2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
40 const char *extension_string;
41 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 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_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
109 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
110 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
111 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
112 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
113 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
114 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
115 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
116 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
117 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
118 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
119 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
120 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
121 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
122 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
123 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
124 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
125 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
126 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
127 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
128 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
129 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
130 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
131 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
134 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
135 {"GL_NV_fence", NV_FENCE, 0 },
136 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
137 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
138 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
139 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
140 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
141 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
142 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
143 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
144 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
145 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
146 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
147 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
148 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
149 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
150 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
151 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
152 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
153 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
156 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
159 /**********************************************************
160 * Utility functions follow
161 **********************************************************/
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 /* Do not call while under the GL lock. */
247 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 PIXELFORMATDESCRIPTOR pfd;
252 TRACE("getting context...\n");
254 ctx->restore_dc = pwglGetCurrentDC();
255 ctx->restore_gl_ctx = pwglGetCurrentContext();
257 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
258 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
259 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
262 ERR_(d3d_caps)("Failed to create a window.\n");
266 ctx->dc = GetDC(ctx->wnd);
269 ERR_(d3d_caps)("Failed to get a DC.\n");
273 /* PixelFormat selection */
274 ZeroMemory(&pfd, sizeof(pfd));
275 pfd.nSize = sizeof(pfd);
277 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
278 pfd.iPixelType = PFD_TYPE_RGBA;
280 pfd.iLayerType = PFD_MAIN_PLANE;
282 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
285 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
286 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
289 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
290 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292 /* Create a GL context. */
293 ctx->gl_ctx = pwglCreateContext(ctx->dc);
296 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
300 /* Make it the current GL context. */
301 if (!context_set_current(NULL))
303 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
306 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
315 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319 if (ctx->wnd) DestroyWindow(ctx->wnd);
321 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
329 /* Adjust the amount of used texture memory */
330 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 struct wined3d_adapter *adapter = device->adapter;
334 adapter->UsedTextureRam += glram;
335 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
336 return adapter->UsedTextureRam;
339 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
342 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
345 /**********************************************************
346 * IUnknown parts follows
347 **********************************************************/
349 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
354 if (IsEqualGUID(riid, &IID_IUnknown)
355 || IsEqualGUID(riid, &IID_IWineD3DBase)
356 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
357 IUnknown_AddRef(iface);
362 return E_NOINTERFACE;
365 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
366 IWineD3DImpl *This = (IWineD3DImpl *)iface;
367 ULONG refCount = InterlockedIncrement(&This->ref);
369 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
373 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
374 IWineD3DImpl *This = (IWineD3DImpl *)iface;
376 TRACE("(%p) : Releasing from %d\n", This, This->ref);
377 ref = InterlockedDecrement(&This->ref);
381 for (i = 0; i < This->adapter_count; ++i)
383 wined3d_adapter_cleanup(&This->adapters[i]);
385 HeapFree(GetProcessHeap(), 0, This);
391 /**********************************************************
392 * IWineD3D parts follows
393 **********************************************************/
395 /* GL locking is done by the caller */
396 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 const char *testcode =
402 "PARAM C[66] = { program.env[0..65] };\n"
404 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
405 "ARL A0.x, zero.x;\n"
406 "MOV result.position, C[A0.x + 65];\n"
410 GL_EXTCALL(glGenProgramsARB(1, &prog));
412 ERR("Failed to create an ARB offset limit test program\n");
414 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
415 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
416 strlen(testcode), testcode));
417 if(glGetError() != 0) {
418 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
419 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
421 } else TRACE("OpenGL implementation allows offsets > 63\n");
423 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
424 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
425 checkGLcall("ARB vp offset limit test cleanup");
430 static DWORD ver_for_ext(GL_SupportedExt ext)
433 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
434 if(EXTENSION_MAP[i].extension == ext) {
435 return EXTENSION_MAP[i].version;
441 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
442 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
444 if (card_vendor != HW_VENDOR_ATI) return FALSE;
445 if (device == CARD_ATI_RADEON_9500) return TRUE;
446 if (device == CARD_ATI_RADEON_X700) return TRUE;
447 if (device == CARD_ATI_RADEON_X1600) return TRUE;
451 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
452 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
454 if (card_vendor == HW_VENDOR_NVIDIA)
456 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
457 device == CARD_NVIDIA_GEFORCEFX_5600 ||
458 device == CARD_NVIDIA_GEFORCEFX_5800)
466 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
467 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
469 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
470 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
471 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
473 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
474 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
475 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
476 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
477 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
478 * the chance that other implementations support them is rather small since Win32 QuickTime uses
479 * DirectDraw, not OpenGL.
481 * This test has been moved into wined3d_guess_gl_vendor()
483 if (gl_vendor == GL_VENDOR_APPLE)
490 /* Context activation is done by the caller. */
491 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
493 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
494 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
495 * all the texture. This function detects this bug by its symptom and disables PBOs
498 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
499 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
500 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
501 * read back is compared to the original. If they are equal PBOs are assumed to work,
502 * otherwise the PBO extension is disabled. */
504 static const unsigned int pattern[] =
506 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
507 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
508 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
509 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
511 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
513 /* No PBO -> No point in testing them. */
514 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
518 while (glGetError());
519 glGenTextures(1, &texture);
520 glBindTexture(GL_TEXTURE_2D, texture);
522 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
523 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
524 checkGLcall("Specifying the PBO test texture");
526 GL_EXTCALL(glGenBuffersARB(1, &pbo));
527 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
528 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
529 checkGLcall("Specifying the PBO test pbo");
531 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
532 checkGLcall("Loading the PBO test texture");
534 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
537 wglFinish(); /* just to be sure */
539 memset(check, 0, sizeof(check));
541 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
542 checkGLcall("Reading back the PBO test texture");
544 glDeleteTextures(1, &texture);
545 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
546 checkGLcall("PBO test cleanup");
550 if (memcmp(check, pattern, sizeof(check)))
552 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
553 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
554 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
558 TRACE_(d3d_caps)("PBO test successful.\n");
562 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
568 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
569 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
571 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
572 if (card_vendor != HW_VENDOR_ATI) return FALSE;
573 if (device == CARD_ATI_RADEON_X1600) return FALSE;
577 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
578 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
580 return gl_vendor == GL_VENDOR_FGLRX;
584 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
585 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
587 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
588 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
589 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
590 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
593 * dx10 cards usually have 64 varyings */
594 return gl_info->limits.glsl_varyings > 44;
597 /* A GL context is provided by the caller */
598 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
599 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
608 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
609 error = glGetError();
612 if(error == GL_NO_ERROR)
614 TRACE("GL Implementation accepts 4 component specular color pointers\n");
619 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
620 debug_glerror(error));
625 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
626 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
628 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
629 return gl_info->supported[NV_TEXTURE_SHADER];
632 /* A GL context is provided by the caller */
633 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
634 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 const char *testcode =
641 "OPTION NV_vertex_program2;\n"
642 "MOV result.clip[0], 0.0;\n"
643 "MOV result.position, 0.0;\n"
646 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651 GL_EXTCALL(glGenProgramsARB(1, &prog));
654 ERR("Failed to create the NVvp clip test program\n");
658 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
659 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
660 strlen(testcode), testcode));
661 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
664 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
665 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
669 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
671 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
672 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
673 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
679 /* Context activation is done by the caller. */
680 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
681 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
683 char data[4 * 4 * 4];
687 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
689 memset(data, 0xcc, sizeof(data));
693 glGenTextures(1, &tex);
694 glBindTexture(GL_TEXTURE_2D, tex);
695 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
696 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
697 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
698 checkGLcall("glTexImage2D");
700 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
701 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
702 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
703 checkGLcall("glFramebufferTexture2D");
705 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
706 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
707 checkGLcall("glCheckFramebufferStatus");
709 memset(data, 0x11, sizeof(data));
710 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
711 checkGLcall("glTexSubImage2D");
713 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
714 glClear(GL_COLOR_BUFFER_BIT);
715 checkGLcall("glClear");
717 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
718 checkGLcall("glGetTexImage");
720 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
721 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
722 glBindTexture(GL_TEXTURE_2D, 0);
723 checkGLcall("glBindTexture");
725 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
726 glDeleteTextures(1, &tex);
727 checkGLcall("glDeleteTextures");
731 return *(DWORD *)data == 0x11111111;
734 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
736 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
737 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
738 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
739 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
742 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
744 quirk_arb_constants(gl_info);
745 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
746 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
747 * allow 48 different offsets or other helper immediate values. */
748 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
749 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
752 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
753 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
754 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
755 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
756 * most games, but avoids the crash
758 * A more sophisticated way would be to find all units that need texture coordinates and enable
759 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
760 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
762 * Note that disabling the extension entirely does not gain predictability because there is no point
763 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
764 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
766 if (gl_info->supported[ARB_POINT_SPRITE])
768 TRACE("Limiting point sprites to one texture unit.\n");
769 gl_info->limits.point_sprite_units = 1;
773 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
775 quirk_arb_constants(gl_info);
777 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
778 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
779 * If real NP2 textures are used, the driver falls back to software. We could just remove the
780 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
781 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
782 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
783 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
785 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
786 * has this extension promoted to core. The extension loading code sets this extension supported
787 * due to that, so this code works on fglrx as well. */
788 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
790 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
791 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
792 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
795 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
796 * it is generally more efficient. Reserve just 8 constants. */
797 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
798 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
801 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
803 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
804 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
805 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
806 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
807 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
808 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
810 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
811 * triggering the software fallback. There is not much we can do here apart from disabling the
812 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
813 * in IWineD3DImpl_FillGLCaps).
814 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
815 * post-processing effects in the game "Max Payne 2").
816 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
817 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
818 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
819 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
822 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
824 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
825 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
826 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
827 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
828 * according to the spec.
830 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
831 * makes the shader slower and eats instruction slots which should be available to the d3d app.
833 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
834 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
835 * this workaround is activated on cards that do not need it, it won't break things, just affect
836 * performance negatively. */
837 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
838 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
841 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
843 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
846 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
848 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
851 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
853 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
854 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
857 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
859 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
862 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
864 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
869 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
870 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
871 void (*apply)(struct wined3d_gl_info *gl_info);
872 const char *description;
875 static const struct driver_quirk quirk_table[] =
878 match_ati_r300_to_500,
880 "ATI GLSL constant and normalized texrect quirk"
882 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
883 * used it falls back to software. While the compiler can detect if the shader uses all declared
884 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
885 * using relative addressing falls back to software.
887 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
890 quirk_apple_glsl_constants,
891 "Apple GLSL uniform override"
896 "Geforce 5 NP2 disable"
901 "Init texcoord .w for Apple Intel GPU driver"
904 match_apple_nonr500ati,
906 "Init texcoord .w for Apple ATI >= r600 GPU driver"
910 quirk_one_point_sprite,
911 "Fglrx point sprite crash workaround"
916 "Reserved varying for gl_ClipPos"
919 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
920 * GL implementations accept it. The Mac GL is the only implementation known to
923 * If we can pass 4 component specular colors, do it, because (a) we don't have
924 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
925 * passes specular alpha to the pixel shader if any is used. Otherwise the
926 * specular alpha is used to pass the fog coordinate, which we pass to opengl
927 * via GL_EXT_fog_coord.
929 match_allows_spec_alpha,
930 quirk_allows_specular_alpha,
931 "Allow specular alpha quirk"
934 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939 "Apple NV_texture_shader disable"
942 match_broken_nv_clip,
943 quirk_disable_nvvp_clip,
944 "Apple NV_vertex_program clip bug quirk"
947 match_fbo_tex_update,
948 quirk_fbo_tex_update,
949 "FBO rebind for attachment updates"
953 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
954 * reporting a driver version is moot because we are not the Windows driver, and we have different
955 * bugs, features, etc.
957 * The driver version has the form "x.y.z.w".
959 * "x" is the Windows version the driver is meant for:
966 * "y" is the maximum Direct3D version the driver supports.
967 * y -> d3d version mapping:
976 * "z" is the subversion number.
978 * "w" is the vendor specific driver build number.
981 struct driver_version_information
983 enum wined3d_display_driver driver;
984 enum wined3d_driver_model driver_model;
985 const char *driver_name; /* name of Windows driver */
986 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
987 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
988 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
991 /* The driver version table contains driver information for different devices on several OS versions. */
992 static const struct driver_version_information driver_version_table[] =
995 * - Radeon HD2x00 (R600) and up supported by current drivers.
996 * - Radeon 9500 (R300) - X1*00 (R5xx) supported upto Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7) */
997 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
998 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
999 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1000 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1003 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1004 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1005 * igxprd32.dll but the GMA800 driver was never updated. */
1006 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1007 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1008 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1009 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1010 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1011 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1014 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1015 * - GeforceFX support is up to 173.x on <= XP
1016 * - Geforce2MX/3/4 up to 96.x on <= XP
1017 * - TNT/Geforce1/2 up to 71.x on <= XP
1018 * All version numbers used below are from the Linux nvidia drivers. */
1019 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1020 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1021 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1022 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1023 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1026 struct gpu_description
1028 WORD vendor; /* reported PCI card vendor ID */
1029 WORD card; /* reported PCI card device ID */
1030 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1031 enum wined3d_display_driver driver;
1034 static const struct gpu_description gpu_description_table[] =
1037 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT },
1038 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT },
1039 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT },
1040 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT },
1041 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX },
1042 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX },
1043 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX },
1044 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX },
1045 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX },
1046 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX },
1047 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX },
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6 },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6 },
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6 },
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6 },
1077 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, },
1078 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, },
1079 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, },
1080 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, },
1081 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, },
1082 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, },
1083 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, },
1084 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, },
1085 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, },
1086 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, },
1087 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, },
1088 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, },
1090 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800 },
1091 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800 },
1092 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800 },
1093 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900 },
1094 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900 },
1095 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950 },
1096 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000 }
1098 /* TODO: Add information about legacy ATI hardware and other cards. */
1101 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1102 enum wined3d_driver_model driver_model)
1106 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1107 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1109 const struct driver_version_information *entry = &driver_version_table[i];
1111 if (entry->driver == driver && entry->driver_model == driver_model)
1113 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1114 entry->driver_name, entry->version, entry->subversion, entry->build);
1122 static void init_driver_info(struct wined3d_driver_info *driver_info,
1123 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1125 OSVERSIONINFOW os_version;
1126 WORD driver_os_version;
1128 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1129 enum wined3d_driver_model driver_model;
1130 const struct driver_version_information *version_info;
1132 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1134 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1135 vendor = wined3d_settings.pci_vendor_id;
1137 driver_info->vendor = vendor;
1139 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1141 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1142 device = wined3d_settings.pci_device_id;
1144 driver_info->device = device;
1146 memset(&os_version, 0, sizeof(os_version));
1147 os_version.dwOSVersionInfoSize = sizeof(os_version);
1148 if (!GetVersionExW(&os_version))
1150 ERR("Failed to get OS version, reporting 2000/XP.\n");
1151 driver_os_version = 6;
1152 driver_model = DRIVER_MODEL_NT5X;
1156 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1157 switch (os_version.dwMajorVersion)
1160 /* If needed we could distinguish between 9x and NT4, but this code won't make
1161 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1163 driver_os_version = 4;
1164 driver_model = DRIVER_MODEL_WIN9X;
1168 driver_os_version = 6;
1169 driver_model = DRIVER_MODEL_NT5X;
1173 if (os_version.dwMinorVersion == 0)
1175 driver_os_version = 7;
1176 driver_model = DRIVER_MODEL_NT6X;
1180 if (os_version.dwMinorVersion > 1)
1182 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1183 os_version.dwMajorVersion, os_version.dwMinorVersion);
1185 driver_os_version = 8;
1186 driver_model = DRIVER_MODEL_NT6X;
1191 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1192 os_version.dwMajorVersion, os_version.dwMinorVersion);
1193 driver_os_version = 6;
1194 driver_model = DRIVER_MODEL_NT5X;
1199 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1200 * This means that unless the ids are overriden, we will always find a GPU description. */
1201 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1203 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1205 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1207 driver_info->description = gpu_description_table[i].description;
1208 driver = gpu_description_table[i].driver;
1213 /* Try to obtain driver version information for the current Windows version. This fails in
1215 * - the gpu is not available on the currently selected OS version:
1216 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1217 * version information for the current Windows version is returned instead of faked info.
1218 * We do the same and assume the default Windows version to emulate is WinXP.
1220 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1221 * For now return the XP driver info. Perhaps later on we should return VESA.
1223 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1224 * This could be an indication that our database is not up to date, so this should be fixed.
1226 version_info = get_driver_version_info(driver, driver_model);
1229 driver_info->name = version_info->driver_name;
1230 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1231 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1235 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1238 driver_info->name = version_info->driver_name;
1239 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1240 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1244 driver_info->description = "Direct3D HAL";
1245 driver_info->name = "Display";
1246 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1247 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1249 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1250 vendor, device, driver_model);
1254 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1255 driver_info->version_high, driver_info->version_low);
1258 /* Context activation is done by the caller. */
1259 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1260 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1264 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1266 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1267 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1268 quirk_table[i].apply(gl_info);
1271 /* Find out if PBOs work as they are supposed to. */
1272 test_pbo_functionality(gl_info);
1275 static DWORD wined3d_parse_gl_version(const char *gl_version)
1277 const char *ptr = gl_version;
1281 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1283 while (isdigit(*ptr)) ++ptr;
1284 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1288 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1290 return MAKEDWORD_VERSION(major, minor);
1293 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1296 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1297 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1298 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1300 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1301 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1302 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1303 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1304 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1305 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1306 * DirectDraw, not OpenGL. */
1307 if (gl_info->supported[APPLE_FENCE]
1308 && gl_info->supported[APPLE_CLIENT_STORAGE]
1309 && gl_info->supported[APPLE_FLUSH_RENDER]
1310 && gl_info->supported[APPLE_YCBCR_422])
1311 return GL_VENDOR_APPLE;
1313 if (strstr(gl_vendor_string, "NVIDIA"))
1314 return GL_VENDOR_NVIDIA;
1316 if (strstr(gl_vendor_string, "ATI"))
1317 return GL_VENDOR_FGLRX;
1319 if (strstr(gl_vendor_string, "Intel(R)")
1320 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1321 || strstr(gl_renderer, "Intel")
1322 || strstr(gl_vendor_string, "Intel Inc."))
1323 return GL_VENDOR_INTEL;
1325 if (strstr(gl_vendor_string, "Mesa")
1326 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1327 || strstr(gl_vendor_string, "DRI R300 Project")
1328 || strstr(gl_vendor_string, "X.Org R300 Project")
1329 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1330 || strstr(gl_vendor_string, "VMware, Inc.")
1331 || strstr(gl_renderer, "Mesa")
1332 || strstr(gl_renderer, "Gallium"))
1333 return GL_VENDOR_MESA;
1335 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1336 debugstr_a(gl_vendor_string));
1338 return GL_VENDOR_UNKNOWN;
1341 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1343 if (strstr(gl_vendor_string, "NVIDIA"))
1344 return HW_VENDOR_NVIDIA;
1346 if (strstr(gl_vendor_string, "ATI")
1347 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1348 || strstr(gl_vendor_string, "X.Org R300 Project")
1349 || strstr(gl_renderer, "R100")
1350 || strstr(gl_renderer, "R200")
1351 || strstr(gl_renderer, "R300")
1352 || strstr(gl_renderer, "R600")
1353 || strstr(gl_renderer, "R700"))
1354 return HW_VENDOR_ATI;
1356 if (strstr(gl_vendor_string, "Intel(R)")
1357 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1358 || strstr(gl_renderer, "Intel")
1359 || strstr(gl_vendor_string, "Intel Inc."))
1360 return HW_VENDOR_INTEL;
1362 if (strstr(gl_vendor_string, "Mesa")
1363 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1364 || strstr(gl_vendor_string, "VMware, Inc."))
1365 return HW_VENDOR_SOFTWARE;
1367 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1369 return HW_VENDOR_NVIDIA;
1374 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1375 const char *gl_renderer, unsigned int *vidmem)
1377 if (WINE_D3D10_CAPABLE(gl_info))
1379 /* Geforce 400 - highend */
1380 if (strstr(gl_renderer, "GTX 480"))
1383 return CARD_NVIDIA_GEFORCE_GTX480;
1386 /* Geforce 400 - midend high */
1387 if (strstr(gl_renderer, "GTX 470"))
1390 return CARD_NVIDIA_GEFORCE_GTX470;
1393 /* Geforce 300 highend mobile */
1394 if (strstr(gl_renderer, "GTS 350M")
1395 || strstr(gl_renderer, "GTS 360M"))
1398 return CARD_NVIDIA_GEFORCE_GTS350M;
1401 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1402 if (strstr(gl_renderer, "GT 325M")
1403 || strstr(gl_renderer, "GT 330M"))
1406 return CARD_NVIDIA_GEFORCE_GT325M;
1409 /* Geforce 200 - highend */
1410 if (strstr(gl_renderer, "GTX 280")
1411 || strstr(gl_renderer, "GTX 285")
1412 || strstr(gl_renderer, "GTX 295"))
1415 return CARD_NVIDIA_GEFORCE_GTX280;
1418 /* Geforce 200 - midend high */
1419 if (strstr(gl_renderer, "GTX 275"))
1422 return CARD_NVIDIA_GEFORCE_GTX275;
1425 /* Geforce 200 - midend */
1426 if (strstr(gl_renderer, "GTX 260"))
1429 return CARD_NVIDIA_GEFORCE_GTX260;
1431 /* Geforce 200 - midend */
1432 if (strstr(gl_renderer, "GT 240"))
1435 return CARD_NVIDIA_GEFORCE_GT240;
1438 /* Geforce 200 lowend */
1439 if (strstr(gl_renderer, "GT 220"))
1441 *vidmem = 512; /* The GT 220 has 512-1024MB */
1442 return CARD_NVIDIA_GEFORCE_GT220;
1444 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1445 if (strstr(gl_renderer, "Geforce 210")
1446 || strstr(gl_renderer, "G 210")
1447 || strstr(gl_renderer, "Geforce 305")
1448 || strstr(gl_renderer, "Geforce 310"))
1451 return CARD_NVIDIA_GEFORCE_210;
1454 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1455 if (strstr(gl_renderer, "9800")
1456 || strstr(gl_renderer, "GTS 150")
1457 || strstr(gl_renderer, "GTS 250"))
1460 return CARD_NVIDIA_GEFORCE_9800GT;
1463 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1464 if (strstr(gl_renderer, "9600")
1465 || strstr(gl_renderer, "GT 140"))
1467 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1468 return CARD_NVIDIA_GEFORCE_9600GT;
1471 /* Geforce9 - midend low / Geforce 200 - low */
1472 if (strstr(gl_renderer, "9500")
1473 || strstr(gl_renderer, "GT 120")
1474 || strstr(gl_renderer, "GT 130"))
1476 *vidmem = 256; /* The 9500GT has 256-1024MB */
1477 return CARD_NVIDIA_GEFORCE_9500GT;
1480 /* Geforce9 - lowend */
1481 if (strstr(gl_renderer, "9400"))
1483 *vidmem = 256; /* The 9400GT has 256-1024MB */
1484 return CARD_NVIDIA_GEFORCE_9400GT;
1487 /* Geforce9 - lowend low */
1488 if (strstr(gl_renderer, "9100")
1489 || strstr(gl_renderer, "9200")
1490 || strstr(gl_renderer, "9300")
1491 || strstr(gl_renderer, "G 100"))
1493 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1494 return CARD_NVIDIA_GEFORCE_9200;
1497 /* Geforce8 - highend high*/
1498 if (strstr(gl_renderer, "8800 GTX"))
1501 return CARD_NVIDIA_GEFORCE_8800GTX;
1504 /* Geforce8 - highend */
1505 if (strstr(gl_renderer, "8800"))
1507 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1508 return CARD_NVIDIA_GEFORCE_8800GTS;
1511 /* Geforce8 - midend mobile */
1512 if (strstr(gl_renderer, "8600 M"))
1515 return CARD_NVIDIA_GEFORCE_8600MGT;
1518 /* Geforce8 - midend */
1519 if (strstr(gl_renderer, "8600")
1520 || strstr(gl_renderer, "8700"))
1523 return CARD_NVIDIA_GEFORCE_8600GT;
1526 /* Geforce8 - mid-lowend */
1527 if (strstr(gl_renderer, "8400")
1528 || strstr(gl_renderer, "8500"))
1530 *vidmem = 128; /* 128-256MB for a 8400, 256-512MB for a 8500 */
1531 return CARD_NVIDIA_GEFORCE_8400GS;
1534 /* Geforce8 - lowend */
1535 if (strstr(gl_renderer, "8100")
1536 || strstr(gl_renderer, "8200")
1537 || strstr(gl_renderer, "8300"))
1539 *vidmem = 128; /* 128-256MB for a 8300 */
1540 return CARD_NVIDIA_GEFORCE_8300GS;
1543 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1545 return CARD_NVIDIA_GEFORCE_8300GS;
1548 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1549 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1551 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1553 /* Geforce7 - highend */
1554 if (strstr(gl_renderer, "7800")
1555 || strstr(gl_renderer, "7900")
1556 || strstr(gl_renderer, "7950")
1557 || strstr(gl_renderer, "Quadro FX 4")
1558 || strstr(gl_renderer, "Quadro FX 5"))
1560 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1561 return CARD_NVIDIA_GEFORCE_7800GT;
1564 /* Geforce7 midend */
1565 if (strstr(gl_renderer, "7600")
1566 || strstr(gl_renderer, "7700"))
1568 *vidmem = 256; /* The 7600 uses 256-512MB */
1569 return CARD_NVIDIA_GEFORCE_7600;
1572 /* Geforce7 lower medium */
1573 if (strstr(gl_renderer, "7400"))
1575 *vidmem = 256; /* The 7400 uses 256-512MB */
1576 return CARD_NVIDIA_GEFORCE_7400;
1579 /* Geforce7 lowend */
1580 if (strstr(gl_renderer, "7300"))
1582 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1583 return CARD_NVIDIA_GEFORCE_7300;
1586 /* Geforce6 highend */
1587 if (strstr(gl_renderer, "6800"))
1589 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1590 return CARD_NVIDIA_GEFORCE_6800;
1593 /* Geforce6 - midend */
1594 if (strstr(gl_renderer, "6600")
1595 || strstr(gl_renderer, "6610")
1596 || strstr(gl_renderer, "6700"))
1598 *vidmem = 128; /* A 6600GT has 128-256MB */
1599 return CARD_NVIDIA_GEFORCE_6600GT;
1602 /* Geforce6/7 lowend */
1604 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1607 if (WINE_D3D9_CAPABLE(gl_info))
1609 /* GeforceFX - highend */
1610 if (strstr(gl_renderer, "5800")
1611 || strstr(gl_renderer, "5900")
1612 || strstr(gl_renderer, "5950")
1613 || strstr(gl_renderer, "Quadro FX"))
1615 *vidmem = 256; /* 5800-5900 cards use 256MB */
1616 return CARD_NVIDIA_GEFORCEFX_5800;
1619 /* GeforceFX - midend */
1620 if (strstr(gl_renderer, "5600")
1621 || strstr(gl_renderer, "5650")
1622 || strstr(gl_renderer, "5700")
1623 || strstr(gl_renderer, "5750"))
1625 *vidmem = 128; /* A 5600 uses 128-256MB */
1626 return CARD_NVIDIA_GEFORCEFX_5600;
1629 /* GeforceFX - lowend */
1630 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1631 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1634 if (WINE_D3D8_CAPABLE(gl_info))
1636 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1638 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1639 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1642 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1643 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1646 if (WINE_D3D7_CAPABLE(gl_info))
1648 if (strstr(gl_renderer, "GeForce4 MX"))
1650 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1651 * early models had 32MB but most have 64MB or even 128MB. */
1653 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1656 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1658 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1659 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1662 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1664 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1665 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1668 /* Most Geforce1 cards have 32MB, there are also some rare 16
1669 * and 64MB (Dell) models. */
1671 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1674 if (strstr(gl_renderer, "TNT2"))
1676 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1677 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1680 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1681 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1685 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1686 const char *gl_renderer, unsigned int *vidmem)
1688 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1690 * Beware: renderer string do not match exact card model,
1691 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1692 if (WINE_D3D10_CAPABLE(gl_info))
1694 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1695 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1696 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1697 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1699 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1700 return CARD_ATI_RADEON_HD5800;
1703 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1704 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1705 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1706 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1708 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1709 return CARD_ATI_RADEON_HD5700;
1712 /* Radeon R7xx HD4800 - highend */
1713 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1714 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1715 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1716 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1717 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1719 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1720 return CARD_ATI_RADEON_HD4800;
1723 /* Radeon R740 HD4700 - midend */
1724 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1725 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1728 return CARD_ATI_RADEON_HD4700;
1731 /* Radeon R730 HD4600 - midend */
1732 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1733 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1734 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1737 return CARD_ATI_RADEON_HD4600;
1740 /* Radeon R710 HD4500/HD4350 - lowend */
1741 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1742 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1745 return CARD_ATI_RADEON_HD4350;
1748 /* Radeon R6xx HD2900/HD3800 - highend */
1749 if (strstr(gl_renderer, "HD 2900")
1750 || strstr(gl_renderer, "HD 3870")
1751 || strstr(gl_renderer, "HD 3850"))
1753 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1754 return CARD_ATI_RADEON_HD2900;
1757 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1758 if (strstr(gl_renderer, "HD 2600")
1759 || strstr(gl_renderer, "HD 3830")
1760 || strstr(gl_renderer, "HD 3690")
1761 || strstr(gl_renderer, "HD 3650"))
1763 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1764 return CARD_ATI_RADEON_HD2600;
1767 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1768 * Note HD2300=DX9, HD2350=DX10 */
1769 if (strstr(gl_renderer, "HD 2350")
1770 || strstr(gl_renderer, "HD 2400")
1771 || strstr(gl_renderer, "HD 3470")
1772 || strstr(gl_renderer, "HD 3450")
1773 || strstr(gl_renderer, "HD 3430")
1774 || strstr(gl_renderer, "HD 3400"))
1776 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1777 return CARD_ATI_RADEON_HD2350;
1780 /* Radeon R6xx/R7xx integrated */
1781 if (strstr(gl_renderer, "HD 3100")
1782 || strstr(gl_renderer, "HD 3200")
1783 || strstr(gl_renderer, "HD 3300"))
1785 *vidmem = 128; /* 128MB */
1786 return CARD_ATI_RADEON_HD3200;
1789 /* Default for when no GPU has been found */
1790 *vidmem = 128; /* 128MB */
1791 return CARD_ATI_RADEON_HD3200;
1794 if (WINE_D3D8_CAPABLE(gl_info))
1797 if (strstr(gl_renderer, "X1600")
1798 || strstr(gl_renderer, "X1650")
1799 || strstr(gl_renderer, "X1800")
1800 || strstr(gl_renderer, "X1900")
1801 || strstr(gl_renderer, "X1950"))
1803 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1804 return CARD_ATI_RADEON_X1600;
1807 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1808 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1809 if (strstr(gl_renderer, "X700")
1810 || strstr(gl_renderer, "X800")
1811 || strstr(gl_renderer, "X850")
1812 || strstr(gl_renderer, "X1300")
1813 || strstr(gl_renderer, "X1400")
1814 || strstr(gl_renderer, "X1450")
1815 || strstr(gl_renderer, "X1550")
1816 || strstr(gl_renderer, "X2300")
1817 || strstr(gl_renderer, "X2500")
1818 || strstr(gl_renderer, "HD 2300")
1821 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1822 return CARD_ATI_RADEON_X700;
1825 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1826 if (strstr(gl_renderer, "Radeon Xpress"))
1828 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1829 return CARD_ATI_RADEON_XPRESS_200M;
1833 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1834 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1837 if (WINE_D3D8_CAPABLE(gl_info))
1839 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1840 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1843 if (WINE_D3D7_CAPABLE(gl_info))
1845 *vidmem = 32; /* There are models with up to 64MB */
1846 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1849 *vidmem = 16; /* There are 16-32MB models */
1850 return CARD_ATI_RAGE_128PRO;
1854 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1855 const char *gl_renderer, unsigned int *vidmem)
1857 if (strstr(gl_renderer, "X3100"))
1859 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1861 return CARD_INTEL_X3100;
1864 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1866 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1868 return CARD_INTEL_I945GM;
1871 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1872 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1873 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1874 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1875 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1876 return CARD_INTEL_I915G;
1880 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1881 const char *gl_renderer, unsigned int *vidmem)
1883 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1885 * Beware: renderer string do not match exact card model,
1886 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1887 if (strstr(gl_renderer, "Gallium"))
1889 /* Radeon R7xx HD4800 - highend */
1890 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1891 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1892 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1894 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1895 return CARD_ATI_RADEON_HD4800;
1898 /* Radeon R740 HD4700 - midend */
1899 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1902 return CARD_ATI_RADEON_HD4700;
1905 /* Radeon R730 HD4600 - midend */
1906 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1909 return CARD_ATI_RADEON_HD4600;
1912 /* Radeon R710 HD4500/HD4350 - lowend */
1913 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1916 return CARD_ATI_RADEON_HD4350;
1919 /* Radeon R6xx HD2900/HD3800 - highend */
1920 if (strstr(gl_renderer, "R600")
1921 || strstr(gl_renderer, "RV670")
1922 || strstr(gl_renderer, "R680"))
1924 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1925 return CARD_ATI_RADEON_HD2900;
1928 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1929 if (strstr(gl_renderer, "RV630")
1930 || strstr(gl_renderer, "RV635"))
1932 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1933 return CARD_ATI_RADEON_HD2600;
1936 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1937 if (strstr(gl_renderer, "RV610")
1938 || strstr(gl_renderer, "RV620"))
1940 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1941 return CARD_ATI_RADEON_HD2350;
1944 /* Radeon R6xx/R7xx integrated */
1945 if (strstr(gl_renderer, "RS780")
1946 || strstr(gl_renderer, "RS880"))
1948 *vidmem = 128; /* 128MB */
1949 return CARD_ATI_RADEON_HD3200;
1953 if (strstr(gl_renderer, "RV530")
1954 || strstr(gl_renderer, "RV535")
1955 || strstr(gl_renderer, "RV560")
1956 || strstr(gl_renderer, "R520")
1957 || strstr(gl_renderer, "RV570")
1958 || strstr(gl_renderer, "R580"))
1960 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1961 return CARD_ATI_RADEON_X1600;
1964 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1965 if (strstr(gl_renderer, "R410")
1966 || strstr(gl_renderer, "R420")
1967 || strstr(gl_renderer, "R423")
1968 || strstr(gl_renderer, "R430")
1969 || strstr(gl_renderer, "R480")
1970 || strstr(gl_renderer, "R481")
1971 || strstr(gl_renderer, "RV410")
1972 || strstr(gl_renderer, "RV515")
1973 || strstr(gl_renderer, "RV516"))
1975 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1976 return CARD_ATI_RADEON_X700;
1979 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1980 if (strstr(gl_renderer, "RS400")
1981 || strstr(gl_renderer, "RS480")
1982 || strstr(gl_renderer, "RS482")
1983 || strstr(gl_renderer, "RS485")
1984 || strstr(gl_renderer, "RS600")
1985 || strstr(gl_renderer, "RS690")
1986 || strstr(gl_renderer, "RS740"))
1988 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1989 return CARD_ATI_RADEON_XPRESS_200M;
1993 if (strstr(gl_renderer, "R300")
1994 || strstr(gl_renderer, "RV350")
1995 || strstr(gl_renderer, "RV351")
1996 || strstr(gl_renderer, "RV360")
1997 || strstr(gl_renderer, "RV370")
1998 || strstr(gl_renderer, "R350")
1999 || strstr(gl_renderer, "R360"))
2001 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
2002 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
2006 if (WINE_D3D9_CAPABLE(gl_info))
2008 /* Radeon R7xx HD4800 - highend */
2009 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
2010 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
2011 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
2013 *vidmem = 512; /* note: HD4890 cards use 1024MB */
2014 return CARD_ATI_RADEON_HD4800;
2017 /* Radeon R740 HD4700 - midend */
2018 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
2021 return CARD_ATI_RADEON_HD4700;
2024 /* Radeon R730 HD4600 - midend */
2025 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
2028 return CARD_ATI_RADEON_HD4600;
2031 /* Radeon R710 HD4500/HD4350 - lowend */
2032 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
2035 return CARD_ATI_RADEON_HD4350;
2038 /* Radeon R6xx HD2900/HD3800 - highend */
2039 if (strstr(gl_renderer, "(R600")
2040 || strstr(gl_renderer, "(RV670")
2041 || strstr(gl_renderer, "(R680"))
2043 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
2044 return CARD_ATI_RADEON_HD2900;
2047 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
2048 if (strstr(gl_renderer, "(RV630")
2049 || strstr(gl_renderer, "(RV635"))
2051 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
2052 return CARD_ATI_RADEON_HD2600;
2055 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
2056 if (strstr(gl_renderer, "(RV610")
2057 || strstr(gl_renderer, "(RV620"))
2059 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
2060 return CARD_ATI_RADEON_HD2350;
2063 /* Radeon R6xx/R7xx integrated */
2064 if (strstr(gl_renderer, "(RS780")
2065 || strstr(gl_renderer, "(RS880"))
2067 *vidmem = 128; /* 128MB */
2068 return CARD_ATI_RADEON_HD3200;
2072 if (WINE_D3D8_CAPABLE(gl_info))
2074 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
2075 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2078 if (WINE_D3D7_CAPABLE(gl_info))
2080 *vidmem = 32; /* There are models with up to 64MB */
2081 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2084 *vidmem = 16; /* There are 16-32MB models */
2085 return CARD_ATI_RAGE_128PRO;
2089 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2090 const char *gl_renderer, unsigned int *vidmem)
2092 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2093 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2094 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2095 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2096 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2097 return CARD_NVIDIA_RIVA_128;
2100 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
2101 const char *gl_renderer, unsigned int *vidmem)
2103 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
2104 return CARD_INTEL_I915G;
2108 struct vendor_card_selection
2110 enum wined3d_gl_vendor gl_vendor;
2111 enum wined3d_pci_vendor card_vendor;
2112 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2113 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2114 unsigned int *vidmem );
2117 static const struct vendor_card_selection vendor_card_select_table[] =
2119 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2120 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2121 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
2122 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
2123 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2124 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2125 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2126 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
2127 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
2131 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2132 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
2134 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2135 * different GPUs with roughly the same features. In most cases GPUs from a
2136 * certain family differ in clockspeeds, the amount of video memory and the
2137 * number of shader pipelines.
2139 * A Direct3D device object contains the PCI id (vendor + device) of the
2140 * videocard which is used for rendering. Various applications use this
2141 * information to get a rough estimation of the features of the card and
2142 * some might use it for enabling 3d effects only on certain types of
2143 * videocards. In some cases games might even use it to work around bugs
2144 * which happen on certain videocards/driver combinations. The problem is
2145 * that OpenGL only exposes a rendering string containing the name of the
2146 * videocard and not the PCI id.
2148 * Various games depend on the PCI id, so somehow we need to provide one.
2149 * A simple option is to parse the renderer string and translate this to
2150 * the right PCI id. This is a lot of work because there are more than 200
2151 * GPUs just for Nvidia. Various cards share the same renderer string, so
2152 * the amount of code might be 'small' but there are quite a number of
2153 * exceptions which would make this a pain to maintain. Another way would
2154 * be to query the PCI id from the operating system (assuming this is the
2155 * videocard which is used for rendering which is not always the case).
2156 * This would work but it is not very portable. Second it would not work
2157 * well in, let's say, a remote X situation in which the amount of 3d
2158 * features which can be used is limited.
2160 * As said most games only use the PCI id to get an indication of the
2161 * capabilities of the card. It doesn't really matter if the given id is
2162 * the correct one if we return the id of a card with similar 3d features.
2164 * The code below checks the OpenGL capabilities of a videocard and matches
2165 * that to a certain level of Direct3D functionality. Once a card passes
2166 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2167 * least a GeforceFX. To give a better estimate we do a basic check on the
2168 * renderer string but if that won't pass we return a default card. This
2169 * way is better than maintaining a full card database as even without a
2170 * full database we can return a card with similar features. Second the
2171 * size of the database can be made quite small because when you know what
2172 * type of 3d functionality a card has, you know to which GPU family the
2173 * GPU must belong. Because of this you only have to check a small part of
2174 * the renderer string to distinguishes between different models from that
2177 * The code also selects a default amount of video memory which we will
2178 * use for an estimation of the amount of free texture memory. In case of
2179 * real D3D the amount of texture memory includes video memory and system
2180 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2181 * HyperMemory). We don't know how much system memory can be addressed by
2182 * the system but we can make a reasonable estimation about the amount of
2183 * video memory. If the value is slightly wrong it doesn't matter as we
2184 * didn't include AGP-like memory which makes the amount of addressable
2185 * memory higher and second OpenGL isn't that critical it moves to system
2186 * memory behind our backs if really needed. Note that the amount of video
2187 * memory can be overruled using a registry setting. */
2191 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2193 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2194 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2196 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2197 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2200 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2201 *gl_vendor, *card_vendor);
2203 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2204 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2205 * them a good generic choice. */
2206 *card_vendor = HW_VENDOR_NVIDIA;
2207 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2208 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2209 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2210 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2211 return CARD_NVIDIA_RIVA_128;
2214 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2216 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2217 int vs_selected_mode, ps_selected_mode;
2219 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2220 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2221 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2222 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2223 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2224 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2225 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2226 else return &ffp_fragment_pipeline;
2229 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2231 int vs_selected_mode, ps_selected_mode;
2233 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2234 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2235 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2236 return &none_shader_backend;
2239 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2241 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2242 int vs_selected_mode, ps_selected_mode;
2244 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2245 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2246 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2247 else return &ffp_blit;
2250 /* Context activation is done by the caller. */
2251 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2253 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2254 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2255 const char *GL_Extensions = NULL;
2256 const char *WGL_Extensions = NULL;
2257 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2258 struct fragment_caps fragment_caps;
2259 enum wined3d_gl_vendor gl_vendor;
2260 enum wined3d_pci_vendor card_vendor;
2261 enum wined3d_pci_device device;
2263 GLfloat gl_floatv[2];
2266 unsigned int vidmem=0;
2270 TRACE_(d3d_caps)("(%p)\n", gl_info);
2274 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2275 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2276 if (!gl_renderer_str)
2279 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2283 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2284 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2288 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2292 /* Parse the GL_VERSION field into major and minor information */
2293 gl_version_str = (const char *)glGetString(GL_VERSION);
2294 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2295 if (!gl_version_str)
2298 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2301 gl_version = wined3d_parse_gl_version(gl_version_str);
2304 * Initialize openGL extension related variables
2305 * with Default values
2307 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2308 gl_info->limits.blends = 1;
2309 gl_info->limits.buffers = 1;
2310 gl_info->limits.textures = 1;
2311 gl_info->limits.fragment_samplers = 1;
2312 gl_info->limits.vertex_samplers = 0;
2313 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2314 gl_info->limits.sampler_stages = 1;
2315 gl_info->limits.glsl_vs_float_constants = 0;
2316 gl_info->limits.glsl_ps_float_constants = 0;
2317 gl_info->limits.arb_vs_float_constants = 0;
2318 gl_info->limits.arb_vs_native_constants = 0;
2319 gl_info->limits.arb_vs_instructions = 0;
2320 gl_info->limits.arb_vs_temps = 0;
2321 gl_info->limits.arb_ps_float_constants = 0;
2322 gl_info->limits.arb_ps_local_constants = 0;
2323 gl_info->limits.arb_ps_instructions = 0;
2324 gl_info->limits.arb_ps_temps = 0;
2326 /* Retrieve opengl defaults */
2327 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2328 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2329 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2331 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2332 gl_info->limits.lights = gl_max;
2333 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2335 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2336 gl_info->limits.texture_size = gl_max;
2337 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2339 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2340 gl_info->limits.pointsize_min = gl_floatv[0];
2341 gl_info->limits.pointsize_max = gl_floatv[1];
2342 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2344 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2345 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2349 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2355 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2357 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2359 while (*GL_Extensions)
2363 while (isspace(*GL_Extensions)) ++GL_Extensions;
2364 start = GL_Extensions;
2365 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2367 len = GL_Extensions - start;
2370 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2372 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2374 if (len == strlen(EXTENSION_MAP[i].extension_string)
2375 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2377 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2378 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2384 /* Now work out what GL support this card really has */
2385 #define USE_GL_FUNC(type, pfn, ext, replace) \
2387 DWORD ver = ver_for_ext(ext); \
2388 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2389 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2390 else gl_info->pfn = NULL; \
2395 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2401 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2402 * loading the functions, otherwise the code above will load the extension entry points instead of the
2403 * core functions, which may not work. */
2404 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2406 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2407 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2409 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2410 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2414 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2416 if (gl_info->supported[APPLE_FENCE])
2418 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2419 * The apple extension interacts with some other apple exts. Disable the NV
2420 * extension if the apple one is support to prevent confusion in other parts
2422 gl_info->supported[NV_FENCE] = FALSE;
2424 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2426 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2428 * The enums are the same:
2429 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2430 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2431 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2432 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2433 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2435 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2437 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2438 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2440 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2442 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2443 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2446 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2448 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2449 * functionality. Prefer the ARB extension */
2450 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2452 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2454 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2455 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2457 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2459 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2460 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2462 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2464 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2465 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2467 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2469 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2470 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2472 if (gl_info->supported[NV_TEXTURE_SHADER2])
2474 if (gl_info->supported[NV_REGISTER_COMBINERS])
2476 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2477 * are supported. The nv extensions provide the same functionality as the
2478 * ATI one, and a bit more(signed pixelformats). */
2479 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2483 if (gl_info->supported[NV_REGISTER_COMBINERS])
2485 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2486 gl_info->limits.general_combiners = gl_max;
2487 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2489 if (gl_info->supported[ARB_DRAW_BUFFERS])
2491 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2492 gl_info->limits.buffers = gl_max;
2493 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2495 if (gl_info->supported[ARB_MULTITEXTURE])
2497 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2498 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2499 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2501 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2504 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2505 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2509 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2511 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2513 if (gl_info->supported[ARB_VERTEX_SHADER])
2516 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2517 gl_info->limits.vertex_samplers = tmp;
2518 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2519 gl_info->limits.combined_samplers = tmp;
2521 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2522 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2523 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2524 * shader is used with fixed function vertex processing we're fine too because fixed function
2525 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2526 * used we have to make sure that all vertex sampler setups are valid together with all
2527 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2528 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2529 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2530 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2531 * a fixed function pipeline anymore.
2533 * So this is just a check to check that our assumption holds true. If not, write a warning
2534 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2535 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2536 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2538 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2539 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2540 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2541 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2542 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2544 gl_info->limits.vertex_samplers = 0;
2549 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2551 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2552 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2554 if (gl_info->supported[ARB_VERTEX_BLEND])
2556 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2557 gl_info->limits.blends = gl_max;
2558 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2560 if (gl_info->supported[EXT_TEXTURE3D])
2562 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2563 gl_info->limits.texture3d_size = gl_max;
2564 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2566 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2568 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2569 gl_info->limits.anisotropy = gl_max;
2570 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2572 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2574 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2575 gl_info->limits.arb_ps_float_constants = gl_max;
2576 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2577 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2578 gl_info->limits.arb_ps_native_constants = gl_max;
2579 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2580 gl_info->limits.arb_ps_native_constants);
2581 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2582 gl_info->limits.arb_ps_temps = gl_max;
2583 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2584 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2585 gl_info->limits.arb_ps_instructions = gl_max;
2586 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2587 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2588 gl_info->limits.arb_ps_local_constants = gl_max;
2589 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2591 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2593 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2594 gl_info->limits.arb_vs_float_constants = gl_max;
2595 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2596 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2597 gl_info->limits.arb_vs_native_constants = gl_max;
2598 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2599 gl_info->limits.arb_vs_native_constants);
2600 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2601 gl_info->limits.arb_vs_temps = gl_max;
2602 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2603 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2604 gl_info->limits.arb_vs_instructions = gl_max;
2605 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2607 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2609 if (gl_info->supported[ARB_VERTEX_SHADER])
2611 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2612 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2613 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2615 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2617 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2618 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2619 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2620 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2621 gl_info->limits.glsl_varyings = gl_max;
2622 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2624 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2626 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2627 unsigned int major, minor;
2629 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2631 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2632 sscanf(str, "%u.%u", &major, &minor);
2633 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2635 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2637 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2641 gl_info->limits.shininess = 128.0f;
2643 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2645 /* If we have full NP2 texture support, disable
2646 * GL_ARB_texture_rectangle because we will never use it.
2647 * This saves a few redundant glDisable calls. */
2648 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2650 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2652 /* Disable NV_register_combiners and fragment shader if this is supported.
2653 * generally the NV extensions are preferred over the ATI ones, and this
2654 * extension is disabled if register_combiners and texture_shader2 are both
2655 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2656 * fragment processing support. */
2657 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2658 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2659 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2660 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2662 if (gl_info->supported[NV_HALF_FLOAT])
2664 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2665 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2667 if (gl_info->supported[ARB_POINT_SPRITE])
2669 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2673 gl_info->limits.point_sprite_units = 0;
2675 checkGLcall("extension detection");
2679 adapter->fragment_pipe = select_fragment_implementation(adapter);
2680 adapter->shader_backend = select_shader_backend(adapter);
2681 adapter->blitter = select_blit_implementation(adapter);
2683 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2684 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2685 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2687 /* In some cases the number of texture stages can be larger than the number
2688 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2689 * shaders), but 8 texture stages (register combiners). */
2690 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2692 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2694 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2695 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2696 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2697 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2698 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2699 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2700 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2701 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2702 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2703 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2704 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2705 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2706 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2707 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2708 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2709 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2710 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2711 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2712 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2716 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2718 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2719 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2720 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2721 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2722 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2723 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2724 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2725 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2726 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2727 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2728 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2729 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2730 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2731 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2732 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2733 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2734 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2736 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2738 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2739 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2741 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2743 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2745 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2747 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2751 /* MRTs are currently only supported when FBOs are used. */
2752 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2754 gl_info->limits.buffers = 1;
2757 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2758 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2759 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2761 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2762 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2764 /* If we have an estimate use it, else default to 64MB; */
2766 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2768 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2770 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2771 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2772 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2773 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2774 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2775 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2776 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2777 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2779 /* Make sure there's an active HDC else the WGL extensions will fail */
2780 hdc = pwglGetCurrentDC();
2782 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2783 if(GL_EXTCALL(wglGetExtensionsStringARB))
2784 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2786 if (NULL == WGL_Extensions) {
2787 ERR(" WGL_Extensions returns NULL\n");
2789 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2790 while (*WGL_Extensions != 0x00) {
2794 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2795 Start = WGL_Extensions;
2796 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2800 len = WGL_Extensions - Start;
2801 if (len == 0 || len >= sizeof(ThisExtn))
2804 memcpy(ThisExtn, Start, len);
2805 ThisExtn[len] = '\0';
2806 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2808 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2809 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2810 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2812 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2813 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2814 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2820 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2821 init_driver_info(driver_info, card_vendor, device);
2822 add_gl_compat_wrappers(gl_info);
2827 /**********************************************************
2828 * IWineD3D implementation follows
2829 **********************************************************/
2831 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2832 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2834 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2836 return This->adapter_count;
2839 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2841 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2846 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2847 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2849 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2851 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2855 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2858 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2859 of the same bpp but different resolutions */
2861 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2862 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2864 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2866 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2868 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2872 /* TODO: Store modes per adapter and read it from the adapter structure */
2875 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2876 UINT format_bits = format->byte_count * CHAR_BIT;
2881 memset(&mode, 0, sizeof(mode));
2882 mode.dmSize = sizeof(mode);
2884 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2888 if (format_id == WINED3DFMT_UNKNOWN)
2890 /* This is for D3D8, do not enumerate P8 here */
2891 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2893 else if (mode.dmBitsPerPel == format_bits)
2899 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2902 FIXME_(d3d_caps)("Adapter not primary display\n");
2907 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2908 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2909 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2911 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2913 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2914 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2916 /* Validate the parameters as much as possible */
2917 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2918 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2920 return WINED3DERR_INVALIDCALL;
2923 /* TODO: Store modes per adapter and read it from the adapter structure */
2926 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2927 UINT format_bits = format->byte_count * CHAR_BIT;
2933 ZeroMemory(&DevModeW, sizeof(DevModeW));
2934 DevModeW.dmSize = sizeof(DevModeW);
2936 /* If we are filtering to a specific format (D3D9), then need to skip
2937 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2938 just count through the ones with valid bit depths */
2939 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2941 if (format_id == WINED3DFMT_UNKNOWN)
2943 /* This is for D3D8, do not enumerate P8 here */
2944 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2946 else if (DevModeW.dmBitsPerPel == format_bits)
2954 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2955 return WINED3DERR_INVALIDCALL;
2959 /* Now get the display mode via the calculated index */
2960 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2961 pMode->Width = DevModeW.dmPelsWidth;
2962 pMode->Height = DevModeW.dmPelsHeight;
2963 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2964 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2965 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2967 if (format_id == WINED3DFMT_UNKNOWN)
2968 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2970 pMode->Format = format_id;
2974 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2975 return WINED3DERR_INVALIDCALL;
2978 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2979 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2980 DevModeW.dmBitsPerPel);
2985 FIXME_(d3d_caps)("Adapter not primary display\n");
2991 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2993 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2995 if (NULL == pMode ||
2996 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2997 return WINED3DERR_INVALIDCALL;
3000 if (Adapter == 0) { /* Display */
3004 ZeroMemory(&DevModeW, sizeof(DevModeW));
3005 DevModeW.dmSize = sizeof(DevModeW);
3007 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
3008 pMode->Width = DevModeW.dmPelsWidth;
3009 pMode->Height = DevModeW.dmPelsHeight;
3010 bpp = DevModeW.dmBitsPerPel;
3011 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
3012 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
3014 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
3017 pMode->Format = pixelformat_for_depth(bpp);
3019 FIXME_(d3d_caps)("Adapter not primary display\n");
3022 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
3023 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
3027 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
3028 and fields being inserted in the middle, a new structure is used in place */
3029 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
3030 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
3031 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3032 struct wined3d_adapter *adapter;
3035 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
3037 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3038 return WINED3DERR_INVALIDCALL;
3041 adapter = &This->adapters[Adapter];
3043 /* Return the information requested */
3044 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
3046 if (pIdentifier->driver_size)
3048 const char *name = adapter->driver_info.name;
3049 len = min(strlen(name), pIdentifier->driver_size - 1);
3050 memcpy(pIdentifier->driver, name, len);
3051 pIdentifier->driver[len] = '\0';
3054 if (pIdentifier->description_size)
3056 const char *description = adapter->driver_info.description;
3057 len = min(strlen(description), pIdentifier->description_size - 1);
3058 memcpy(pIdentifier->description, description, len);
3059 pIdentifier->description[len] = '\0';
3062 /* Note that d3d8 doesn't supply a device name. */
3063 if (pIdentifier->device_name_size)
3065 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3067 len = strlen(device_name);
3068 if (len >= pIdentifier->device_name_size)
3070 ERR("Device name size too small.\n");
3071 return WINED3DERR_INVALIDCALL;
3074 memcpy(pIdentifier->device_name, device_name, len);
3075 pIdentifier->device_name[len] = '\0';
3078 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3079 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3080 pIdentifier->vendor_id = adapter->driver_info.vendor;
3081 pIdentifier->device_id = adapter->driver_info.device;
3082 pIdentifier->subsystem_id = 0;
3083 pIdentifier->revision = 0;
3084 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3085 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3086 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3087 pIdentifier->video_memory = adapter->TextureRam;
3092 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3093 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3095 short redSize, greenSize, blueSize, alphaSize, colorBits;
3100 /* Float formats need FBOs. If FBOs are used this function isn't called */
3101 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3103 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3104 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3106 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3110 if(cfg->redSize < redSize)
3113 if(cfg->greenSize < greenSize)
3116 if(cfg->blueSize < blueSize)
3119 if(cfg->alphaSize < alphaSize)
3125 /* Probably a RGBA_float or color index mode */
3129 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3130 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3132 short depthSize, stencilSize;
3133 BOOL lockable = FALSE;
3138 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3140 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3144 /* Float formats need FBOs. If FBOs are used this function isn't called */
3145 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3147 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3150 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3151 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3152 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3153 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3156 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3157 * allow more stencil bits than requested. */
3158 if(cfg->stencilSize < stencilSize)
3164 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3165 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3166 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3168 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3170 const WineD3D_PixelFormat *cfgs;
3171 const struct wined3d_adapter *adapter;
3172 const struct wined3d_format *rt_format;
3173 const struct wined3d_format *ds_format;
3176 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3178 DeviceType, debug_d3ddevicetype(DeviceType),
3179 AdapterFormat, debug_d3dformat(AdapterFormat),
3180 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3181 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3183 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3184 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3185 return WINED3DERR_INVALIDCALL;
3188 adapter = &This->adapters[Adapter];
3189 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3190 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3191 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3193 if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3194 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3196 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3202 cfgs = adapter->cfgs;
3203 nCfgs = adapter->nCfgs;
3204 for (it = 0; it < nCfgs; ++it)
3206 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3208 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3210 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3216 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3218 return WINED3DERR_NOTAVAILABLE;
3221 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3222 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3223 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3225 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3226 const struct wined3d_adapter *adapter;
3227 const struct wined3d_format *format;
3229 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3232 DeviceType, debug_d3ddevicetype(DeviceType),
3233 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3238 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3239 return WINED3DERR_INVALIDCALL;
3242 /* TODO: handle Windowed, add more quality levels */
3244 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3245 if(pQualityLevels) *pQualityLevels = 1;
3249 /* By default multisampling is disabled right now as it causes issues
3250 * on some Nvidia driver versions and it doesn't work well in combination
3252 if(!wined3d_settings.allow_multisampling)
3253 return WINED3DERR_NOTAVAILABLE;
3255 adapter = &This->adapters[Adapter];
3256 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3257 if (!format) return WINED3DERR_INVALIDCALL;
3259 if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3262 const WineD3D_PixelFormat *cfgs;
3264 cfgs = adapter->cfgs;
3265 nCfgs = adapter->nCfgs;
3266 for(i=0; i<nCfgs; i++) {
3267 if(cfgs[i].numSamples != MultiSampleType)
3270 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3273 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3276 *pQualityLevels = 1; /* Guess at a value! */
3280 else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3282 short redSize, greenSize, blueSize, alphaSize, colorBits;
3284 const WineD3D_PixelFormat *cfgs;
3286 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3288 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3289 return WINED3DERR_NOTAVAILABLE;
3292 cfgs = adapter->cfgs;
3293 nCfgs = adapter->nCfgs;
3294 for(i=0; i<nCfgs; i++) {
3295 if(cfgs[i].numSamples != MultiSampleType)
3297 if(cfgs[i].redSize != redSize)
3299 if(cfgs[i].greenSize != greenSize)
3301 if(cfgs[i].blueSize != blueSize)
3303 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3304 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3306 if (cfgs[i].colorSize != (format->byte_count << 3))
3309 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3312 *pQualityLevels = 1; /* Guess at a value! */
3316 return WINED3DERR_NOTAVAILABLE;
3319 /* Check if we support bumpmapping for a format */
3320 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3322 /* Ask the fixed function pipeline implementation if it can deal
3323 * with the conversion. If we've got a GL extension giving native
3324 * support this will be an identity conversion. */
3325 return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3326 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3329 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3330 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3331 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3335 /* Only allow depth/stencil formats */
3336 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3338 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3340 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3341 if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3345 /* Walk through all WGL pixel formats to find a match */
3346 for (it = 0; it < adapter->nCfgs; ++it)
3348 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3349 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3351 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3362 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3364 /* The flags entry of a format contains the filtering capability */
3365 if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3370 /* Check the render target capabilities of a format */
3371 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3372 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3374 /* Filter out non-RT formats */
3375 if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3376 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3378 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3380 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3381 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3383 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3384 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3386 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3387 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3388 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3389 TRACE_(d3d_caps)("[FAILED]\n");
3393 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3394 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3395 for (it = 0; it < adapter->nCfgs; ++it)
3397 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3398 &cfgs[it], check_format))
3400 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3401 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3406 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3408 /* For now return TRUE for FBOs until we have some proper checks.
3409 * Note that this function will only be called when the format is around for texturing. */
3415 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3417 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3420 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3422 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3423 * doing the color fixup in shaders.
3424 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3425 if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3427 int vs_selected_mode;
3428 int ps_selected_mode;
3429 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3431 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3432 TRACE_(d3d_caps)("[OK]\n");
3437 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3441 /* Check if a format support blending in combination with pixel shaders */
3442 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3443 const struct wined3d_format *format)
3445 /* The flags entry of a format contains the post pixel shader blending capability */
3446 if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3451 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3453 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3454 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3455 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3456 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3457 * capability anyway.
3459 * For now lets report this on all formats, but in the future we may want to
3460 * restrict it to some should games need that
3465 /* Check if a texture format is supported on the given adapter */
3466 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3468 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3473 * supported: RGB(A) formats
3475 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3476 case WINED3DFMT_B8G8R8A8_UNORM:
3477 case WINED3DFMT_B8G8R8X8_UNORM:
3478 case WINED3DFMT_B5G6R5_UNORM:
3479 case WINED3DFMT_B5G5R5X1_UNORM:
3480 case WINED3DFMT_B5G5R5A1_UNORM:
3481 case WINED3DFMT_B4G4R4A4_UNORM:
3482 case WINED3DFMT_A8_UNORM:
3483 case WINED3DFMT_B4G4R4X4_UNORM:
3484 case WINED3DFMT_R8G8B8A8_UNORM:
3485 case WINED3DFMT_R8G8B8X8_UNORM:
3486 case WINED3DFMT_B10G10R10A2_UNORM:
3487 case WINED3DFMT_R10G10B10A2_UNORM:
3488 case WINED3DFMT_R16G16_UNORM:
3489 TRACE_(d3d_caps)("[OK]\n");
3492 case WINED3DFMT_B2G3R3_UNORM:
3493 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3497 * Not supported: Palettized
3498 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3499 * Since it is not widely available, don't offer it. Further no Windows driver offers
3500 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3502 case WINED3DFMT_P8_UINT:
3503 case WINED3DFMT_P8_UINT_A8_UNORM:
3507 * Supported: (Alpha)-Luminance
3509 case WINED3DFMT_L8_UNORM:
3510 case WINED3DFMT_L8A8_UNORM:
3511 case WINED3DFMT_L16_UNORM:
3512 TRACE_(d3d_caps)("[OK]\n");
3515 /* Not supported on Windows, thus disabled */
3516 case WINED3DFMT_L4A4_UNORM:
3517 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3521 * Supported: Depth/Stencil formats
3523 case WINED3DFMT_D16_LOCKABLE:
3524 case WINED3DFMT_D16_UNORM:
3525 case WINED3DFMT_S1_UINT_D15_UNORM:
3526 case WINED3DFMT_X8D24_UNORM:
3527 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3528 case WINED3DFMT_D24_UNORM_S8_UINT:
3529 case WINED3DFMT_S8_UINT_D24_FLOAT:
3530 case WINED3DFMT_D32_UNORM:
3531 case WINED3DFMT_D32_FLOAT:
3535 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3536 * GL_NV_texture_shader). Emulated by shaders
3538 case WINED3DFMT_R8G8_SNORM:
3539 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3540 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3541 case WINED3DFMT_R8G8B8A8_SNORM:
3542 case WINED3DFMT_R16G16_SNORM:
3543 /* Ask the shader backend if it can deal with the conversion. If
3544 * we've got a GL extension giving native support this will be an
3545 * identity conversion. */
3546 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3548 TRACE_(d3d_caps)("[OK]\n");
3551 TRACE_(d3d_caps)("[FAILED]\n");
3554 case WINED3DFMT_DXT1:
3555 case WINED3DFMT_DXT2:
3556 case WINED3DFMT_DXT3:
3557 case WINED3DFMT_DXT4:
3558 case WINED3DFMT_DXT5:
3559 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3561 TRACE_(d3d_caps)("[OK]\n");
3564 TRACE_(d3d_caps)("[FAILED]\n");
3569 * Odd formats - not supported
3571 case WINED3DFMT_VERTEXDATA:
3572 case WINED3DFMT_R16_UINT:
3573 case WINED3DFMT_R32_UINT:
3574 case WINED3DFMT_R16G16B16A16_SNORM:
3575 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3576 case WINED3DFMT_R10G11B11_SNORM:
3577 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3581 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3583 case WINED3DFMT_R8G8_SNORM_Cx:
3584 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3588 case WINED3DFMT_UYVY:
3589 case WINED3DFMT_YUY2:
3590 if (gl_info->supported[APPLE_YCBCR_422])
3592 TRACE_(d3d_caps)("[OK]\n");
3595 TRACE_(d3d_caps)("[FAILED]\n");
3597 case WINED3DFMT_YV12:
3598 TRACE_(d3d_caps)("[FAILED]\n");
3602 case WINED3DFMT_R16G16B16A16_UNORM:
3603 case WINED3DFMT_B2G3R3A8_UNORM:
3604 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3607 /* Floating point formats */
3608 case WINED3DFMT_R16_FLOAT:
3609 case WINED3DFMT_R16G16_FLOAT:
3610 case WINED3DFMT_R16G16B16A16_FLOAT:
3611 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3613 TRACE_(d3d_caps)("[OK]\n");
3616 TRACE_(d3d_caps)("[FAILED]\n");
3619 case WINED3DFMT_R32_FLOAT:
3620 case WINED3DFMT_R32G32_FLOAT:
3621 case WINED3DFMT_R32G32B32A32_FLOAT:
3622 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3624 TRACE_(d3d_caps)("[OK]\n");
3627 TRACE_(d3d_caps)("[FAILED]\n");
3630 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3631 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3632 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3633 * We can do instancing with all shader versions, but we need vertex shaders.
3635 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3636 * to enable instancing. WineD3D doesn't need that and just ignores it.
3638 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3640 case WINED3DFMT_INST:
3641 TRACE("ATI Instancing check hack\n");
3642 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3644 TRACE_(d3d_caps)("[OK]\n");
3647 TRACE_(d3d_caps)("[FAILED]\n");
3650 /* Some weird FOURCC formats */
3651 case WINED3DFMT_R8G8_B8G8:
3652 case WINED3DFMT_G8R8_G8B8:
3653 case WINED3DFMT_MULTI2_ARGB8:
3654 TRACE_(d3d_caps)("[FAILED]\n");
3657 /* Vendor specific formats */
3658 case WINED3DFMT_ATI2N:
3659 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3660 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3662 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3663 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3665 TRACE_(d3d_caps)("[OK]\n");
3669 TRACE_(d3d_caps)("[OK]\n");
3672 TRACE_(d3d_caps)("[FAILED]\n");
3675 case WINED3DFMT_NVHU:
3676 case WINED3DFMT_NVHS:
3677 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3678 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3679 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3680 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3681 * Applications have to deal with not having NVHS and NVHU.
3683 TRACE_(d3d_caps)("[FAILED]\n");
3686 case WINED3DFMT_UNKNOWN:
3690 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3696 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3697 const struct wined3d_format *adapter_format,
3698 const struct wined3d_format *check_format,
3699 WINED3DSURFTYPE SurfaceType)
3701 if (SurfaceType == SURFACE_GDI)
3703 switch (check_format->id)
3705 case WINED3DFMT_B8G8R8_UNORM:
3706 case WINED3DFMT_B8G8R8A8_UNORM:
3707 case WINED3DFMT_B8G8R8X8_UNORM:
3708 case WINED3DFMT_B5G6R5_UNORM:
3709 case WINED3DFMT_B5G5R5X1_UNORM:
3710 case WINED3DFMT_B5G5R5A1_UNORM:
3711 case WINED3DFMT_B4G4R4A4_UNORM:
3712 case WINED3DFMT_B2G3R3_UNORM:
3713 case WINED3DFMT_A8_UNORM:
3714 case WINED3DFMT_B2G3R3A8_UNORM:
3715 case WINED3DFMT_B4G4R4X4_UNORM:
3716 case WINED3DFMT_R10G10B10A2_UNORM:
3717 case WINED3DFMT_R8G8B8A8_UNORM:
3718 case WINED3DFMT_R8G8B8X8_UNORM:
3719 case WINED3DFMT_R16G16_UNORM:
3720 case WINED3DFMT_B10G10R10A2_UNORM:
3721 case WINED3DFMT_R16G16B16A16_UNORM:
3722 case WINED3DFMT_P8_UINT:
3723 TRACE_(d3d_caps)("[OK]\n");
3726 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3731 /* All format that are supported for textures are supported for surfaces as well */
3732 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3733 /* All depth stencil formats are supported on surfaces */
3734 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3736 /* If opengl can't process the format natively, the blitter may be able to convert it */
3737 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3738 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3739 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3741 TRACE_(d3d_caps)("[OK]\n");
3745 /* Reject other formats */
3746 TRACE_(d3d_caps)("[FAILED]\n");
3750 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3751 const struct wined3d_format *format)
3753 return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3756 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3757 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3758 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3760 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3761 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3762 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3763 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3764 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3765 DWORD UsageCaps = 0;
3767 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3770 DeviceType, debug_d3ddevicetype(DeviceType),
3771 AdapterFormat, debug_d3dformat(AdapterFormat),
3772 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3773 RType, debug_d3dresourcetype(RType),
3774 CheckFormat, debug_d3dformat(CheckFormat));
3776 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3777 return WINED3DERR_INVALIDCALL;
3782 case WINED3DRTYPE_CUBETEXTURE:
3783 /* Cubetexture allows:
3784 * - WINED3DUSAGE_AUTOGENMIPMAP
3785 * - WINED3DUSAGE_DEPTHSTENCIL
3786 * - WINED3DUSAGE_DYNAMIC
3787 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3788 * - WINED3DUSAGE_RENDERTARGET
3789 * - WINED3DUSAGE_SOFTWAREPROCESSING
3790 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3792 if (SurfaceType != SURFACE_OPENGL)
3794 TRACE_(d3d_caps)("[FAILED]\n");
3795 return WINED3DERR_NOTAVAILABLE;
3798 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3800 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3801 return WINED3DERR_NOTAVAILABLE;
3804 if (!CheckTextureCapability(adapter, format))
3806 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3807 return WINED3DERR_NOTAVAILABLE;
3810 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3812 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3813 /* When autogenmipmap isn't around continue and return
3814 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3815 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3817 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3820 /* Always report dynamic locking. */
3821 if (Usage & WINED3DUSAGE_DYNAMIC)
3822 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3824 if (Usage & WINED3DUSAGE_RENDERTARGET)
3826 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3828 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3829 return WINED3DERR_NOTAVAILABLE;
3831 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3834 /* Always report software processing. */
3835 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3836 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3838 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3840 if (!CheckFilterCapability(adapter, format))
3842 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3843 return WINED3DERR_NOTAVAILABLE;
3845 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3848 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3850 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3852 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3853 return WINED3DERR_NOTAVAILABLE;
3855 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3858 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3860 if (!CheckSrgbReadCapability(adapter, format))
3862 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3863 return WINED3DERR_NOTAVAILABLE;
3865 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3868 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3870 if (!CheckSrgbWriteCapability(adapter, format))
3872 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3873 return WINED3DERR_NOTAVAILABLE;
3875 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3878 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3880 if (!CheckVertexTextureCapability(adapter, format))
3882 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3883 return WINED3DERR_NOTAVAILABLE;
3885 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3888 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3890 if (!CheckWrapAndMipCapability(adapter, format))
3892 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3893 return WINED3DERR_NOTAVAILABLE;
3895 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3899 case WINED3DRTYPE_SURFACE:
3901 * - WINED3DUSAGE_DEPTHSTENCIL
3902 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3903 * - WINED3DUSAGE_RENDERTARGET
3905 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3907 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3908 return WINED3DERR_NOTAVAILABLE;
3911 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3913 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3915 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3916 return WINED3DERR_NOTAVAILABLE;
3918 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3921 if (Usage & WINED3DUSAGE_RENDERTARGET)
3923 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3925 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3926 return WINED3DERR_NOTAVAILABLE;
3928 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3931 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3933 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3935 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3936 return WINED3DERR_NOTAVAILABLE;
3938 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3942 case WINED3DRTYPE_TEXTURE:
3944 * - WINED3DUSAGE_AUTOGENMIPMAP
3945 * - WINED3DUSAGE_DEPTHSTENCIL
3946 * - WINED3DUSAGE_DMAP
3947 * - WINED3DUSAGE_DYNAMIC
3948 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3949 * - WINED3DUSAGE_RENDERTARGET
3950 * - WINED3DUSAGE_SOFTWAREPROCESSING
3951 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3952 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3954 if (SurfaceType != SURFACE_OPENGL)
3956 TRACE_(d3d_caps)("[FAILED]\n");
3957 return WINED3DERR_NOTAVAILABLE;
3960 if (!CheckTextureCapability(adapter, format))
3962 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3963 return WINED3DERR_NOTAVAILABLE;
3966 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3968 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3969 /* When autogenmipmap isn't around continue and return
3970 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3971 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3973 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3976 /* Always report dynamic locking. */
3977 if (Usage & WINED3DUSAGE_DYNAMIC)
3978 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3980 if (Usage & WINED3DUSAGE_RENDERTARGET)
3982 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3984 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3985 return WINED3DERR_NOTAVAILABLE;
3987 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3990 /* Always report software processing. */
3991 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3992 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3994 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3996 if (!CheckFilterCapability(adapter, format))
3998 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3999 return WINED3DERR_NOTAVAILABLE;
4001 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4004 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
4006 if (!CheckBumpMapCapability(adapter, format))
4008 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
4009 return WINED3DERR_NOTAVAILABLE;
4011 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
4014 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4016 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4018 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4019 return WINED3DERR_NOTAVAILABLE;
4021 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4024 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4026 if (!CheckSrgbReadCapability(adapter, format))
4028 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4029 return WINED3DERR_NOTAVAILABLE;
4031 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4034 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4036 if (!CheckSrgbWriteCapability(adapter, format))
4038 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4039 return WINED3DERR_NOTAVAILABLE;
4041 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4044 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4046 if (!CheckVertexTextureCapability(adapter, format))
4048 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4049 return WINED3DERR_NOTAVAILABLE;
4051 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4054 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4056 if (!CheckWrapAndMipCapability(adapter, format))
4058 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4059 return WINED3DERR_NOTAVAILABLE;
4061 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4064 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4066 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4068 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4069 return WINED3DERR_NOTAVAILABLE;
4071 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4073 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4074 return WINED3DERR_NOTAVAILABLE;
4076 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4080 case WINED3DRTYPE_VOLUMETEXTURE:
4081 case WINED3DRTYPE_VOLUME:
4082 /* Volume is to VolumeTexture what Surface is to Texture, but its
4083 * usage caps are not documented. Most driver seem to offer
4084 * (nearly) the same on Volume and VolumeTexture, so do that too.
4086 * Volumetexture allows:
4087 * - D3DUSAGE_DYNAMIC
4088 * - D3DUSAGE_NONSECURE (d3d9ex)
4089 * - D3DUSAGE_SOFTWAREPROCESSING
4090 * - D3DUSAGE_QUERY_WRAPANDMIP
4092 if (SurfaceType != SURFACE_OPENGL)
4094 TRACE_(d3d_caps)("[FAILED]\n");
4095 return WINED3DERR_NOTAVAILABLE;
4098 if (!gl_info->supported[EXT_TEXTURE3D])
4100 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4101 return WINED3DERR_NOTAVAILABLE;
4104 if (!CheckTextureCapability(adapter, format))
4106 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4107 return WINED3DERR_NOTAVAILABLE;
4110 /* Filter formats that need conversion; For one part, this
4111 * conversion is unimplemented, and volume textures are huge, so
4112 * it would be a big performance hit. Unless we hit an application
4113 * needing one of those formats, don't advertize them to avoid
4114 * leading applications into temptation. The windows drivers don't
4115 * support most of those formats on volumes anyway, except for
4116 * WINED3DFMT_R32_FLOAT. */
4117 switch (CheckFormat)
4119 case WINED3DFMT_P8_UINT:
4120 case WINED3DFMT_L4A4_UNORM:
4121 case WINED3DFMT_R32_FLOAT:
4122 case WINED3DFMT_R16_FLOAT:
4123 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4124 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4125 case WINED3DFMT_R16G16_UNORM:
4126 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4127 return WINED3DERR_NOTAVAILABLE;
4129 case WINED3DFMT_R8G8B8A8_SNORM:
4130 case WINED3DFMT_R16G16_SNORM:
4131 if (!gl_info->supported[NV_TEXTURE_SHADER])
4133 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4134 return WINED3DERR_NOTAVAILABLE;
4138 case WINED3DFMT_R8G8_SNORM:
4139 if (!gl_info->supported[NV_TEXTURE_SHADER])
4141 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4142 return WINED3DERR_NOTAVAILABLE;
4146 case WINED3DFMT_DXT1:
4147 case WINED3DFMT_DXT2:
4148 case WINED3DFMT_DXT3:
4149 case WINED3DFMT_DXT4:
4150 case WINED3DFMT_DXT5:
4151 /* The GL_EXT_texture_compression_s3tc spec requires that
4152 * loading an s3tc compressed texture results in an error.
4153 * While the D3D refrast does support s3tc volumes, at
4154 * least the nvidia windows driver does not, so we're free
4155 * not to support this format. */
4156 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4157 return WINED3DERR_NOTAVAILABLE;
4160 /* Do nothing, continue with checking the format below */
4164 /* Always report dynamic locking. */
4165 if (Usage & WINED3DUSAGE_DYNAMIC)
4166 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4168 /* Always report software processing. */
4169 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4170 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4172 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4174 if (!CheckFilterCapability(adapter, format))
4176 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4177 return WINED3DERR_NOTAVAILABLE;
4179 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4182 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4184 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4186 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4187 return WINED3DERR_NOTAVAILABLE;
4189 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4192 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4194 if (!CheckSrgbReadCapability(adapter, format))
4196 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4197 return WINED3DERR_NOTAVAILABLE;
4199 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4202 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4204 if (!CheckSrgbWriteCapability(adapter, format))
4206 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4207 return WINED3DERR_NOTAVAILABLE;
4209 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4212 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4214 if (!CheckVertexTextureCapability(adapter, format))
4216 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4217 return WINED3DERR_NOTAVAILABLE;
4219 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4222 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4224 if (!CheckWrapAndMipCapability(adapter, format))
4226 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4227 return WINED3DERR_NOTAVAILABLE;
4229 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4234 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4235 return WINED3DERR_NOTAVAILABLE;
4238 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4239 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4240 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4241 if (UsageCaps == Usage)
4243 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4244 return WINED3DOK_NOAUTOGEN;
4246 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4247 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4249 return WINED3DERR_NOTAVAILABLE;
4252 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4253 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4255 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4256 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4257 debug_d3dformat(dst_format));
4262 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4263 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4268 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4269 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4270 debug_d3dformat(backbuffer_format), windowed);
4272 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4274 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4275 return WINED3DERR_INVALIDCALL;
4278 /* The task of this function is to check whether a certain display / backbuffer format
4279 * combination is available on the given adapter. In fullscreen mode microsoft specified
4280 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4281 * and display format should match exactly.
4282 * In windowed mode format conversion can occur and this depends on the driver. When format
4283 * conversion is done, this function should nevertheless fail and applications need to use
4284 * CheckDeviceFormatConversion.
4285 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4287 /* There are only 4 display formats. */
4288 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4289 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4290 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4291 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4293 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4294 return WINED3DERR_NOTAVAILABLE;
4297 /* If the requested display format is not available, don't continue. */
4298 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4301 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4302 return WINED3DERR_NOTAVAILABLE;
4305 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4306 * it means 'reuse' the display format for the backbuffer. */
4307 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4309 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4310 return WINED3DERR_NOTAVAILABLE;
4313 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4314 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4315 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4317 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4318 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4319 return WINED3DERR_NOTAVAILABLE;
4322 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4323 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4324 * WINED3DFMT_B5G5R5A1_UNORM. */
4325 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4326 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4328 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4329 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4330 return WINED3DERR_NOTAVAILABLE;
4333 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4334 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4335 * WINED3DFMT_B8G8R8A8_UNORM. */
4336 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4337 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4339 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4340 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4341 return WINED3DERR_NOTAVAILABLE;
4344 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4345 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4346 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4347 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4349 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4350 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4351 return WINED3DERR_NOTAVAILABLE;
4354 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4355 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4356 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4358 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4359 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4364 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4365 subset of a D3DCAPS9 structure. However, it has to come via a void *
4366 as the d3d8 interface cannot import the d3d9 header */
4367 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4369 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4370 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4371 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4372 int vs_selected_mode;
4373 int ps_selected_mode;
4374 struct shader_caps shader_caps;
4375 struct fragment_caps fragment_caps;
4376 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4378 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4380 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4381 return WINED3DERR_INVALIDCALL;
4384 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4386 /* ------------------------------------------------
4387 The following fields apply to both d3d8 and d3d9
4388 ------------------------------------------------ */
4389 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4390 pCaps->AdapterOrdinal = Adapter;
4393 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4394 WINED3DCAPS2_FULLSCREENGAMMA |
4395 WINED3DCAPS2_DYNAMICTEXTURES;
4396 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4398 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4401 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4402 WINED3DCAPS3_COPY_TO_VIDMEM |
4403 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4405 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4406 WINED3DPRESENT_INTERVAL_ONE;
4408 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4409 WINED3DCURSORCAPS_LOWRES;
4411 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4412 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4413 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4414 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4415 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4416 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4417 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4418 WINED3DDEVCAPS_PUREDEVICE |
4419 WINED3DDEVCAPS_HWRASTERIZATION |
4420 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4421 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4422 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4423 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4424 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4425 WINED3DDEVCAPS_RTPATCHES;
4427 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4428 WINED3DPMISCCAPS_CULLCCW |
4429 WINED3DPMISCCAPS_CULLCW |
4430 WINED3DPMISCCAPS_COLORWRITEENABLE |
4431 WINED3DPMISCCAPS_CLIPTLVERTS |
4432 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4433 WINED3DPMISCCAPS_MASKZ |
4434 WINED3DPMISCCAPS_BLENDOP |
4435 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4437 WINED3DPMISCCAPS_NULLREFERENCE
4438 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4439 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4440 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4442 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4443 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4444 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4445 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4447 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4448 WINED3DPRASTERCAPS_PAT |
4449 WINED3DPRASTERCAPS_WFOG |
4450 WINED3DPRASTERCAPS_ZFOG |
4451 WINED3DPRASTERCAPS_FOGVERTEX |
4452 WINED3DPRASTERCAPS_FOGTABLE |
4453 WINED3DPRASTERCAPS_STIPPLE |
4454 WINED3DPRASTERCAPS_SUBPIXEL |
4455 WINED3DPRASTERCAPS_ZTEST |
4456 WINED3DPRASTERCAPS_SCISSORTEST |
4457 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4458 WINED3DPRASTERCAPS_DEPTHBIAS;
4460 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4462 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4463 WINED3DPRASTERCAPS_ZBIAS |
4464 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4466 if (gl_info->supported[NV_FOG_DISTANCE])
4468 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4471 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4472 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4473 WINED3DPRASTERCAPS_ANTIALIASEDGES
4474 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4475 WINED3DPRASTERCAPS_WBUFFER */
4477 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4478 WINED3DPCMPCAPS_EQUAL |
4479 WINED3DPCMPCAPS_GREATER |
4480 WINED3DPCMPCAPS_GREATEREQUAL |
4481 WINED3DPCMPCAPS_LESS |
4482 WINED3DPCMPCAPS_LESSEQUAL |
4483 WINED3DPCMPCAPS_NEVER |
4484 WINED3DPCMPCAPS_NOTEQUAL;
4486 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4487 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4488 WINED3DPBLENDCAPS_DESTALPHA |
4489 WINED3DPBLENDCAPS_DESTCOLOR |
4490 WINED3DPBLENDCAPS_INVDESTALPHA |
4491 WINED3DPBLENDCAPS_INVDESTCOLOR |
4492 WINED3DPBLENDCAPS_INVSRCALPHA |
4493 WINED3DPBLENDCAPS_INVSRCCOLOR |
4494 WINED3DPBLENDCAPS_ONE |
4495 WINED3DPBLENDCAPS_SRCALPHA |
4496 WINED3DPBLENDCAPS_SRCALPHASAT |
4497 WINED3DPBLENDCAPS_SRCCOLOR |
4498 WINED3DPBLENDCAPS_ZERO;
4500 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4501 WINED3DPBLENDCAPS_DESTCOLOR |
4502 WINED3DPBLENDCAPS_INVDESTALPHA |
4503 WINED3DPBLENDCAPS_INVDESTCOLOR |
4504 WINED3DPBLENDCAPS_INVSRCALPHA |
4505 WINED3DPBLENDCAPS_INVSRCCOLOR |
4506 WINED3DPBLENDCAPS_ONE |
4507 WINED3DPBLENDCAPS_SRCALPHA |
4508 WINED3DPBLENDCAPS_SRCCOLOR |
4509 WINED3DPBLENDCAPS_ZERO;
4510 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4511 * according to the glBlendFunc manpage
4513 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4514 * legacy settings for srcblend only
4517 if (gl_info->supported[EXT_BLEND_COLOR])
4519 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4520 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4524 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4525 WINED3DPCMPCAPS_EQUAL |
4526 WINED3DPCMPCAPS_GREATER |
4527 WINED3DPCMPCAPS_GREATEREQUAL |
4528 WINED3DPCMPCAPS_LESS |
4529 WINED3DPCMPCAPS_LESSEQUAL |
4530 WINED3DPCMPCAPS_NEVER |
4531 WINED3DPCMPCAPS_NOTEQUAL;
4533 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4534 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4535 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4536 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4537 WINED3DPSHADECAPS_COLORFLATRGB |
4538 WINED3DPSHADECAPS_FOGFLAT |
4539 WINED3DPSHADECAPS_FOGGOURAUD |
4540 WINED3DPSHADECAPS_SPECULARFLATRGB;
4542 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4543 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4544 WINED3DPTEXTURECAPS_TRANSPARENCY |
4545 WINED3DPTEXTURECAPS_BORDER |
4546 WINED3DPTEXTURECAPS_MIPMAP |
4547 WINED3DPTEXTURECAPS_PROJECTED |
4548 WINED3DPTEXTURECAPS_PERSPECTIVE;
4550 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4552 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4553 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4556 if (gl_info->supported[EXT_TEXTURE3D])
4558 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4559 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4560 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4563 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4565 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4566 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4567 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4571 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4572 WINED3DPTFILTERCAPS_MAGFPOINT |
4573 WINED3DPTFILTERCAPS_MINFLINEAR |
4574 WINED3DPTFILTERCAPS_MINFPOINT |
4575 WINED3DPTFILTERCAPS_MIPFLINEAR |
4576 WINED3DPTFILTERCAPS_MIPFPOINT |
4577 WINED3DPTFILTERCAPS_LINEAR |
4578 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4579 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4580 WINED3DPTFILTERCAPS_MIPLINEAR |
4581 WINED3DPTFILTERCAPS_MIPNEAREST |
4582 WINED3DPTFILTERCAPS_NEAREST;
4584 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4586 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4587 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4590 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4592 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4593 WINED3DPTFILTERCAPS_MAGFPOINT |
4594 WINED3DPTFILTERCAPS_MINFLINEAR |
4595 WINED3DPTFILTERCAPS_MINFPOINT |
4596 WINED3DPTFILTERCAPS_MIPFLINEAR |
4597 WINED3DPTFILTERCAPS_MIPFPOINT |
4598 WINED3DPTFILTERCAPS_LINEAR |
4599 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4600 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4601 WINED3DPTFILTERCAPS_MIPLINEAR |
4602 WINED3DPTFILTERCAPS_MIPNEAREST |
4603 WINED3DPTFILTERCAPS_NEAREST;
4605 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4607 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4608 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4611 pCaps->CubeTextureFilterCaps = 0;
4613 if (gl_info->supported[EXT_TEXTURE3D])
4615 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4616 WINED3DPTFILTERCAPS_MAGFPOINT |
4617 WINED3DPTFILTERCAPS_MINFLINEAR |
4618 WINED3DPTFILTERCAPS_MINFPOINT |
4619 WINED3DPTFILTERCAPS_MIPFLINEAR |
4620 WINED3DPTFILTERCAPS_MIPFPOINT |
4621 WINED3DPTFILTERCAPS_LINEAR |
4622 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4623 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4624 WINED3DPTFILTERCAPS_MIPLINEAR |
4625 WINED3DPTFILTERCAPS_MIPNEAREST |
4626 WINED3DPTFILTERCAPS_NEAREST;
4628 pCaps->VolumeTextureFilterCaps = 0;
4630 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4631 WINED3DPTADDRESSCAPS_CLAMP |
4632 WINED3DPTADDRESSCAPS_WRAP;
4634 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4636 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4638 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4640 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4642 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4644 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4647 if (gl_info->supported[EXT_TEXTURE3D])
4649 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4650 WINED3DPTADDRESSCAPS_CLAMP |
4651 WINED3DPTADDRESSCAPS_WRAP;
4652 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4654 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4656 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4658 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4660 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4662 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4665 pCaps->VolumeTextureAddressCaps = 0;
4667 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4668 WINED3DLINECAPS_ZTEST |
4669 WINED3DLINECAPS_BLEND |
4670 WINED3DLINECAPS_ALPHACMP |
4671 WINED3DLINECAPS_FOG;
4672 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4673 * idea how generating the smoothing alpha values works; the result is different
4676 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4677 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4679 if (gl_info->supported[EXT_TEXTURE3D])
4680 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4682 pCaps->MaxVolumeExtent = 0;
4684 pCaps->MaxTextureRepeat = 32768;
4685 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4686 pCaps->MaxVertexW = 1.0f;
4688 pCaps->GuardBandLeft = 0.0f;
4689 pCaps->GuardBandTop = 0.0f;
4690 pCaps->GuardBandRight = 0.0f;
4691 pCaps->GuardBandBottom = 0.0f;
4693 pCaps->ExtentsAdjust = 0.0f;
4695 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4696 WINED3DSTENCILCAPS_INCRSAT |
4697 WINED3DSTENCILCAPS_INVERT |
4698 WINED3DSTENCILCAPS_KEEP |
4699 WINED3DSTENCILCAPS_REPLACE |
4700 WINED3DSTENCILCAPS_ZERO;
4701 if (gl_info->supported[EXT_STENCIL_WRAP])
4703 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4704 WINED3DSTENCILCAPS_INCR;
4706 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4708 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4711 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4713 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4714 pCaps->MaxActiveLights = gl_info->limits.lights;
4716 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4717 pCaps->MaxVertexBlendMatrixIndex = 0;
4719 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4720 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4723 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4724 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4725 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4726 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4727 WINED3DVTXPCAPS_LOCALVIEWER |
4728 WINED3DVTXPCAPS_VERTEXFOG |
4729 WINED3DVTXPCAPS_TEXGEN;
4731 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4732 pCaps->MaxVertexIndex = 0xFFFFF;
4733 pCaps->MaxStreams = MAX_STREAMS;
4734 pCaps->MaxStreamStride = 1024;
4736 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4737 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4738 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4739 pCaps->MaxNpatchTessellationLevel = 0;
4740 pCaps->MasterAdapterOrdinal = 0;
4741 pCaps->AdapterOrdinalInGroup = 0;
4742 pCaps->NumberOfAdaptersInGroup = 1;
4744 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4746 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4747 WINED3DPTFILTERCAPS_MAGFPOINT |
4748 WINED3DPTFILTERCAPS_MINFLINEAR |
4749 WINED3DPTFILTERCAPS_MAGFLINEAR;
4750 pCaps->VertexTextureFilterCaps = 0;
4752 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4753 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4755 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4756 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4758 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4759 * Ignore shader model capabilities if disabled in config
4761 if(vs_selected_mode == SHADER_NONE) {
4762 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4763 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4764 pCaps->MaxVertexShaderConst = 0;
4766 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4767 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4770 if(ps_selected_mode == SHADER_NONE) {
4771 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4772 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4773 pCaps->PixelShader1xMaxValue = 0.0f;
4775 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4776 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4779 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4780 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4781 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4783 /* The following caps are shader specific, but they are things we cannot detect, or which
4784 * are the same among all shader models. So to avoid code duplication set the shader version
4785 * specific, but otherwise constant caps here
4787 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4788 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4789 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4790 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4791 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4792 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4793 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4795 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4796 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4798 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4800 pCaps->VS20Caps.Caps = 0;
4801 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4802 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4803 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4805 pCaps->MaxVShaderInstructionsExecuted = 65535;
4806 pCaps->MaxVertexShader30InstructionSlots = 0;
4807 } else { /* VS 1.x */
4808 pCaps->VS20Caps.Caps = 0;
4809 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4810 pCaps->VS20Caps.NumTemps = 0;
4811 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4813 pCaps->MaxVShaderInstructionsExecuted = 0;
4814 pCaps->MaxVertexShader30InstructionSlots = 0;
4817 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4818 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4819 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4821 /* 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 */
4822 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4823 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4824 WINED3DPS20CAPS_PREDICATION |
4825 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4826 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4827 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4828 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4829 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4830 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4832 pCaps->MaxPShaderInstructionsExecuted = 65535;
4833 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4834 adapter->gl_info.limits.arb_ps_instructions);
4836 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4838 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4839 pCaps->PS20Caps.Caps = 0;
4840 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4841 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4842 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4843 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4845 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4846 pCaps->MaxPixelShader30InstructionSlots = 0;
4847 } else { /* PS 1.x */
4848 pCaps->PS20Caps.Caps = 0;
4849 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4850 pCaps->PS20Caps.NumTemps = 0;
4851 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4852 pCaps->PS20Caps.NumInstructionSlots = 0;
4854 pCaps->MaxPShaderInstructionsExecuted = 0;
4855 pCaps->MaxPixelShader30InstructionSlots = 0;
4858 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4859 /* OpenGL supports all the formats below, perhaps not always
4860 * without conversion, but it supports them.
4861 * Further GLSL doesn't seem to have an official unsigned type so
4862 * don't advertise it yet as I'm not sure how we handle it.
4863 * We might need to add some clamping in the shader engine to
4865 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4866 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4867 WINED3DDTCAPS_UBYTE4N |
4868 WINED3DDTCAPS_SHORT2N |
4869 WINED3DDTCAPS_SHORT4N;
4870 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4872 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4873 WINED3DDTCAPS_FLOAT16_4;
4876 pCaps->DeclTypes = 0;
4878 /* Set DirectDraw helper Caps */
4879 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4880 WINEDDCKEYCAPS_SRCBLT;
4881 fx_caps = WINEDDFXCAPS_BLTALPHA |
4882 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4883 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4884 WINEDDFXCAPS_BLTROTATION90 |
4885 WINEDDFXCAPS_BLTSHRINKX |
4886 WINEDDFXCAPS_BLTSHRINKXN |
4887 WINEDDFXCAPS_BLTSHRINKY |
4888 WINEDDFXCAPS_BLTSHRINKXN |
4889 WINEDDFXCAPS_BLTSTRETCHX |
4890 WINEDDFXCAPS_BLTSTRETCHXN |
4891 WINEDDFXCAPS_BLTSTRETCHY |
4892 WINEDDFXCAPS_BLTSTRETCHYN;
4893 blit_caps = WINEDDCAPS_BLT |
4894 WINEDDCAPS_BLTCOLORFILL |
4895 WINEDDCAPS_BLTDEPTHFILL |
4896 WINEDDCAPS_BLTSTRETCH |
4897 WINEDDCAPS_CANBLTSYSMEM |
4898 WINEDDCAPS_CANCLIP |
4899 WINEDDCAPS_CANCLIPSTRETCHED |
4900 WINEDDCAPS_COLORKEY |
4901 WINEDDCAPS_COLORKEYHWASSIST |
4902 WINEDDCAPS_ALIGNBOUNDARYSRC;
4903 pal_caps = WINEDDPCAPS_8BIT |
4904 WINEDDPCAPS_PRIMARYSURFACE;
4906 /* Fill the ddraw caps structure */
4907 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4908 WINEDDCAPS_PALETTE |
4910 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4911 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4912 WINEDDCAPS2_PRIMARYGAMMA |
4913 WINEDDCAPS2_WIDESURFACES |
4914 WINEDDCAPS2_CANRENDERWINDOWED;
4915 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4916 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4917 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4918 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4919 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4920 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4921 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4922 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4923 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4924 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4925 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4926 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4928 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4929 WINEDDSCAPS_BACKBUFFER |
4931 WINEDDSCAPS_FRONTBUFFER |
4932 WINEDDSCAPS_OFFSCREENPLAIN |
4933 WINEDDSCAPS_PALETTE |
4934 WINEDDSCAPS_PRIMARYSURFACE |
4935 WINEDDSCAPS_SYSTEMMEMORY |
4936 WINEDDSCAPS_VIDEOMEMORY |
4937 WINEDDSCAPS_VISIBLE;
4938 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4940 /* Set D3D caps if OpenGL is available. */
4941 if (adapter->opengl)
4943 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4944 WINEDDSCAPS_MIPMAP |
4945 WINEDDSCAPS_TEXTURE |
4946 WINEDDSCAPS_ZBUFFER;
4947 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4953 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4954 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4956 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4957 IWineD3DDeviceImpl *object;
4960 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4961 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4963 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4964 * number and create a device without a 3D adapter for 2D only operation. */
4965 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4967 return WINED3DERR_INVALIDCALL;
4970 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4973 ERR("Failed to allocate device memory.\n");
4974 return E_OUTOFMEMORY;
4977 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4980 WARN("Failed to initialize device, hr %#x.\n", hr);
4981 HeapFree(GetProcessHeap(), 0, object);
4985 TRACE("Created device %p.\n", object);
4986 *device = (IWineD3DDevice *)object;
4988 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4993 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4995 TRACE("iface %p.\n", iface);
4997 return ((IWineD3DImpl *)iface)->parent;
5000 static void WINE_GLAPI invalid_func(const void *data)
5002 ERR("Invalid vertex attribute function called\n");
5006 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
5008 ERR("Invalid texcoord function called\n");
5012 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
5013 * the extension detection and are used in drawStridedSlow
5015 static void WINE_GLAPI position_d3dcolor(const void *data)
5017 DWORD pos = *((const DWORD *)data);
5019 FIXME("Add a test for fixed function position from d3dcolor type\n");
5020 glVertex4s(D3DCOLOR_B_R(pos),
5026 static void WINE_GLAPI position_float4(const void *data)
5028 const GLfloat *pos = data;
5030 if (pos[3] != 0.0f && pos[3] != 1.0f)
5032 float w = 1.0f / pos[3];
5034 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5042 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5044 DWORD diffuseColor = *((const DWORD *)data);
5046 glColor4ub(D3DCOLOR_B_R(diffuseColor),
5047 D3DCOLOR_B_G(diffuseColor),
5048 D3DCOLOR_B_B(diffuseColor),
5049 D3DCOLOR_B_A(diffuseColor));
5052 static void WINE_GLAPI specular_d3dcolor(const void *data)
5054 DWORD specularColor = *((const DWORD *)data);
5055 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5056 D3DCOLOR_B_G(specularColor),
5057 D3DCOLOR_B_B(specularColor)};
5059 specular_func_3ubv(d);
5062 static void WINE_GLAPI warn_no_specular_func(const void *data)
5064 WARN("GL_EXT_secondary_color not supported\n");
5067 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5069 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5070 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5071 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
5072 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5073 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5074 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5075 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5076 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
5077 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5078 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5079 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5080 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5081 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5082 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5083 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5084 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5085 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5087 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5088 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5089 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
5090 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
5091 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5092 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5093 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5094 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5095 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
5096 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5097 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
5098 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5099 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
5100 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5101 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5102 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5103 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5105 /* No 4 component entry points here */
5106 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5107 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5108 if (gl_info->supported[EXT_SECONDARY_COLOR])
5110 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5114 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5116 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5117 if (gl_info->supported[EXT_SECONDARY_COLOR])
5119 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5120 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5124 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5126 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5127 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5128 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5129 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5130 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5131 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5132 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5133 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5134 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5135 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5136 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5137 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5139 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5140 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5142 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5143 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5144 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5145 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5146 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5147 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5148 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5149 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5150 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5151 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5152 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5153 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5154 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5155 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5156 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5157 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5158 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5160 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5161 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5162 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5163 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5164 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5165 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5166 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5167 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5168 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5169 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5170 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5171 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5172 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5173 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5174 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5175 if (gl_info->supported[NV_HALF_FLOAT])
5177 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5178 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5179 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5181 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5182 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5186 /* Do not call while under the GL lock. */
5187 static BOOL InitAdapters(IWineD3DImpl *This)
5189 static HMODULE mod_gl;
5191 int ps_selected_mode, vs_selected_mode;
5193 /* No need to hold any lock. The calling library makes sure only one thread calls
5194 * wined3d simultaneously
5197 TRACE("Initializing adapters\n");
5200 #ifdef USE_WIN32_OPENGL
5201 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5202 mod_gl = LoadLibraryA("opengl32.dll");
5204 ERR("Can't load opengl32.dll!\n");
5208 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5209 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5210 mod_gl = GetModuleHandleA("gdi32.dll");
5214 /* Load WGL core functions from opengl32.dll */
5215 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5219 if(!pwglGetProcAddress) {
5220 ERR("Unable to load wglGetProcAddress!\n");
5224 /* Dynamically load all GL core functions */
5228 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5229 * otherwise because we have to use winex11.drv's override
5231 #ifdef USE_WIN32_OPENGL
5232 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5233 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5235 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5236 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5239 glEnableWINE = glEnable;
5240 glDisableWINE = glDisable;
5242 /* For now only one default adapter */
5244 struct wined3d_adapter *adapter = &This->adapters[0];
5245 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5246 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5250 WineD3D_PixelFormat *cfgs;
5251 DISPLAY_DEVICEW DisplayDevice;
5254 TRACE("Initializing default adapter\n");
5255 adapter->ordinal = 0;
5256 adapter->monitorPoint.x = -1;
5257 adapter->monitorPoint.y = -1;
5259 if (!AllocateLocallyUniqueId(&adapter->luid))
5261 DWORD err = GetLastError();
5262 ERR("Failed to set adapter LUID (%#x).\n", err);
5265 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5266 adapter->luid.HighPart, adapter->luid.LowPart);
5268 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5270 ERR("Failed to get a gl context for default adapter\n");
5274 ret = IWineD3DImpl_FillGLCaps(adapter);
5276 ERR("Failed to initialize gl caps for default adapter\n");
5277 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5280 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5282 ERR("Failed to init gl formats\n");
5283 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5287 hdc = fake_gl_ctx.dc;
5289 /* Use the VideoRamSize registry setting when set */
5290 if(wined3d_settings.emulated_textureram)
5291 adapter->TextureRam = wined3d_settings.emulated_textureram;
5293 adapter->TextureRam = adapter->gl_info.vidmem;
5294 adapter->UsedTextureRam = 0;
5295 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5297 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5298 DisplayDevice.cb = sizeof(DisplayDevice);
5299 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5300 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5301 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5303 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5310 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5311 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5313 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5314 cfgs = adapter->cfgs;
5315 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5316 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5317 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5318 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5319 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5320 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5321 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5322 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5323 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5324 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5325 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5327 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5329 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5334 /* Cache the pixel format */
5335 cfgs->iPixelFormat = iPixelFormat;
5336 cfgs->redSize = values[0];
5337 cfgs->greenSize = values[1];
5338 cfgs->blueSize = values[2];
5339 cfgs->alphaSize = values[3];
5340 cfgs->colorSize = values[4];
5341 cfgs->depthSize = values[5];
5342 cfgs->stencilSize = values[6];
5343 cfgs->windowDrawable = values[7];
5344 cfgs->iPixelType = values[8];
5345 cfgs->doubleBuffer = values[9];
5346 cfgs->auxBuffers = values[10];
5348 cfgs->numSamples = 0;
5349 /* Check multisample support */
5350 if (gl_info->supported[ARB_MULTISAMPLE])
5352 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5354 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5355 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5356 * value[1] = number of multi sample buffers*/
5358 cfgs->numSamples = value[1];
5362 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5363 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5364 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5365 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5366 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5372 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5373 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5374 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5376 cfgs = adapter->cfgs;
5377 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5379 PIXELFORMATDESCRIPTOR ppfd;
5381 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5385 /* We only want HW acceleration using an OpenGL ICD driver.
5386 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5387 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5389 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5391 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5395 cfgs->iPixelFormat = iPixelFormat;
5396 cfgs->redSize = ppfd.cRedBits;
5397 cfgs->greenSize = ppfd.cGreenBits;
5398 cfgs->blueSize = ppfd.cBlueBits;
5399 cfgs->alphaSize = ppfd.cAlphaBits;
5400 cfgs->colorSize = ppfd.cColorBits;
5401 cfgs->depthSize = ppfd.cDepthBits;
5402 cfgs->stencilSize = ppfd.cStencilBits;
5403 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5404 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5405 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5406 cfgs->auxBuffers = ppfd.cAuxBuffers;
5407 cfgs->numSamples = 0;
5409 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5410 "depth=%d, stencil=%d, windowDrawable=%d\n",
5411 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5412 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5413 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5418 /* 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 */
5421 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5423 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5424 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5429 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5430 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5431 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5432 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5433 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5434 * driver is allowed to consume more bits EXCEPT for stencil bits.
5436 * Mark an adapter with this broken stencil behavior.
5438 adapter->brokenStencil = TRUE;
5439 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5441 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5442 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5443 adapter->brokenStencil = FALSE;
5448 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5450 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5451 fillGLAttribFuncs(&adapter->gl_info);
5452 adapter->opengl = TRUE;
5454 This->adapter_count = 1;
5455 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5460 /* Initialize an adapter for ddraw-only memory counting */
5461 memset(This->adapters, 0, sizeof(This->adapters));
5462 This->adapters[0].ordinal = 0;
5463 This->adapters[0].opengl = FALSE;
5464 This->adapters[0].monitorPoint.x = -1;
5465 This->adapters[0].monitorPoint.y = -1;
5467 This->adapters[0].driver_info.name = "Display";
5468 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5469 if(wined3d_settings.emulated_textureram) {
5470 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5472 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5475 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5477 This->adapter_count = 1;
5481 /**********************************************************
5482 * IWineD3D VTbl follows
5483 **********************************************************/
5485 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5488 IWineD3DImpl_QueryInterface,
5489 IWineD3DImpl_AddRef,
5490 IWineD3DImpl_Release,
5492 IWineD3DImpl_GetParent,
5493 IWineD3DImpl_GetAdapterCount,
5494 IWineD3DImpl_RegisterSoftwareDevice,
5495 IWineD3DImpl_GetAdapterMonitor,
5496 IWineD3DImpl_GetAdapterModeCount,
5497 IWineD3DImpl_EnumAdapterModes,
5498 IWineD3DImpl_GetAdapterDisplayMode,
5499 IWineD3DImpl_GetAdapterIdentifier,
5500 IWineD3DImpl_CheckDeviceMultiSampleType,
5501 IWineD3DImpl_CheckDepthStencilMatch,
5502 IWineD3DImpl_CheckDeviceType,
5503 IWineD3DImpl_CheckDeviceFormat,
5504 IWineD3DImpl_CheckDeviceFormatConversion,
5505 IWineD3DImpl_GetDeviceCaps,
5506 IWineD3DImpl_CreateDevice
5509 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5511 const struct wined3d_parent_ops wined3d_null_parent_ops =
5513 wined3d_null_wined3d_object_destroyed,
5516 /* Do not call while under the GL lock. */
5517 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5519 wined3d->lpVtbl = &IWineD3D_Vtbl;
5520 wined3d->dxVersion = version;
5522 wined3d->parent = parent;
5524 if (!InitAdapters(wined3d))
5526 WARN("Failed to initialize adapters.\n");
5529 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);