2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
31 #define GLINFO_LOCATION (*gl_info)
33 /* The d3d device ID */
34 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
36 /* Extension detection */
38 const char *extension_string;
39 GL_SupportedExt extension;
43 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
44 {"GL_APPLE_fence", APPLE_FENCE, 0 },
45 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
46 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
50 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
51 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
52 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
53 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
54 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
57 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
58 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
59 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
60 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
61 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
62 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
63 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
64 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
73 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
74 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
75 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
76 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
77 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
78 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
79 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
80 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
81 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
82 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
83 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
84 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
85 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
86 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
87 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
88 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
89 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
92 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
93 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
94 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
95 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
96 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
97 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
98 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
101 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
102 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
103 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
104 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
105 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
106 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
107 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
108 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
109 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
110 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
111 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
112 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
113 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
114 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
115 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
116 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
117 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
118 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
119 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
120 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
123 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
124 {"GL_NV_fence", NV_FENCE, 0 },
125 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
126 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
127 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
128 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
129 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
130 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
131 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
132 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
133 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
134 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
135 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
136 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
137 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
138 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
139 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
140 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
141 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
142 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
143 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
146 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
149 /**********************************************************
150 * Utility functions follow
151 **********************************************************/
153 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
154 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
155 WINED3DDEVTYPE DeviceType);
156 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
157 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
160 const int minLookup[MAX_LOOKUPS] =
162 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
165 const int maxLookup[MAX_LOOKUPS] =
167 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
170 DWORD *stateLookup[MAX_LOOKUPS];
172 const struct min_lookup minMipLookup[] =
174 /* NONE POINT LINEAR */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
176 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
177 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
180 const struct min_lookup minMipLookup_noFilter[] =
182 /* NONE POINT LINEAR */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
185 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
188 const GLenum magLookup[] =
190 /* NONE POINT LINEAR */
191 GL_NEAREST, GL_NEAREST, GL_LINEAR,
194 const GLenum magLookup_noFilter[] =
196 /* NONE POINT LINEAR */
197 GL_NEAREST, GL_NEAREST, GL_NEAREST,
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
209 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210 * i.e., there is no GL Context - Get a default rendering context to enable the
211 * function query some info from GL.
214 struct wined3d_fake_gl_ctx
221 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
223 TRACE_(d3d_caps)("Destroying fake GL context.\n");
225 if (!pwglMakeCurrent(NULL, NULL))
227 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
230 if (!pwglDeleteContext(ctx->gl_ctx))
232 DWORD err = GetLastError();
233 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
236 ReleaseDC(ctx->wnd, ctx->dc);
237 DestroyWindow(ctx->wnd);
240 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
242 PIXELFORMATDESCRIPTOR pfd;
245 TRACE("getting context...\n");
247 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
248 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
249 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
252 ERR_(d3d_caps)("Failed to create a window.\n");
256 ctx->dc = GetDC(ctx->wnd);
259 ERR_(d3d_caps)("Failed to get a DC.\n");
263 /* PixelFormat selection */
264 ZeroMemory(&pfd, sizeof(pfd));
265 pfd.nSize = sizeof(pfd);
267 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
268 pfd.iPixelType = PFD_TYPE_RGBA;
270 pfd.iLayerType = PFD_MAIN_PLANE;
272 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
275 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
276 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
279 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
280 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
282 /* Create a GL context. */
283 ctx->gl_ctx = pwglCreateContext(ctx->dc);
286 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
290 /* Make it the current GL context. */
291 if (!context_set_current(NULL))
293 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
296 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
298 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
305 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
307 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
309 if (ctx->wnd) DestroyWindow(ctx->wnd);
315 /* Adjust the amount of used texture memory */
316 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
317 struct WineD3DAdapter *adapter = D3DDevice->adapter;
319 adapter->UsedTextureRam += glram;
320 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
321 return adapter->UsedTextureRam;
324 /**********************************************************
325 * IUnknown parts follows
326 **********************************************************/
328 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
330 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
332 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
333 if (IsEqualGUID(riid, &IID_IUnknown)
334 || IsEqualGUID(riid, &IID_IWineD3DBase)
335 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
336 IUnknown_AddRef(iface);
341 return E_NOINTERFACE;
344 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
345 IWineD3DImpl *This = (IWineD3DImpl *)iface;
346 ULONG refCount = InterlockedIncrement(&This->ref);
348 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
352 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
353 IWineD3DImpl *This = (IWineD3DImpl *)iface;
355 TRACE("(%p) : Releasing from %d\n", This, This->ref);
356 ref = InterlockedDecrement(&This->ref);
360 for (i = 0; i < This->adapter_count; ++i)
362 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
364 HeapFree(GetProcessHeap(), 0, This);
370 /* Set the shader type for this device, depending on the given capabilities,
371 * the device type, and the user preferences in wined3d_settings */
373 static void select_shader_mode(const struct wined3d_gl_info *gl_info,
374 WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
376 if (wined3d_settings.vs_mode == VS_NONE) {
377 *vs_selected = SHADER_NONE;
378 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
379 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
380 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
381 * shaders only on this card. */
382 if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2])
383 *vs_selected = SHADER_ARB;
385 *vs_selected = SHADER_GLSL;
386 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
387 *vs_selected = SHADER_ARB;
389 *vs_selected = SHADER_NONE;
392 if (wined3d_settings.ps_mode == PS_NONE) {
393 *ps_selected = SHADER_NONE;
394 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
395 *ps_selected = SHADER_GLSL;
396 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
397 *ps_selected = SHADER_ARB;
398 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
399 *ps_selected = SHADER_ATI;
401 *ps_selected = SHADER_NONE;
405 /** Select the number of report maximum shader constants based on the selected shader modes */
406 static void select_shader_max_constants(int ps_selected_mode, int vs_selected_mode, struct wined3d_gl_info *gl_info)
408 switch (vs_selected_mode) {
410 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
413 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
416 gl_info->max_vshader_constantsF = 0;
420 switch (ps_selected_mode) {
422 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
425 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
428 gl_info->max_pshader_constantsF = 0;
433 /**********************************************************
434 * IWineD3D parts follows
435 **********************************************************/
437 /* GL locking is done by the caller */
438 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
442 const char *testcode =
444 "PARAM C[66] = { program.env[0..65] };\n"
446 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
447 "ARL A0.x, zero.x;\n"
448 "MOV result.position, C[A0.x + 65];\n"
452 GL_EXTCALL(glGenProgramsARB(1, &prog));
454 ERR("Failed to create an ARB offset limit test program\n");
456 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
457 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
458 strlen(testcode), testcode));
459 if(glGetError() != 0) {
460 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
461 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
463 } else TRACE("OpenGL implementation allows offsets > 63\n");
465 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
466 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
467 checkGLcall("ARB vp offset limit test cleanup");
472 static DWORD ver_for_ext(GL_SupportedExt ext)
475 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
476 if(EXTENSION_MAP[i].extension == ext) {
477 return EXTENSION_MAP[i].version;
483 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
485 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
486 if (gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
487 if (gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
488 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
492 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
494 if (gl_info->gl_vendor == VENDOR_NVIDIA)
496 if (gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600)
504 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
506 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
507 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
508 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
510 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
511 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
512 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
513 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
514 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
515 * the chance that other implementations support them is rather small since Win32 QuickTime uses
516 * DirectDraw, not OpenGL. */
517 if (gl_info->supported[APPLE_FENCE]
518 && gl_info->supported[APPLE_CLIENT_STORAGE]
519 && gl_info->supported[APPLE_FLUSH_RENDER]
520 && gl_info->supported[APPLE_YCBCR_422])
522 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported.\n");
523 TRACE_(d3d_caps)("Activating MacOS fixups.\n");
528 TRACE_(d3d_caps)("Apple extensions are not supported.\n");
529 TRACE_(d3d_caps)("Not activating MacOS fixups.\n");
534 /* Context activation is done by the caller. */
535 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
537 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
538 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
539 * all the texture. This function detects this bug by its symptom and disables PBOs
542 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
543 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
544 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
545 * read back is compared to the original. If they are equal PBOs are assumed to work,
546 * otherwise the PBO extension is disabled. */
548 static const unsigned int pattern[] =
550 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
551 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
552 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
553 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
555 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
557 /* No PBO -> No point in testing them. */
558 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
562 while (glGetError());
563 glGenTextures(1, &texture);
564 glBindTexture(GL_TEXTURE_2D, texture);
566 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
567 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
568 checkGLcall("Specifying the PBO test texture");
570 GL_EXTCALL(glGenBuffersARB(1, &pbo));
571 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
572 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
573 checkGLcall("Specifying the PBO test pbo");
575 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
576 checkGLcall("Loading the PBO test texture");
578 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
579 glFinish(); /* just to be sure */
581 memset(check, 0, sizeof(check));
582 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
583 checkGLcall("Reading back the PBO test texture");
585 glDeleteTextures(1, &texture);
586 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
587 checkGLcall("PBO test cleanup");
591 if (memcmp(check, pattern, sizeof(check)))
593 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
594 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
595 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
599 TRACE_(d3d_caps)("PBO test successful.\n");
603 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
605 return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer);
608 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
610 if (!match_apple(gl_info, gl_renderer)) return FALSE;
611 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
612 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
616 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
618 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
619 if (match_apple(gl_info, gl_renderer)) return FALSE;
620 if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
624 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
626 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
627 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
628 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
629 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
632 * dx10 cards usually have 64 varyings */
633 return gl_info->max_glsl_varyings > 44;
636 /* A GL context is provided by the caller */
637 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
642 if(!GL_SUPPORT(EXT_SECONDARY_COLOR)) return FALSE;
646 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
647 error = glGetError();
650 if(error == GL_NO_ERROR)
652 TRACE("GL Implementation accepts 4 component specular color pointers\n");
657 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
658 debug_glerror(error));
663 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
665 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->vs_arb_constantsF);
666 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
667 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->ps_arb_constantsF);
668 gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
671 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
673 quirk_arb_constants(gl_info);
674 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
675 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
676 * allow 48 different offsets or other helper immediate values. */
677 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
678 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
681 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
682 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
683 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
684 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
685 * most games, but avoids the crash
687 * A more sophisticated way would be to find all units that need texture coordinates and enable
688 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
689 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
691 * Note that disabling the extension entirely does not gain predictability because there is no point
692 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
693 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
695 if (gl_info->supported[ARB_POINT_SPRITE])
697 TRACE("Limiting point sprites to one texture unit.\n");
698 gl_info->max_point_sprite_units = 1;
702 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
704 quirk_arb_constants(gl_info);
706 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
707 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
708 * If real NP2 textures are used, the driver falls back to software. We could just remove the
709 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
710 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
711 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
712 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
714 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
715 * has this extension promoted to core. The extension loading code sets this extension supported
716 * due to that, so this code works on fglrx as well. */
717 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
719 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
720 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
721 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
724 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
725 * it is generally more efficient. Reserve just 8 constants. */
726 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
727 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
730 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
732 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
733 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
734 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
735 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
736 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
737 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
739 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
740 * triggering the software fallback. There is not much we can do here apart from disabling the
741 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
742 * in IWineD3DImpl_FillGLCaps).
743 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
744 * post-processing effects in the game "Max Payne 2").
745 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
746 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
747 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
748 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
751 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
753 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
754 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
755 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
756 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
757 * according to the spec.
759 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
760 * makes the shader slower and eats instruction slots which should be available to the d3d app.
762 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
763 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
764 * this workaround is activated on cards that do not need it, it won't break things, just affect
765 * performance negatively. */
766 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
767 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
770 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
772 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
775 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
777 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
782 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
783 void (*apply)(struct wined3d_gl_info *gl_info);
784 const char *description;
787 struct driver_quirk quirk_table[] =
790 match_ati_r300_to_500,
792 "ATI GLSL constant and normalized texrect quirk"
794 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
795 * used it falls back to software. While the compiler can detect if the shader uses all declared
796 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
797 * using relative addressing falls back to software.
799 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
802 quirk_apple_glsl_constants,
803 "Apple GLSL uniform override"
808 "Geforce 5 NP2 disable"
813 "Init texcoord .w for Apple Intel GPU driver"
816 match_apple_nonr500ati,
818 "Init texcoord .w for Apple ATI >= r600 GPU driver"
822 quirk_one_point_sprite,
823 "Fglrx point sprite crash workaround"
828 "Reserved varying for gl_ClipPos"
831 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
832 * GL implementations accept it. The Mac GL is the only implementation known to
835 * If we can pass 4 component specular colors, do it, because (a) we don't have
836 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
837 * passes specular alpha to the pixel shader if any is used. Otherwise the
838 * specular alpha is used to pass the fog coordinate, which we pass to opengl
839 * via GL_EXT_fog_coord.
841 match_allows_spec_alpha,
842 quirk_allows_specular_alpha,
843 "Allow specular alpha quirk"
847 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
848 * reporting a driver version is moot because we are not the Windows driver, and we have different
849 * bugs, features, etc.
851 * If a card is not found in this table, the GL driver version is reported. */
852 struct driver_version_information
854 WORD vendor; /* reported PCI card vendor ID */
855 WORD card; /* reported PCI card device ID */
856 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
857 WORD hipart_hi, hipart_lo; /* driver hiword to report */
858 WORD lopart_hi, lopart_lo; /* driver loword to report */
861 static const struct driver_version_information driver_version_table[] =
863 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
864 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
865 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
866 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
868 * All version numbers used below are from the Linux nvidia drivers. */
869 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
870 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
871 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
872 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
873 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
874 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 10, 9371 },
875 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 10, 9371 },
876 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 10, 9371 },
877 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7516 },
878 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7516 },
879 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7516 },
880 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8618 },
881 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8618 },
882 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8618 },
883 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8585 },
884 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8585 },
885 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8618 },
886 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8618 },
887 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8618 },
888 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8618 },
889 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8585 },
890 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8618 },
891 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8618 },
892 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8618 },
893 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8618 },
894 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8618 },
895 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8618 },
896 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8618 },
897 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8618 },
898 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8618 },
900 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
901 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
902 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
903 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
904 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
905 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
906 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
907 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 6, 14, 10, 6764 },
908 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 6, 14, 10, 6764 },
909 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 6, 14, 10, 6764 },
910 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 6, 14, 10, 6764 },
912 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
915 /* Context activation is done by the caller. */
916 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer)
920 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
922 if (!quirk_table[i].match(gl_info, gl_renderer)) continue;
923 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
924 quirk_table[i].apply(gl_info);
927 /* Find out if PBOs work as they are supposed to. */
928 test_pbo_functionality(gl_info);
930 /* Fixup the driver version */
931 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
933 if (gl_info->gl_vendor == driver_version_table[i].vendor
934 && gl_info->gl_card == driver_version_table[i].card)
936 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB.\n",
937 gl_info->gl_vendor, gl_info->gl_card);
939 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
940 driver_version_table[i].lopart_lo);
941 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
942 driver_version_table[i].hipart_lo);
943 gl_info->driver_description = driver_version_table[i].description;
949 static GL_Vendors wined3d_guess_vendor(const char *gl_vendor, const char *gl_renderer)
951 if (strstr(gl_vendor, "NVIDIA"))
952 return VENDOR_NVIDIA;
954 if (strstr(gl_vendor, "ATI"))
957 if (strstr(gl_vendor, "Intel(R)")
958 || strstr(gl_renderer, "Intel(R)")
959 || strstr(gl_vendor, "Intel Inc."))
962 if (strstr(gl_vendor, "Mesa")
963 || strstr(gl_vendor, "Tungsten Graphics, Inc."))
966 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning VENDOR_WINE.\n", debugstr_a(gl_vendor));
971 /* Context activation is done by the caller. */
972 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_gl_info *gl_info)
974 const char *GL_Extensions = NULL;
975 const char *WGL_Extensions = NULL;
976 const char *gl_string = NULL;
977 const char *gl_string_cursor = NULL;
979 GLfloat gl_floatv[2];
980 int major = 1, minor = 0;
983 unsigned int vidmem=0;
988 TRACE_(d3d_caps)("(%p)\n", gl_info);
992 gl_string = (const char *)glGetString(GL_RENDERER);
993 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_string));
996 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
1000 len = strlen(gl_string) + 1;
1001 gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
1004 ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
1007 memcpy(gl_renderer, gl_string, len);
1009 gl_string = (const char *)glGetString(GL_VENDOR);
1010 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_string));
1013 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
1014 HeapFree(GetProcessHeap(), 0, gl_renderer);
1017 gl_info->gl_vendor = wined3d_guess_vendor(gl_string, gl_renderer);
1018 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
1020 /* Parse the GL_VERSION field into major and minor information */
1021 gl_string = (const char *)glGetString(GL_VERSION);
1022 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_string));
1025 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
1026 HeapFree(GetProcessHeap(), 0, gl_renderer);
1030 /* First, parse the generic opengl version. This is supposed not to be
1031 * convoluted with driver specific information. */
1032 gl_string_cursor = gl_string;
1034 major = atoi(gl_string_cursor);
1035 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1036 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
1037 if (*gl_string_cursor++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_string));
1039 minor = atoi(gl_string_cursor);
1040 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1041 gl_version = MAKEDWORD_VERSION(major, minor);
1043 /* Now parse the driver specific string which we'll report to the app. */
1044 switch (gl_info->gl_vendor)
1047 gl_string_cursor = strstr(gl_string, "NVIDIA");
1048 if (!gl_string_cursor)
1050 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1054 gl_string_cursor = strstr(gl_string_cursor, " ");
1055 if (!gl_string_cursor)
1057 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1061 while (*gl_string_cursor == ' ') ++gl_string_cursor;
1063 if (!*gl_string_cursor)
1065 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1069 major = atoi(gl_string_cursor);
1070 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
1072 if (*gl_string_cursor++ != '.')
1074 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1078 minor = atoi(gl_string_cursor);
1079 minor = major * 100 + minor;
1085 gl_string_cursor = strchr(gl_string, '-');
1086 if (gl_string_cursor)
1090 /* Check if version number is of the form x.y.z. */
1091 if (*gl_string_cursor < '0' || *gl_string_cursor > '9'
1092 || gl_string_cursor[1] != '.'
1093 || gl_string_cursor[2] < '0' || gl_string_cursor[2] > '9'
1094 || gl_string_cursor[3] != '.'
1095 || gl_string_cursor[4] < '0' || gl_string_cursor[4] > '9')
1096 /* Mark version number as malformed. */
1097 gl_string_cursor = 0;
1100 if (!gl_string_cursor)
1102 WARN_(d3d_caps)("malformed GL_VERSION (%s).\n", debugstr_a(gl_string));
1106 major = *gl_string_cursor - '0';
1107 minor = (gl_string_cursor[2] - '0') * 256 + (gl_string_cursor[4] - '0');
1112 /* Apple and Mesa version strings look differently, but both provide intel drivers. */
1113 if (strstr(gl_string, "APPLE"))
1115 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
1116 * We only need the first part, and use the APPLE as identification
1117 * "1.2 APPLE-1.4.56". */
1118 gl_string_cursor = gl_string;
1119 major = atoi(gl_string_cursor);
1120 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
1122 if (*gl_string_cursor++ != '.')
1124 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s.\n", debugstr_a(gl_string));
1128 minor = atoi(gl_string_cursor);
1134 gl_string_cursor = strstr(gl_string, "Mesa");
1135 gl_string_cursor = strstr(gl_string_cursor, " ");
1136 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
1137 if (*gl_string_cursor)
1142 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0')
1144 tmp[cursor++] = *gl_string_cursor;
1150 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s).\n", debugstr_a(gl_string));
1154 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0')
1156 tmp[cursor++] = *gl_string_cursor;
1170 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
1171 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x).\n",
1172 debugstr_a(gl_string), major, minor, gl_info->driver_version);
1173 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version). */
1174 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
1177 * Initialize openGL extension related variables
1178 * with Default values
1180 memset(gl_info->supported, 0, sizeof(gl_info->supported));
1181 gl_info->max_buffers = 1;
1182 gl_info->max_textures = 1;
1183 gl_info->max_texture_stages = 1;
1184 gl_info->max_fragment_samplers = 1;
1185 gl_info->max_vertex_samplers = 0;
1186 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
1187 gl_info->max_sampler_stages = 1;
1188 gl_info->ps_arb_max_temps = 0;
1189 gl_info->ps_arb_max_instructions = 0;
1190 gl_info->vs_arb_max_temps = 0;
1191 gl_info->vs_arb_max_instructions = 0;
1192 gl_info->vs_glsl_constantsF = 0;
1193 gl_info->ps_glsl_constantsF = 0;
1194 gl_info->vs_arb_constantsF = 0;
1195 gl_info->ps_arb_constantsF = 0;
1196 gl_info->ps_arb_max_local_constants = 0;
1198 /* Retrieve opengl defaults */
1199 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1200 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1201 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1203 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1204 gl_info->max_lights = gl_max;
1205 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1207 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1208 gl_info->max_texture_size = gl_max;
1209 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1211 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1212 gl_info->max_pointsizemin = gl_floatv[0];
1213 gl_info->max_pointsize = gl_floatv[1];
1214 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1216 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1217 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1220 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1221 HeapFree(GetProcessHeap(), 0, gl_renderer);
1225 TRACE_(d3d_caps)("GL_Extensions reported:\n");
1227 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1229 while (*GL_Extensions)
1232 char current_ext[256];
1234 while (isspace(*GL_Extensions)) ++GL_Extensions;
1235 start = GL_Extensions;
1236 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1238 len = GL_Extensions - start;
1239 if (!len || len >= sizeof(current_ext)) continue;
1241 memcpy(current_ext, start, len);
1242 current_ext[len] = '\0';
1243 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
1245 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1247 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1249 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1250 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1258 /* Now work out what GL support this card really has */
1259 #define USE_GL_FUNC(type, pfn, ext, replace) \
1261 DWORD ver = ver_for_ext(ext); \
1262 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1263 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1264 else gl_info->pfn = NULL; \
1269 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1275 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1276 * loading the functions, otherwise the code above will load the extension entry points instead of the
1277 * core functions, which may not work. */
1278 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1280 if (!gl_info->supported[EXTENSION_MAP[i].extension]
1281 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1283 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1284 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1288 if (gl_info->supported[APPLE_FENCE])
1290 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1291 * The apple extension interacts with some other apple exts. Disable the NV
1292 * extension if the apple one is support to prevent confusion in other parts
1294 gl_info->supported[NV_FENCE] = FALSE;
1296 if (gl_info->supported[APPLE_FLOAT_PIXELS])
1298 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1300 * The enums are the same:
1301 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
1302 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
1303 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
1304 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
1305 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
1307 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1309 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1310 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1312 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1314 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1315 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1318 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1320 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1321 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1323 if (gl_info->supported[NV_TEXTURE_SHADER2])
1325 if (gl_info->supported[NV_REGISTER_COMBINERS])
1327 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1328 * are supported. The nv extensions provide the same functionality as the
1329 * ATI one, and a bit more(signed pixelformats). */
1330 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1333 if (gl_info->supported[ARB_DRAW_BUFFERS])
1335 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1336 gl_info->max_buffers = gl_max;
1337 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1339 if (gl_info->supported[ARB_MULTITEXTURE])
1341 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1342 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
1343 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->max_textures);
1345 if (gl_info->supported[NV_REGISTER_COMBINERS])
1348 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
1349 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
1353 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
1355 TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->max_texture_stages);
1357 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1360 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1361 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1365 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
1367 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->max_fragment_samplers);
1369 if (gl_info->supported[ARB_VERTEX_SHADER])
1372 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1373 gl_info->max_vertex_samplers = tmp;
1374 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1375 gl_info->max_combined_samplers = tmp;
1377 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1378 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1379 * an issue because then the sampler setup only depends on the two shaders. If a pixel
1380 * shader is used with fixed function vertex processing we're fine too because fixed function
1381 * vertex processing doesn't use any samplers. If fixed function fragment processing is
1382 * used we have to make sure that all vertex sampler setups are valid together with all
1383 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1384 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1385 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1386 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1387 * a fixed function pipeline anymore.
1389 * So this is just a check to check that our assumption holds true. If not, write a warning
1390 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1391 if (gl_info->max_vertex_samplers && gl_info->max_combined_samplers < 12
1392 && MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers)
1394 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1395 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
1396 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1397 if (gl_info->max_combined_samplers > MAX_TEXTURES)
1398 gl_info->max_vertex_samplers = gl_info->max_combined_samplers - MAX_TEXTURES;
1400 gl_info->max_vertex_samplers = 0;
1405 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
1407 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->max_vertex_samplers);
1408 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->max_combined_samplers);
1410 if (gl_info->supported[ARB_VERTEX_BLEND])
1412 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1413 gl_info->max_blends = gl_max;
1414 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->max_blends);
1416 if (gl_info->supported[EXT_TEXTURE3D])
1418 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1419 gl_info->max_texture3d_size = gl_max;
1420 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->max_texture3d_size);
1422 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
1424 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
1425 gl_info->max_anisotropy = gl_max;
1426 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->max_anisotropy);
1428 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1430 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1431 gl_info->ps_arb_constantsF = gl_max;
1432 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->ps_arb_constantsF);
1433 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1434 gl_info->ps_arb_max_temps = gl_max;
1435 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->ps_arb_max_temps);
1436 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1437 gl_info->ps_arb_max_instructions = gl_max;
1438 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->ps_arb_max_instructions);
1440 if (gl_info->supported[ARB_VERTEX_PROGRAM])
1442 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1443 gl_info->vs_arb_constantsF = gl_max;
1444 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->vs_arb_constantsF);
1445 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1446 gl_info->vs_arb_max_temps = gl_max;
1447 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->vs_arb_max_temps);
1448 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1449 gl_info->vs_arb_max_instructions = gl_max;
1450 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->vs_arb_max_instructions);
1452 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
1454 if (gl_info->supported[ARB_VERTEX_SHADER])
1456 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
1457 gl_info->vs_glsl_constantsF = gl_max / 4;
1458 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->vs_glsl_constantsF);
1460 if (gl_info->supported[ARB_FRAGMENT_SHADER])
1462 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
1463 gl_info->ps_glsl_constantsF = gl_max / 4;
1464 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->ps_glsl_constantsF);
1465 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
1466 gl_info->max_glsl_varyings = gl_max;
1467 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
1469 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
1471 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
1475 gl_info->max_shininess = 128.0f;
1477 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1479 /* If we have full NP2 texture support, disable
1480 * GL_ARB_texture_rectangle because we will never use it.
1481 * This saves a few redundant glDisable calls. */
1482 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1484 if (gl_info->supported[ATI_FRAGMENT_SHADER])
1486 /* Disable NV_register_combiners and fragment shader if this is supported.
1487 * generally the NV extensions are preferred over the ATI ones, and this
1488 * extension is disabled if register_combiners and texture_shader2 are both
1489 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1490 * fragment processing support. */
1491 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1492 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1493 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1494 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1495 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1497 if (gl_info->supported[NV_HALF_FLOAT])
1499 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
1500 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
1502 if (gl_info->supported[ARB_POINT_SPRITE])
1504 gl_info->max_point_sprite_units = gl_info->max_textures;
1508 gl_info->max_point_sprite_units = 0;
1510 checkGLcall("extension detection");
1514 /* In some cases the number of texture stages can be larger than the number
1515 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1516 * shaders), but 8 texture stages (register combiners). */
1517 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1519 /* We can only use ORM_FBO when the hardware supports it. */
1520 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1521 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to backbuffer offscreen rendering mode.\n");
1522 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1525 /* MRTs are currently only supported when FBOs are used. */
1526 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1527 gl_info->max_buffers = 1;
1530 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1531 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1532 * in case of the latest videocards in the number of pixel/vertex pipelines.
1534 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1535 * rendering. Various games use this information to get a rough estimation of the features of the card
1536 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1537 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1538 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1541 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1542 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1543 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1544 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1545 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1546 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1547 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1550 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1551 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1552 * similar 3d features.
1554 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1555 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1556 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1557 * won't pass we return a default card. This way is better than maintaining a full card database as even
1558 * without a full database we can return a card with similar features. Second the size of the database
1559 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1560 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1561 * to distinguishes between different models from that family.
1563 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1564 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1565 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1566 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1567 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1568 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1569 * memory behind our backs if really needed.
1570 * Note that the amount of video memory can be overruled using a registry setting.
1572 switch (gl_info->gl_vendor) {
1574 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1575 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1577 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1579 /* Geforce 200 - highend */
1580 if (strstr(gl_renderer, "GTX 280")
1581 || strstr(gl_renderer, "GTX 285")
1582 || strstr(gl_renderer, "GTX 295"))
1584 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1587 /* Geforce 200 - midend high */
1588 else if (strstr(gl_renderer, "GTX 275"))
1590 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1593 /* Geforce 200 - midend */
1594 else if (strstr(gl_renderer, "GTX 260"))
1596 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
1599 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1600 else if (strstr(gl_renderer, "9800")
1601 || strstr(gl_renderer, "GTS 150")
1602 || strstr(gl_renderer, "GTS 250"))
1604 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1607 /* Geforce9 - midend */
1608 else if (strstr(gl_renderer, "9600"))
1610 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1611 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1613 /* Geforce9 - midend low / Geforce 200 - low*/
1614 else if (strstr(gl_renderer, "9500")
1615 || strstr(gl_renderer, "GT 120")
1616 || strstr(gl_renderer, "GT 130"))
1618 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
1619 vidmem = 256; /* The 9500GT has 256-1024MB */
1621 /* Geforce9 - lowend */
1622 else if (strstr(gl_renderer, "9400"))
1624 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
1625 vidmem = 256; /* The 9400GT has 256-1024MB */
1627 /* Geforce9 - lowend low */
1628 else if (strstr(gl_renderer, "9100")
1629 || strstr(gl_renderer, "9200")
1630 || strstr(gl_renderer, "9300")
1631 || strstr(gl_renderer, "G 100"))
1633 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
1634 vidmem = 256; /* The 9100-9300 cards have 256MB */
1636 /* Geforce8 - highend */
1637 else if (strstr(gl_renderer, "8800"))
1639 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1640 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1642 /* Geforce8 - midend mobile */
1643 else if (strstr(gl_renderer, "8600 M"))
1645 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1648 /* Geforce8 - midend */
1649 else if (strstr(gl_renderer, "8600")
1650 || strstr(gl_renderer, "8700"))
1652 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1655 /* Geforce8 - lowend */
1656 else if (strstr(gl_renderer, "8300")
1657 || strstr(gl_renderer, "8400")
1658 || strstr(gl_renderer, "8500"))
1660 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1661 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1663 /* Geforce7 - highend */
1664 else if (strstr(gl_renderer, "7800")
1665 || strstr(gl_renderer, "7900")
1666 || strstr(gl_renderer, "7950")
1667 || strstr(gl_renderer, "Quadro FX 4")
1668 || strstr(gl_renderer, "Quadro FX 5"))
1670 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1671 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1673 /* Geforce7 midend */
1674 else if (strstr(gl_renderer, "7600")
1675 || strstr(gl_renderer, "7700"))
1677 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1678 vidmem = 256; /* The 7600 uses 256-512MB */
1679 /* Geforce7 lower medium */
1681 else if (strstr(gl_renderer, "7400"))
1683 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1684 vidmem = 256; /* The 7400 uses 256-512MB */
1686 /* Geforce7 lowend */
1687 else if (strstr(gl_renderer, "7300"))
1689 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1690 vidmem = 256; /* Mac Pros with this card have 256 MB */
1692 /* Geforce6 highend */
1693 else if (strstr(gl_renderer, "6800"))
1695 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1696 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1698 /* Geforce6 - midend */
1699 else if (strstr(gl_renderer, "6600")
1700 || strstr(gl_renderer, "6610")
1701 || strstr(gl_renderer, "6700"))
1703 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1704 vidmem = 128; /* A 6600GT has 128-256MB */
1706 /* Geforce6/7 lowend */
1708 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1711 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1712 /* GeforceFX - highend */
1713 if (strstr(gl_renderer, "5800")
1714 || strstr(gl_renderer, "5900")
1715 || strstr(gl_renderer, "5950")
1716 || strstr(gl_renderer, "Quadro FX"))
1718 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1719 vidmem = 256; /* 5800-5900 cards use 256MB */
1721 /* GeforceFX - midend */
1722 else if (strstr(gl_renderer, "5600")
1723 || strstr(gl_renderer, "5650")
1724 || strstr(gl_renderer, "5700")
1725 || strstr(gl_renderer, "5750"))
1727 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1728 vidmem = 128; /* A 5600 uses 128-256MB */
1730 /* GeforceFX - lowend */
1732 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1733 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1735 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1736 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1738 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1739 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1743 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1744 vidmem = 64; /* Geforce3 cards have 64-128MB */
1746 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1747 if (strstr(gl_renderer, "GeForce4 MX"))
1749 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1750 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1752 else if(strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1754 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1755 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1757 else if(strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1759 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1760 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1764 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1765 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1768 if (strstr(gl_renderer, "TNT2"))
1770 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1771 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1775 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1776 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1781 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1783 * beware: renderer string do not match exact card model,
1784 * eg HD 4800 is returned for multiple card, even for RV790 based one
1786 if(WINE_D3D9_CAPABLE(gl_info)) {
1787 /* Radeon R7xx HD4800 - highend */
1788 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1789 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1790 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1791 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1792 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1794 gl_info->gl_card = CARD_ATI_RADEON_HD4800;
1795 vidmem = 512; /* note: HD4890 cards use 1024MB */
1797 /* Radeon R740 HD4700 - midend */
1798 else if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1799 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1801 gl_info->gl_card = CARD_ATI_RADEON_HD4700;
1804 /* Radeon R730 HD4600 - midend */
1805 else if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1806 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1807 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1809 gl_info->gl_card = CARD_ATI_RADEON_HD4600;
1812 /* Radeon R710 HD4500/HD4350 - lowend */
1813 else if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1814 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1816 gl_info->gl_card = CARD_ATI_RADEON_HD4350;
1819 /* Radeon R6xx HD2900/HD3800 - highend */
1820 else if (strstr(gl_renderer, "HD 2900")
1821 || strstr(gl_renderer, "HD 3870")
1822 || strstr(gl_renderer, "HD 3850"))
1824 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1825 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1827 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1828 else if (strstr(gl_renderer, "HD 2600")
1829 || strstr(gl_renderer, "HD 3830")
1830 || strstr(gl_renderer, "HD 3690")
1831 || strstr(gl_renderer, "HD 3650"))
1833 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1834 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1836 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1837 else if (strstr(gl_renderer, "HD 2300")
1838 || strstr(gl_renderer, "HD 2400")
1839 || strstr(gl_renderer, "HD 3470")
1840 || strstr(gl_renderer, "HD 3450")
1841 || strstr(gl_renderer, "HD 3430")
1842 || strstr(gl_renderer, "HD 3400"))
1844 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1845 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1847 /* Radeon R6xx/R7xx integrated */
1848 else if (strstr(gl_renderer, "HD 3100")
1849 || strstr(gl_renderer, "HD 3200")
1850 || strstr(gl_renderer, "HD 3300"))
1852 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1853 vidmem = 128; /* 128MB */
1856 else if (strstr(gl_renderer, "X1600")
1857 || strstr(gl_renderer, "X1650")
1858 || strstr(gl_renderer, "X1800")
1859 || strstr(gl_renderer, "X1900")
1860 || strstr(gl_renderer, "X1950"))
1862 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1863 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1865 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1866 else if(strstr(gl_renderer, "X700")
1867 || strstr(gl_renderer, "X800")
1868 || strstr(gl_renderer, "X850")
1869 || strstr(gl_renderer, "X1300")
1870 || strstr(gl_renderer, "X1400")
1871 || strstr(gl_renderer, "X1450")
1872 || strstr(gl_renderer, "X1550"))
1874 gl_info->gl_card = CARD_ATI_RADEON_X700;
1875 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1877 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1878 else if(strstr(gl_renderer, "Radeon Xpress"))
1880 gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1881 vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1885 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1886 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1888 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1889 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1890 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1891 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1892 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1893 vidmem = 32; /* There are models with up to 64MB */
1895 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1896 vidmem = 16; /* There are 16-32MB models */
1900 if(strstr(gl_renderer, "X3100"))
1902 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1903 gl_info->gl_card = CARD_INTEL_X3100;
1906 else if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1908 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1909 gl_info->gl_card = CARD_INTEL_I945GM;
1912 else if (strstr(gl_renderer, "915GM"))
1914 gl_info->gl_card = CARD_INTEL_I915GM;
1916 else if (strstr(gl_renderer, "915G"))
1918 gl_info->gl_card = CARD_INTEL_I915G;
1920 else if (strstr(gl_renderer, "865G"))
1922 gl_info->gl_card = CARD_INTEL_I865G;
1924 else if (strstr(gl_renderer, "855G"))
1926 gl_info->gl_card = CARD_INTEL_I855G;
1928 else if (strstr(gl_renderer, "830G"))
1930 gl_info->gl_card = CARD_INTEL_I830G;
1932 gl_info->gl_card = CARD_INTEL_I915G;
1938 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1939 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1940 * them a good generic choice.
1942 gl_info->gl_vendor = VENDOR_NVIDIA;
1943 if(WINE_D3D9_CAPABLE(gl_info))
1944 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1945 else if(WINE_D3D8_CAPABLE(gl_info))
1946 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1947 else if(WINE_D3D7_CAPABLE(gl_info))
1948 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1949 else if(WINE_D3D6_CAPABLE(gl_info))
1950 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1952 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1954 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1956 /* If we have an estimate use it, else default to 64MB; */
1958 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1960 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1962 /* Load all the lookup tables */
1963 for (i = 0; i < MAX_LOOKUPS; i++) {
1964 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1967 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1968 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1969 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1970 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1971 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1972 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1973 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1974 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1975 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1976 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1978 /* Make sure there's an active HDC else the WGL extensions will fail */
1979 hdc = pwglGetCurrentDC();
1981 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1982 if(GL_EXTCALL(wglGetExtensionsStringARB))
1983 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1985 if (NULL == WGL_Extensions) {
1986 ERR(" WGL_Extensions returns NULL\n");
1988 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1989 while (*WGL_Extensions != 0x00) {
1993 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1994 Start = WGL_Extensions;
1995 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1999 len = WGL_Extensions - Start;
2000 if (len == 0 || len >= sizeof(ThisExtn))
2003 memcpy(ThisExtn, Start, len);
2004 ThisExtn[len] = '\0';
2005 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2007 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2008 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2009 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2011 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2012 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2013 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2015 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2016 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2017 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2023 fixup_extensions(gl_info, gl_renderer);
2024 add_gl_compat_wrappers(gl_info);
2026 HeapFree(GetProcessHeap(), 0, gl_renderer);
2030 /**********************************************************
2031 * IWineD3D implementation follows
2032 **********************************************************/
2034 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2035 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2037 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2039 return This->adapter_count;
2042 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
2043 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2044 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
2048 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2049 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2051 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2053 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2057 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2060 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2061 of the same bpp but different resolutions */
2063 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2064 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2065 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2066 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2068 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2072 /* TODO: Store modes per adapter and read it from the adapter structure */
2073 if (Adapter == 0) { /* Display */
2078 memset(&mode, 0, sizeof(mode));
2079 mode.dmSize = sizeof(mode);
2081 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2086 case WINED3DFMT_UNKNOWN:
2087 /* This is for D3D8, do not enumerate P8 here */
2088 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2091 case WINED3DFMT_X8R8G8B8:
2092 if (mode.dmBitsPerPel == 32) ++i;
2095 case WINED3DFMT_R5G6B5:
2096 if (mode.dmBitsPerPel == 16) ++i;
2100 if (mode.dmBitsPerPel == 8) ++i;
2104 /* Skip other modes as they do not match the requested format */
2109 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2112 FIXME_(d3d_caps)("Adapter not primary display\n");
2117 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2118 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2119 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2120 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2122 /* Validate the parameters as much as possible */
2123 if (NULL == pMode ||
2124 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2125 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2126 return WINED3DERR_INVALIDCALL;
2129 /* TODO: Store modes per adapter and read it from the adapter structure */
2137 ZeroMemory(&DevModeW, sizeof(DevModeW));
2138 DevModeW.dmSize = sizeof(DevModeW);
2140 /* If we are filtering to a specific format (D3D9), then need to skip
2141 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2142 just count through the ones with valid bit depths */
2143 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
2146 case WINED3DFMT_UNKNOWN:
2147 /* This is D3D8. Do not enumerate P8 here */
2148 if (DevModeW.dmBitsPerPel == 32 ||
2149 DevModeW.dmBitsPerPel == 16) i++;
2151 case WINED3DFMT_X8R8G8B8:
2152 if (DevModeW.dmBitsPerPel == 32) i++;
2154 case WINED3DFMT_R5G6B5:
2155 if (DevModeW.dmBitsPerPel == 16) i++;
2158 if (DevModeW.dmBitsPerPel == 8) i++;
2161 /* Modes that don't match what we support can get an early-out */
2162 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
2163 return WINED3DERR_INVALIDCALL;
2168 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2169 return WINED3DERR_INVALIDCALL;
2173 /* Now get the display mode via the calculated index */
2174 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2175 pMode->Width = DevModeW.dmPelsWidth;
2176 pMode->Height = DevModeW.dmPelsHeight;
2177 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
2178 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2179 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2181 if (Format == WINED3DFMT_UNKNOWN) {
2182 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2184 pMode->Format = Format;
2187 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2188 return WINED3DERR_INVALIDCALL;
2191 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2192 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2193 DevModeW.dmBitsPerPel);
2198 FIXME_(d3d_caps)("Adapter not primary display\n");
2204 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
2205 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2206 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
2208 if (NULL == pMode ||
2209 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2210 return WINED3DERR_INVALIDCALL;
2213 if (Adapter == 0) { /* Display */
2217 ZeroMemory(&DevModeW, sizeof(DevModeW));
2218 DevModeW.dmSize = sizeof(DevModeW);
2220 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2221 pMode->Width = DevModeW.dmPelsWidth;
2222 pMode->Height = DevModeW.dmPelsHeight;
2223 bpp = DevModeW.dmBitsPerPel;
2224 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
2225 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2227 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2230 pMode->Format = pixelformat_for_depth(bpp);
2232 FIXME_(d3d_caps)("Adapter not primary display\n");
2235 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2236 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2240 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2241 and fields being inserted in the middle, a new structure is used in place */
2242 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2243 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2244 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2247 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2249 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2250 return WINED3DERR_INVALIDCALL;
2253 /* Return the information requested */
2254 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2256 if (pIdentifier->driver_size)
2258 len = min(strlen(This->adapters[Adapter].driver), pIdentifier->driver_size - 1);
2259 memcpy(pIdentifier->driver, This->adapters[Adapter].driver, len);
2260 pIdentifier->driver[len] = '\0';
2263 if (pIdentifier->description_size)
2265 const char *description;
2267 if (This->adapters[Adapter].gl_info.driver_description)
2268 description = This->adapters[Adapter].gl_info.driver_description;
2270 description = This->adapters[Adapter].description;
2272 len = min(strlen(description), pIdentifier->description_size - 1);
2273 memcpy(pIdentifier->description, description, len);
2274 pIdentifier->description[len] = '\0';
2277 /* Note that d3d8 doesn't supply a device name. */
2278 if (pIdentifier->device_name_size)
2280 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2282 len = strlen(device_name);
2283 if (len >= pIdentifier->device_name_size)
2285 ERR("Device name size too small.\n");
2286 return WINED3DERR_INVALIDCALL;
2289 memcpy(pIdentifier->device_name, device_name, len);
2290 pIdentifier->device_name[len] = '\0';
2293 pIdentifier->driver_version.u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
2294 pIdentifier->driver_version.u.LowPart = This->adapters[Adapter].gl_info.driver_version;
2295 pIdentifier->vendor_id = This->adapters[Adapter].gl_info.gl_vendor;
2296 pIdentifier->device_id = This->adapters[Adapter].gl_info.gl_card;
2297 pIdentifier->subsystem_id = 0;
2298 pIdentifier->revision = 0;
2299 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2301 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
2303 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
2304 pIdentifier->device_id = wined3d_settings.pci_device_id;
2307 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
2309 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
2310 pIdentifier->vendor_id = wined3d_settings.pci_vendor_id;
2313 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2318 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2319 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2321 short redSize, greenSize, blueSize, alphaSize, colorBits;
2326 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2327 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2329 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2333 if(cfg->redSize < redSize)
2336 if(cfg->greenSize < greenSize)
2339 if(cfg->blueSize < blueSize)
2342 if(cfg->alphaSize < alphaSize)
2346 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2347 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2348 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2349 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2350 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2351 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2352 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2353 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2354 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2355 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2356 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2357 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2358 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2360 /* Probably a color index mode */
2367 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2368 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2370 short depthSize, stencilSize;
2371 BOOL lockable = FALSE;
2376 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2378 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2382 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
2385 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2386 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2387 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2388 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2391 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2392 * allow more stencil bits than requested. */
2393 if(cfg->stencilSize < stencilSize)
2399 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2400 WINED3DFORMAT AdapterFormat,
2401 WINED3DFORMAT RenderTargetFormat,
2402 WINED3DFORMAT DepthStencilFormat) {
2403 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2405 const WineD3D_PixelFormat *cfgs;
2406 const struct WineD3DAdapter *adapter;
2407 const struct GlPixelFormatDesc *rt_format_desc;
2408 const struct GlPixelFormatDesc *ds_format_desc;
2411 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2413 DeviceType, debug_d3ddevicetype(DeviceType),
2414 AdapterFormat, debug_d3dformat(AdapterFormat),
2415 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2416 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2418 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2419 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2420 return WINED3DERR_INVALIDCALL;
2423 adapter = &This->adapters[Adapter];
2424 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2425 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2426 cfgs = adapter->cfgs;
2427 nCfgs = adapter->nCfgs;
2428 for (it = 0; it < nCfgs; ++it) {
2429 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2431 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2433 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2438 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2440 return WINED3DERR_NOTAVAILABLE;
2443 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2444 WINED3DFORMAT SurfaceFormat,
2445 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
2447 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2448 const struct GlPixelFormatDesc *glDesc;
2449 const struct WineD3DAdapter *adapter;
2451 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2454 DeviceType, debug_d3ddevicetype(DeviceType),
2455 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2460 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2461 return WINED3DERR_INVALIDCALL;
2464 /* TODO: handle Windowed, add more quality levels */
2466 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2467 if(pQualityLevels) *pQualityLevels = 1;
2471 /* By default multisampling is disabled right now as it causes issues
2472 * on some Nvidia driver versions and it doesn't work well in combination
2474 if(!wined3d_settings.allow_multisampling)
2475 return WINED3DERR_NOTAVAILABLE;
2477 adapter = &This->adapters[Adapter];
2478 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2479 if (!glDesc) return WINED3DERR_INVALIDCALL;
2481 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2483 const WineD3D_PixelFormat *cfgs;
2485 cfgs = adapter->cfgs;
2486 nCfgs = adapter->nCfgs;
2487 for(i=0; i<nCfgs; i++) {
2488 if(cfgs[i].numSamples != MultiSampleType)
2491 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2494 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2497 *pQualityLevels = 1; /* Guess at a value! */
2501 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2502 short redSize, greenSize, blueSize, alphaSize, colorBits;
2504 const WineD3D_PixelFormat *cfgs;
2506 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2508 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2509 return WINED3DERR_NOTAVAILABLE;
2512 cfgs = adapter->cfgs;
2513 nCfgs = adapter->nCfgs;
2514 for(i=0; i<nCfgs; i++) {
2515 if(cfgs[i].numSamples != MultiSampleType)
2517 if(cfgs[i].redSize != redSize)
2519 if(cfgs[i].greenSize != greenSize)
2521 if(cfgs[i].blueSize != blueSize)
2523 if(cfgs[i].alphaSize != alphaSize)
2526 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2529 *pQualityLevels = 1; /* Guess at a value! */
2533 return WINED3DERR_NOTAVAILABLE;
2536 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2537 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
2539 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2540 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2543 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
2546 DeviceType, debug_d3ddevicetype(DeviceType),
2547 DisplayFormat, debug_d3dformat(DisplayFormat),
2548 BackBufferFormat, debug_d3dformat(BackBufferFormat),
2551 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2552 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2553 return WINED3DERR_INVALIDCALL;
2556 /* The task of this function is to check whether a certain display / backbuffer format
2557 * combination is available on the given adapter. In fullscreen mode microsoft specified
2558 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2559 * and display format should match exactly.
2560 * In windowed mode format conversion can occur and this depends on the driver. When format
2561 * conversion is done, this function should nevertheless fail and applications need to use
2562 * CheckDeviceFormatConversion.
2563 * At the moment we assume that fullscreen and windowed have the same capabilities */
2565 /* There are only 4 display formats */
2566 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
2567 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
2568 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
2569 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
2571 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2572 return WINED3DERR_NOTAVAILABLE;
2575 /* If the requested DisplayFormat is not available, don't continue */
2576 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2578 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2579 return WINED3DERR_NOTAVAILABLE;
2582 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2583 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2584 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2585 return WINED3DERR_NOTAVAILABLE;
2588 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2589 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2590 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2591 return WINED3DERR_NOTAVAILABLE;
2594 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2595 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2596 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2597 return WINED3DERR_NOTAVAILABLE;
2600 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2601 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2602 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2603 return WINED3DERR_NOTAVAILABLE;
2606 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2607 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2608 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2609 return WINED3DERR_NOTAVAILABLE;
2612 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2613 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2615 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2621 /* Check if we support bumpmapping for a format */
2622 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2623 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2625 const struct fragment_pipeline *fp;
2627 switch(format_desc->format)
2629 case WINED3DFMT_R8G8_SNORM:
2630 case WINED3DFMT_R16G16_SNORM:
2631 case WINED3DFMT_L6V5U5:
2632 case WINED3DFMT_X8L8V8U8:
2633 case WINED3DFMT_R8G8B8A8_SNORM:
2634 /* Ask the fixed function pipeline implementation if it can deal
2635 * with the conversion. If we've got a GL extension giving native
2636 * support this will be an identity conversion. */
2637 fp = select_fragment_implementation(adapter, DeviceType);
2638 if (fp->color_fixup_supported(format_desc->color_fixup))
2640 TRACE_(d3d_caps)("[OK]\n");
2643 TRACE_(d3d_caps)("[FAILED]\n");
2647 TRACE_(d3d_caps)("[FAILED]\n");
2652 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2653 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2654 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2658 /* Only allow depth/stencil formats */
2659 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
2661 /* Walk through all WGL pixel formats to find a match */
2662 for (it = 0; it < adapter->nCfgs; ++it)
2664 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2665 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2667 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2677 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2679 /* The flags entry of a format contains the filtering capability */
2680 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2685 /* Check the render target capabilities of a format */
2686 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2687 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2689 /* Filter out non-RT formats */
2690 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2692 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2693 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2695 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2696 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2698 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2699 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2701 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2702 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2703 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2704 TRACE_(d3d_caps)("[FAILED]\n");
2708 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2709 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2710 for (it = 0; it < adapter->nCfgs; ++it)
2712 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2713 &cfgs[it], check_format_desc))
2715 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2716 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2720 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2721 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2722 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2725 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2726 for (it = 0; it < adapter->nCfgs; ++it)
2728 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2729 &cfgs[it], check_format_desc))
2731 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2732 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2736 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2737 /* For now return TRUE for FBOs until we have some proper checks.
2738 * Note that this function will only be called when the format is around for texturing. */
2744 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2746 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2748 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2749 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2750 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2754 switch (format_desc->format)
2756 case WINED3DFMT_A8R8G8B8:
2757 case WINED3DFMT_X8R8G8B8:
2758 case WINED3DFMT_A4R4G4B4:
2760 case WINED3DFMT_A8L8:
2761 case WINED3DFMT_DXT1:
2762 case WINED3DFMT_DXT2:
2763 case WINED3DFMT_DXT3:
2764 case WINED3DFMT_DXT4:
2765 case WINED3DFMT_DXT5:
2766 TRACE_(d3d_caps)("[OK]\n");
2770 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2776 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2777 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2779 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2780 * doing the color fixup in shaders.
2781 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2782 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2784 int vs_selected_mode;
2785 int ps_selected_mode;
2786 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2788 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2789 TRACE_(d3d_caps)("[OK]\n");
2794 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2798 /* Check if a format support blending in combination with pixel shaders */
2799 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2800 const struct GlPixelFormatDesc *format_desc)
2802 /* The flags entry of a format contains the post pixel shader blending capability */
2803 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2808 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2810 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2811 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2812 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2813 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2814 * capability anyway.
2816 * For now lets report this on all formats, but in the future we may want to
2817 * restrict it to some should games need that
2822 /* Check if a texture format is supported on the given adapter */
2823 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2824 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2826 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2827 const shader_backend_t *shader_backend;
2828 const struct fragment_pipeline *fp;
2830 switch (format_desc->format)
2833 * supported: RGB(A) formats
2835 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2836 case WINED3DFMT_A8R8G8B8:
2837 case WINED3DFMT_X8R8G8B8:
2838 case WINED3DFMT_R5G6B5:
2839 case WINED3DFMT_X1R5G5B5:
2840 case WINED3DFMT_A1R5G5B5:
2841 case WINED3DFMT_A4R4G4B4:
2842 case WINED3DFMT_A8_UNORM:
2843 case WINED3DFMT_X4R4G4B4:
2844 case WINED3DFMT_R8G8B8A8_UNORM:
2845 case WINED3DFMT_X8B8G8R8:
2846 case WINED3DFMT_A2R10G10B10:
2847 case WINED3DFMT_R10G10B10A2_UNORM:
2848 case WINED3DFMT_R16G16_UNORM:
2849 case WINED3DFMT_R16G16B16A16_UNORM:
2850 TRACE_(d3d_caps)("[OK]\n");
2853 case WINED3DFMT_R3G3B2:
2854 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2858 * supported: Palettized
2861 TRACE_(d3d_caps)("[OK]\n");
2863 /* No Windows driver offers A8P8, so don't offer it either */
2864 case WINED3DFMT_A8P8:
2868 * Supported: (Alpha)-Luminance
2871 case WINED3DFMT_A8L8:
2872 case WINED3DFMT_L16:
2873 TRACE_(d3d_caps)("[OK]\n");
2876 /* Not supported on Windows, thus disabled */
2877 case WINED3DFMT_A4L4:
2878 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2882 * Supported: Depth/Stencil formats
2884 case WINED3DFMT_D16_LOCKABLE:
2885 case WINED3DFMT_D16_UNORM:
2886 case WINED3DFMT_D15S1:
2887 case WINED3DFMT_D24X8:
2888 case WINED3DFMT_D24X4S4:
2889 case WINED3DFMT_D24S8:
2890 case WINED3DFMT_D24FS8:
2891 case WINED3DFMT_D32:
2892 case WINED3DFMT_D32F_LOCKABLE:
2896 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2897 * GL_NV_texture_shader). Emulated by shaders
2899 case WINED3DFMT_R8G8_SNORM:
2900 case WINED3DFMT_X8L8V8U8:
2901 case WINED3DFMT_L6V5U5:
2902 case WINED3DFMT_R8G8B8A8_SNORM:
2903 case WINED3DFMT_R16G16_SNORM:
2904 /* Ask the shader backend if it can deal with the conversion. If
2905 * we've got a GL extension giving native support this will be an
2906 * identity conversion. */
2907 shader_backend = select_shader_backend(adapter, DeviceType);
2908 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2910 TRACE_(d3d_caps)("[OK]\n");
2913 TRACE_(d3d_caps)("[FAILED]\n");
2916 case WINED3DFMT_DXT1:
2917 case WINED3DFMT_DXT2:
2918 case WINED3DFMT_DXT3:
2919 case WINED3DFMT_DXT4:
2920 case WINED3DFMT_DXT5:
2921 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2922 TRACE_(d3d_caps)("[OK]\n");
2925 TRACE_(d3d_caps)("[FAILED]\n");
2930 * Odd formats - not supported
2932 case WINED3DFMT_VERTEXDATA:
2933 case WINED3DFMT_R16_UINT:
2934 case WINED3DFMT_R32_UINT:
2935 case WINED3DFMT_R16G16B16A16_SNORM:
2936 case WINED3DFMT_A2W10V10U10:
2937 case WINED3DFMT_W11V11U10:
2938 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2942 * WINED3DFMT_CxV8U8: Not supported right now
2944 case WINED3DFMT_CxV8U8:
2945 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2949 case WINED3DFMT_UYVY:
2950 case WINED3DFMT_YUY2:
2951 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2952 TRACE_(d3d_caps)("[OK]\n");
2955 TRACE_(d3d_caps)("[FAILED]\n");
2957 case WINED3DFMT_YV12:
2958 TRACE_(d3d_caps)("[FAILED]\n");
2962 case WINED3DFMT_A8R3G3B2:
2963 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2966 /* Floating point formats */
2967 case WINED3DFMT_R16_FLOAT:
2968 case WINED3DFMT_R16G16_FLOAT:
2969 case WINED3DFMT_R16G16B16A16_FLOAT:
2970 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2971 TRACE_(d3d_caps)("[OK]\n");
2974 TRACE_(d3d_caps)("[FAILED]\n");
2977 case WINED3DFMT_R32_FLOAT:
2978 case WINED3DFMT_R32G32_FLOAT:
2979 case WINED3DFMT_R32G32B32A32_FLOAT:
2980 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2981 TRACE_(d3d_caps)("[OK]\n");
2984 TRACE_(d3d_caps)("[FAILED]\n");
2987 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2988 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2989 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2990 * We can do instancing with all shader versions, but we need vertex shaders.
2992 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2993 * to enable instancing. WineD3D doesn't need that and just ignores it.
2995 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2997 case WINEMAKEFOURCC('I','N','S','T'):
2998 TRACE("ATI Instancing check hack\n");
2999 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
3000 TRACE_(d3d_caps)("[OK]\n");
3003 TRACE_(d3d_caps)("[FAILED]\n");
3006 /* Some weird FOURCC formats */
3007 case WINED3DFMT_R8G8_B8G8:
3008 case WINED3DFMT_G8R8_G8B8:
3009 case WINED3DFMT_MULTI2_ARGB8:
3010 TRACE_(d3d_caps)("[FAILED]\n");
3013 /* Vendor specific formats */
3014 case WINED3DFMT_ATI2N:
3015 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
3016 shader_backend = select_shader_backend(adapter, DeviceType);
3017 fp = select_fragment_implementation(adapter, DeviceType);
3018 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3019 && fp->color_fixup_supported(format_desc->color_fixup))
3021 TRACE_(d3d_caps)("[OK]\n");
3025 TRACE_(d3d_caps)("[OK]\n");
3028 TRACE_(d3d_caps)("[FAILED]\n");
3031 case WINED3DFMT_NVHU:
3032 case WINED3DFMT_NVHS:
3033 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3034 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3035 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3036 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3037 * Applications have to deal with not having NVHS and NVHU.
3039 TRACE_(d3d_caps)("[FAILED]\n");
3042 case WINED3DFMT_UNKNOWN:
3046 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3052 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3053 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3055 const struct blit_shader *blitter;
3057 if(SurfaceType == SURFACE_GDI) {
3058 switch(check_format_desc->format)
3060 case WINED3DFMT_R8G8B8:
3061 case WINED3DFMT_A8R8G8B8:
3062 case WINED3DFMT_X8R8G8B8:
3063 case WINED3DFMT_R5G6B5:
3064 case WINED3DFMT_X1R5G5B5:
3065 case WINED3DFMT_A1R5G5B5:
3066 case WINED3DFMT_A4R4G4B4:
3067 case WINED3DFMT_R3G3B2:
3068 case WINED3DFMT_A8_UNORM:
3069 case WINED3DFMT_A8R3G3B2:
3070 case WINED3DFMT_X4R4G4B4:
3071 case WINED3DFMT_R10G10B10A2_UNORM:
3072 case WINED3DFMT_R8G8B8A8_UNORM:
3073 case WINED3DFMT_X8B8G8R8:
3074 case WINED3DFMT_R16G16_UNORM:
3075 case WINED3DFMT_A2R10G10B10:
3076 case WINED3DFMT_R16G16B16A16_UNORM:
3078 TRACE_(d3d_caps)("[OK]\n");
3081 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3086 /* All format that are supported for textures are supported for surfaces as well */
3087 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3088 /* All depth stencil formats are supported on surfaces */
3089 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3091 /* If opengl can't process the format natively, the blitter may be able to convert it */
3092 blitter = select_blit_implementation(adapter, DeviceType);
3093 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3095 TRACE_(d3d_caps)("[OK]\n");
3099 /* Reject other formats */
3100 TRACE_(d3d_caps)("[FAILED]\n");
3104 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
3106 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3108 if (!GL_LIMITS(vertex_samplers)) {
3109 TRACE_(d3d_caps)("[FAILED]\n");
3113 switch (format_desc->format)
3115 case WINED3DFMT_R32G32B32A32_FLOAT:
3116 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3117 TRACE_(d3d_caps)("[FAILED]\n");
3120 TRACE_(d3d_caps)("[OK]\n");
3124 TRACE_(d3d_caps)("[FAILED]\n");
3130 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3131 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3132 WINED3DSURFTYPE SurfaceType) {
3133 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3134 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3135 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3136 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3137 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3138 DWORD UsageCaps = 0;
3140 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3143 DeviceType, debug_d3ddevicetype(DeviceType),
3144 AdapterFormat, debug_d3dformat(AdapterFormat),
3145 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3146 RType, debug_d3dresourcetype(RType),
3147 CheckFormat, debug_d3dformat(CheckFormat));
3149 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3150 return WINED3DERR_INVALIDCALL;
3153 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3155 if(SurfaceType != SURFACE_OPENGL) {
3156 TRACE("[FAILED]\n");
3157 return WINED3DERR_NOTAVAILABLE;
3160 /* Cubetexture allows:
3161 * - D3DUSAGE_AUTOGENMIPMAP
3162 * - D3DUSAGE_DEPTHSTENCIL
3163 * - D3DUSAGE_DYNAMIC
3164 * - D3DUSAGE_NONSECURE (d3d9ex)
3165 * - D3DUSAGE_RENDERTARGET
3166 * - D3DUSAGE_SOFTWAREPROCESSING
3167 * - D3DUSAGE_QUERY_WRAPANDMIP
3169 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3170 /* Check if the texture format is around */
3171 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3173 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3174 /* Check for automatic mipmap generation support */
3175 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3176 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3178 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3179 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3183 /* Always report dynamic locking */
3184 if(Usage & WINED3DUSAGE_DYNAMIC)
3185 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3187 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3188 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3190 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3192 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3193 return WINED3DERR_NOTAVAILABLE;
3197 /* Always report software processing */
3198 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3199 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3201 /* Check QUERY_FILTER support */
3202 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3203 if (CheckFilterCapability(adapter, format_desc))
3205 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3207 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3208 return WINED3DERR_NOTAVAILABLE;
3212 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3213 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3214 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3216 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3218 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3219 return WINED3DERR_NOTAVAILABLE;
3223 /* Check QUERY_SRGBREAD support */
3224 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3225 if (CheckSrgbReadCapability(adapter, format_desc))
3227 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3229 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3230 return WINED3DERR_NOTAVAILABLE;
3234 /* Check QUERY_SRGBWRITE support */
3235 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3236 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3238 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3240 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3241 return WINED3DERR_NOTAVAILABLE;
3245 /* Check QUERY_VERTEXTEXTURE support */
3246 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3247 if (CheckVertexTextureCapability(adapter, format_desc))
3249 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3251 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3252 return WINED3DERR_NOTAVAILABLE;
3256 /* Check QUERY_WRAPANDMIP support */
3257 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3258 if (CheckWrapAndMipCapability(adapter, format_desc))
3260 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3262 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3263 return WINED3DERR_NOTAVAILABLE;
3267 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3268 return WINED3DERR_NOTAVAILABLE;
3271 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3272 return WINED3DERR_NOTAVAILABLE;
3274 } else if(RType == WINED3DRTYPE_SURFACE) {
3276 * - D3DUSAGE_DEPTHSTENCIL
3277 * - D3DUSAGE_NONSECURE (d3d9ex)
3278 * - D3DUSAGE_RENDERTARGET
3281 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3283 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3284 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3286 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3288 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3289 return WINED3DERR_NOTAVAILABLE;
3293 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3294 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3296 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3298 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3299 return WINED3DERR_NOTAVAILABLE;
3303 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3304 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3305 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3307 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3309 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3310 return WINED3DERR_NOTAVAILABLE;
3314 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3315 return WINED3DERR_NOTAVAILABLE;
3318 } else if(RType == WINED3DRTYPE_TEXTURE) {
3320 * - D3DUSAGE_AUTOGENMIPMAP
3321 * - D3DUSAGE_DEPTHSTENCIL
3323 * - D3DUSAGE_DYNAMIC
3324 * - D3DUSAGE_NONSECURE (d3d9ex)
3325 * - D3DUSAGE_RENDERTARGET
3326 * - D3DUSAGE_SOFTWAREPROCESSING
3327 * - D3DUSAGE_TEXTAPI (d3d9ex)
3328 * - D3DUSAGE_QUERY_WRAPANDMIP
3331 if(SurfaceType != SURFACE_OPENGL) {
3332 TRACE("[FAILED]\n");
3333 return WINED3DERR_NOTAVAILABLE;
3336 /* Check if the texture format is around */
3337 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3339 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3340 /* Check for automatic mipmap generation support */
3341 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3342 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3344 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3345 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3349 /* Always report dynamic locking */
3350 if(Usage & WINED3DUSAGE_DYNAMIC)
3351 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3353 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3354 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3356 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3358 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3359 return WINED3DERR_NOTAVAILABLE;
3363 /* Always report software processing */
3364 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3365 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3367 /* Check QUERY_FILTER support */
3368 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3369 if (CheckFilterCapability(adapter, format_desc))
3371 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3373 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3374 return WINED3DERR_NOTAVAILABLE;
3378 /* Check QUERY_LEGACYBUMPMAP support */
3379 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3380 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3382 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3384 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3385 return WINED3DERR_NOTAVAILABLE;
3389 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3390 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3391 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3393 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3395 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3396 return WINED3DERR_NOTAVAILABLE;
3400 /* Check QUERY_SRGBREAD support */
3401 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3402 if (CheckSrgbReadCapability(adapter, format_desc))
3404 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3406 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3407 return WINED3DERR_NOTAVAILABLE;
3411 /* Check QUERY_SRGBWRITE support */
3412 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3413 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3415 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3417 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3418 return WINED3DERR_NOTAVAILABLE;
3422 /* Check QUERY_VERTEXTEXTURE support */
3423 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3424 if (CheckVertexTextureCapability(adapter, format_desc))
3426 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3428 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3429 return WINED3DERR_NOTAVAILABLE;
3433 /* Check QUERY_WRAPANDMIP support */
3434 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3435 if (CheckWrapAndMipCapability(adapter, format_desc))
3437 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3439 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3440 return WINED3DERR_NOTAVAILABLE;
3444 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3445 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3447 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3449 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3450 return WINED3DERR_NOTAVAILABLE;
3454 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3455 return WINED3DERR_NOTAVAILABLE;
3457 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3458 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3459 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3461 * Volumetexture allows:
3462 * - D3DUSAGE_DYNAMIC
3463 * - D3DUSAGE_NONSECURE (d3d9ex)
3464 * - D3DUSAGE_SOFTWAREPROCESSING
3465 * - D3DUSAGE_QUERY_WRAPANDMIP
3468 if(SurfaceType != SURFACE_OPENGL) {
3469 TRACE("[FAILED]\n");
3470 return WINED3DERR_NOTAVAILABLE;
3473 /* Check volume texture and volume usage caps */
3474 if(GL_SUPPORT(EXT_TEXTURE3D)) {
3475 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3477 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3478 return WINED3DERR_NOTAVAILABLE;
3481 /* Always report dynamic locking */
3482 if(Usage & WINED3DUSAGE_DYNAMIC)
3483 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3485 /* Always report software processing */
3486 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3487 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3489 /* Check QUERY_FILTER support */
3490 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3491 if (CheckFilterCapability(adapter, format_desc))
3493 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3495 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3496 return WINED3DERR_NOTAVAILABLE;
3500 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3501 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3502 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3504 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3506 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3507 return WINED3DERR_NOTAVAILABLE;
3511 /* Check QUERY_SRGBREAD support */
3512 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3513 if (CheckSrgbReadCapability(adapter, format_desc))
3515 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3517 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3518 return WINED3DERR_NOTAVAILABLE;
3522 /* Check QUERY_SRGBWRITE support */
3523 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3524 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3526 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3528 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3529 return WINED3DERR_NOTAVAILABLE;
3533 /* Check QUERY_VERTEXTEXTURE support */
3534 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3535 if (CheckVertexTextureCapability(adapter, format_desc))
3537 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3539 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3540 return WINED3DERR_NOTAVAILABLE;
3544 /* Check QUERY_WRAPANDMIP support */
3545 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3546 if (CheckWrapAndMipCapability(adapter, format_desc))
3548 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3550 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3551 return WINED3DERR_NOTAVAILABLE;
3555 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3556 return WINED3DERR_NOTAVAILABLE;
3559 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3560 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3561 * app needing one of those formats, don't advertize them to avoid leading apps into
3562 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3565 switch(CheckFormat) {
3567 case WINED3DFMT_A4L4:
3568 case WINED3DFMT_R32_FLOAT:
3569 case WINED3DFMT_R16_FLOAT:
3570 case WINED3DFMT_X8L8V8U8:
3571 case WINED3DFMT_L6V5U5:
3572 case WINED3DFMT_R16G16_UNORM:
3573 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3574 return WINED3DERR_NOTAVAILABLE;
3576 case WINED3DFMT_R8G8B8A8_SNORM:
3577 case WINED3DFMT_R16G16_SNORM:
3578 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3579 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3580 return WINED3DERR_NOTAVAILABLE;
3584 case WINED3DFMT_R8G8_SNORM:
3585 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3586 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3587 return WINED3DERR_NOTAVAILABLE;
3591 case WINED3DFMT_DXT1:
3592 case WINED3DFMT_DXT2:
3593 case WINED3DFMT_DXT3:
3594 case WINED3DFMT_DXT4:
3595 case WINED3DFMT_DXT5:
3596 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3597 * compressed texture results in an error. While the D3D refrast does
3598 * support s3tc volumes, at least the nvidia windows driver does not, so
3599 * we're free not to support this format.
3601 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3602 return WINED3DERR_NOTAVAILABLE;
3605 /* Do nothing, continue with checking the format below */
3608 } else if(RType == WINED3DRTYPE_BUFFER){
3609 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3610 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3611 return WINED3DERR_NOTAVAILABLE;
3614 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3615 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3616 * usage flags match. */
3617 if(UsageCaps == Usage) {
3619 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3620 return WINED3DOK_NOAUTOGEN;
3622 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);
3623 return WINED3DERR_NOTAVAILABLE;
3627 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3628 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3629 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3631 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3634 DeviceType, debug_d3ddevicetype(DeviceType),
3635 SourceFormat, debug_d3dformat(SourceFormat),
3636 TargetFormat, debug_d3dformat(TargetFormat));
3640 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3642 const shader_backend_t *ret;
3643 int vs_selected_mode;
3644 int ps_selected_mode;
3646 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3647 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3648 ret = &glsl_shader_backend;
3649 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3650 ret = &arb_program_shader_backend;
3652 ret = &none_shader_backend;
3657 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3658 WINED3DDEVTYPE DeviceType)
3660 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3661 int vs_selected_mode;
3662 int ps_selected_mode;
3664 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3665 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3666 return &arbfp_fragment_pipeline;
3667 } else if(ps_selected_mode == SHADER_ATI) {
3668 return &atifs_fragment_pipeline;
3669 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3670 return &nvts_fragment_pipeline;
3671 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3672 return &nvrc_fragment_pipeline;
3674 return &ffp_fragment_pipeline;
3678 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3680 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3681 int vs_selected_mode;
3682 int ps_selected_mode;
3684 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3685 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3692 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3693 subset of a D3DCAPS9 structure. However, it has to come via a void *
3694 as the d3d8 interface cannot import the d3d9 header */
3695 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3697 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3698 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3699 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3700 int vs_selected_mode;
3701 int ps_selected_mode;
3702 struct shader_caps shader_caps;
3703 struct fragment_caps fragment_caps;
3704 const shader_backend_t *shader_backend;
3705 const struct fragment_pipeline *frag_pipeline = NULL;
3706 DWORD ckey_caps, blit_caps, fx_caps;
3708 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3710 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3711 return WINED3DERR_INVALIDCALL;
3714 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3716 /* This function should *not* be modifying GL caps
3717 * TODO: move the functionality where it belongs */
3718 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3720 /* ------------------------------------------------
3721 The following fields apply to both d3d8 and d3d9
3722 ------------------------------------------------ */
3723 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3724 pCaps->AdapterOrdinal = Adapter;
3727 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3728 WINED3DCAPS2_FULLSCREENGAMMA |
3729 WINED3DCAPS2_DYNAMICTEXTURES;
3730 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3731 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3734 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3735 WINED3DCAPS3_COPY_TO_VIDMEM |
3736 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3738 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3739 WINED3DPRESENT_INTERVAL_ONE;
3741 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3742 WINED3DCURSORCAPS_LOWRES;
3744 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3745 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3746 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3747 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3748 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3749 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3750 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3751 WINED3DDEVCAPS_PUREDEVICE |
3752 WINED3DDEVCAPS_HWRASTERIZATION |
3753 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3754 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3755 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3756 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3757 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3758 WINED3DDEVCAPS_RTPATCHES;
3760 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3761 WINED3DPMISCCAPS_CULLCCW |
3762 WINED3DPMISCCAPS_CULLCW |
3763 WINED3DPMISCCAPS_COLORWRITEENABLE |
3764 WINED3DPMISCCAPS_CLIPTLVERTS |
3765 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3766 WINED3DPMISCCAPS_MASKZ |
3767 WINED3DPMISCCAPS_BLENDOP |
3768 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3770 WINED3DPMISCCAPS_NULLREFERENCE
3771 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3772 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3773 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3774 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3776 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3777 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3779 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3780 WINED3DPRASTERCAPS_PAT |
3781 WINED3DPRASTERCAPS_WFOG |
3782 WINED3DPRASTERCAPS_ZFOG |
3783 WINED3DPRASTERCAPS_FOGVERTEX |
3784 WINED3DPRASTERCAPS_FOGTABLE |
3785 WINED3DPRASTERCAPS_STIPPLE |
3786 WINED3DPRASTERCAPS_SUBPIXEL |
3787 WINED3DPRASTERCAPS_ZTEST |
3788 WINED3DPRASTERCAPS_SCISSORTEST |
3789 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3790 WINED3DPRASTERCAPS_DEPTHBIAS;
3792 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3793 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3794 WINED3DPRASTERCAPS_ZBIAS |
3795 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3797 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3798 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3801 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3802 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3803 WINED3DPRASTERCAPS_ANTIALIASEDGES
3804 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3805 WINED3DPRASTERCAPS_WBUFFER */
3807 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3808 WINED3DPCMPCAPS_EQUAL |
3809 WINED3DPCMPCAPS_GREATER |
3810 WINED3DPCMPCAPS_GREATEREQUAL |
3811 WINED3DPCMPCAPS_LESS |
3812 WINED3DPCMPCAPS_LESSEQUAL |
3813 WINED3DPCMPCAPS_NEVER |
3814 WINED3DPCMPCAPS_NOTEQUAL;
3816 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3817 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3818 WINED3DPBLENDCAPS_DESTALPHA |
3819 WINED3DPBLENDCAPS_DESTCOLOR |
3820 WINED3DPBLENDCAPS_INVDESTALPHA |
3821 WINED3DPBLENDCAPS_INVDESTCOLOR |
3822 WINED3DPBLENDCAPS_INVSRCALPHA |
3823 WINED3DPBLENDCAPS_INVSRCCOLOR |
3824 WINED3DPBLENDCAPS_ONE |
3825 WINED3DPBLENDCAPS_SRCALPHA |
3826 WINED3DPBLENDCAPS_SRCALPHASAT |
3827 WINED3DPBLENDCAPS_SRCCOLOR |
3828 WINED3DPBLENDCAPS_ZERO;
3830 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3831 WINED3DPBLENDCAPS_DESTCOLOR |
3832 WINED3DPBLENDCAPS_INVDESTALPHA |
3833 WINED3DPBLENDCAPS_INVDESTCOLOR |
3834 WINED3DPBLENDCAPS_INVSRCALPHA |
3835 WINED3DPBLENDCAPS_INVSRCCOLOR |
3836 WINED3DPBLENDCAPS_ONE |
3837 WINED3DPBLENDCAPS_SRCALPHA |
3838 WINED3DPBLENDCAPS_SRCCOLOR |
3839 WINED3DPBLENDCAPS_ZERO;
3840 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3841 * according to the glBlendFunc manpage
3843 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3844 * legacy settings for srcblend only
3847 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3848 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3849 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3853 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3854 WINED3DPCMPCAPS_EQUAL |
3855 WINED3DPCMPCAPS_GREATER |
3856 WINED3DPCMPCAPS_GREATEREQUAL |
3857 WINED3DPCMPCAPS_LESS |
3858 WINED3DPCMPCAPS_LESSEQUAL |
3859 WINED3DPCMPCAPS_NEVER |
3860 WINED3DPCMPCAPS_NOTEQUAL;
3862 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3863 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3864 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3865 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3866 WINED3DPSHADECAPS_COLORFLATRGB |
3867 WINED3DPSHADECAPS_FOGFLAT |
3868 WINED3DPSHADECAPS_FOGGOURAUD |
3869 WINED3DPSHADECAPS_SPECULARFLATRGB;
3871 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3872 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3873 WINED3DPTEXTURECAPS_TRANSPARENCY |
3874 WINED3DPTEXTURECAPS_BORDER |
3875 WINED3DPTEXTURECAPS_MIPMAP |
3876 WINED3DPTEXTURECAPS_PROJECTED |
3877 WINED3DPTEXTURECAPS_PERSPECTIVE;
3879 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3880 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3881 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3884 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3885 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3886 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3887 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3890 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3891 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3892 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3893 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3897 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3898 WINED3DPTFILTERCAPS_MAGFPOINT |
3899 WINED3DPTFILTERCAPS_MINFLINEAR |
3900 WINED3DPTFILTERCAPS_MINFPOINT |
3901 WINED3DPTFILTERCAPS_MIPFLINEAR |
3902 WINED3DPTFILTERCAPS_MIPFPOINT |
3903 WINED3DPTFILTERCAPS_LINEAR |
3904 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3905 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3906 WINED3DPTFILTERCAPS_MIPLINEAR |
3907 WINED3DPTFILTERCAPS_MIPNEAREST |
3908 WINED3DPTFILTERCAPS_NEAREST;
3910 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3911 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3912 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3915 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3916 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3917 WINED3DPTFILTERCAPS_MAGFPOINT |
3918 WINED3DPTFILTERCAPS_MINFLINEAR |
3919 WINED3DPTFILTERCAPS_MINFPOINT |
3920 WINED3DPTFILTERCAPS_MIPFLINEAR |
3921 WINED3DPTFILTERCAPS_MIPFPOINT |
3922 WINED3DPTFILTERCAPS_LINEAR |
3923 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3924 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3925 WINED3DPTFILTERCAPS_MIPLINEAR |
3926 WINED3DPTFILTERCAPS_MIPNEAREST |
3927 WINED3DPTFILTERCAPS_NEAREST;
3929 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3930 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3931 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3934 pCaps->CubeTextureFilterCaps = 0;
3936 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3937 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3938 WINED3DPTFILTERCAPS_MAGFPOINT |
3939 WINED3DPTFILTERCAPS_MINFLINEAR |
3940 WINED3DPTFILTERCAPS_MINFPOINT |
3941 WINED3DPTFILTERCAPS_MIPFLINEAR |
3942 WINED3DPTFILTERCAPS_MIPFPOINT |
3943 WINED3DPTFILTERCAPS_LINEAR |
3944 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3945 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3946 WINED3DPTFILTERCAPS_MIPLINEAR |
3947 WINED3DPTFILTERCAPS_MIPNEAREST |
3948 WINED3DPTFILTERCAPS_NEAREST;
3950 pCaps->VolumeTextureFilterCaps = 0;
3952 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3953 WINED3DPTADDRESSCAPS_CLAMP |
3954 WINED3DPTADDRESSCAPS_WRAP;
3956 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3957 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3959 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3960 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3962 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3963 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3966 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3967 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3968 WINED3DPTADDRESSCAPS_CLAMP |
3969 WINED3DPTADDRESSCAPS_WRAP;
3970 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3971 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3973 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3974 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3976 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3977 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3980 pCaps->VolumeTextureAddressCaps = 0;
3982 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3983 WINED3DLINECAPS_ZTEST |
3984 WINED3DLINECAPS_BLEND |
3985 WINED3DLINECAPS_ALPHACMP |
3986 WINED3DLINECAPS_FOG;
3987 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3988 * idea how generating the smoothing alpha values works; the result is different
3991 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3992 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3994 if(GL_SUPPORT(EXT_TEXTURE3D))
3995 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3997 pCaps->MaxVolumeExtent = 0;
3999 pCaps->MaxTextureRepeat = 32768;
4000 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
4001 pCaps->MaxVertexW = 1.0f;
4003 pCaps->GuardBandLeft = 0.0f;
4004 pCaps->GuardBandTop = 0.0f;
4005 pCaps->GuardBandRight = 0.0f;
4006 pCaps->GuardBandBottom = 0.0f;
4008 pCaps->ExtentsAdjust = 0.0f;
4010 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4011 WINED3DSTENCILCAPS_INCRSAT |
4012 WINED3DSTENCILCAPS_INVERT |
4013 WINED3DSTENCILCAPS_KEEP |
4014 WINED3DSTENCILCAPS_REPLACE |
4015 WINED3DSTENCILCAPS_ZERO;
4016 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
4017 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4018 WINED3DSTENCILCAPS_INCR;
4020 if (GL_SUPPORT(EXT_STENCIL_TWO_SIDE) || GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
4021 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4024 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4026 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
4027 pCaps->MaxActiveLights = GL_LIMITS(lights);
4029 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
4030 pCaps->MaxVertexBlendMatrixIndex = 0;
4032 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
4033 pCaps->MaxPointSize = GL_LIMITS(pointsize);
4036 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4037 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4038 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4039 WINED3DVTXPCAPS_LOCALVIEWER |
4040 WINED3DVTXPCAPS_VERTEXFOG |
4041 WINED3DVTXPCAPS_TEXGEN;
4043 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4045 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4046 pCaps->MaxVertexIndex = 0xFFFFF;
4047 pCaps->MaxStreams = MAX_STREAMS;
4048 pCaps->MaxStreamStride = 1024;
4050 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4051 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4052 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4053 pCaps->MaxNpatchTessellationLevel = 0;
4054 pCaps->MasterAdapterOrdinal = 0;
4055 pCaps->AdapterOrdinalInGroup = 0;
4056 pCaps->NumberOfAdaptersInGroup = 1;
4058 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
4060 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4061 WINED3DPTFILTERCAPS_MAGFPOINT |
4062 WINED3DPTFILTERCAPS_MINFLINEAR |
4063 WINED3DPTFILTERCAPS_MAGFLINEAR;
4064 pCaps->VertexTextureFilterCaps = 0;
4066 memset(&shader_caps, 0, sizeof(shader_caps));
4067 shader_backend = select_shader_backend(adapter, DeviceType);
4068 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4070 memset(&fragment_caps, 0, sizeof(fragment_caps));
4071 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4072 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4074 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4075 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4077 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4078 * Ignore shader model capabilities if disabled in config
4080 if(vs_selected_mode == SHADER_NONE) {
4081 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4082 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4083 pCaps->MaxVertexShaderConst = 0;
4085 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4086 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4089 if(ps_selected_mode == SHADER_NONE) {
4090 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4091 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4092 pCaps->PixelShader1xMaxValue = 0.0f;
4094 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4095 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4098 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4099 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4100 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4102 pCaps->VS20Caps = shader_caps.VS20Caps;
4103 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4104 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4105 pCaps->PS20Caps = shader_caps.PS20Caps;
4106 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4107 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4109 /* The following caps are shader specific, but they are things we cannot detect, or which
4110 * are the same among all shader models. So to avoid code duplication set the shader version
4111 * specific, but otherwise constant caps here
4113 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4114 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4115 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4116 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4117 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4118 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
4119 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4121 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4122 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
4123 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
4124 pCaps->VS20Caps.Caps = 0;
4125 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4126 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
4127 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4129 pCaps->MaxVShaderInstructionsExecuted = 65535;
4130 pCaps->MaxVertexShader30InstructionSlots = 0;
4131 } else { /* VS 1.x */
4132 pCaps->VS20Caps.Caps = 0;
4133 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4134 pCaps->VS20Caps.NumTemps = 0;
4135 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4137 pCaps->MaxVShaderInstructionsExecuted = 0;
4138 pCaps->MaxVertexShader30InstructionSlots = 0;
4141 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4142 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4143 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4145 /* 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 */
4146 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4147 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4148 WINED3DPS20CAPS_PREDICATION |
4149 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4150 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4151 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4152 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
4153 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4154 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4156 pCaps->MaxPShaderInstructionsExecuted = 65535;
4157 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
4158 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
4159 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4160 pCaps->PS20Caps.Caps = 0;
4161 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4162 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
4163 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4164 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4166 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4167 pCaps->MaxPixelShader30InstructionSlots = 0;
4168 } else { /* PS 1.x */
4169 pCaps->PS20Caps.Caps = 0;
4170 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4171 pCaps->PS20Caps.NumTemps = 0;
4172 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4173 pCaps->PS20Caps.NumInstructionSlots = 0;
4175 pCaps->MaxPShaderInstructionsExecuted = 0;
4176 pCaps->MaxPixelShader30InstructionSlots = 0;
4179 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4180 /* OpenGL supports all the formats below, perhaps not always
4181 * without conversion, but it supports them.
4182 * Further GLSL doesn't seem to have an official unsigned type so
4183 * don't advertise it yet as I'm not sure how we handle it.
4184 * We might need to add some clamping in the shader engine to
4186 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4187 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4188 WINED3DDTCAPS_UBYTE4N |
4189 WINED3DDTCAPS_SHORT2N |
4190 WINED3DDTCAPS_SHORT4N;
4191 if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
4192 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4193 WINED3DDTCAPS_FLOAT16_4;
4196 pCaps->DeclTypes = 0;
4198 /* Set DirectDraw helper Caps */
4199 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4200 WINEDDCKEYCAPS_SRCBLT;
4201 fx_caps = WINEDDFXCAPS_BLTALPHA |
4202 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4203 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4204 WINEDDFXCAPS_BLTROTATION90 |
4205 WINEDDFXCAPS_BLTSHRINKX |
4206 WINEDDFXCAPS_BLTSHRINKXN |
4207 WINEDDFXCAPS_BLTSHRINKY |
4208 WINEDDFXCAPS_BLTSHRINKXN |
4209 WINEDDFXCAPS_BLTSTRETCHX |
4210 WINEDDFXCAPS_BLTSTRETCHXN |
4211 WINEDDFXCAPS_BLTSTRETCHY |
4212 WINEDDFXCAPS_BLTSTRETCHYN;
4213 blit_caps = WINEDDCAPS_BLT |
4214 WINEDDCAPS_BLTCOLORFILL |
4215 WINEDDCAPS_BLTDEPTHFILL |
4216 WINEDDCAPS_BLTSTRETCH |
4217 WINEDDCAPS_CANBLTSYSMEM |
4218 WINEDDCAPS_CANCLIP |
4219 WINEDDCAPS_CANCLIPSTRETCHED |
4220 WINEDDCAPS_COLORKEY |
4221 WINEDDCAPS_COLORKEYHWASSIST |
4222 WINEDDCAPS_ALIGNBOUNDARYSRC;
4224 /* Fill the ddraw caps structure */
4225 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4226 WINEDDCAPS_PALETTE |
4228 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4229 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4230 WINEDDCAPS2_PRIMARYGAMMA |
4231 WINEDDCAPS2_WIDESURFACES |
4232 WINEDDCAPS2_CANRENDERWINDOWED;
4233 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4234 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4235 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4236 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4237 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4238 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4239 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4240 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4241 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4243 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4244 WINEDDSCAPS_BACKBUFFER |
4246 WINEDDSCAPS_FRONTBUFFER |
4247 WINEDDSCAPS_OFFSCREENPLAIN |
4248 WINEDDSCAPS_PALETTE |
4249 WINEDDSCAPS_PRIMARYSURFACE |
4250 WINEDDSCAPS_SYSTEMMEMORY |
4251 WINEDDSCAPS_VIDEOMEMORY |
4252 WINEDDSCAPS_VISIBLE;
4253 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4255 /* Set D3D caps if OpenGL is available. */
4256 if (adapter->opengl)
4258 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4259 WINEDDSCAPS_MIPMAP |
4260 WINEDDSCAPS_TEXTURE |
4261 WINEDDSCAPS_ZBUFFER;
4262 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4268 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
4269 and fields being inserted in the middle, a new structure is used in place */
4270 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
4271 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
4272 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
4274 IWineD3DDeviceImpl *object = NULL;
4275 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4276 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
4277 WINED3DDISPLAYMODE mode;
4278 const struct fragment_pipeline *frag_pipeline = NULL;
4280 struct fragment_caps ffp_caps;
4281 struct shader_caps shader_caps;
4284 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4285 * number and create a device without a 3D adapter for 2D only operation.
4287 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
4288 return WINED3DERR_INVALIDCALL;
4291 /* Create a WineD3DDevice object */
4292 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
4293 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
4294 TRACE("Created WineD3DDevice object @ %p\n", object);
4295 if (NULL == object) {
4296 return WINED3DERR_OUTOFVIDEOMEMORY;
4299 /* Set up initial COM information */
4300 object->lpVtbl = &IWineD3DDevice_Vtbl;
4302 object->wineD3D = iface;
4303 object->adapter = This->adapter_count ? adapter : NULL;
4304 IWineD3D_AddRef(object->wineD3D);
4305 object->parent = parent;
4306 object->device_parent = device_parent;
4307 list_init(&object->resources);
4308 list_init(&object->shaders);
4310 if(This->dxVersion == 7) {
4311 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
4313 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
4315 object->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
4317 /* Set the state up as invalid until the device is fully created */
4318 object->state = WINED3DERR_DRIVERINTERNALERROR;
4320 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
4321 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
4323 /* Save the creation parameters */
4324 object->createParms.AdapterOrdinal = Adapter;
4325 object->createParms.DeviceType = DeviceType;
4326 object->createParms.hFocusWindow = hFocusWindow;
4327 object->createParms.BehaviorFlags = BehaviourFlags;
4329 /* Initialize other useful values */
4330 object->adapterNo = Adapter;
4331 object->devType = DeviceType;
4333 select_shader_mode(&adapter->gl_info, DeviceType,
4334 &object->ps_selected_mode, &object->vs_selected_mode);
4335 object->shader_backend = select_shader_backend(adapter, DeviceType);
4337 memset(&shader_caps, 0, sizeof(shader_caps));
4338 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4339 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
4340 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
4341 object->vs_clipping = shader_caps.VSClipping;
4343 memset(&ffp_caps, 0, sizeof(ffp_caps));
4344 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4345 object->frag_pipe = frag_pipeline;
4346 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
4347 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
4348 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
4349 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
4350 ffp_vertexstate_template, frag_pipeline, misc_state_template);
4353 IWineD3D_Release(object->wineD3D);
4354 HeapFree(GetProcessHeap(), 0, object);
4359 object->blitter = select_blit_implementation(adapter, DeviceType);
4361 /* set the state of the device to valid */
4362 object->state = WINED3D_OK;
4364 /* Get the initial screen setup for ddraw */
4365 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
4367 object->ddraw_width = mode.Width;
4368 object->ddraw_height = mode.Height;
4369 object->ddraw_format = mode.Format;
4371 for(i = 0; i < PATCHMAP_SIZE; i++) {
4372 list_init(&object->patches[i]);
4375 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
4380 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4381 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4382 IUnknown_AddRef(This->parent);
4383 *pParent = This->parent;
4387 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
4388 IUnknown* surfaceParent;
4389 TRACE("(%p) call back\n", pSurface);
4391 /* Now, release the parent, which will take care of cleaning up the surface for us */
4392 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
4393 IUnknown_Release(surfaceParent);
4394 return IUnknown_Release(surfaceParent);
4397 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
4398 IUnknown* volumeParent;
4399 TRACE("(%p) call back\n", pVolume);
4401 /* Now, release the parent, which will take care of cleaning up the volume for us */
4402 IWineD3DVolume_GetParent(pVolume, &volumeParent);
4403 IUnknown_Release(volumeParent);
4404 return IUnknown_Release(volumeParent);
4407 static void WINE_GLAPI invalid_func(const void *data)
4409 ERR("Invalid vertex attribute function called\n");
4413 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4415 ERR("Invalid texcoord function called\n");
4419 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4420 * the extension detection and are used in drawStridedSlow
4422 static void WINE_GLAPI position_d3dcolor(const void *data)
4424 DWORD pos = *((const DWORD *)data);
4426 FIXME("Add a test for fixed function position from d3dcolor type\n");
4427 glVertex4s(D3DCOLOR_B_R(pos),
4433 static void WINE_GLAPI position_float4(const void *data)
4435 const GLfloat *pos = data;
4437 if (pos[3] != 0.0f && pos[3] != 1.0f)
4439 float w = 1.0f / pos[3];
4441 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4449 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4451 DWORD diffuseColor = *((const DWORD *)data);
4453 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4454 D3DCOLOR_B_G(diffuseColor),
4455 D3DCOLOR_B_B(diffuseColor),
4456 D3DCOLOR_B_A(diffuseColor));
4459 static void WINE_GLAPI specular_d3dcolor(const void *data)
4461 DWORD specularColor = *((const DWORD *)data);
4462 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4463 D3DCOLOR_B_G(specularColor),
4464 D3DCOLOR_B_B(specularColor)};
4466 specular_func_3ubv(d);
4469 static void WINE_GLAPI warn_no_specular_func(const void *data)
4471 WARN("GL_EXT_secondary_color not supported\n");
4474 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4476 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4477 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4478 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4479 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4480 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4481 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4482 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4483 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4484 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4485 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4486 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4487 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4488 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4489 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4490 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4491 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4492 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4494 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4495 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4496 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4497 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4498 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4499 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4500 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4501 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4502 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4503 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4504 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4505 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4506 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4507 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4508 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4509 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4510 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4512 /* No 4 component entry points here */
4513 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4514 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4515 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4516 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4518 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4520 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4521 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4522 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4523 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4525 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4527 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4528 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4529 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4530 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4531 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4532 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4533 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4534 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4535 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4536 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4537 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4538 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4540 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4541 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4543 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4544 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4545 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4546 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4547 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4548 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4549 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4550 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4551 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4552 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4553 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4554 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4555 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4556 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4557 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4558 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4559 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4561 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4562 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4563 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4564 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4565 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4566 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4567 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4568 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4569 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4570 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4571 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4572 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4573 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4574 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4575 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4576 if (GL_SUPPORT(NV_HALF_FLOAT))
4578 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4579 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4580 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4582 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4583 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4587 BOOL InitAdapters(IWineD3DImpl *This)
4589 static HMODULE mod_gl;
4591 int ps_selected_mode, vs_selected_mode;
4593 /* No need to hold any lock. The calling library makes sure only one thread calls
4594 * wined3d simultaneously
4597 TRACE("Initializing adapters\n");
4600 #ifdef USE_WIN32_OPENGL
4601 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4602 mod_gl = LoadLibraryA("opengl32.dll");
4604 ERR("Can't load opengl32.dll!\n");
4608 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4609 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4610 mod_gl = GetModuleHandleA("gdi32.dll");
4614 /* Load WGL core functions from opengl32.dll */
4615 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4619 if(!pwglGetProcAddress) {
4620 ERR("Unable to load wglGetProcAddress!\n");
4624 /* Dynamically load all GL core functions */
4628 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4629 * otherwise because we have to use winex11.drv's override
4631 #ifdef USE_WIN32_OPENGL
4632 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4633 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4635 glFinish = (void*)pwglGetProcAddress("wglFinish");
4636 glFlush = (void*)pwglGetProcAddress("wglFlush");
4639 glEnableWINE = glEnable;
4640 glDisableWINE = glDisable;
4642 /* For now only one default adapter */
4644 struct WineD3DAdapter *adapter = &This->adapters[0];
4645 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4646 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4650 WineD3D_PixelFormat *cfgs;
4651 DISPLAY_DEVICEW DisplayDevice;
4654 TRACE("Initializing default adapter\n");
4656 adapter->monitorPoint.x = -1;
4657 adapter->monitorPoint.y = -1;
4659 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4661 ERR("Failed to get a gl context for default adapter\n");
4665 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4667 ERR("Failed to initialize gl caps for default adapter\n");
4668 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4671 ret = initPixelFormats(&adapter->gl_info);
4673 ERR("Failed to init gl formats\n");
4674 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4678 hdc = fake_gl_ctx.dc;
4680 adapter->driver = "Display";
4681 adapter->description = "Direct3D HAL";
4683 /* Use the VideoRamSize registry setting when set */
4684 if(wined3d_settings.emulated_textureram)
4685 adapter->TextureRam = wined3d_settings.emulated_textureram;
4687 adapter->TextureRam = adapter->gl_info.vidmem;
4688 adapter->UsedTextureRam = 0;
4689 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4691 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4692 DisplayDevice.cb = sizeof(DisplayDevice);
4693 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4694 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4695 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4697 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4704 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4705 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4707 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4708 cfgs = adapter->cfgs;
4709 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4710 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4711 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4712 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4713 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4714 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4715 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4716 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4717 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4718 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4720 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4722 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4727 /* Cache the pixel format */
4728 cfgs->iPixelFormat = iPixelFormat;
4729 cfgs->redSize = values[0];
4730 cfgs->greenSize = values[1];
4731 cfgs->blueSize = values[2];
4732 cfgs->alphaSize = values[3];
4733 cfgs->depthSize = values[4];
4734 cfgs->stencilSize = values[5];
4735 cfgs->windowDrawable = values[6];
4736 cfgs->iPixelType = values[7];
4737 cfgs->doubleBuffer = values[8];
4738 cfgs->auxBuffers = values[9];
4740 cfgs->pbufferDrawable = FALSE;
4741 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4742 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4743 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4745 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4746 cfgs->pbufferDrawable = value;
4749 cfgs->numSamples = 0;
4750 /* Check multisample support */
4751 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4752 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4754 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4755 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4756 * value[1] = number of multi sample buffers*/
4758 cfgs->numSamples = value[1];
4762 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4768 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4769 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4770 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4772 cfgs = adapter->cfgs;
4773 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4775 PIXELFORMATDESCRIPTOR ppfd;
4777 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4781 /* We only want HW acceleration using an OpenGL ICD driver.
4782 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4783 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4785 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4787 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4791 cfgs->iPixelFormat = iPixelFormat;
4792 cfgs->redSize = ppfd.cRedBits;
4793 cfgs->greenSize = ppfd.cGreenBits;
4794 cfgs->blueSize = ppfd.cBlueBits;
4795 cfgs->alphaSize = ppfd.cAlphaBits;
4796 cfgs->depthSize = ppfd.cDepthBits;
4797 cfgs->stencilSize = ppfd.cStencilBits;
4798 cfgs->pbufferDrawable = 0;
4799 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4800 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4801 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4802 cfgs->auxBuffers = ppfd.cAuxBuffers;
4803 cfgs->numSamples = 0;
4805 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4810 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
4813 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4815 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4816 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4821 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4822 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4823 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4824 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4825 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4826 * driver is allowed to consume more bits EXCEPT for stencil bits.
4828 * Mark an adapter with this broken stencil behavior.
4830 adapter->brokenStencil = TRUE;
4831 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4833 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4834 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4835 adapter->brokenStencil = FALSE;
4840 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4842 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4843 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4844 fillGLAttribFuncs(&adapter->gl_info);
4845 adapter->opengl = TRUE;
4847 This->adapter_count = 1;
4848 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4853 /* Initialize an adapter for ddraw-only memory counting */
4854 memset(This->adapters, 0, sizeof(This->adapters));
4855 This->adapters[0].num = 0;
4856 This->adapters[0].opengl = FALSE;
4857 This->adapters[0].monitorPoint.x = -1;
4858 This->adapters[0].monitorPoint.y = -1;
4860 This->adapters[0].driver = "Display";
4861 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4862 if(wined3d_settings.emulated_textureram) {
4863 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4865 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4868 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4870 This->adapter_count = 1;
4874 /**********************************************************
4875 * IWineD3D VTbl follows
4876 **********************************************************/
4878 const IWineD3DVtbl IWineD3D_Vtbl =
4881 IWineD3DImpl_QueryInterface,
4882 IWineD3DImpl_AddRef,
4883 IWineD3DImpl_Release,
4885 IWineD3DImpl_GetParent,
4886 IWineD3DImpl_GetAdapterCount,
4887 IWineD3DImpl_RegisterSoftwareDevice,
4888 IWineD3DImpl_GetAdapterMonitor,
4889 IWineD3DImpl_GetAdapterModeCount,
4890 IWineD3DImpl_EnumAdapterModes,
4891 IWineD3DImpl_GetAdapterDisplayMode,
4892 IWineD3DImpl_GetAdapterIdentifier,
4893 IWineD3DImpl_CheckDeviceMultiSampleType,
4894 IWineD3DImpl_CheckDepthStencilMatch,
4895 IWineD3DImpl_CheckDeviceType,
4896 IWineD3DImpl_CheckDeviceFormat,
4897 IWineD3DImpl_CheckDeviceFormatConversion,
4898 IWineD3DImpl_GetDeviceCaps,
4899 IWineD3DImpl_CreateDevice