\n");
737 while (*GL_Extensions != 0x00) {
742 while (isspace(*GL_Extensions)) GL_Extensions++;
743 Start = GL_Extensions;
744 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
748 len = GL_Extensions - Start;
749 if (len == 0 || len >= sizeof(ThisExtn))
752 memcpy(ThisExtn, Start, len);
753 ThisExtn[len] = '\0';
754 TRACE_(d3d_caps)("- %s\n", ThisExtn);
756 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
757 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
758 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
759 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
764 /* Now work out what GL support this card really has */
765 #define USE_GL_FUNC(type, pfn, ext, replace) { \
766 DWORD ver = ver_for_ext(ext); \
767 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
768 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
769 else gl_info->pfn = NULL; \
774 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
778 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
779 * loading the functions, otherwise the code above will load the extension entry points instead of the
780 * core functions, which may not work
782 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
783 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
784 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
785 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
786 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
790 if (gl_info->supported[APPLE_FENCE]) {
791 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
792 * The apple extension interacts with some other apple exts. Disable the NV
793 * extension if the apple one is support to prevent confusion in other parts
796 gl_info->supported[NV_FENCE] = FALSE;
798 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
799 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
801 * The enums are the same:
802 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
803 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
804 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
805 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
806 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
808 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
809 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
810 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
812 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
813 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
814 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
817 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
818 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
819 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
821 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
822 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
823 * Won't occur in any real world situation though
825 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
826 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
827 /* Also disable ATI_FRAGMENT_SHADER if register combienrs and texture_shader2
828 * are supported. The nv extensions provide the same functionality as the
829 * ATI one, and a bit more(signed pixelformats)
831 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
834 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
835 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
836 gl_info->max_buffers = gl_max;
837 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
839 if (gl_info->supported[ARB_MULTITEXTURE]) {
840 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
841 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
842 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
844 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
846 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
847 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
849 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
851 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
853 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
855 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
856 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
858 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
860 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
862 if (gl_info->supported[ARB_VERTEX_SHADER]) {
864 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
865 gl_info->max_vertex_samplers = tmp;
866 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
867 gl_info->max_combined_samplers = tmp;
869 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
870 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
871 * an issue because then the sampler setup only depends on the two shaders. If a pixel
872 * shader is used with fixed function vertex processing we're fine too because fixed function
873 * vertex processing doesn't use any samplers. If fixed function fragment processing is
874 * used we have to make sure that all vertex sampler setups are valid together with all
875 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
876 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
877 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
878 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
879 * a fixed function pipeline anymore.
881 * So this is just a check to check that our assumption holds true. If not, write a warning
882 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
884 if(gl_info->max_vertex_samplers &&
885 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
886 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
887 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
888 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
889 if( gl_info->max_combined_samplers > MAX_TEXTURES )
890 gl_info->max_vertex_samplers =
891 gl_info->max_combined_samplers - MAX_TEXTURES;
893 gl_info->max_vertex_samplers = 0;
896 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
898 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
899 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
901 if (gl_info->supported[ARB_VERTEX_BLEND]) {
902 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
903 gl_info->max_blends = gl_max;
904 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
906 if (gl_info->supported[EXT_TEXTURE3D]) {
907 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
908 gl_info->max_texture3d_size = gl_max;
909 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
911 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
912 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
913 gl_info->max_anisotropy = gl_max;
914 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
916 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
917 gl_info->ps_arb_version = PS_VERSION_11;
918 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
919 gl_info->ps_arb_constantsF = gl_max;
920 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
921 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
922 gl_info->ps_arb_max_temps = gl_max;
923 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
924 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
925 gl_info->ps_arb_max_instructions = gl_max;
926 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
928 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
929 gl_info->vs_arb_version = VS_VERSION_11;
930 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
931 gl_info->vs_arb_constantsF = gl_max;
932 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
933 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
934 gl_info->vs_arb_max_temps = gl_max;
935 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
936 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
937 gl_info->vs_arb_max_instructions = gl_max;
938 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
940 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
942 if (gl_info->supported[ARB_VERTEX_SHADER]) {
943 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
944 gl_info->vs_glsl_constantsF = gl_max / 4;
945 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
947 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
948 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
949 gl_info->ps_glsl_constantsF = gl_max / 4;
950 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
951 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
952 gl_info->max_glsl_varyings = gl_max;
953 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
955 if (gl_info->supported[EXT_VERTEX_SHADER]) {
956 gl_info->vs_ati_version = VS_VERSION_11;
958 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
959 gl_info->vs_nv_version = VS_VERSION_30;
960 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
961 gl_info->vs_nv_version = VS_VERSION_20;
962 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
963 gl_info->vs_nv_version = VS_VERSION_11;
964 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
965 gl_info->vs_nv_version = VS_VERSION_10;
967 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
968 gl_info->ps_nv_version = PS_VERSION_30;
969 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
970 gl_info->ps_nv_version = PS_VERSION_20;
972 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
973 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
975 gl_info->max_shininess = 128.0;
977 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
978 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
979 * This saves a few redundant glDisable calls
981 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
983 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
984 /* Disable NV_register_combiners and fragment shader if this is supported.
985 * generally the NV extensions are prefered over the ATI one, and this
986 * extension is disabled if register_combiners and texture_shader2 are both
987 * supported. So we reach this place only if we have incomplete NV dxlevel 8
988 * fragment processing support
990 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
991 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
992 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
993 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
994 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
998 checkGLcall("extension detection\n");
1000 /* In some cases the number of texture stages can be larger than the number
1001 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1002 * shaders), but 8 texture stages (register combiners). */
1003 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1005 /* We can only use ORM_FBO when the hardware supports it. */
1006 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1007 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1008 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1011 /* MRTs are currently only supported when FBOs are used. */
1012 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1013 gl_info->max_buffers = 1;
1016 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1017 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1018 * in case of the latest videocards in the number of pixel/vertex pipelines.
1020 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1021 * rendering. Various games use this information to get a rough estimation of the features of the card
1022 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1023 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1024 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1027 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1028 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1029 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1030 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1031 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1032 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1033 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1036 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1037 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1038 * similar 3d features.
1040 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1041 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1042 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1043 * won't pass we return a default card. This way is better than maintaining a full card database as even
1044 * without a full database we can return a card with similar features. Second the size of the database
1045 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1046 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1047 * to distinguishes between different models from that family.
1049 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1050 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1051 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1052 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1053 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1054 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1055 * memory behind our backs if really needed.
1056 * Note that the amount of video memory can be overruled using a registry setting.
1058 switch (gl_info->gl_vendor) {
1060 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1061 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1063 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1064 /* Geforce8 - highend */
1065 if (strstr(gl_info->gl_renderer, "8800")) {
1066 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1067 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1069 /* Geforce8 - midend mobile */
1070 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1071 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1074 /* Geforce8 - midend */
1075 else if(strstr(gl_info->gl_renderer, "8600") ||
1076 strstr(gl_info->gl_renderer, "8700"))
1078 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1081 /* Geforce8 - lowend */
1082 else if(strstr(gl_info->gl_renderer, "8300") ||
1083 strstr(gl_info->gl_renderer, "8400") ||
1084 strstr(gl_info->gl_renderer, "8500"))
1086 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1087 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1089 /* Geforce7 - highend */
1090 else if(strstr(gl_info->gl_renderer, "7800") ||
1091 strstr(gl_info->gl_renderer, "7900") ||
1092 strstr(gl_info->gl_renderer, "7950") ||
1093 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1094 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1096 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1097 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1099 /* Geforce7 midend */
1100 else if(strstr(gl_info->gl_renderer, "7600") ||
1101 strstr(gl_info->gl_renderer, "7700")) {
1102 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1103 vidmem = 256; /* The 7600 uses 256-512MB */
1104 /* Geforce7 lower medium */
1105 } else if(strstr(gl_info->gl_renderer, "7400")) {
1106 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1107 vidmem = 256; /* The 7400 uses 256-512MB */
1109 /* Geforce7 lowend */
1110 else if(strstr(gl_info->gl_renderer, "7300")) {
1111 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1112 vidmem = 256; /* Mac Pros with this card have 256 MB */
1114 /* Geforce6 highend */
1115 else if(strstr(gl_info->gl_renderer, "6800"))
1117 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1118 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1120 /* Geforce6 - midend */
1121 else if(strstr(gl_info->gl_renderer, "6600") ||
1122 strstr(gl_info->gl_renderer, "6610") ||
1123 strstr(gl_info->gl_renderer, "6700"))
1125 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1126 vidmem = 128; /* A 6600GT has 128-256MB */
1128 /* Geforce6/7 lowend */
1130 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1133 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1134 /* GeforceFX - highend */
1135 if (strstr(gl_info->gl_renderer, "5800") ||
1136 strstr(gl_info->gl_renderer, "5900") ||
1137 strstr(gl_info->gl_renderer, "5950") ||
1138 strstr(gl_info->gl_renderer, "Quadro FX"))
1140 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1141 vidmem = 256; /* 5800-5900 cards use 256MB */
1143 /* GeforceFX - midend */
1144 else if(strstr(gl_info->gl_renderer, "5600") ||
1145 strstr(gl_info->gl_renderer, "5650") ||
1146 strstr(gl_info->gl_renderer, "5700") ||
1147 strstr(gl_info->gl_renderer, "5750"))
1149 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1150 vidmem = 128; /* A 5600 uses 128-256MB */
1152 /* GeforceFX - lowend */
1154 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1155 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1157 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1158 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1159 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1160 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1163 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1164 vidmem = 64; /* Geforce3 cards have 64-128MB */
1166 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1167 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1168 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1169 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1171 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1172 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1173 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1175 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1176 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1177 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1180 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1181 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1184 if (strstr(gl_info->gl_renderer, "TNT2")) {
1185 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1186 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1189 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1190 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1195 if(WINE_D3D9_CAPABLE(gl_info)) {
1196 /* Radeon R6xx HD2900 - highend */
1197 if (strstr(gl_info->gl_renderer, "HD 2900")) {
1198 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1199 vidmem = 512; /* HD2900 uses 512-1024MB */
1201 /* Radeon R6xx HD2600- midend */
1202 else if (strstr(gl_info->gl_renderer, "HD 2600")) {
1203 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1204 vidmem = 256; /* HD2600 uses 256-512MB */
1206 /* Radeon R6xx HD2300/HD2400 - lowend */
1207 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1208 strstr(gl_info->gl_renderer, "HD 2400"))
1210 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1211 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1214 else if (strstr(gl_info->gl_renderer, "X1600") ||
1215 strstr(gl_info->gl_renderer, "X1650") ||
1216 strstr(gl_info->gl_renderer, "X1800") ||
1217 strstr(gl_info->gl_renderer, "X1900") ||
1218 strstr(gl_info->gl_renderer, "X1950"))
1220 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1221 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1223 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1224 else if(strstr(gl_info->gl_renderer, "X700") ||
1225 strstr(gl_info->gl_renderer, "X800") ||
1226 strstr(gl_info->gl_renderer, "X850") ||
1227 strstr(gl_info->gl_renderer, "X1300") ||
1228 strstr(gl_info->gl_renderer, "X1400") ||
1229 strstr(gl_info->gl_renderer, "X1450") ||
1230 strstr(gl_info->gl_renderer, "X1550"))
1232 gl_info->gl_card = CARD_ATI_RADEON_X700;
1233 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1237 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1238 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1240 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1241 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1242 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1243 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1244 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1245 vidmem = 32; /* There are models with up to 64MB */
1247 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1248 vidmem = 16; /* There are 16-32MB models */
1252 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1253 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1254 gl_info->gl_card = CARD_INTEL_I945GM;
1256 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1257 gl_info->gl_card = CARD_INTEL_I915GM;
1258 } else if (strstr(gl_info->gl_renderer, "915G")) {
1259 gl_info->gl_card = CARD_INTEL_I915G;
1260 } else if (strstr(gl_info->gl_renderer, "865G")) {
1261 gl_info->gl_card = CARD_INTEL_I865G;
1262 } else if (strstr(gl_info->gl_renderer, "855G")) {
1263 gl_info->gl_card = CARD_INTEL_I855G;
1264 } else if (strstr(gl_info->gl_renderer, "830G")) {
1265 gl_info->gl_card = CARD_INTEL_I830G;
1267 gl_info->gl_card = CARD_INTEL_I915G;
1273 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1274 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1275 * them a good generic choice.
1277 gl_info->gl_vendor = VENDOR_NVIDIA;
1278 if(WINE_D3D9_CAPABLE(gl_info))
1279 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1280 else if(WINE_D3D8_CAPABLE(gl_info))
1281 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1282 else if(WINE_D3D7_CAPABLE(gl_info))
1283 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1284 else if(WINE_D3D6_CAPABLE(gl_info))
1285 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1287 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1289 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1291 /* If we have an estimate use it, else default to 64MB; */
1293 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1295 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1297 /* Load all the lookup tables
1298 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1299 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1300 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1302 minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE;
1303 maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC;
1306 for (i = 0; i < MAX_LOOKUPS; i++) {
1307 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1310 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1311 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1312 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1313 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1314 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1315 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1316 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1317 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1318 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1319 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1321 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1322 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1323 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
1324 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
1325 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1328 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1329 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1330 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1331 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1332 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1333 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1334 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1335 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1336 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1337 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1338 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1339 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1340 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1342 /* TODO: config lookups */
1344 /* Make sure there's an active HDC else the WGL extensions will fail */
1345 hdc = pwglGetCurrentDC();
1347 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1348 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1350 if (NULL == WGL_Extensions) {
1351 ERR(" WGL_Extensions returns NULL\n");
1353 while (*WGL_Extensions != 0x00) {
1358 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1359 Start = WGL_Extensions;
1360 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1364 len = WGL_Extensions - Start;
1365 if (len == 0 || len >= sizeof(ThisExtn))
1368 memcpy(ThisExtn, Start, len);
1369 ThisExtn[len] = '\0';
1370 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1372 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1373 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1374 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1381 return return_value;
1383 #undef GLINFO_LOCATION
1385 /**********************************************************
1386 * IWineD3D implementation follows
1387 **********************************************************/
1389 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1390 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1392 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1396 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1397 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1398 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1402 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1403 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1405 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1409 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1410 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1413 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1414 of the same bpp but different resolutions */
1416 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1417 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1418 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1419 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1421 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1425 /* TODO: Store modes per adapter and read it from the adapter structure */
1426 if (Adapter == 0) { /* Display */
1430 if (!DEBUG_SINGLE_MODE) {
1433 ZeroMemory(&DevModeW, sizeof(DevModeW));
1434 DevModeW.dmSize = sizeof(DevModeW);
1435 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1439 case WINED3DFMT_UNKNOWN:
1440 /* This is for D3D8, do not enumerate P8 here */
1441 if (DevModeW.dmBitsPerPel == 32 ||
1442 DevModeW.dmBitsPerPel == 16) i++;
1444 case WINED3DFMT_X8R8G8B8:
1445 if (DevModeW.dmBitsPerPel == 32) i++;
1447 case WINED3DFMT_R5G6B5:
1448 if (DevModeW.dmBitsPerPel == 16) i++;
1451 if (DevModeW.dmBitsPerPel == 8) i++;
1454 /* Skip other modes as they do not match the requested format */
1463 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1466 FIXME_(d3d_caps)("Adapter not primary display\n");
1471 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1472 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1473 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1474 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1476 /* Validate the parameters as much as possible */
1477 if (NULL == pMode ||
1478 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1479 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1480 return WINED3DERR_INVALIDCALL;
1483 /* TODO: Store modes per adapter and read it from the adapter structure */
1484 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1490 ZeroMemory(&DevModeW, sizeof(DevModeW));
1491 DevModeW.dmSize = sizeof(DevModeW);
1493 /* If we are filtering to a specific format (D3D9), then need to skip
1494 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1495 just count through the ones with valid bit depths */
1496 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1499 case WINED3DFMT_UNKNOWN:
1500 /* This is D3D8. Do not enumerate P8 here */
1501 if (DevModeW.dmBitsPerPel == 32 ||
1502 DevModeW.dmBitsPerPel == 16) i++;
1504 case WINED3DFMT_X8R8G8B8:
1505 if (DevModeW.dmBitsPerPel == 32) i++;
1507 case WINED3DFMT_R5G6B5:
1508 if (DevModeW.dmBitsPerPel == 16) i++;
1511 if (DevModeW.dmBitsPerPel == 8) i++;
1514 /* Modes that don't match what we support can get an early-out */
1515 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1516 return WINED3DERR_INVALIDCALL;
1521 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1522 return WINED3DERR_INVALIDCALL;
1526 /* Now get the display mode via the calculated index */
1527 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1528 pMode->Width = DevModeW.dmPelsWidth;
1529 pMode->Height = DevModeW.dmPelsHeight;
1530 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1531 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1532 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1534 if (Format == WINED3DFMT_UNKNOWN) {
1535 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1537 pMode->Format = Format;
1540 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1541 return WINED3DERR_INVALIDCALL;
1544 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1545 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1546 DevModeW.dmBitsPerPel);
1548 } else if (DEBUG_SINGLE_MODE) {
1549 /* Return one setting of the format requested */
1550 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1552 pMode->Height = 600;
1553 pMode->RefreshRate = 60;
1554 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1556 FIXME_(d3d_caps)("Adapter not primary display\n");
1562 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1563 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1564 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1566 if (NULL == pMode ||
1567 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1568 return WINED3DERR_INVALIDCALL;
1571 if (Adapter == 0) { /* Display */
1575 ZeroMemory(&DevModeW, sizeof(DevModeW));
1576 DevModeW.dmSize = sizeof(DevModeW);
1578 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1579 pMode->Width = DevModeW.dmPelsWidth;
1580 pMode->Height = DevModeW.dmPelsHeight;
1581 bpp = DevModeW.dmBitsPerPel;
1582 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1583 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1585 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1588 pMode->Format = pixelformat_for_depth(bpp);
1590 FIXME_(d3d_caps)("Adapter not primary display\n");
1593 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1594 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1598 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1599 and fields being inserted in the middle, a new structure is used in place */
1600 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1601 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1602 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1604 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1606 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1607 return WINED3DERR_INVALIDCALL;
1610 /* Return the information requested */
1611 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1612 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1613 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1615 /* Note dx8 doesn't supply a DeviceName */
1616 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1617 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1618 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1619 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1620 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1621 *(pIdentifier->SubSysId) = 0;
1622 *(pIdentifier->Revision) = 0;
1623 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1625 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1626 *(pIdentifier->WHQLLevel) = 0;
1628 *(pIdentifier->WHQLLevel) = 1;
1634 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1635 short redSize, greenSize, blueSize, alphaSize, colorBits;
1640 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1641 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1642 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1646 if(cfg->redSize < redSize)
1649 if(cfg->greenSize < greenSize)
1652 if(cfg->blueSize < blueSize)
1655 if(cfg->alphaSize < alphaSize)
1659 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1660 if(Format == WINED3DFMT_R16F)
1661 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1662 if(Format == WINED3DFMT_G16R16F)
1663 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1664 if(Format == WINED3DFMT_A16B16G16R16F)
1665 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1666 if(Format == WINED3DFMT_R32F)
1667 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1668 if(Format == WINED3DFMT_G32R32F)
1669 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1670 if(Format == WINED3DFMT_A32B32G32R32F)
1671 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1673 /* Probably a color index mode */
1680 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1681 short depthSize, stencilSize;
1682 BOOL lockable = FALSE;
1687 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1688 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1692 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1695 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1696 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1697 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1698 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1701 if(cfg->stencilSize != stencilSize)
1707 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1708 WINED3DFORMAT AdapterFormat,
1709 WINED3DFORMAT RenderTargetFormat,
1710 WINED3DFORMAT DepthStencilFormat) {
1711 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1713 WineD3D_PixelFormat *cfgs;
1716 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1718 DeviceType, debug_d3ddevicetype(DeviceType),
1719 AdapterFormat, debug_d3dformat(AdapterFormat),
1720 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1721 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1723 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1724 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1725 return WINED3DERR_INVALIDCALL;
1728 cfgs = Adapters[Adapter].cfgs;
1729 nCfgs = Adapters[Adapter].nCfgs;
1730 for (it = 0; it < nCfgs; ++it) {
1731 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1732 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1733 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1738 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1740 return WINED3DERR_NOTAVAILABLE;
1743 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1744 WINED3DFORMAT SurfaceFormat,
1745 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1747 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1748 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1751 DeviceType, debug_d3ddevicetype(DeviceType),
1752 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1757 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1758 return WINED3DERR_INVALIDCALL;
1761 /* TODO: Store in Adapter structure */
1762 if (pQualityLevels != NULL) {
1763 static int s_single_shot = 0;
1764 if (!s_single_shot) {
1765 FIXME("Quality levels unsupported at present\n");
1768 *pQualityLevels = 1; /* Guess at a value! */
1771 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1772 return WINED3DERR_NOTAVAILABLE;
1775 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1776 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1778 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1779 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1782 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1785 DeviceType, debug_d3ddevicetype(DeviceType),
1786 DisplayFormat, debug_d3dformat(DisplayFormat),
1787 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1790 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1791 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1792 return WINED3DERR_INVALIDCALL;
1795 /* The task of this function is to check whether a certain display / backbuffer format
1796 * combination is available on the given adapter. In fullscreen mode microsoft specified
1797 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1798 * and display format should match exactly.
1799 * In windowed mode format conversion can occur and this depends on the driver. When format
1800 * conversion is done, this function should nevertheless fail and applications need to use
1801 * CheckDeviceFormatConversion.
1802 * At the moment we assume that fullscreen and windowed have the same capabilities */
1804 /* There are only 4 display formats */
1805 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1806 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1807 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1808 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1810 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1811 return WINED3DERR_NOTAVAILABLE;
1814 /* If the requested DisplayFormat is not available, don't continue */
1815 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1817 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1818 return WINED3DERR_NOTAVAILABLE;
1821 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1822 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1823 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1824 return WINED3DERR_NOTAVAILABLE;
1827 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1828 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1829 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1830 return WINED3DERR_NOTAVAILABLE;
1833 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1834 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1835 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1836 return WINED3DERR_NOTAVAILABLE;
1839 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1840 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1841 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1842 return WINED3DERR_NOTAVAILABLE;
1845 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1846 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1847 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1848 return WINED3DERR_NOTAVAILABLE;
1851 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1852 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1854 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1860 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1861 /* Check if we support bumpmapping for a format */
1862 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1864 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1865 switch (CheckFormat) {
1866 case WINED3DFMT_V8U8:
1867 TRACE_(d3d_caps)("[OK]\n");
1869 /* TODO: Other bump map formats */
1871 TRACE_(d3d_caps)("[FAILED]\n");
1875 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
1876 switch (CheckFormat) {
1877 case WINED3DFMT_V8U8:
1878 TRACE_(d3d_caps)("[OK]\n");
1881 TRACE_(d3d_caps)("[FAILED]\n");
1885 TRACE_(d3d_caps)("[FAILED]\n");
1889 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
1890 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat,
1891 WINED3DFORMAT DepthStencilFormat)
1894 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1896 /* Only allow depth/stencil formats */
1897 switch (DepthStencilFormat) {
1898 case WINED3DFMT_D16_LOCKABLE:
1899 case WINED3DFMT_D16:
1900 case WINED3DFMT_D15S1:
1901 case WINED3DFMT_D24X8:
1902 case WINED3DFMT_D24X4S4:
1903 case WINED3DFMT_D24S8:
1904 case WINED3DFMT_D24FS8:
1905 case WINED3DFMT_D32:
1906 case WINED3DFMT_D32F_LOCKABLE:
1913 /* Walk through all WGL pixel formats to find a match */
1914 cfgs = Adapters[Adapter].cfgs;
1915 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1916 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
1917 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1926 static BOOL CheckFilterCapability(WINED3DFORMAT CheckFormat)
1928 switch (CheckFormat) {
1929 /* Filtering not supported */
1930 case WINED3DFMT_R32F:
1931 case WINED3DFMT_A32B32G32R32F:
1932 TRACE_(d3d_caps)("[FAILED]\n");
1941 /* Check the render target capabilities of a format */
1942 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
1946 /* Filter out non-RT formats */
1949 /* Don't offer 8bit, windows doesn't either although we could emulate it */
1950 case WINED3DFMT_A8P8:
1953 /* No DXTC render targets */
1954 case WINED3DFMT_DXT1:
1955 case WINED3DFMT_DXT2:
1956 case WINED3DFMT_DXT3:
1957 case WINED3DFMT_DXT4:
1958 case WINED3DFMT_DXT5:
1964 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
1965 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1967 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
1968 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
1970 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
1971 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
1973 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
1974 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
1975 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
1976 TRACE_(d3d_caps)("[FAILED]\n");
1980 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
1981 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
1982 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1983 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
1984 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
1988 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
1989 /* We can propably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
1990 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1993 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
1994 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1995 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
1996 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2000 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2001 /* For now return TRUE for FBOs until we have some proper checks.
2002 * Note that this function will only be called when the format is around for texturing. */
2008 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2010 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2011 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2012 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2016 switch (CheckFormat) {
2017 case WINED3DFMT_A8R8G8B8:
2018 case WINED3DFMT_X8R8G8B8:
2019 case WINED3DFMT_A4R4G4B4:
2021 case WINED3DFMT_A8L8:
2022 case WINED3DFMT_DXT1:
2023 case WINED3DFMT_DXT2:
2024 case WINED3DFMT_DXT3:
2025 case WINED3DFMT_DXT4:
2026 case WINED3DFMT_DXT5:
2027 TRACE_(d3d_caps)("[OK]\n");
2031 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2037 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2039 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2040 * doing the color fixup in shaders.
2041 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2042 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2043 int vs_selected_mode;
2044 int ps_selected_mode;
2045 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2047 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2048 TRACE_(d3d_caps)("[OK]\n");
2053 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2057 /* Check if a texture format is supported on the given adapter */
2058 static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2060 switch (CheckFormat) {
2063 * supported: RGB(A) formats
2065 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2066 case WINED3DFMT_A8R8G8B8:
2067 case WINED3DFMT_X8R8G8B8:
2068 case WINED3DFMT_R5G6B5:
2069 case WINED3DFMT_X1R5G5B5:
2070 case WINED3DFMT_A1R5G5B5:
2071 case WINED3DFMT_A4R4G4B4:
2072 case WINED3DFMT_R3G3B2:
2074 case WINED3DFMT_X4R4G4B4:
2075 case WINED3DFMT_A8B8G8R8:
2076 case WINED3DFMT_X8B8G8R8:
2077 case WINED3DFMT_A2R10G10B10:
2078 case WINED3DFMT_A2B10G10R10:
2079 case WINED3DFMT_G16R16:
2080 TRACE_(d3d_caps)("[OK]\n");
2084 * supported: Palettized
2087 TRACE_(d3d_caps)("[OK]\n");
2089 /* No Windows driver offers A8P8, so don't offer it either */
2090 case WINED3DFMT_A8P8:
2094 * Supported: (Alpha)-Luminance
2097 case WINED3DFMT_A8L8:
2098 case WINED3DFMT_A4L4:
2099 case WINED3DFMT_L16:
2100 TRACE_(d3d_caps)("[OK]\n");
2103 /* Depth/stencil is handled using checkDepthStencilCapability, return FALSE here */
2104 case WINED3DFMT_D16_LOCKABLE:
2105 case WINED3DFMT_D16:
2106 case WINED3DFMT_D15S1:
2107 case WINED3DFMT_D24X8:
2108 case WINED3DFMT_D24X4S4:
2109 case WINED3DFMT_D24S8:
2110 case WINED3DFMT_D24FS8:
2111 case WINED3DFMT_D32:
2112 case WINED3DFMT_D32F_LOCKABLE:
2116 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2117 * GL_NV_texture_shader), but advertized to make apps happy.
2118 * Enable some because games often fail when they are not available
2119 * and are still playable even without bump mapping
2121 case WINED3DFMT_V8U8:
2122 if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP) ||
2123 GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
2126 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2129 case WINED3DFMT_X8L8V8U8:
2130 case WINED3DFMT_L6V5U5:
2131 WARN_(d3d_caps)("[FAILED]\n");
2134 case WINED3DFMT_Q8W8V8U8:
2135 case WINED3DFMT_V16U16:
2136 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2137 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2140 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2143 /* Those are not advertized by the nvidia windows driver, and not
2144 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2145 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2146 * ARGB format if needed
2148 case WINED3DFMT_W11V11U10:
2149 case WINED3DFMT_A2W10V10U10:
2150 WARN_(d3d_caps)("[FAILED]\n");
2153 case WINED3DFMT_DXT1:
2154 case WINED3DFMT_DXT2:
2155 case WINED3DFMT_DXT3:
2156 case WINED3DFMT_DXT4:
2157 case WINED3DFMT_DXT5:
2158 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2159 TRACE_(d3d_caps)("[OK]\n");
2162 TRACE_(d3d_caps)("[FAILED]\n");
2167 * Odd formats - not supported
2169 case WINED3DFMT_VERTEXDATA:
2170 case WINED3DFMT_INDEX16:
2171 case WINED3DFMT_INDEX32:
2172 case WINED3DFMT_Q16W16V16U16:
2173 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2177 * WINED3DFMT_CxV8U8: Not supported right now
2179 case WINED3DFMT_CxV8U8:
2180 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2183 /* YUV formats, not supported for now */
2184 case WINED3DFMT_UYVY:
2185 case WINED3DFMT_YUY2:
2186 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2190 case WINED3DFMT_A16B16G16R16:
2191 case WINED3DFMT_A8R3G3B2:
2192 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2195 /* Floating point formats */
2196 case WINED3DFMT_R16F:
2197 case WINED3DFMT_A16B16G16R16F:
2198 if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2199 TRACE_(d3d_caps)("[OK]\n");
2202 TRACE_(d3d_caps)("[FAILED]\n");
2205 case WINED3DFMT_R32F:
2206 case WINED3DFMT_A32B32G32R32F:
2207 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2208 TRACE_(d3d_caps)("[OK]\n");
2211 TRACE_(d3d_caps)("[FAILED]\n");
2214 case WINED3DFMT_G16R16F:
2215 case WINED3DFMT_G32R32F:
2216 TRACE_(d3d_caps)("[FAILED]\n");
2219 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2220 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2221 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2222 * We can do instancing with all shader versions, but we need vertex shaders.
2224 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2225 * to enable instancing. WineD3D doesn't need that and just ignores it.
2227 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2229 case WINEMAKEFOURCC('I','N','S','T'):
2230 TRACE("ATI Instancing check hack\n");
2231 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2232 TRACE_(d3d_caps)("[OK]\n");
2235 TRACE_(d3d_caps)("[FAILED]\n");
2238 /* Some weird FOURCC formats */
2239 case WINED3DFMT_R8G8_B8G8:
2240 case WINED3DFMT_G8R8_G8B8:
2241 case WINED3DFMT_MULTI2_ARGB8:
2242 TRACE_(d3d_caps)("[FAILED]\n");
2245 case WINED3DFMT_UNKNOWN:
2249 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2255 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2257 if (!GL_LIMITS(vertex_samplers)) {
2258 TRACE_(d3d_caps)("[FAILED]\n");
2262 switch (CheckFormat) {
2263 case WINED3DFMT_A32B32G32R32F:
2264 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2265 TRACE_(d3d_caps)("[FAILED]\n");
2268 TRACE_(d3d_caps)("[OK]\n");
2272 TRACE_(d3d_caps)("[FAILED]\n");
2278 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2279 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2280 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2281 DWORD UsageCaps = 0;
2283 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2286 DeviceType, debug_d3ddevicetype(DeviceType),
2287 AdapterFormat, debug_d3dformat(AdapterFormat),
2288 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2289 RType, debug_d3dresourcetype(RType),
2290 CheckFormat, debug_d3dformat(CheckFormat));
2292 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2293 return WINED3DERR_INVALIDCALL;
2296 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2297 /* Cubetexture allows:
2298 * - D3DUSAGE_AUTOGENMIPMAP
2299 * - D3DUSAGE_DEPTHSTENCIL
2300 * - D3DUSAGE_DYNAMIC
2301 * - D3DUSAGE_NONSECURE (d3d9ex)
2302 * - D3DUSAGE_RENDERTARGET
2303 * - D3DUSAGE_SOFTWAREPROCESSING
2305 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2306 /* Check if the texture format is around */
2307 if(CheckTextureCapability(Adapter, CheckFormat)) {
2308 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2309 /* Check for automatic mipmap generation support */
2310 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2311 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2313 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUOTGEN instead of D3D_OK */
2314 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2318 /* Always report dynamic locking */
2319 if(Usage & WINED3DUSAGE_DYNAMIC)
2320 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2322 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2323 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2324 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2326 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2327 return WINED3DERR_NOTAVAILABLE;
2331 /* Always report software processing */
2332 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2333 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2335 /* Check QUERY_FILTER support */
2336 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2337 if(CheckFilterCapability(CheckFormat)) {
2338 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2340 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2341 return WINED3DERR_NOTAVAILABLE;
2345 /* Check QUERY_SRGBREAD support */
2346 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2347 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2348 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2350 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2351 return WINED3DERR_NOTAVAILABLE;
2355 /* Check QUERY_SRGBWRITE support */
2356 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2357 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2358 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2360 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2361 return WINED3DERR_NOTAVAILABLE;
2365 /* Check QUERY_VERTEXTEXTURE support */
2366 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2367 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2368 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2370 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2371 return WINED3DERR_NOTAVAILABLE;
2375 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2376 return WINED3DERR_NOTAVAILABLE;
2379 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2380 return WINED3DERR_NOTAVAILABLE;
2382 } else if(RType == WINED3DRTYPE_SURFACE) {
2384 * - D3DUSAGE_DEPTHSTENCIL
2385 * - D3DUSAGE_NONSECURE (d3d9ex)
2386 * - D3DUSAGE_RENDERTARGET
2389 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2390 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2391 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2393 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2394 return WINED3DERR_NOTAVAILABLE;
2398 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2399 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2400 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2402 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2403 return WINED3DERR_NOTAVAILABLE;
2406 } else if(RType == WINED3DRTYPE_TEXTURE) {
2408 * - D3DUSAGE_AUTOGENMIPMAP
2409 * - D3DUSAGE_DEPTHSTENCIL
2411 * - D3DUSAGE_DYNAMIC
2412 * - D3DUSAGE_NONSECURE (d3d9ex)
2413 * - D3DUSAGE_RENDERTARGET
2414 * - D3DUSAGE_SOFTWAREPROCESSING
2415 * - D3DUSAGE_TEXTAPI (d3d9ex)
2418 /* Check if the texture format is around */
2419 if(CheckTextureCapability(Adapter, CheckFormat)) {
2420 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2421 /* Check for automatic mipmap generation support */
2422 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2423 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2425 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUOTGEN instead of D3D_OK */
2426 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2430 /* Always report dynamic locking */
2431 if(Usage & WINED3DUSAGE_DYNAMIC)
2432 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2434 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2435 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2436 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2438 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2439 return WINED3DERR_NOTAVAILABLE;
2443 /* Always report software processing */
2444 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2445 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2447 /* Check QUERY_FILTER support */
2448 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2449 if(CheckFilterCapability(CheckFormat)) {
2450 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2452 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2453 return WINED3DERR_NOTAVAILABLE;
2457 /* Check QUERY_LEGACYBUMPMAP support */
2458 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2459 if(CheckBumpMapCapability(Adapter, CheckFormat)) {
2460 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2462 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2463 return WINED3DERR_NOTAVAILABLE;
2467 /* Check QUERY_SRGBREAD support */
2468 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2469 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2470 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2472 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2473 return WINED3DERR_NOTAVAILABLE;
2477 /* Check QUERY_SRGBWRITE support */
2478 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2479 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2480 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2482 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2483 return WINED3DERR_NOTAVAILABLE;
2487 /* Check QUERY_VERTEXTEXTURE support */
2488 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2489 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2490 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2492 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2493 return WINED3DERR_NOTAVAILABLE;
2496 } else if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2497 if(Usage & WINED3DUSAGE_DEPTHSTENCIL)
2498 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2500 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2501 return WINED3DERR_NOTAVAILABLE;
2503 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2504 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2505 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2507 * Volumetexture allows:
2508 * - D3DUSAGE_DYNAMIC
2509 * - D3DUSAGE_NONSECURE (d3d9ex)
2510 * - D3DUSAGE_SOFTWAREPROCESSING
2513 /* Check volume texture and volume usage caps */
2514 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2515 if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
2516 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2517 return WINED3DERR_NOTAVAILABLE;
2520 /* Always report dynamic locking */
2521 if(Usage & WINED3DUSAGE_DYNAMIC)
2522 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2524 /* Always report software processing */
2525 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2526 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2528 /* Check QUERY_FILTER support */
2529 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2530 if(CheckFilterCapability(CheckFormat)) {
2531 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2533 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2534 return WINED3DERR_NOTAVAILABLE;
2538 /* Check QUERY_SRGBREAD support */
2539 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2540 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2541 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2543 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2544 return WINED3DERR_NOTAVAILABLE;
2548 /* Check QUERY_SRGBWRITE support */
2549 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2550 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2551 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2553 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2554 return WINED3DERR_NOTAVAILABLE;
2558 /* Check QUERY_VERTEXTEXTURE support */
2559 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2560 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2561 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2563 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2564 return WINED3DERR_NOTAVAILABLE;
2568 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2569 return WINED3DERR_NOTAVAILABLE;
2572 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2573 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2574 * app needing one of those formats, don't advertize them to avoid leading apps into
2575 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2578 switch(CheckFormat) {
2580 case WINED3DFMT_A4L4:
2581 case WINED3DFMT_R32F:
2582 case WINED3DFMT_R16F:
2583 case WINED3DFMT_X8L8V8U8:
2584 case WINED3DFMT_L6V5U5:
2585 case WINED3DFMT_G16R16:
2586 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2587 return WINED3DERR_NOTAVAILABLE;
2589 case WINED3DFMT_Q8W8V8U8:
2590 case WINED3DFMT_V16U16:
2591 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2592 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2593 return WINED3DERR_NOTAVAILABLE;
2597 case WINED3DFMT_V8U8:
2598 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2599 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2600 return WINED3DERR_NOTAVAILABLE;
2604 case WINED3DFMT_DXT1:
2605 case WINED3DFMT_DXT2:
2606 case WINED3DFMT_DXT3:
2607 case WINED3DFMT_DXT4:
2608 case WINED3DFMT_DXT5:
2609 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2610 * compressed texture results in an error. While the D3D refrast does
2611 * support s3tc volumes, at least the nvidia windows driver does not, so
2612 * we're free not to support this format.
2614 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2615 return WINED3DERR_NOTAVAILABLE;
2618 /* Do nothing, continue with checking the format below */
2621 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2622 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2623 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2624 return WINED3DERR_NOTAVAILABLE;
2627 /* This format is nothing special and it is supported perfectly.
2628 * However, ati and nvidia driver on windows do not mark this format as
2629 * supported (tested with the dxCapsViewer) and pretending to
2630 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2631 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2632 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2634 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2635 TRACE_(d3d_caps)("[FAILED]\n");
2636 return WINED3DERR_NOTAVAILABLE;
2639 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2640 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2641 * usage flags match. */
2642 if(UsageCaps == Usage) {
2644 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2645 return WINED3DOK_NOAUTOGEN;
2647 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);
2648 return WINED3DERR_NOTAVAILABLE;
2652 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2653 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2654 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2656 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2659 DeviceType, debug_d3ddevicetype(DeviceType),
2660 SourceFormat, debug_d3dformat(SourceFormat),
2661 TargetFormat, debug_d3dformat(TargetFormat));
2665 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2666 const shader_backend_t *ret;
2667 int vs_selected_mode;
2668 int ps_selected_mode;
2670 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2671 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2672 ret = &glsl_shader_backend;
2673 } else if (vs_selected_mode == SHADER_ARB && ps_selected_mode != SHADER_NONE &&
2674 !GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2675 ret = &atifs_shader_backend;
2676 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2677 ret = &arb_program_shader_backend;
2679 ret = &none_shader_backend;
2684 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2685 subset of a D3DCAPS9 structure. However, it has to come via a void *
2686 as the d3d8 interface cannot import the d3d9 header */
2687 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2689 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2690 int vs_selected_mode;
2691 int ps_selected_mode;
2692 struct shader_caps shader_caps;
2693 const shader_backend_t *shader_backend;
2695 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2697 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2698 return WINED3DERR_INVALIDCALL;
2701 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2703 /* This function should *not* be modifying GL caps
2704 * TODO: move the functionality where it belongs */
2705 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2707 /* ------------------------------------------------
2708 The following fields apply to both d3d8 and d3d9
2709 ------------------------------------------------ */
2710 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2711 pCaps->AdapterOrdinal = Adapter;
2714 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2715 WINED3DCAPS2_FULLSCREENGAMMA |
2716 WINED3DCAPS2_DYNAMICTEXTURES;
2717 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2718 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2720 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2721 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2722 WINED3DPRESENT_INTERVAL_ONE;
2724 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2725 WINED3DCURSORCAPS_LOWRES;
2727 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2728 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2729 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2730 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2731 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2732 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2733 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2734 WINED3DDEVCAPS_PUREDEVICE |
2735 WINED3DDEVCAPS_HWRASTERIZATION |
2736 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2737 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2738 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2739 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2740 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2741 WINED3DDEVCAPS_RTPATCHES;
2743 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2744 WINED3DPMISCCAPS_CULLCCW |
2745 WINED3DPMISCCAPS_CULLCW |
2746 WINED3DPMISCCAPS_COLORWRITEENABLE |
2747 WINED3DPMISCCAPS_CLIPTLVERTS |
2748 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2749 WINED3DPMISCCAPS_MASKZ |
2750 WINED3DPMISCCAPS_BLENDOP;
2752 WINED3DPMISCCAPS_NULLREFERENCE
2753 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2754 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2755 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2756 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
2757 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2759 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
2760 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
2762 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
2764 if (GL_SUPPORT(NV_REGISTER_COMBINERS))
2765 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2766 if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
2767 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
2770 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2771 WINED3DPRASTERCAPS_PAT |
2772 WINED3DPRASTERCAPS_WFOG |
2773 WINED3DPRASTERCAPS_ZFOG |
2774 WINED3DPRASTERCAPS_FOGVERTEX |
2775 WINED3DPRASTERCAPS_FOGTABLE |
2776 WINED3DPRASTERCAPS_STIPPLE |
2777 WINED3DPRASTERCAPS_SUBPIXEL |
2778 WINED3DPRASTERCAPS_ZTEST |
2779 WINED3DPRASTERCAPS_SCISSORTEST |
2780 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
2781 WINED3DPRASTERCAPS_DEPTHBIAS;
2783 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2784 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
2785 WINED3DPRASTERCAPS_ZBIAS |
2786 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
2788 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
2789 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
2792 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2793 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2794 WINED3DPRASTERCAPS_ANTIALIASEDGES
2795 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2796 WINED3DPRASTERCAPS_WBUFFER */
2798 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2799 WINED3DPCMPCAPS_EQUAL |
2800 WINED3DPCMPCAPS_GREATER |
2801 WINED3DPCMPCAPS_GREATEREQUAL |
2802 WINED3DPCMPCAPS_LESS |
2803 WINED3DPCMPCAPS_LESSEQUAL |
2804 WINED3DPCMPCAPS_NEVER |
2805 WINED3DPCMPCAPS_NOTEQUAL;
2807 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
2808 WINED3DPBLENDCAPS_BOTHSRCALPHA |
2809 WINED3DPBLENDCAPS_DESTALPHA |
2810 WINED3DPBLENDCAPS_DESTCOLOR |
2811 WINED3DPBLENDCAPS_INVDESTALPHA |
2812 WINED3DPBLENDCAPS_INVDESTCOLOR |
2813 WINED3DPBLENDCAPS_INVSRCALPHA |
2814 WINED3DPBLENDCAPS_INVSRCCOLOR |
2815 WINED3DPBLENDCAPS_ONE |
2816 WINED3DPBLENDCAPS_SRCALPHA |
2817 WINED3DPBLENDCAPS_SRCALPHASAT |
2818 WINED3DPBLENDCAPS_SRCCOLOR |
2819 WINED3DPBLENDCAPS_ZERO;
2821 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
2822 WINED3DPBLENDCAPS_DESTCOLOR |
2823 WINED3DPBLENDCAPS_INVDESTALPHA |
2824 WINED3DPBLENDCAPS_INVDESTCOLOR |
2825 WINED3DPBLENDCAPS_INVSRCALPHA |
2826 WINED3DPBLENDCAPS_INVSRCCOLOR |
2827 WINED3DPBLENDCAPS_ONE |
2828 WINED3DPBLENDCAPS_SRCALPHA |
2829 WINED3DPBLENDCAPS_SRCCOLOR |
2830 WINED3DPBLENDCAPS_ZERO;
2831 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
2832 * according to the glBlendFunc manpage
2834 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
2835 * legacy settings for srcblend only
2838 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
2839 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2840 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2844 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2845 WINED3DPCMPCAPS_EQUAL |
2846 WINED3DPCMPCAPS_GREATER |
2847 WINED3DPCMPCAPS_GREATEREQUAL |
2848 WINED3DPCMPCAPS_LESS |
2849 WINED3DPCMPCAPS_LESSEQUAL |
2850 WINED3DPCMPCAPS_NEVER |
2851 WINED3DPCMPCAPS_NOTEQUAL;
2853 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
2854 WINED3DPSHADECAPS_COLORGOURAUDRGB |
2855 WINED3DPSHADECAPS_ALPHAFLATBLEND |
2856 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
2857 WINED3DPSHADECAPS_COLORFLATRGB |
2858 WINED3DPSHADECAPS_FOGFLAT |
2859 WINED3DPSHADECAPS_FOGGOURAUD |
2860 WINED3DPSHADECAPS_SPECULARFLATRGB;
2862 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
2863 WINED3DPTEXTURECAPS_ALPHAPALETTE |
2864 WINED3DPTEXTURECAPS_BORDER |
2865 WINED3DPTEXTURECAPS_MIPMAP |
2866 WINED3DPTEXTURECAPS_PROJECTED |
2867 WINED3DPTEXTURECAPS_PERSPECTIVE;
2869 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
2870 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
2871 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
2874 if( GL_SUPPORT(EXT_TEXTURE3D)) {
2875 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
2876 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
2877 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
2880 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2881 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
2882 WINED3DPTEXTURECAPS_MIPCUBEMAP |
2883 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
2887 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2888 WINED3DPTFILTERCAPS_MAGFPOINT |
2889 WINED3DPTFILTERCAPS_MINFLINEAR |
2890 WINED3DPTFILTERCAPS_MINFPOINT |
2891 WINED3DPTFILTERCAPS_MIPFLINEAR |
2892 WINED3DPTFILTERCAPS_MIPFPOINT |
2893 WINED3DPTFILTERCAPS_LINEAR |
2894 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2895 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2896 WINED3DPTFILTERCAPS_MIPLINEAR |
2897 WINED3DPTFILTERCAPS_MIPNEAREST |
2898 WINED3DPTFILTERCAPS_NEAREST;
2900 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2901 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2902 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2905 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2906 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2907 WINED3DPTFILTERCAPS_MAGFPOINT |
2908 WINED3DPTFILTERCAPS_MINFLINEAR |
2909 WINED3DPTFILTERCAPS_MINFPOINT |
2910 WINED3DPTFILTERCAPS_MIPFLINEAR |
2911 WINED3DPTFILTERCAPS_MIPFPOINT |
2912 WINED3DPTFILTERCAPS_LINEAR |
2913 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2914 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2915 WINED3DPTFILTERCAPS_MIPLINEAR |
2916 WINED3DPTFILTERCAPS_MIPNEAREST |
2917 WINED3DPTFILTERCAPS_NEAREST;
2919 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2920 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2921 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2924 pCaps->CubeTextureFilterCaps = 0;
2926 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2927 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2928 WINED3DPTFILTERCAPS_MAGFPOINT |
2929 WINED3DPTFILTERCAPS_MINFLINEAR |
2930 WINED3DPTFILTERCAPS_MINFPOINT |
2931 WINED3DPTFILTERCAPS_MIPFLINEAR |
2932 WINED3DPTFILTERCAPS_MIPFPOINT |
2933 WINED3DPTFILTERCAPS_LINEAR |
2934 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2935 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2936 WINED3DPTFILTERCAPS_MIPLINEAR |
2937 WINED3DPTFILTERCAPS_MIPNEAREST |
2938 WINED3DPTFILTERCAPS_NEAREST;
2940 pCaps->VolumeTextureFilterCaps = 0;
2942 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2943 WINED3DPTADDRESSCAPS_CLAMP |
2944 WINED3DPTADDRESSCAPS_WRAP;
2946 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2947 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2949 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2950 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2952 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2953 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2956 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2957 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2958 WINED3DPTADDRESSCAPS_CLAMP |
2959 WINED3DPTADDRESSCAPS_WRAP;
2960 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2961 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2963 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2964 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2966 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2967 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2970 pCaps->VolumeTextureAddressCaps = 0;
2972 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
2973 WINED3DLINECAPS_ZTEST;
2975 WINED3DLINECAPS_BLEND
2976 WINED3DLINECAPS_ALPHACMP
2977 WINED3DLINECAPS_FOG */
2979 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
2980 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
2982 if(GL_SUPPORT(EXT_TEXTURE3D))
2983 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
2985 pCaps->MaxVolumeExtent = 0;
2987 pCaps->MaxTextureRepeat = 32768;
2988 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
2989 pCaps->MaxVertexW = 1.0;
2991 pCaps->GuardBandLeft = 0;
2992 pCaps->GuardBandTop = 0;
2993 pCaps->GuardBandRight = 0;
2994 pCaps->GuardBandBottom = 0;
2996 pCaps->ExtentsAdjust = 0;
2998 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
2999 WINED3DSTENCILCAPS_INCRSAT |
3000 WINED3DSTENCILCAPS_INVERT |
3001 WINED3DSTENCILCAPS_KEEP |
3002 WINED3DSTENCILCAPS_REPLACE |
3003 WINED3DSTENCILCAPS_ZERO;
3004 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3005 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3006 WINED3DSTENCILCAPS_INCR;
3008 if ( This->dxVersion > 8 &&
3009 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3010 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3011 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3014 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3016 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3017 pCaps->MaxActiveLights = GL_LIMITS(lights);
3019 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3020 pCaps->MaxVertexBlendMatrixIndex = 0;
3022 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3023 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3026 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3027 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3028 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3029 WINED3DVTXPCAPS_LOCALVIEWER |
3030 WINED3DVTXPCAPS_VERTEXFOG |
3031 WINED3DVTXPCAPS_TEXGEN;
3033 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3035 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3036 pCaps->MaxVertexIndex = 0xFFFFF;
3037 pCaps->MaxStreams = MAX_STREAMS;
3038 pCaps->MaxStreamStride = 1024;
3040 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3041 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
3042 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
3043 pCaps->MaxNpatchTessellationLevel = 0;
3044 pCaps->MasterAdapterOrdinal = 0;
3045 pCaps->AdapterOrdinalInGroup = 0;
3046 pCaps->NumberOfAdaptersInGroup = 1;
3048 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3050 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3051 WINED3DPTFILTERCAPS_MAGFPOINT |
3052 WINED3DPTFILTERCAPS_MINFLINEAR |
3053 WINED3DPTFILTERCAPS_MAGFLINEAR;
3054 pCaps->VertexTextureFilterCaps = 0;
3056 memset(&shader_caps, 0, sizeof(shader_caps));
3057 shader_backend = select_shader_backend(Adapter, DeviceType);
3058 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3060 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3061 * Ignore shader model capabilities if disabled in config
3063 if(vs_selected_mode == SHADER_NONE) {
3064 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3065 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3066 pCaps->MaxVertexShaderConst = 0;
3068 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3069 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3072 if(ps_selected_mode == SHADER_NONE) {
3073 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3074 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3075 pCaps->PixelShader1xMaxValue = 0.0;
3077 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3078 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3081 pCaps->TextureOpCaps = shader_caps.TextureOpCaps;
3082 pCaps->MaxTextureBlendStages = shader_caps.MaxTextureBlendStages;
3083 pCaps->MaxSimultaneousTextures = shader_caps.MaxSimultaneousTextures;
3084 pCaps->VS20Caps = shader_caps.VS20Caps;
3085 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3086 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3087 pCaps->PS20Caps = shader_caps.PS20Caps;
3088 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3089 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3091 /* The following caps are shader specific, but they are things we cannot detect, or which
3092 * are the same among all shader models. So to avoid code duplication set the shader version
3093 * specific, but otherwise constant caps here
3095 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3096 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3097 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3098 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3099 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3100 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3101 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3103 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3104 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3105 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3106 pCaps->VS20Caps.Caps = 0;
3107 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3108 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3109 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3111 pCaps->MaxVShaderInstructionsExecuted = 65535;
3112 pCaps->MaxVertexShader30InstructionSlots = 0;
3113 } else { /* VS 1.x */
3114 pCaps->VS20Caps.Caps = 0;
3115 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3116 pCaps->VS20Caps.NumTemps = 0;
3117 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3119 pCaps->MaxVShaderInstructionsExecuted = 0;
3120 pCaps->MaxVertexShader30InstructionSlots = 0;
3123 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3124 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3125 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3127 /* 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 */
3128 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3129 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3130 WINED3DPS20CAPS_PREDICATION |
3131 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3132 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3133 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3134 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3135 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3136 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3138 pCaps->MaxPShaderInstructionsExecuted = 65535;
3139 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3140 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3141 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3142 pCaps->PS20Caps.Caps = 0;
3143 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3144 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3145 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3146 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3148 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3149 pCaps->MaxPixelShader30InstructionSlots = 0;
3150 } else { /* PS 1.x */
3151 pCaps->PS20Caps.Caps = 0;
3152 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3153 pCaps->PS20Caps.NumTemps = 0;
3154 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3155 pCaps->PS20Caps.NumInstructionSlots = 0;
3157 pCaps->MaxPShaderInstructionsExecuted = 0;
3158 pCaps->MaxPixelShader30InstructionSlots = 0;
3161 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3162 /* OpenGL supports all the formats below, perhaps not always
3163 * without conversion, but it supports them.
3164 * Further GLSL doesn't seem to have an official unsigned type so
3165 * don't advertise it yet as I'm not sure how we handle it.
3166 * We might need to add some clamping in the shader engine to
3168 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3169 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3170 WINED3DDTCAPS_UBYTE4N |
3171 WINED3DDTCAPS_SHORT2N |
3172 WINED3DDTCAPS_SHORT4N;
3173 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3174 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3175 WINED3DDTCAPS_FLOAT16_4;
3178 pCaps->DeclTypes = 0;
3183 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3184 and fields being inserted in the middle, a new structure is used in place */
3185 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3186 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3189 IWineD3DDeviceImpl *object = NULL;
3190 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3191 WINED3DDISPLAYMODE mode;
3194 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3195 * number and create a device without a 3D adapter for 2D only operation.
3197 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3198 return WINED3DERR_INVALIDCALL;
3201 /* Create a WineD3DDevice object */
3202 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3203 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3204 TRACE("Created WineD3DDevice object @ %p\n", object);
3205 if (NULL == object) {
3206 return WINED3DERR_OUTOFVIDEOMEMORY;
3209 /* Set up initial COM information */
3210 object->lpVtbl = &IWineD3DDevice_Vtbl;
3212 object->wineD3D = iface;
3213 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3214 IWineD3D_AddRef(object->wineD3D);
3215 object->parent = parent;
3216 list_init(&object->resources);
3217 list_init(&object->shaders);
3219 if(This->dxVersion == 7) {
3220 object->surface_alignment = 8;
3222 object->surface_alignment = 4;
3224 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3226 /* Set the state up as invalid until the device is fully created */
3227 object->state = WINED3DERR_DRIVERINTERNALERROR;
3229 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3230 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3232 /* Save the creation parameters */
3233 object->createParms.AdapterOrdinal = Adapter;
3234 object->createParms.DeviceType = DeviceType;
3235 object->createParms.hFocusWindow = hFocusWindow;
3236 object->createParms.BehaviorFlags = BehaviourFlags;
3238 /* Initialize other useful values */
3239 object->adapterNo = Adapter;
3240 object->devType = DeviceType;
3242 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3243 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3245 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3246 * model can deal with that. It is essentially the same, just with adjusted
3247 * Set*ShaderConstantF implementations
3249 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3250 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3253 /* set the state of the device to valid */
3254 object->state = WINED3D_OK;
3256 /* Get the initial screen setup for ddraw */
3257 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3259 object->ddraw_width = mode.Width;
3260 object->ddraw_height = mode.Height;
3261 object->ddraw_format = mode.Format;
3263 for(i = 0; i < PATCHMAP_SIZE; i++) {
3264 list_init(&object->patches[i]);
3268 #undef GLINFO_LOCATION
3270 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3271 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3272 IUnknown_AddRef(This->parent);
3273 *pParent = This->parent;
3277 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3278 IUnknown* surfaceParent;
3279 TRACE("(%p) call back\n", pSurface);
3281 /* Now, release the parent, which will take care of cleaning up the surface for us */
3282 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3283 IUnknown_Release(surfaceParent);
3284 return IUnknown_Release(surfaceParent);
3287 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3288 IUnknown* volumeParent;
3289 TRACE("(%p) call back\n", pVolume);
3291 /* Now, release the parent, which will take care of cleaning up the volume for us */
3292 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3293 IUnknown_Release(volumeParent);
3294 return IUnknown_Release(volumeParent);
3297 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3298 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3299 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3300 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3302 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3303 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3304 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3305 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3306 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3307 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3308 * DirectDraw, not OpenGL.
3310 if(gl_info->supported[APPLE_FENCE] &&
3311 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3312 gl_info->supported[APPLE_FLUSH_RENDER] &&
3313 gl_info->supported[APPLE_YCBCR_422]) {
3314 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3315 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3318 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3319 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3324 #define GLINFO_LOCATION (*gl_info)
3325 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3326 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3327 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3328 * all the texture. This function detects this bug by its symptom and disables PBOs
3329 * if the test fails.
3331 * The test uplaods a 4x4 texture via the PBO in the "native" format GL_BGRA,
3332 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3333 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3334 * read back is compared to the original. If they are equal PBOs are assumed to work,
3335 * otherwise the PBO extension is disabled.
3337 GLuint texture, pbo;
3338 static const unsigned int pattern[] = {
3339 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3340 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3341 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3342 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3344 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3346 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3347 /* No PBO -> No point in testing them */
3351 while(glGetError());
3352 glGenTextures(1, &texture);
3353 glBindTexture(GL_TEXTURE_2D, texture);
3354 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3355 checkGLcall("Specifying the PBO test texture\n");
3357 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3358 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3359 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3360 checkGLcall("Specifying the PBO test pbo\n");
3362 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3363 checkGLcall("Loading the PBO test texture\n");
3365 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3366 glFinish(); /* just to be sure */
3368 memset(check, 0, sizeof(check));
3369 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3370 checkGLcall("Reading back the PBO test texture\n");
3372 glDeleteTextures(1, &texture);
3373 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3374 checkGLcall("PBO test cleanup\n");
3376 if(memcmp(check, pattern, sizeof(check)) != 0) {
3377 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3378 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3379 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3381 TRACE_(d3d_caps)("PBO test successful\n");
3384 #undef GLINFO_LOCATION
3386 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3387 * reporting a driver version is moot because we are not the Windows driver, and we have different
3388 * bugs, features, etc.
3390 * If a card is not found in this table, the gl driver version is reported
3392 struct driver_version_information {
3393 WORD vendor; /* reported PCI card vendor ID */
3394 WORD card; /* reported PCI card device ID */
3395 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3396 WORD lopart_hi, lopart_lo; /* driver loword to report */
3399 static const struct driver_version_information driver_version_table[] = {
3400 /* Nvidia drivers. Geforce FX and newer cards are supported by the current driver */
3401 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 10, 16921 },
3402 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 10, 16921 },
3403 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 10, 16921 },
3404 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 10, 16921 },
3405 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 10, 16921 },
3406 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 10, 16921 },
3407 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 10, 16921 },
3408 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 10, 16921 },
3409 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 10, 16921 },
3410 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 10, 16921 },
3411 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 10, 16921 },
3412 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 10, 16921 },
3413 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 10, 16921 },
3414 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 10, 16921 },
3416 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3417 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3418 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3419 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3420 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3421 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3422 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3424 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3427 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3429 BOOL apple = implementation_is_apple(gl_info);
3432 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3433 * used it falls back to software. While the compiler can detect if the shader uses all declared
3434 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3435 * using relative addressing falls back to software.
3437 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3439 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3440 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3442 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3443 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3444 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3447 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3448 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3449 * If real NP2 textures are used, the driver falls back to software. So remove the supported
3450 * flag for this extension
3452 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3453 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3454 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3455 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3456 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3457 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3458 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3462 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3463 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3464 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3465 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3466 * according to the spec.
3468 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3469 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3471 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3472 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3473 * this workaround is activated on cards that do not need it, it won't break things, just affect
3474 * performance negatively.
3476 if(gl_info->gl_vendor == VENDOR_INTEL ||
3477 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3478 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3479 gl_info->set_texcoord_w = TRUE;
3483 /* Find out if PBOs work as they are supposed to */
3484 test_pbo_functionality(gl_info);
3486 /* Fixup the driver version */
3487 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3488 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3489 gl_info->gl_card == driver_version_table[i].card) {
3490 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3492 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3493 driver_version_table[i].lopart_lo);
3494 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3495 driver_version_table[i].hipart_lo);
3501 void invalid_func(void *data) {
3502 ERR("Invalid vertex attribute function called\n");
3506 #define GLINFO_LOCATION (Adapters[0].gl_info)
3508 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3509 * the extension detection and are used in drawStridedSlow
3511 static void position_d3dcolor(void *data) {
3512 DWORD pos = *((DWORD *) data);
3514 FIXME("Add a test for fixed function position from d3dcolor type\n");
3515 glVertex4s(D3DCOLOR_B_R(pos),
3520 static void position_float4(void *data) {
3521 GLfloat *pos = (float *) data;
3523 if (pos[3] < eps && pos[3] > -eps)
3526 float w = 1.0 / pos[3];
3528 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3532 static void diffuse_d3dcolor(void *data) {
3533 DWORD diffuseColor = *((DWORD *) data);
3535 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3536 D3DCOLOR_B_G(diffuseColor),
3537 D3DCOLOR_B_B(diffuseColor),
3538 D3DCOLOR_B_A(diffuseColor));
3541 static void specular_d3dcolor(void *data) {
3542 DWORD specularColor = *((DWORD *) data);
3544 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3545 D3DCOLOR_B_G(specularColor),
3546 D3DCOLOR_B_B(specularColor));
3548 static void warn_no_specular_func(void *data) {
3549 WARN("GL_EXT_secondary_color not supported\n");
3552 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3553 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3554 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3555 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3556 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3557 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3558 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3559 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3560 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3561 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3562 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3563 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3564 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3565 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3566 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3567 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3568 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3569 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3571 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3572 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3573 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3574 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3575 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3576 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3577 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3578 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3579 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3580 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3581 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3582 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3583 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3584 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3585 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3586 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3587 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3589 /* No 4 component entry points here */
3590 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3591 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3592 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3593 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3595 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3597 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3598 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3599 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3601 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3603 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3604 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3605 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3606 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3607 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3608 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3609 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3610 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3611 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3612 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3613 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3614 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3616 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3617 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3619 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3620 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3621 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3622 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3623 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3624 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3625 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3626 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3627 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3628 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3629 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3630 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3631 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3632 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3633 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3634 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3635 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3638 #define PUSH1(att) attribs[nAttribs++] = (att);
3639 BOOL InitAdapters(void) {
3640 static HMODULE mod_gl;
3642 int ps_selected_mode, vs_selected_mode;
3644 /* No need to hold any lock. The calling library makes sure only one thread calls
3645 * wined3d simultaneously
3647 if(numAdapters > 0) return TRUE;
3649 TRACE("Initializing adapters\n");
3652 #ifdef USE_WIN32_OPENGL
3653 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3654 mod_gl = LoadLibraryA("opengl32.dll");
3656 ERR("Can't load opengl32.dll!\n");
3660 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3661 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3662 mod_gl = GetModuleHandleA("gdi32.dll");
3666 /* Load WGL core functions from opengl32.dll */
3667 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3671 if(!pwglGetProcAddress) {
3672 ERR("Unable to load wglGetProcAddress!\n");
3676 /* Dynamically load all GL core functions */
3680 /* For now only one default adapter */
3687 WineD3D_PixelFormat *cfgs;
3689 DISPLAY_DEVICEW DisplayDevice;
3692 TRACE("Initializing default adapter\n");
3693 Adapters[0].num = 0;
3694 Adapters[0].monitorPoint.x = -1;
3695 Adapters[0].monitorPoint.y = -1;
3697 if (!WineD3D_CreateFakeGLContext()) {
3698 ERR("Failed to get a gl context for default adapter\n");
3699 HeapFree(GetProcessHeap(), 0, Adapters);
3700 WineD3D_ReleaseFakeGLContext();
3704 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
3706 ERR("Failed to initialize gl caps for default adapter\n");
3707 HeapFree(GetProcessHeap(), 0, Adapters);
3708 WineD3D_ReleaseFakeGLContext();
3711 ret = initPixelFormats(&Adapters[0].gl_info);
3713 ERR("Failed to init gl formats\n");
3714 HeapFree(GetProcessHeap(), 0, Adapters);
3715 WineD3D_ReleaseFakeGLContext();
3719 hdc = pwglGetCurrentDC();
3721 ERR("Failed to get gl HDC\n");
3722 HeapFree(GetProcessHeap(), 0, Adapters);
3723 WineD3D_ReleaseFakeGLContext();
3727 Adapters[0].driver = "Display";
3728 Adapters[0].description = "Direct3D HAL";
3730 /* Use the VideoRamSize registry setting when set */
3731 if(wined3d_settings.emulated_textureram)
3732 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3734 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
3735 Adapters[0].UsedTextureRam = 0;
3736 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
3738 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3739 DisplayDevice.cb = sizeof(DisplayDevice);
3740 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
3741 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
3742 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
3744 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
3745 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
3747 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
3748 cfgs = Adapters[0].cfgs;
3749 PUSH1(WGL_RED_BITS_ARB)
3750 PUSH1(WGL_GREEN_BITS_ARB)
3751 PUSH1(WGL_BLUE_BITS_ARB)
3752 PUSH1(WGL_ALPHA_BITS_ARB)
3753 PUSH1(WGL_DEPTH_BITS_ARB)
3754 PUSH1(WGL_STENCIL_BITS_ARB)
3755 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
3756 PUSH1(WGL_PIXEL_TYPE_ARB)
3758 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
3759 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
3764 /* Cache the pixel format */
3765 cfgs->iPixelFormat = iPixelFormat;
3766 cfgs->redSize = values[0];
3767 cfgs->greenSize = values[1];
3768 cfgs->blueSize = values[2];
3769 cfgs->alphaSize = values[3];
3770 cfgs->depthSize = values[4];
3771 cfgs->stencilSize = values[5];
3772 cfgs->windowDrawable = values[6];
3773 cfgs->iPixelType = values[7];
3775 cfgs->pbufferDrawable = FALSE;
3776 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown
3778 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
3779 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
3781 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
3782 cfgs->pbufferDrawable = value;
3785 TRACE("iPixelFormat=%d, iPixelType=%#x, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
3789 fixup_extensions(&Adapters[0].gl_info);
3791 WineD3D_ReleaseFakeGLContext();
3793 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
3794 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
3795 fillGLAttribFuncs(&Adapters[0].gl_info);
3796 init_type_lookup(&Adapters[0].gl_info);
3799 TRACE("%d adapters successfully initialized\n", numAdapters);
3804 #undef GLINFO_LOCATION
3806 /**********************************************************
3807 * IWineD3D VTbl follows
3808 **********************************************************/
3810 const IWineD3DVtbl IWineD3D_Vtbl =
3813 IWineD3DImpl_QueryInterface,
3814 IWineD3DImpl_AddRef,
3815 IWineD3DImpl_Release,
3817 IWineD3DImpl_GetParent,
3818 IWineD3DImpl_GetAdapterCount,
3819 IWineD3DImpl_RegisterSoftwareDevice,
3820 IWineD3DImpl_GetAdapterMonitor,
3821 IWineD3DImpl_GetAdapterModeCount,
3822 IWineD3DImpl_EnumAdapterModes,
3823 IWineD3DImpl_GetAdapterDisplayMode,
3824 IWineD3DImpl_GetAdapterIdentifier,
3825 IWineD3DImpl_CheckDeviceMultiSampleType,
3826 IWineD3DImpl_CheckDepthStencilMatch,
3827 IWineD3DImpl_CheckDeviceType,
3828 IWineD3DImpl_CheckDeviceFormat,
3829 IWineD3DImpl_CheckDeviceFormatConversion,
3830 IWineD3DImpl_GetDeviceCaps,
3831 IWineD3DImpl_CreateDevice