2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
31 #define GLINFO_LOCATION (*gl_info)
33 /* The d3d device ID */
34 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
36 /* Extension detection */
38 const char *extension_string;
39 GL_SupportedExt extension;
43 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
44 {"GL_APPLE_fence", APPLE_FENCE, 0 },
45 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
46 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
50 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
51 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
52 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
53 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
54 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
57 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
58 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
59 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
60 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
61 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
62 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
63 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
64 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
73 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
74 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
75 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
76 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
77 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
78 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
79 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
80 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
81 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
82 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
83 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
84 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
85 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
86 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
87 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
88 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
89 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
92 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
93 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
94 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
95 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
96 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
97 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
98 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
101 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
102 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
103 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
104 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
105 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
106 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
107 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
108 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
109 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
110 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
111 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
112 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
113 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
114 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
115 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
116 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
117 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
118 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
119 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
120 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
123 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
124 {"GL_NV_fence", NV_FENCE, 0 },
125 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
126 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
127 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
128 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
129 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
130 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
131 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
132 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
133 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
134 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
135 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
136 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
137 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
138 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
139 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
140 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
141 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
142 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
143 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
146 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
149 /**********************************************************
150 * Utility functions follow
151 **********************************************************/
153 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
154 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
155 WINED3DDEVTYPE DeviceType);
156 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
157 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
160 const int minLookup[MAX_LOOKUPS] =
162 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
165 const int maxLookup[MAX_LOOKUPS] =
167 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
170 DWORD *stateLookup[MAX_LOOKUPS];
172 const struct min_lookup minMipLookup[] =
174 /* NONE POINT LINEAR */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
176 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
177 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
180 const struct min_lookup minMipLookup_noFilter[] =
182 /* NONE POINT LINEAR */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
185 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
188 const GLenum magLookup[] =
190 /* NONE POINT LINEAR */
191 GL_NEAREST, GL_NEAREST, GL_LINEAR,
194 const GLenum magLookup_noFilter[] =
196 /* NONE POINT LINEAR */
197 GL_NEAREST, GL_NEAREST, GL_NEAREST,
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
209 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210 * i.e., there is no GL Context - Get a default rendering context to enable the
211 * function query some info from GL.
214 struct wined3d_fake_gl_ctx
221 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
223 TRACE_(d3d_caps)("Destroying fake GL context.\n");
225 if (!pwglMakeCurrent(NULL, NULL))
227 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
230 if (!pwglDeleteContext(ctx->gl_ctx))
232 DWORD err = GetLastError();
233 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
236 ReleaseDC(ctx->wnd, ctx->dc);
237 DestroyWindow(ctx->wnd);
240 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
242 PIXELFORMATDESCRIPTOR pfd;
245 TRACE("getting context...\n");
247 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
248 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
249 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
252 ERR_(d3d_caps)("Failed to create a window.\n");
256 ctx->dc = GetDC(ctx->wnd);
259 ERR_(d3d_caps)("Failed to get a DC.\n");
263 /* PixelFormat selection */
264 ZeroMemory(&pfd, sizeof(pfd));
265 pfd.nSize = sizeof(pfd);
267 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
268 pfd.iPixelType = PFD_TYPE_RGBA;
270 pfd.iLayerType = PFD_MAIN_PLANE;
272 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
275 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
276 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
279 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
280 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
282 /* Create a GL context. */
283 ctx->gl_ctx = pwglCreateContext(ctx->dc);
286 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
290 /* Make it the current GL context. */
291 if (!context_set_current(NULL))
293 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
296 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
298 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
305 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
307 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
309 if (ctx->wnd) DestroyWindow(ctx->wnd);
315 /* Adjust the amount of used texture memory */
316 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
317 struct WineD3DAdapter *adapter = D3DDevice->adapter;
319 adapter->UsedTextureRam += glram;
320 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
321 return adapter->UsedTextureRam;
324 /**********************************************************
325 * IUnknown parts follows
326 **********************************************************/
328 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
330 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
332 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
333 if (IsEqualGUID(riid, &IID_IUnknown)
334 || IsEqualGUID(riid, &IID_IWineD3DBase)
335 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
336 IUnknown_AddRef(iface);
341 return E_NOINTERFACE;
344 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
345 IWineD3DImpl *This = (IWineD3DImpl *)iface;
346 ULONG refCount = InterlockedIncrement(&This->ref);
348 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
352 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
353 IWineD3DImpl *This = (IWineD3DImpl *)iface;
355 TRACE("(%p) : Releasing from %d\n", This, This->ref);
356 ref = InterlockedDecrement(&This->ref);
360 for (i = 0; i < This->adapter_count; ++i)
362 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
364 HeapFree(GetProcessHeap(), 0, This);
370 /* Set the shader type for this device, depending on the given capabilities,
371 * the device type, and the user preferences in wined3d_settings */
373 static void select_shader_mode(const struct wined3d_gl_info *gl_info,
374 WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
376 if (wined3d_settings.vs_mode == VS_NONE) {
377 *vs_selected = SHADER_NONE;
378 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
379 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
380 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
381 * shaders only on this card. */
382 if (gl_info->supported[NV_VERTEX_PROGRAM] && !gl_info->supported[NV_VERTEX_PROGRAM2])
383 *vs_selected = SHADER_ARB;
385 *vs_selected = SHADER_GLSL;
386 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
387 *vs_selected = SHADER_ARB;
389 *vs_selected = SHADER_NONE;
392 if (wined3d_settings.ps_mode == PS_NONE) {
393 *ps_selected = SHADER_NONE;
394 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
395 *ps_selected = SHADER_GLSL;
396 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
397 *ps_selected = SHADER_ARB;
398 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
399 *ps_selected = SHADER_ATI;
401 *ps_selected = SHADER_NONE;
405 /** Select the number of report maximum shader constants based on the selected shader modes */
406 static void select_shader_max_constants(int ps_selected_mode, int vs_selected_mode, struct wined3d_gl_info *gl_info)
408 switch (vs_selected_mode) {
410 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
413 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
416 gl_info->max_vshader_constantsF = 0;
420 switch (ps_selected_mode) {
422 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
425 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
428 gl_info->max_pshader_constantsF = 0;
433 /**********************************************************
434 * IWineD3D parts follows
435 **********************************************************/
437 /* GL locking is done by the caller */
438 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
442 const char *testcode =
444 "PARAM C[66] = { program.env[0..65] };\n"
446 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
447 "ARL A0.x, zero.x;\n"
448 "MOV result.position, C[A0.x + 65];\n"
452 GL_EXTCALL(glGenProgramsARB(1, &prog));
454 ERR("Failed to create an ARB offset limit test program\n");
456 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
457 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
458 strlen(testcode), testcode));
459 if(glGetError() != 0) {
460 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
461 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
463 } else TRACE("OpenGL implementation allows offsets > 63\n");
465 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
466 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
467 checkGLcall("ARB vp offset limit test cleanup");
472 static DWORD ver_for_ext(GL_SupportedExt ext)
475 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
476 if(EXTENSION_MAP[i].extension == ext) {
477 return EXTENSION_MAP[i].version;
483 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
485 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
486 if (gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
487 if (gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
488 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
492 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
494 if (gl_info->gl_vendor == VENDOR_NVIDIA)
496 if (gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600)
504 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
506 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
507 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
508 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
510 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
511 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
512 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
513 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
514 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
515 * the chance that other implementations support them is rather small since Win32 QuickTime uses
516 * DirectDraw, not OpenGL. */
517 if (gl_info->supported[APPLE_FENCE]
518 && gl_info->supported[APPLE_CLIENT_STORAGE]
519 && gl_info->supported[APPLE_FLUSH_RENDER]
520 && gl_info->supported[APPLE_YCBCR_422])
522 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported.\n");
523 TRACE_(d3d_caps)("Activating MacOS fixups.\n");
528 TRACE_(d3d_caps)("Apple extensions are not supported.\n");
529 TRACE_(d3d_caps)("Not activating MacOS fixups.\n");
534 /* Context activation is done by the caller. */
535 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
537 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
538 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
539 * all the texture. This function detects this bug by its symptom and disables PBOs
542 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
543 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
544 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
545 * read back is compared to the original. If they are equal PBOs are assumed to work,
546 * otherwise the PBO extension is disabled. */
548 static const unsigned int pattern[] =
550 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
551 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
552 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
553 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
555 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
557 /* No PBO -> No point in testing them. */
558 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
562 while (glGetError());
563 glGenTextures(1, &texture);
564 glBindTexture(GL_TEXTURE_2D, texture);
566 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
567 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
568 checkGLcall("Specifying the PBO test texture");
570 GL_EXTCALL(glGenBuffersARB(1, &pbo));
571 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
572 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
573 checkGLcall("Specifying the PBO test pbo");
575 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
576 checkGLcall("Loading the PBO test texture");
578 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
579 glFinish(); /* just to be sure */
581 memset(check, 0, sizeof(check));
582 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
583 checkGLcall("Reading back the PBO test texture");
585 glDeleteTextures(1, &texture);
586 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
587 checkGLcall("PBO test cleanup");
591 if (memcmp(check, pattern, sizeof(check)))
593 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
594 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
595 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
599 TRACE_(d3d_caps)("PBO test successful.\n");
603 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
605 return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer);
608 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
610 if (!match_apple(gl_info, gl_renderer)) return FALSE;
611 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
612 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
616 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
618 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
619 if (match_apple(gl_info, gl_renderer)) return FALSE;
620 if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
624 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
626 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
627 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
628 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
629 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
632 * dx10 cards usually have 64 varyings */
633 return gl_info->max_glsl_varyings > 44;
636 /* A GL context is provided by the caller */
637 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer)
642 if(!GL_SUPPORT(EXT_SECONDARY_COLOR)) return FALSE;
646 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
647 error = glGetError();
650 if(error == GL_NO_ERROR)
652 TRACE("GL Implementation accepts 4 component specular color pointers\n");
657 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
658 debug_glerror(error));
663 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
665 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->vs_arb_constantsF);
666 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
667 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->ps_arb_constantsF);
668 gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
671 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
673 quirk_arb_constants(gl_info);
674 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
675 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
676 * allow 48 different offsets or other helper immediate values. */
677 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
678 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
681 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
682 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
683 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
684 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
685 * most games, but avoids the crash
687 * A more sophisticated way would be to find all units that need texture coordinates and enable
688 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
689 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
691 * Note that disabling the extension entirely does not gain predictability because there is no point
692 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
693 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
695 if (gl_info->supported[ARB_POINT_SPRITE])
697 TRACE("Limiting point sprites to one texture unit.\n");
698 gl_info->max_point_sprite_units = 1;
702 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
704 quirk_arb_constants(gl_info);
706 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
707 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
708 * If real NP2 textures are used, the driver falls back to software. We could just remove the
709 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
710 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
711 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
712 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
714 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
715 * has this extension promoted to core. The extension loading code sets this extension supported
716 * due to that, so this code works on fglrx as well. */
717 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
719 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
720 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
721 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
724 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
725 * it is generally more efficient. Reserve just 8 constants. */
726 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
727 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
730 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
732 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
733 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
734 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
735 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
736 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
737 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
739 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
740 * triggering the software fallback. There is not much we can do here apart from disabling the
741 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
742 * in IWineD3DImpl_FillGLCaps).
743 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
744 * post-processing effects in the game "Max Payne 2").
745 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
746 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
747 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
748 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
751 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
753 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
754 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
755 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
756 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
757 * according to the spec.
759 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
760 * makes the shader slower and eats instruction slots which should be available to the d3d app.
762 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
763 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
764 * this workaround is activated on cards that do not need it, it won't break things, just affect
765 * performance negatively. */
766 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
767 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
770 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
772 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
775 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
777 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
782 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
783 void (*apply)(struct wined3d_gl_info *gl_info);
784 const char *description;
787 struct driver_quirk quirk_table[] =
790 match_ati_r300_to_500,
792 "ATI GLSL constant and normalized texrect quirk"
794 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
795 * used it falls back to software. While the compiler can detect if the shader uses all declared
796 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
797 * using relative addressing falls back to software.
799 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
802 quirk_apple_glsl_constants,
803 "Apple GLSL uniform override"
808 "Geforce 5 NP2 disable"
813 "Init texcoord .w for Apple Intel GPU driver"
816 match_apple_nonr500ati,
818 "Init texcoord .w for Apple ATI >= r600 GPU driver"
822 quirk_one_point_sprite,
823 "Fglrx point sprite crash workaround"
828 "Reserved varying for gl_ClipPos"
831 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
832 * GL implementations accept it. The Mac GL is the only implementation known to
835 * If we can pass 4 component specular colors, do it, because (a) we don't have
836 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
837 * passes specular alpha to the pixel shader if any is used. Otherwise the
838 * specular alpha is used to pass the fog coordinate, which we pass to opengl
839 * via GL_EXT_fog_coord.
841 match_allows_spec_alpha,
842 quirk_allows_specular_alpha,
843 "Allow specular alpha quirk"
847 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
848 * reporting a driver version is moot because we are not the Windows driver, and we have different
849 * bugs, features, etc.
851 * If a card is not found in this table, the GL driver version is reported. */
852 struct driver_version_information
854 WORD vendor; /* reported PCI card vendor ID */
855 WORD card; /* reported PCI card device ID */
856 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
857 WORD hipart_hi, hipart_lo; /* driver hiword to report */
858 WORD lopart_hi, lopart_lo; /* driver loword to report */
861 static const struct driver_version_information driver_version_table[] =
863 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
864 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
865 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
866 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
868 * All version numbers used below are from the Linux nvidia drivers. */
869 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
870 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
871 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
872 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
873 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
874 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 10, 9371 },
875 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 10, 9371 },
876 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 10, 9371 },
877 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7516 },
878 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7516 },
879 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7516 },
880 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8618 },
881 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8618 },
882 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8618 },
883 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8585 },
884 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8585 },
885 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8618 },
886 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8618 },
887 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8618 },
888 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8618 },
889 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8585 },
890 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8618 },
891 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8618 },
892 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8618 },
893 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8618 },
894 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8618 },
895 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8618 },
896 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8618 },
897 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8618 },
898 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8618 },
900 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
901 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
902 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
903 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
904 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
905 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
906 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
907 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 6, 14, 10, 6764 },
908 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 6, 14, 10, 6764 },
909 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 6, 14, 10, 6764 },
910 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 6, 14, 10, 6764 },
912 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
915 /* Context activation is done by the caller. */
916 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer)
920 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
922 if (!quirk_table[i].match(gl_info, gl_renderer)) continue;
923 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
924 quirk_table[i].apply(gl_info);
927 /* Find out if PBOs work as they are supposed to. */
928 test_pbo_functionality(gl_info);
930 /* Fixup the driver version */
931 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
933 if (gl_info->gl_vendor == driver_version_table[i].vendor
934 && gl_info->gl_card == driver_version_table[i].card)
936 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB.\n",
937 gl_info->gl_vendor, gl_info->gl_card);
939 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
940 driver_version_table[i].lopart_lo);
941 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
942 driver_version_table[i].hipart_lo);
943 gl_info->driver_description = driver_version_table[i].description;
949 static DWORD wined3d_parse_gl_version(const char *gl_version)
951 const char *ptr = gl_version;
955 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
957 while (isdigit(*ptr)) ++ptr;
958 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
962 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
964 return MAKEDWORD_VERSION(major, minor);
967 static DWORD wined3d_guess_driver_version(const char *gl_version, GL_Vendors vendor)
973 /* Now parse the driver specific string which we'll report to the app. */
977 ptr = strstr(gl_version, "NVIDIA");
980 ptr = strstr(ptr, " ");
983 while (isspace(*ptr)) ++ptr;
987 while (isdigit(*ptr)) ++ptr;
989 if (*ptr++ != '.') return 0;
992 minor = major * 100 + minor;
999 ptr = strchr(gl_version, '-');
1004 /* Check if version number is of the form x.y.z. */
1006 || !isdigit(ptr[0]) || ptr[1] != '.'
1007 || !isdigit(ptr[2]) || ptr[3] != '.'
1008 || !isdigit(ptr[4]))
1013 major = ptr[0] - '0';
1014 minor = ((ptr[2] - '0') << 8) | (ptr[4] - '0');
1018 /* Apple and Mesa version strings look differently, but both provide intel drivers. */
1019 if (strstr(gl_version, "APPLE"))
1021 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
1022 * We only need the first part, and use the APPLE as identification
1023 * "1.2 APPLE-1.4.56". */
1027 while (isdigit(*ptr)) ++ptr;
1029 if (*ptr++ != '.') return 0;
1037 ptr = strstr(gl_version, "Mesa");
1040 ptr = strstr(ptr, " ");
1043 while (isspace(*ptr)) ++ptr;
1044 if (!*ptr) return 0;
1047 while (isdigit(*ptr)) ++ptr;
1049 if (*ptr++ != '.') return 0;
1055 FIXME("Unhandled vendor %#x.\n", vendor);
1059 ret = MAKEDWORD_VERSION(major, minor);
1060 TRACE_(d3d_caps)("Found driver version %s -> %d.%d -> 0x%08x.\n",
1061 debugstr_a(gl_version), major, minor, ret);
1066 static GL_Vendors wined3d_guess_vendor(const char *gl_vendor, const char *gl_renderer)
1068 if (strstr(gl_vendor, "NVIDIA"))
1069 return VENDOR_NVIDIA;
1071 if (strstr(gl_vendor, "ATI"))
1074 if (strstr(gl_vendor, "Intel(R)")
1075 || strstr(gl_renderer, "Intel(R)")
1076 || strstr(gl_vendor, "Intel Inc."))
1077 return VENDOR_INTEL;
1079 if (strstr(gl_vendor, "Mesa")
1080 || strstr(gl_vendor, "Tungsten Graphics, Inc."))
1083 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning VENDOR_WINE.\n", debugstr_a(gl_vendor));
1088 static GL_Cards wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1089 GL_Vendors *vendor, unsigned int *vidmem)
1091 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1092 * different GPUs with roughly the same features. In most cases GPUs from a
1093 * certain family differ in clockspeeds, the amount of video memory and the
1094 * number of shader pipelines.
1096 * A Direct3D device object contains the PCI id (vendor + device) of the
1097 * videocard which is used for rendering. Various applications use this
1098 * information to get a rough estimation of the features of the card and
1099 * some might use it for enabling 3d effects only on certain types of
1100 * videocards. In some cases games might even use it to work around bugs
1101 * which happen on certain videocards/driver combinations. The problem is
1102 * that OpenGL only exposes a rendering string containing the name of the
1103 * videocard and not the PCI id.
1105 * Various games depend on the PCI id, so somehow we need to provide one.
1106 * A simple option is to parse the renderer string and translate this to
1107 * the right PCI id. This is a lot of work because there are more than 200
1108 * GPUs just for Nvidia. Various cards share the same renderer string, so
1109 * the amount of code might be 'small' but there are quite a number of
1110 * exceptions which would make this a pain to maintain. Another way would
1111 * be to query the PCI id from the operating system (assuming this is the
1112 * videocard which is used for rendering which is not always the case).
1113 * This would work but it is not very portable. Second it would not work
1114 * well in, let's say, a remote X situation in which the amount of 3d
1115 * features which can be used is limited.
1117 * As said most games only use the PCI id to get an indication of the
1118 * capabilities of the card. It doesn't really matter if the given id is
1119 * the correct one if we return the id of a card with similar 3d features.
1121 * The code below checks the OpenGL capabilities of a videocard and matches
1122 * that to a certain level of Direct3D functionality. Once a card passes
1123 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1124 * least a GeforceFX. To give a better estimate we do a basic check on the
1125 * renderer string but if that won't pass we return a default card. This
1126 * way is better than maintaining a full card database as even without a
1127 * full database we can return a card with similar features. Second the
1128 * size of the database can be made quite small because when you know what
1129 * type of 3d functionality a card has, you know to which GPU family the
1130 * GPU must belong. Because of this you only have to check a small part of
1131 * the renderer string to distinguishes between different models from that
1134 * The code also selects a default amount of video memory which we will
1135 * use for an estimation of the amount of free texture memory. In case of
1136 * real D3D the amount of texture memory includes video memory and system
1137 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1138 * HyperMemory). We don't know how much system memory can be addressed by
1139 * the system but we can make a reasonable estimation about the amount of
1140 * video memory. If the value is slightly wrong it doesn't matter as we
1141 * didn't include AGP-like memory which makes the amount of addressable
1142 * memory higher and second OpenGL isn't that critical it moves to system
1143 * memory behind our backs if really needed. Note that the amount of video
1144 * memory can be overruled using a registry setting. */
1149 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1150 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1152 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1154 /* Geforce 200 - highend */
1155 if (strstr(gl_renderer, "GTX 280")
1156 || strstr(gl_renderer, "GTX 285")
1157 || strstr(gl_renderer, "GTX 295"))
1160 return CARD_NVIDIA_GEFORCE_GTX280;
1163 /* Geforce 200 - midend high */
1164 if (strstr(gl_renderer, "GTX 275"))
1167 return CARD_NVIDIA_GEFORCE_GTX275;
1170 /* Geforce 200 - midend */
1171 if (strstr(gl_renderer, "GTX 260"))
1174 return CARD_NVIDIA_GEFORCE_GTX260;
1177 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1178 if (strstr(gl_renderer, "9800")
1179 || strstr(gl_renderer, "GTS 150")
1180 || strstr(gl_renderer, "GTS 250"))
1183 return CARD_NVIDIA_GEFORCE_9800GT;
1186 /* Geforce9 - midend */
1187 if (strstr(gl_renderer, "9600"))
1189 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1190 return CARD_NVIDIA_GEFORCE_9600GT;
1193 /* Geforce9 - midend low / Geforce 200 - low */
1194 if (strstr(gl_renderer, "9500")
1195 || strstr(gl_renderer, "GT 120")
1196 || strstr(gl_renderer, "GT 130"))
1198 *vidmem = 256; /* The 9500GT has 256-1024MB */
1199 return CARD_NVIDIA_GEFORCE_9500GT;
1202 /* Geforce9 - lowend */
1203 if (strstr(gl_renderer, "9400"))
1205 *vidmem = 256; /* The 9400GT has 256-1024MB */
1206 return CARD_NVIDIA_GEFORCE_9400GT;
1209 /* Geforce9 - lowend low */
1210 if (strstr(gl_renderer, "9100")
1211 || strstr(gl_renderer, "9200")
1212 || strstr(gl_renderer, "9300")
1213 || strstr(gl_renderer, "G 100"))
1215 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1216 return CARD_NVIDIA_GEFORCE_9200;
1219 /* Geforce8 - highend */
1220 if (strstr(gl_renderer, "8800"))
1222 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1223 return CARD_NVIDIA_GEFORCE_8800GTS;
1226 /* Geforce8 - midend mobile */
1227 if (strstr(gl_renderer, "8600 M"))
1230 return CARD_NVIDIA_GEFORCE_8600MGT;
1233 /* Geforce8 - midend */
1234 if (strstr(gl_renderer, "8600")
1235 || strstr(gl_renderer, "8700"))
1238 return CARD_NVIDIA_GEFORCE_8600GT;
1241 /* Geforce8 - lowend */
1242 if (strstr(gl_renderer, "8300")
1243 || strstr(gl_renderer, "8400")
1244 || strstr(gl_renderer, "8500"))
1246 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1247 return CARD_NVIDIA_GEFORCE_8300GS;
1250 /* Geforce7 - highend */
1251 if (strstr(gl_renderer, "7800")
1252 || strstr(gl_renderer, "7900")
1253 || strstr(gl_renderer, "7950")
1254 || strstr(gl_renderer, "Quadro FX 4")
1255 || strstr(gl_renderer, "Quadro FX 5"))
1257 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1258 return CARD_NVIDIA_GEFORCE_7800GT;
1261 /* Geforce7 midend */
1262 if (strstr(gl_renderer, "7600")
1263 || strstr(gl_renderer, "7700"))
1265 *vidmem = 256; /* The 7600 uses 256-512MB */
1266 return CARD_NVIDIA_GEFORCE_7600;
1269 /* Geforce7 lower medium */
1270 if (strstr(gl_renderer, "7400"))
1272 *vidmem = 256; /* The 7400 uses 256-512MB */
1273 return CARD_NVIDIA_GEFORCE_7400;
1276 /* Geforce7 lowend */
1277 if (strstr(gl_renderer, "7300"))
1279 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1280 return CARD_NVIDIA_GEFORCE_7300;
1283 /* Geforce6 highend */
1284 if (strstr(gl_renderer, "6800"))
1286 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1287 return CARD_NVIDIA_GEFORCE_6800;
1290 /* Geforce6 - midend */
1291 if (strstr(gl_renderer, "6600")
1292 || strstr(gl_renderer, "6610")
1293 || strstr(gl_renderer, "6700"))
1295 *vidmem = 128; /* A 6600GT has 128-256MB */
1296 return CARD_NVIDIA_GEFORCE_6600GT;
1299 /* Geforce6/7 lowend */
1301 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1304 if (WINE_D3D9_CAPABLE(gl_info))
1306 /* GeforceFX - highend */
1307 if (strstr(gl_renderer, "5800")
1308 || strstr(gl_renderer, "5900")
1309 || strstr(gl_renderer, "5950")
1310 || strstr(gl_renderer, "Quadro FX"))
1312 *vidmem = 256; /* 5800-5900 cards use 256MB */
1313 return CARD_NVIDIA_GEFORCEFX_5800;
1316 /* GeforceFX - midend */
1317 if (strstr(gl_renderer, "5600")
1318 || strstr(gl_renderer, "5650")
1319 || strstr(gl_renderer, "5700")
1320 || strstr(gl_renderer, "5750"))
1322 *vidmem = 128; /* A 5600 uses 128-256MB */
1323 return CARD_NVIDIA_GEFORCEFX_5600;
1326 /* GeforceFX - lowend */
1327 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1328 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1331 if (WINE_D3D8_CAPABLE(gl_info))
1333 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1335 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1336 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1339 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1340 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1343 if (WINE_D3D7_CAPABLE(gl_info))
1345 if (strstr(gl_renderer, "GeForce4 MX"))
1347 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1348 * early models had 32MB but most have 64MB or even 128MB. */
1350 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1353 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1355 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1356 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1359 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1361 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1362 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1365 /* Most Geforce1 cards have 32MB, there are also some rare 16
1366 * and 64MB (Dell) models. */
1368 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1371 if (strstr(gl_renderer, "TNT2"))
1373 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1374 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1377 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1378 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1381 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1383 * Beware: renderer string do not match exact card model,
1384 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1385 if (WINE_D3D9_CAPABLE(gl_info))
1387 /* Radeon R7xx HD4800 - highend */
1388 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1389 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1390 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1391 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1392 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1394 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1395 return CARD_ATI_RADEON_HD4800;
1398 /* Radeon R740 HD4700 - midend */
1399 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1400 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1403 return CARD_ATI_RADEON_HD4700;
1406 /* Radeon R730 HD4600 - midend */
1407 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1408 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1409 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1412 return CARD_ATI_RADEON_HD4600;
1415 /* Radeon R710 HD4500/HD4350 - lowend */
1416 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1417 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1420 return CARD_ATI_RADEON_HD4350;
1423 /* Radeon R6xx HD2900/HD3800 - highend */
1424 if (strstr(gl_renderer, "HD 2900")
1425 || strstr(gl_renderer, "HD 3870")
1426 || strstr(gl_renderer, "HD 3850"))
1428 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1429 return CARD_ATI_RADEON_HD2900;
1432 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1433 if (strstr(gl_renderer, "HD 2600")
1434 || strstr(gl_renderer, "HD 3830")
1435 || strstr(gl_renderer, "HD 3690")
1436 || strstr(gl_renderer, "HD 3650"))
1438 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1439 return CARD_ATI_RADEON_HD2600;
1442 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1443 if (strstr(gl_renderer, "HD 2300")
1444 || strstr(gl_renderer, "HD 2400")
1445 || strstr(gl_renderer, "HD 3470")
1446 || strstr(gl_renderer, "HD 3450")
1447 || strstr(gl_renderer, "HD 3430")
1448 || strstr(gl_renderer, "HD 3400"))
1450 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1451 return CARD_ATI_RADEON_HD2300;
1454 /* Radeon R6xx/R7xx integrated */
1455 if (strstr(gl_renderer, "HD 3100")
1456 || strstr(gl_renderer, "HD 3200")
1457 || strstr(gl_renderer, "HD 3300"))
1459 *vidmem = 128; /* 128MB */
1460 return CARD_ATI_RADEON_HD3200;
1464 if (strstr(gl_renderer, "X1600")
1465 || strstr(gl_renderer, "X1650")
1466 || strstr(gl_renderer, "X1800")
1467 || strstr(gl_renderer, "X1900")
1468 || strstr(gl_renderer, "X1950"))
1470 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1471 return CARD_ATI_RADEON_X1600;
1474 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1475 if (strstr(gl_renderer, "X700")
1476 || strstr(gl_renderer, "X800")
1477 || strstr(gl_renderer, "X850")
1478 || strstr(gl_renderer, "X1300")
1479 || strstr(gl_renderer, "X1400")
1480 || strstr(gl_renderer, "X1450")
1481 || strstr(gl_renderer, "X1550"))
1483 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1484 return CARD_ATI_RADEON_X700;
1487 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1488 if (strstr(gl_renderer, "Radeon Xpress"))
1490 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1491 return CARD_ATI_RADEON_XPRESS_200M;
1495 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1496 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1499 if (WINE_D3D8_CAPABLE(gl_info))
1501 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1502 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1505 if (WINE_D3D7_CAPABLE(gl_info))
1507 *vidmem = 32; /* There are models with up to 64MB */
1508 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1511 *vidmem = 16; /* There are 16-32MB models */
1512 return CARD_ATI_RAGE_128PRO;
1515 if (strstr(gl_renderer, "X3100"))
1517 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1519 return CARD_INTEL_X3100;
1522 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1524 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1526 return CARD_INTEL_I945GM;
1529 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1530 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1531 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1532 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1533 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1534 return CARD_INTEL_I915G;
1539 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1540 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1541 * them a good generic choice. */
1542 *vendor = VENDOR_NVIDIA;
1543 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1544 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1545 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1546 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1547 return CARD_NVIDIA_RIVA_128;
1551 /* Context activation is done by the caller. */
1552 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_gl_info *gl_info)
1554 const char *GL_Extensions = NULL;
1555 const char *WGL_Extensions = NULL;
1556 const char *gl_string = NULL;
1558 GLfloat gl_floatv[2];
1561 unsigned int vidmem=0;
1566 TRACE_(d3d_caps)("(%p)\n", gl_info);
1570 gl_string = (const char *)glGetString(GL_RENDERER);
1571 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_string));
1574 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
1578 len = strlen(gl_string) + 1;
1579 gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
1582 ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
1585 memcpy(gl_renderer, gl_string, len);
1587 gl_string = (const char *)glGetString(GL_VENDOR);
1588 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_string));
1591 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
1592 HeapFree(GetProcessHeap(), 0, gl_renderer);
1595 gl_info->gl_vendor = wined3d_guess_vendor(gl_string, gl_renderer);
1596 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
1598 /* Parse the GL_VERSION field into major and minor information */
1599 gl_string = (const char *)glGetString(GL_VERSION);
1600 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_string));
1603 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
1604 HeapFree(GetProcessHeap(), 0, gl_renderer);
1607 gl_version = wined3d_parse_gl_version(gl_string);
1608 gl_info->driver_version = wined3d_guess_driver_version(gl_string, gl_info->gl_vendor);
1609 if (!gl_info->driver_version) FIXME_(d3d_caps)("Unrecognized GL_VERSION %s.\n", debugstr_a(gl_string));
1610 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version). */
1611 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
1614 * Initialize openGL extension related variables
1615 * with Default values
1617 memset(gl_info->supported, 0, sizeof(gl_info->supported));
1618 gl_info->max_buffers = 1;
1619 gl_info->max_textures = 1;
1620 gl_info->max_texture_stages = 1;
1621 gl_info->max_fragment_samplers = 1;
1622 gl_info->max_vertex_samplers = 0;
1623 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
1624 gl_info->max_sampler_stages = 1;
1625 gl_info->ps_arb_max_temps = 0;
1626 gl_info->ps_arb_max_instructions = 0;
1627 gl_info->vs_arb_max_temps = 0;
1628 gl_info->vs_arb_max_instructions = 0;
1629 gl_info->vs_glsl_constantsF = 0;
1630 gl_info->ps_glsl_constantsF = 0;
1631 gl_info->vs_arb_constantsF = 0;
1632 gl_info->ps_arb_constantsF = 0;
1633 gl_info->ps_arb_max_local_constants = 0;
1635 /* Retrieve opengl defaults */
1636 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1637 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1638 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1640 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1641 gl_info->max_lights = gl_max;
1642 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1644 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1645 gl_info->max_texture_size = gl_max;
1646 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1648 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1649 gl_info->max_pointsizemin = gl_floatv[0];
1650 gl_info->max_pointsize = gl_floatv[1];
1651 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1653 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1654 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1657 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1658 HeapFree(GetProcessHeap(), 0, gl_renderer);
1662 TRACE_(d3d_caps)("GL_Extensions reported:\n");
1664 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1666 while (*GL_Extensions)
1669 char current_ext[256];
1671 while (isspace(*GL_Extensions)) ++GL_Extensions;
1672 start = GL_Extensions;
1673 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1675 len = GL_Extensions - start;
1676 if (!len || len >= sizeof(current_ext)) continue;
1678 memcpy(current_ext, start, len);
1679 current_ext[len] = '\0';
1680 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
1682 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1684 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1686 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1687 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1695 /* Now work out what GL support this card really has */
1696 #define USE_GL_FUNC(type, pfn, ext, replace) \
1698 DWORD ver = ver_for_ext(ext); \
1699 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1700 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1701 else gl_info->pfn = NULL; \
1706 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1712 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1713 * loading the functions, otherwise the code above will load the extension entry points instead of the
1714 * core functions, which may not work. */
1715 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1717 if (!gl_info->supported[EXTENSION_MAP[i].extension]
1718 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1720 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1721 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1725 if (gl_info->supported[APPLE_FENCE])
1727 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1728 * The apple extension interacts with some other apple exts. Disable the NV
1729 * extension if the apple one is support to prevent confusion in other parts
1731 gl_info->supported[NV_FENCE] = FALSE;
1733 if (gl_info->supported[APPLE_FLOAT_PIXELS])
1735 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1737 * The enums are the same:
1738 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
1739 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
1740 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
1741 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
1742 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
1744 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1746 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1747 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1749 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1751 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1752 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1755 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1757 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1758 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1760 if (gl_info->supported[NV_TEXTURE_SHADER2])
1762 if (gl_info->supported[NV_REGISTER_COMBINERS])
1764 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1765 * are supported. The nv extensions provide the same functionality as the
1766 * ATI one, and a bit more(signed pixelformats). */
1767 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1770 if (gl_info->supported[ARB_DRAW_BUFFERS])
1772 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1773 gl_info->max_buffers = gl_max;
1774 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1776 if (gl_info->supported[ARB_MULTITEXTURE])
1778 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1779 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
1780 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->max_textures);
1782 if (gl_info->supported[NV_REGISTER_COMBINERS])
1785 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
1786 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
1790 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
1792 TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->max_texture_stages);
1794 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1797 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1798 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1802 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
1804 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->max_fragment_samplers);
1806 if (gl_info->supported[ARB_VERTEX_SHADER])
1809 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1810 gl_info->max_vertex_samplers = tmp;
1811 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1812 gl_info->max_combined_samplers = tmp;
1814 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1815 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1816 * an issue because then the sampler setup only depends on the two shaders. If a pixel
1817 * shader is used with fixed function vertex processing we're fine too because fixed function
1818 * vertex processing doesn't use any samplers. If fixed function fragment processing is
1819 * used we have to make sure that all vertex sampler setups are valid together with all
1820 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1821 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1822 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1823 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1824 * a fixed function pipeline anymore.
1826 * So this is just a check to check that our assumption holds true. If not, write a warning
1827 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1828 if (gl_info->max_vertex_samplers && gl_info->max_combined_samplers < 12
1829 && MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers)
1831 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1832 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
1833 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1834 if (gl_info->max_combined_samplers > MAX_TEXTURES)
1835 gl_info->max_vertex_samplers = gl_info->max_combined_samplers - MAX_TEXTURES;
1837 gl_info->max_vertex_samplers = 0;
1842 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
1844 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->max_vertex_samplers);
1845 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->max_combined_samplers);
1847 if (gl_info->supported[ARB_VERTEX_BLEND])
1849 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1850 gl_info->max_blends = gl_max;
1851 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->max_blends);
1853 if (gl_info->supported[EXT_TEXTURE3D])
1855 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1856 gl_info->max_texture3d_size = gl_max;
1857 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->max_texture3d_size);
1859 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
1861 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
1862 gl_info->max_anisotropy = gl_max;
1863 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->max_anisotropy);
1865 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1867 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1868 gl_info->ps_arb_constantsF = gl_max;
1869 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->ps_arb_constantsF);
1870 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1871 gl_info->ps_arb_max_temps = gl_max;
1872 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->ps_arb_max_temps);
1873 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1874 gl_info->ps_arb_max_instructions = gl_max;
1875 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->ps_arb_max_instructions);
1877 if (gl_info->supported[ARB_VERTEX_PROGRAM])
1879 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1880 gl_info->vs_arb_constantsF = gl_max;
1881 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->vs_arb_constantsF);
1882 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1883 gl_info->vs_arb_max_temps = gl_max;
1884 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->vs_arb_max_temps);
1885 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1886 gl_info->vs_arb_max_instructions = gl_max;
1887 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->vs_arb_max_instructions);
1889 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
1891 if (gl_info->supported[ARB_VERTEX_SHADER])
1893 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
1894 gl_info->vs_glsl_constantsF = gl_max / 4;
1895 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->vs_glsl_constantsF);
1897 if (gl_info->supported[ARB_FRAGMENT_SHADER])
1899 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
1900 gl_info->ps_glsl_constantsF = gl_max / 4;
1901 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->ps_glsl_constantsF);
1902 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
1903 gl_info->max_glsl_varyings = gl_max;
1904 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
1906 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
1908 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
1912 gl_info->max_shininess = 128.0f;
1914 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1916 /* If we have full NP2 texture support, disable
1917 * GL_ARB_texture_rectangle because we will never use it.
1918 * This saves a few redundant glDisable calls. */
1919 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1921 if (gl_info->supported[ATI_FRAGMENT_SHADER])
1923 /* Disable NV_register_combiners and fragment shader if this is supported.
1924 * generally the NV extensions are preferred over the ATI ones, and this
1925 * extension is disabled if register_combiners and texture_shader2 are both
1926 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1927 * fragment processing support. */
1928 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1929 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1930 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1931 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1932 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1934 if (gl_info->supported[NV_HALF_FLOAT])
1936 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
1937 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
1939 if (gl_info->supported[ARB_POINT_SPRITE])
1941 gl_info->max_point_sprite_units = gl_info->max_textures;
1945 gl_info->max_point_sprite_units = 0;
1947 checkGLcall("extension detection");
1951 /* In some cases the number of texture stages can be larger than the number
1952 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1953 * shaders), but 8 texture stages (register combiners). */
1954 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1956 /* We can only use ORM_FBO when the hardware supports it. */
1957 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1958 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to backbuffer offscreen rendering mode.\n");
1959 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1962 /* MRTs are currently only supported when FBOs are used. */
1963 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1964 gl_info->max_buffers = 1;
1967 gl_info->gl_card = wined3d_guess_card(gl_info, gl_renderer, &gl_info->gl_vendor, &vidmem);
1968 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1970 /* If we have an estimate use it, else default to 64MB; */
1972 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1974 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1976 /* Load all the lookup tables */
1977 for (i = 0; i < MAX_LOOKUPS; i++) {
1978 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1981 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1982 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1983 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1984 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1985 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1986 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1987 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1988 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1989 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1990 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1992 /* Make sure there's an active HDC else the WGL extensions will fail */
1993 hdc = pwglGetCurrentDC();
1995 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1996 if(GL_EXTCALL(wglGetExtensionsStringARB))
1997 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1999 if (NULL == WGL_Extensions) {
2000 ERR(" WGL_Extensions returns NULL\n");
2002 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2003 while (*WGL_Extensions != 0x00) {
2007 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2008 Start = WGL_Extensions;
2009 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2013 len = WGL_Extensions - Start;
2014 if (len == 0 || len >= sizeof(ThisExtn))
2017 memcpy(ThisExtn, Start, len);
2018 ThisExtn[len] = '\0';
2019 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2021 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2022 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2023 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2025 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2026 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2027 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2029 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2030 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2031 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2037 fixup_extensions(gl_info, gl_renderer);
2038 add_gl_compat_wrappers(gl_info);
2040 HeapFree(GetProcessHeap(), 0, gl_renderer);
2044 /**********************************************************
2045 * IWineD3D implementation follows
2046 **********************************************************/
2048 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2049 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2051 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2053 return This->adapter_count;
2056 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
2057 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2058 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
2062 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2063 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2065 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2067 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2071 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2074 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2075 of the same bpp but different resolutions */
2077 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2078 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2079 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2080 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2082 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2086 /* TODO: Store modes per adapter and read it from the adapter structure */
2087 if (Adapter == 0) { /* Display */
2092 memset(&mode, 0, sizeof(mode));
2093 mode.dmSize = sizeof(mode);
2095 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2100 case WINED3DFMT_UNKNOWN:
2101 /* This is for D3D8, do not enumerate P8 here */
2102 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2105 case WINED3DFMT_X8R8G8B8:
2106 if (mode.dmBitsPerPel == 32) ++i;
2109 case WINED3DFMT_R5G6B5:
2110 if (mode.dmBitsPerPel == 16) ++i;
2114 if (mode.dmBitsPerPel == 8) ++i;
2118 /* Skip other modes as they do not match the requested format */
2123 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2126 FIXME_(d3d_caps)("Adapter not primary display\n");
2131 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2132 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2133 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2134 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2136 /* Validate the parameters as much as possible */
2137 if (NULL == pMode ||
2138 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2139 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2140 return WINED3DERR_INVALIDCALL;
2143 /* TODO: Store modes per adapter and read it from the adapter structure */
2151 ZeroMemory(&DevModeW, sizeof(DevModeW));
2152 DevModeW.dmSize = sizeof(DevModeW);
2154 /* If we are filtering to a specific format (D3D9), then need to skip
2155 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2156 just count through the ones with valid bit depths */
2157 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
2160 case WINED3DFMT_UNKNOWN:
2161 /* This is D3D8. Do not enumerate P8 here */
2162 if (DevModeW.dmBitsPerPel == 32 ||
2163 DevModeW.dmBitsPerPel == 16) i++;
2165 case WINED3DFMT_X8R8G8B8:
2166 if (DevModeW.dmBitsPerPel == 32) i++;
2168 case WINED3DFMT_R5G6B5:
2169 if (DevModeW.dmBitsPerPel == 16) i++;
2172 if (DevModeW.dmBitsPerPel == 8) i++;
2175 /* Modes that don't match what we support can get an early-out */
2176 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
2177 return WINED3DERR_INVALIDCALL;
2182 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2183 return WINED3DERR_INVALIDCALL;
2187 /* Now get the display mode via the calculated index */
2188 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2189 pMode->Width = DevModeW.dmPelsWidth;
2190 pMode->Height = DevModeW.dmPelsHeight;
2191 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
2192 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2193 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2195 if (Format == WINED3DFMT_UNKNOWN) {
2196 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2198 pMode->Format = Format;
2201 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2202 return WINED3DERR_INVALIDCALL;
2205 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2206 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2207 DevModeW.dmBitsPerPel);
2212 FIXME_(d3d_caps)("Adapter not primary display\n");
2218 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
2219 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2220 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
2222 if (NULL == pMode ||
2223 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2224 return WINED3DERR_INVALIDCALL;
2227 if (Adapter == 0) { /* Display */
2231 ZeroMemory(&DevModeW, sizeof(DevModeW));
2232 DevModeW.dmSize = sizeof(DevModeW);
2234 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2235 pMode->Width = DevModeW.dmPelsWidth;
2236 pMode->Height = DevModeW.dmPelsHeight;
2237 bpp = DevModeW.dmBitsPerPel;
2238 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
2239 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2241 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2244 pMode->Format = pixelformat_for_depth(bpp);
2246 FIXME_(d3d_caps)("Adapter not primary display\n");
2249 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2250 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2254 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2255 and fields being inserted in the middle, a new structure is used in place */
2256 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2257 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2258 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2261 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2263 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2264 return WINED3DERR_INVALIDCALL;
2267 /* Return the information requested */
2268 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2270 if (pIdentifier->driver_size)
2272 len = min(strlen(This->adapters[Adapter].driver), pIdentifier->driver_size - 1);
2273 memcpy(pIdentifier->driver, This->adapters[Adapter].driver, len);
2274 pIdentifier->driver[len] = '\0';
2277 if (pIdentifier->description_size)
2279 const char *description;
2281 if (This->adapters[Adapter].gl_info.driver_description)
2282 description = This->adapters[Adapter].gl_info.driver_description;
2284 description = This->adapters[Adapter].description;
2286 len = min(strlen(description), pIdentifier->description_size - 1);
2287 memcpy(pIdentifier->description, description, len);
2288 pIdentifier->description[len] = '\0';
2291 /* Note that d3d8 doesn't supply a device name. */
2292 if (pIdentifier->device_name_size)
2294 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2296 len = strlen(device_name);
2297 if (len >= pIdentifier->device_name_size)
2299 ERR("Device name size too small.\n");
2300 return WINED3DERR_INVALIDCALL;
2303 memcpy(pIdentifier->device_name, device_name, len);
2304 pIdentifier->device_name[len] = '\0';
2307 pIdentifier->driver_version.u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
2308 pIdentifier->driver_version.u.LowPart = This->adapters[Adapter].gl_info.driver_version;
2309 pIdentifier->vendor_id = This->adapters[Adapter].gl_info.gl_vendor;
2310 pIdentifier->device_id = This->adapters[Adapter].gl_info.gl_card;
2311 pIdentifier->subsystem_id = 0;
2312 pIdentifier->revision = 0;
2313 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2315 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
2317 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
2318 pIdentifier->device_id = wined3d_settings.pci_device_id;
2321 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
2323 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
2324 pIdentifier->vendor_id = wined3d_settings.pci_vendor_id;
2327 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2332 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2333 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2335 short redSize, greenSize, blueSize, alphaSize, colorBits;
2340 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2341 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2343 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2347 if(cfg->redSize < redSize)
2350 if(cfg->greenSize < greenSize)
2353 if(cfg->blueSize < blueSize)
2356 if(cfg->alphaSize < alphaSize)
2360 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2361 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2362 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2363 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2364 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2365 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2366 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2367 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2368 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2369 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2370 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2371 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2372 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2374 /* Probably a color index mode */
2381 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2382 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2384 short depthSize, stencilSize;
2385 BOOL lockable = FALSE;
2390 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2392 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2396 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
2399 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2400 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2401 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2402 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2405 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2406 * allow more stencil bits than requested. */
2407 if(cfg->stencilSize < stencilSize)
2413 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2414 WINED3DFORMAT AdapterFormat,
2415 WINED3DFORMAT RenderTargetFormat,
2416 WINED3DFORMAT DepthStencilFormat) {
2417 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2419 const WineD3D_PixelFormat *cfgs;
2420 const struct WineD3DAdapter *adapter;
2421 const struct GlPixelFormatDesc *rt_format_desc;
2422 const struct GlPixelFormatDesc *ds_format_desc;
2425 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2427 DeviceType, debug_d3ddevicetype(DeviceType),
2428 AdapterFormat, debug_d3dformat(AdapterFormat),
2429 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2430 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2432 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2433 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2434 return WINED3DERR_INVALIDCALL;
2437 adapter = &This->adapters[Adapter];
2438 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2439 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2440 cfgs = adapter->cfgs;
2441 nCfgs = adapter->nCfgs;
2442 for (it = 0; it < nCfgs; ++it) {
2443 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2445 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2447 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2452 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2454 return WINED3DERR_NOTAVAILABLE;
2457 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2458 WINED3DFORMAT SurfaceFormat,
2459 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
2461 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2462 const struct GlPixelFormatDesc *glDesc;
2463 const struct WineD3DAdapter *adapter;
2465 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2468 DeviceType, debug_d3ddevicetype(DeviceType),
2469 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2474 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2475 return WINED3DERR_INVALIDCALL;
2478 /* TODO: handle Windowed, add more quality levels */
2480 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2481 if(pQualityLevels) *pQualityLevels = 1;
2485 /* By default multisampling is disabled right now as it causes issues
2486 * on some Nvidia driver versions and it doesn't work well in combination
2488 if(!wined3d_settings.allow_multisampling)
2489 return WINED3DERR_NOTAVAILABLE;
2491 adapter = &This->adapters[Adapter];
2492 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2493 if (!glDesc) return WINED3DERR_INVALIDCALL;
2495 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2497 const WineD3D_PixelFormat *cfgs;
2499 cfgs = adapter->cfgs;
2500 nCfgs = adapter->nCfgs;
2501 for(i=0; i<nCfgs; i++) {
2502 if(cfgs[i].numSamples != MultiSampleType)
2505 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2508 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2511 *pQualityLevels = 1; /* Guess at a value! */
2515 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2516 short redSize, greenSize, blueSize, alphaSize, colorBits;
2518 const WineD3D_PixelFormat *cfgs;
2520 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2522 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2523 return WINED3DERR_NOTAVAILABLE;
2526 cfgs = adapter->cfgs;
2527 nCfgs = adapter->nCfgs;
2528 for(i=0; i<nCfgs; i++) {
2529 if(cfgs[i].numSamples != MultiSampleType)
2531 if(cfgs[i].redSize != redSize)
2533 if(cfgs[i].greenSize != greenSize)
2535 if(cfgs[i].blueSize != blueSize)
2537 if(cfgs[i].alphaSize != alphaSize)
2540 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2543 *pQualityLevels = 1; /* Guess at a value! */
2547 return WINED3DERR_NOTAVAILABLE;
2550 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2551 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
2553 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2554 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2557 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
2560 DeviceType, debug_d3ddevicetype(DeviceType),
2561 DisplayFormat, debug_d3dformat(DisplayFormat),
2562 BackBufferFormat, debug_d3dformat(BackBufferFormat),
2565 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2566 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2567 return WINED3DERR_INVALIDCALL;
2570 /* The task of this function is to check whether a certain display / backbuffer format
2571 * combination is available on the given adapter. In fullscreen mode microsoft specified
2572 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2573 * and display format should match exactly.
2574 * In windowed mode format conversion can occur and this depends on the driver. When format
2575 * conversion is done, this function should nevertheless fail and applications need to use
2576 * CheckDeviceFormatConversion.
2577 * At the moment we assume that fullscreen and windowed have the same capabilities */
2579 /* There are only 4 display formats */
2580 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
2581 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
2582 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
2583 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
2585 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2586 return WINED3DERR_NOTAVAILABLE;
2589 /* If the requested DisplayFormat is not available, don't continue */
2590 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2592 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2593 return WINED3DERR_NOTAVAILABLE;
2596 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2597 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2598 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2599 return WINED3DERR_NOTAVAILABLE;
2602 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2603 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2604 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2605 return WINED3DERR_NOTAVAILABLE;
2608 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2609 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2610 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2611 return WINED3DERR_NOTAVAILABLE;
2614 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2615 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2616 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2617 return WINED3DERR_NOTAVAILABLE;
2620 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2621 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2622 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2623 return WINED3DERR_NOTAVAILABLE;
2626 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2627 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2629 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2635 /* Check if we support bumpmapping for a format */
2636 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2637 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2639 const struct fragment_pipeline *fp;
2641 switch(format_desc->format)
2643 case WINED3DFMT_R8G8_SNORM:
2644 case WINED3DFMT_R16G16_SNORM:
2645 case WINED3DFMT_L6V5U5:
2646 case WINED3DFMT_X8L8V8U8:
2647 case WINED3DFMT_R8G8B8A8_SNORM:
2648 /* Ask the fixed function pipeline implementation if it can deal
2649 * with the conversion. If we've got a GL extension giving native
2650 * support this will be an identity conversion. */
2651 fp = select_fragment_implementation(adapter, DeviceType);
2652 if (fp->color_fixup_supported(format_desc->color_fixup))
2654 TRACE_(d3d_caps)("[OK]\n");
2657 TRACE_(d3d_caps)("[FAILED]\n");
2661 TRACE_(d3d_caps)("[FAILED]\n");
2666 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2667 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2668 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2672 /* Only allow depth/stencil formats */
2673 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
2675 /* Walk through all WGL pixel formats to find a match */
2676 for (it = 0; it < adapter->nCfgs; ++it)
2678 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2679 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2681 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2691 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2693 /* The flags entry of a format contains the filtering capability */
2694 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2699 /* Check the render target capabilities of a format */
2700 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2701 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2703 /* Filter out non-RT formats */
2704 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2706 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2707 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2709 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2710 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2712 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2713 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2715 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2716 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2717 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2718 TRACE_(d3d_caps)("[FAILED]\n");
2722 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2723 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2724 for (it = 0; it < adapter->nCfgs; ++it)
2726 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2727 &cfgs[it], check_format_desc))
2729 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2730 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2734 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2735 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2736 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2739 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2740 for (it = 0; it < adapter->nCfgs; ++it)
2742 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2743 &cfgs[it], check_format_desc))
2745 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2746 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2750 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2751 /* For now return TRUE for FBOs until we have some proper checks.
2752 * Note that this function will only be called when the format is around for texturing. */
2758 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2760 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2762 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2763 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2764 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2768 switch (format_desc->format)
2770 case WINED3DFMT_A8R8G8B8:
2771 case WINED3DFMT_X8R8G8B8:
2772 case WINED3DFMT_A4R4G4B4:
2774 case WINED3DFMT_A8L8:
2775 case WINED3DFMT_DXT1:
2776 case WINED3DFMT_DXT2:
2777 case WINED3DFMT_DXT3:
2778 case WINED3DFMT_DXT4:
2779 case WINED3DFMT_DXT5:
2780 TRACE_(d3d_caps)("[OK]\n");
2784 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2790 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2791 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2793 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2794 * doing the color fixup in shaders.
2795 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2796 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2798 int vs_selected_mode;
2799 int ps_selected_mode;
2800 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2802 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2803 TRACE_(d3d_caps)("[OK]\n");
2808 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2812 /* Check if a format support blending in combination with pixel shaders */
2813 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2814 const struct GlPixelFormatDesc *format_desc)
2816 /* The flags entry of a format contains the post pixel shader blending capability */
2817 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2822 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2824 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2825 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2826 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2827 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2828 * capability anyway.
2830 * For now lets report this on all formats, but in the future we may want to
2831 * restrict it to some should games need that
2836 /* Check if a texture format is supported on the given adapter */
2837 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2838 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2840 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2841 const shader_backend_t *shader_backend;
2842 const struct fragment_pipeline *fp;
2844 switch (format_desc->format)
2847 * supported: RGB(A) formats
2849 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2850 case WINED3DFMT_A8R8G8B8:
2851 case WINED3DFMT_X8R8G8B8:
2852 case WINED3DFMT_R5G6B5:
2853 case WINED3DFMT_X1R5G5B5:
2854 case WINED3DFMT_A1R5G5B5:
2855 case WINED3DFMT_A4R4G4B4:
2856 case WINED3DFMT_A8_UNORM:
2857 case WINED3DFMT_X4R4G4B4:
2858 case WINED3DFMT_R8G8B8A8_UNORM:
2859 case WINED3DFMT_X8B8G8R8:
2860 case WINED3DFMT_A2R10G10B10:
2861 case WINED3DFMT_R10G10B10A2_UNORM:
2862 case WINED3DFMT_R16G16_UNORM:
2863 case WINED3DFMT_R16G16B16A16_UNORM:
2864 TRACE_(d3d_caps)("[OK]\n");
2867 case WINED3DFMT_R3G3B2:
2868 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2872 * supported: Palettized
2875 TRACE_(d3d_caps)("[OK]\n");
2877 /* No Windows driver offers A8P8, so don't offer it either */
2878 case WINED3DFMT_A8P8:
2882 * Supported: (Alpha)-Luminance
2885 case WINED3DFMT_A8L8:
2886 case WINED3DFMT_L16:
2887 TRACE_(d3d_caps)("[OK]\n");
2890 /* Not supported on Windows, thus disabled */
2891 case WINED3DFMT_A4L4:
2892 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2896 * Supported: Depth/Stencil formats
2898 case WINED3DFMT_D16_LOCKABLE:
2899 case WINED3DFMT_D16_UNORM:
2900 case WINED3DFMT_D15S1:
2901 case WINED3DFMT_D24X8:
2902 case WINED3DFMT_D24X4S4:
2903 case WINED3DFMT_D24S8:
2904 case WINED3DFMT_D24FS8:
2905 case WINED3DFMT_D32:
2906 case WINED3DFMT_D32F_LOCKABLE:
2910 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2911 * GL_NV_texture_shader). Emulated by shaders
2913 case WINED3DFMT_R8G8_SNORM:
2914 case WINED3DFMT_X8L8V8U8:
2915 case WINED3DFMT_L6V5U5:
2916 case WINED3DFMT_R8G8B8A8_SNORM:
2917 case WINED3DFMT_R16G16_SNORM:
2918 /* Ask the shader backend if it can deal with the conversion. If
2919 * we've got a GL extension giving native support this will be an
2920 * identity conversion. */
2921 shader_backend = select_shader_backend(adapter, DeviceType);
2922 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2924 TRACE_(d3d_caps)("[OK]\n");
2927 TRACE_(d3d_caps)("[FAILED]\n");
2930 case WINED3DFMT_DXT1:
2931 case WINED3DFMT_DXT2:
2932 case WINED3DFMT_DXT3:
2933 case WINED3DFMT_DXT4:
2934 case WINED3DFMT_DXT5:
2935 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2936 TRACE_(d3d_caps)("[OK]\n");
2939 TRACE_(d3d_caps)("[FAILED]\n");
2944 * Odd formats - not supported
2946 case WINED3DFMT_VERTEXDATA:
2947 case WINED3DFMT_R16_UINT:
2948 case WINED3DFMT_R32_UINT:
2949 case WINED3DFMT_R16G16B16A16_SNORM:
2950 case WINED3DFMT_A2W10V10U10:
2951 case WINED3DFMT_W11V11U10:
2952 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2956 * WINED3DFMT_CxV8U8: Not supported right now
2958 case WINED3DFMT_CxV8U8:
2959 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2963 case WINED3DFMT_UYVY:
2964 case WINED3DFMT_YUY2:
2965 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2966 TRACE_(d3d_caps)("[OK]\n");
2969 TRACE_(d3d_caps)("[FAILED]\n");
2971 case WINED3DFMT_YV12:
2972 TRACE_(d3d_caps)("[FAILED]\n");
2976 case WINED3DFMT_A8R3G3B2:
2977 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2980 /* Floating point formats */
2981 case WINED3DFMT_R16_FLOAT:
2982 case WINED3DFMT_R16G16_FLOAT:
2983 case WINED3DFMT_R16G16B16A16_FLOAT:
2984 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2985 TRACE_(d3d_caps)("[OK]\n");
2988 TRACE_(d3d_caps)("[FAILED]\n");
2991 case WINED3DFMT_R32_FLOAT:
2992 case WINED3DFMT_R32G32_FLOAT:
2993 case WINED3DFMT_R32G32B32A32_FLOAT:
2994 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2995 TRACE_(d3d_caps)("[OK]\n");
2998 TRACE_(d3d_caps)("[FAILED]\n");
3001 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3002 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3003 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3004 * We can do instancing with all shader versions, but we need vertex shaders.
3006 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3007 * to enable instancing. WineD3D doesn't need that and just ignores it.
3009 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3011 case WINEMAKEFOURCC('I','N','S','T'):
3012 TRACE("ATI Instancing check hack\n");
3013 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
3014 TRACE_(d3d_caps)("[OK]\n");
3017 TRACE_(d3d_caps)("[FAILED]\n");
3020 /* Some weird FOURCC formats */
3021 case WINED3DFMT_R8G8_B8G8:
3022 case WINED3DFMT_G8R8_G8B8:
3023 case WINED3DFMT_MULTI2_ARGB8:
3024 TRACE_(d3d_caps)("[FAILED]\n");
3027 /* Vendor specific formats */
3028 case WINED3DFMT_ATI2N:
3029 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
3030 shader_backend = select_shader_backend(adapter, DeviceType);
3031 fp = select_fragment_implementation(adapter, DeviceType);
3032 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3033 && fp->color_fixup_supported(format_desc->color_fixup))
3035 TRACE_(d3d_caps)("[OK]\n");
3039 TRACE_(d3d_caps)("[OK]\n");
3042 TRACE_(d3d_caps)("[FAILED]\n");
3045 case WINED3DFMT_NVHU:
3046 case WINED3DFMT_NVHS:
3047 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3048 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3049 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3050 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3051 * Applications have to deal with not having NVHS and NVHU.
3053 TRACE_(d3d_caps)("[FAILED]\n");
3056 case WINED3DFMT_UNKNOWN:
3060 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3066 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3067 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3069 const struct blit_shader *blitter;
3071 if(SurfaceType == SURFACE_GDI) {
3072 switch(check_format_desc->format)
3074 case WINED3DFMT_R8G8B8:
3075 case WINED3DFMT_A8R8G8B8:
3076 case WINED3DFMT_X8R8G8B8:
3077 case WINED3DFMT_R5G6B5:
3078 case WINED3DFMT_X1R5G5B5:
3079 case WINED3DFMT_A1R5G5B5:
3080 case WINED3DFMT_A4R4G4B4:
3081 case WINED3DFMT_R3G3B2:
3082 case WINED3DFMT_A8_UNORM:
3083 case WINED3DFMT_A8R3G3B2:
3084 case WINED3DFMT_X4R4G4B4:
3085 case WINED3DFMT_R10G10B10A2_UNORM:
3086 case WINED3DFMT_R8G8B8A8_UNORM:
3087 case WINED3DFMT_X8B8G8R8:
3088 case WINED3DFMT_R16G16_UNORM:
3089 case WINED3DFMT_A2R10G10B10:
3090 case WINED3DFMT_R16G16B16A16_UNORM:
3092 TRACE_(d3d_caps)("[OK]\n");
3095 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3100 /* All format that are supported for textures are supported for surfaces as well */
3101 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3102 /* All depth stencil formats are supported on surfaces */
3103 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3105 /* If opengl can't process the format natively, the blitter may be able to convert it */
3106 blitter = select_blit_implementation(adapter, DeviceType);
3107 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3109 TRACE_(d3d_caps)("[OK]\n");
3113 /* Reject other formats */
3114 TRACE_(d3d_caps)("[FAILED]\n");
3118 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
3120 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3122 if (!GL_LIMITS(vertex_samplers)) {
3123 TRACE_(d3d_caps)("[FAILED]\n");
3127 switch (format_desc->format)
3129 case WINED3DFMT_R32G32B32A32_FLOAT:
3130 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3131 TRACE_(d3d_caps)("[FAILED]\n");
3134 TRACE_(d3d_caps)("[OK]\n");
3138 TRACE_(d3d_caps)("[FAILED]\n");
3144 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3145 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3146 WINED3DSURFTYPE SurfaceType) {
3147 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3148 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3149 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3150 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3151 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3152 DWORD UsageCaps = 0;
3154 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3157 DeviceType, debug_d3ddevicetype(DeviceType),
3158 AdapterFormat, debug_d3dformat(AdapterFormat),
3159 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3160 RType, debug_d3dresourcetype(RType),
3161 CheckFormat, debug_d3dformat(CheckFormat));
3163 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3164 return WINED3DERR_INVALIDCALL;
3167 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3169 if(SurfaceType != SURFACE_OPENGL) {
3170 TRACE("[FAILED]\n");
3171 return WINED3DERR_NOTAVAILABLE;
3174 /* Cubetexture allows:
3175 * - D3DUSAGE_AUTOGENMIPMAP
3176 * - D3DUSAGE_DEPTHSTENCIL
3177 * - D3DUSAGE_DYNAMIC
3178 * - D3DUSAGE_NONSECURE (d3d9ex)
3179 * - D3DUSAGE_RENDERTARGET
3180 * - D3DUSAGE_SOFTWAREPROCESSING
3181 * - D3DUSAGE_QUERY_WRAPANDMIP
3183 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3184 /* Check if the texture format is around */
3185 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3187 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3188 /* Check for automatic mipmap generation support */
3189 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3190 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3192 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3193 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3197 /* Always report dynamic locking */
3198 if(Usage & WINED3DUSAGE_DYNAMIC)
3199 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3201 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3202 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3204 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3206 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3207 return WINED3DERR_NOTAVAILABLE;
3211 /* Always report software processing */
3212 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3213 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3215 /* Check QUERY_FILTER support */
3216 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3217 if (CheckFilterCapability(adapter, format_desc))
3219 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3221 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3222 return WINED3DERR_NOTAVAILABLE;
3226 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3227 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3228 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3230 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3232 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3233 return WINED3DERR_NOTAVAILABLE;
3237 /* Check QUERY_SRGBREAD support */
3238 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3239 if (CheckSrgbReadCapability(adapter, format_desc))
3241 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3243 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3244 return WINED3DERR_NOTAVAILABLE;
3248 /* Check QUERY_SRGBWRITE support */
3249 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3250 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3252 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3254 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3255 return WINED3DERR_NOTAVAILABLE;
3259 /* Check QUERY_VERTEXTEXTURE support */
3260 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3261 if (CheckVertexTextureCapability(adapter, format_desc))
3263 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3265 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3266 return WINED3DERR_NOTAVAILABLE;
3270 /* Check QUERY_WRAPANDMIP support */
3271 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3272 if (CheckWrapAndMipCapability(adapter, format_desc))
3274 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3276 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3277 return WINED3DERR_NOTAVAILABLE;
3281 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3282 return WINED3DERR_NOTAVAILABLE;
3285 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3286 return WINED3DERR_NOTAVAILABLE;
3288 } else if(RType == WINED3DRTYPE_SURFACE) {
3290 * - D3DUSAGE_DEPTHSTENCIL
3291 * - D3DUSAGE_NONSECURE (d3d9ex)
3292 * - D3DUSAGE_RENDERTARGET
3295 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3297 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3298 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3300 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3302 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3303 return WINED3DERR_NOTAVAILABLE;
3307 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3308 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3310 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3312 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3313 return WINED3DERR_NOTAVAILABLE;
3317 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3318 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3319 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3321 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3323 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3324 return WINED3DERR_NOTAVAILABLE;
3328 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3329 return WINED3DERR_NOTAVAILABLE;
3332 } else if(RType == WINED3DRTYPE_TEXTURE) {
3334 * - D3DUSAGE_AUTOGENMIPMAP
3335 * - D3DUSAGE_DEPTHSTENCIL
3337 * - D3DUSAGE_DYNAMIC
3338 * - D3DUSAGE_NONSECURE (d3d9ex)
3339 * - D3DUSAGE_RENDERTARGET
3340 * - D3DUSAGE_SOFTWAREPROCESSING
3341 * - D3DUSAGE_TEXTAPI (d3d9ex)
3342 * - D3DUSAGE_QUERY_WRAPANDMIP
3345 if(SurfaceType != SURFACE_OPENGL) {
3346 TRACE("[FAILED]\n");
3347 return WINED3DERR_NOTAVAILABLE;
3350 /* Check if the texture format is around */
3351 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3353 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3354 /* Check for automatic mipmap generation support */
3355 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3356 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3358 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3359 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3363 /* Always report dynamic locking */
3364 if(Usage & WINED3DUSAGE_DYNAMIC)
3365 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3367 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3368 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3370 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3372 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3373 return WINED3DERR_NOTAVAILABLE;
3377 /* Always report software processing */
3378 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3379 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3381 /* Check QUERY_FILTER support */
3382 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3383 if (CheckFilterCapability(adapter, format_desc))
3385 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3387 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3388 return WINED3DERR_NOTAVAILABLE;
3392 /* Check QUERY_LEGACYBUMPMAP support */
3393 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3394 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3396 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3398 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3399 return WINED3DERR_NOTAVAILABLE;
3403 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3404 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3405 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3407 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3409 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3410 return WINED3DERR_NOTAVAILABLE;
3414 /* Check QUERY_SRGBREAD support */
3415 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3416 if (CheckSrgbReadCapability(adapter, format_desc))
3418 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3420 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3421 return WINED3DERR_NOTAVAILABLE;
3425 /* Check QUERY_SRGBWRITE support */
3426 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3427 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3429 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3431 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3432 return WINED3DERR_NOTAVAILABLE;
3436 /* Check QUERY_VERTEXTEXTURE support */
3437 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3438 if (CheckVertexTextureCapability(adapter, format_desc))
3440 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3442 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3443 return WINED3DERR_NOTAVAILABLE;
3447 /* Check QUERY_WRAPANDMIP support */
3448 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3449 if (CheckWrapAndMipCapability(adapter, format_desc))
3451 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3453 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3454 return WINED3DERR_NOTAVAILABLE;
3458 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3459 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3461 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3463 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3464 return WINED3DERR_NOTAVAILABLE;
3468 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3469 return WINED3DERR_NOTAVAILABLE;
3471 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3472 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3473 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3475 * Volumetexture allows:
3476 * - D3DUSAGE_DYNAMIC
3477 * - D3DUSAGE_NONSECURE (d3d9ex)
3478 * - D3DUSAGE_SOFTWAREPROCESSING
3479 * - D3DUSAGE_QUERY_WRAPANDMIP
3482 if(SurfaceType != SURFACE_OPENGL) {
3483 TRACE("[FAILED]\n");
3484 return WINED3DERR_NOTAVAILABLE;
3487 /* Check volume texture and volume usage caps */
3488 if(GL_SUPPORT(EXT_TEXTURE3D)) {
3489 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3491 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3492 return WINED3DERR_NOTAVAILABLE;
3495 /* Always report dynamic locking */
3496 if(Usage & WINED3DUSAGE_DYNAMIC)
3497 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3499 /* Always report software processing */
3500 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3501 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3503 /* Check QUERY_FILTER support */
3504 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3505 if (CheckFilterCapability(adapter, format_desc))
3507 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3509 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3510 return WINED3DERR_NOTAVAILABLE;
3514 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3515 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3516 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3518 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3520 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3521 return WINED3DERR_NOTAVAILABLE;
3525 /* Check QUERY_SRGBREAD support */
3526 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3527 if (CheckSrgbReadCapability(adapter, format_desc))
3529 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3531 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3532 return WINED3DERR_NOTAVAILABLE;
3536 /* Check QUERY_SRGBWRITE support */
3537 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3538 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3540 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3542 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3543 return WINED3DERR_NOTAVAILABLE;
3547 /* Check QUERY_VERTEXTEXTURE support */
3548 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3549 if (CheckVertexTextureCapability(adapter, format_desc))
3551 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3553 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3554 return WINED3DERR_NOTAVAILABLE;
3558 /* Check QUERY_WRAPANDMIP support */
3559 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3560 if (CheckWrapAndMipCapability(adapter, format_desc))
3562 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3564 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3565 return WINED3DERR_NOTAVAILABLE;
3569 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3570 return WINED3DERR_NOTAVAILABLE;
3573 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3574 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3575 * app needing one of those formats, don't advertize them to avoid leading apps into
3576 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3579 switch(CheckFormat) {
3581 case WINED3DFMT_A4L4:
3582 case WINED3DFMT_R32_FLOAT:
3583 case WINED3DFMT_R16_FLOAT:
3584 case WINED3DFMT_X8L8V8U8:
3585 case WINED3DFMT_L6V5U5:
3586 case WINED3DFMT_R16G16_UNORM:
3587 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3588 return WINED3DERR_NOTAVAILABLE;
3590 case WINED3DFMT_R8G8B8A8_SNORM:
3591 case WINED3DFMT_R16G16_SNORM:
3592 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3593 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3594 return WINED3DERR_NOTAVAILABLE;
3598 case WINED3DFMT_R8G8_SNORM:
3599 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3600 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3601 return WINED3DERR_NOTAVAILABLE;
3605 case WINED3DFMT_DXT1:
3606 case WINED3DFMT_DXT2:
3607 case WINED3DFMT_DXT3:
3608 case WINED3DFMT_DXT4:
3609 case WINED3DFMT_DXT5:
3610 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3611 * compressed texture results in an error. While the D3D refrast does
3612 * support s3tc volumes, at least the nvidia windows driver does not, so
3613 * we're free not to support this format.
3615 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3616 return WINED3DERR_NOTAVAILABLE;
3619 /* Do nothing, continue with checking the format below */
3622 } else if(RType == WINED3DRTYPE_BUFFER){
3623 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3624 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3625 return WINED3DERR_NOTAVAILABLE;
3628 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3629 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3630 * usage flags match. */
3631 if(UsageCaps == Usage) {
3633 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3634 return WINED3DOK_NOAUTOGEN;
3636 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
3637 return WINED3DERR_NOTAVAILABLE;
3641 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3642 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3643 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3645 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3648 DeviceType, debug_d3ddevicetype(DeviceType),
3649 SourceFormat, debug_d3dformat(SourceFormat),
3650 TargetFormat, debug_d3dformat(TargetFormat));
3654 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3656 const shader_backend_t *ret;
3657 int vs_selected_mode;
3658 int ps_selected_mode;
3660 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3661 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3662 ret = &glsl_shader_backend;
3663 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3664 ret = &arb_program_shader_backend;
3666 ret = &none_shader_backend;
3671 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3672 WINED3DDEVTYPE DeviceType)
3674 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3675 int vs_selected_mode;
3676 int ps_selected_mode;
3678 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3679 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3680 return &arbfp_fragment_pipeline;
3681 } else if(ps_selected_mode == SHADER_ATI) {
3682 return &atifs_fragment_pipeline;
3683 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3684 return &nvts_fragment_pipeline;
3685 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3686 return &nvrc_fragment_pipeline;
3688 return &ffp_fragment_pipeline;
3692 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3694 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3695 int vs_selected_mode;
3696 int ps_selected_mode;
3698 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3699 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3706 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3707 subset of a D3DCAPS9 structure. However, it has to come via a void *
3708 as the d3d8 interface cannot import the d3d9 header */
3709 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3711 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3712 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3713 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3714 int vs_selected_mode;
3715 int ps_selected_mode;
3716 struct shader_caps shader_caps;
3717 struct fragment_caps fragment_caps;
3718 const shader_backend_t *shader_backend;
3719 const struct fragment_pipeline *frag_pipeline = NULL;
3720 DWORD ckey_caps, blit_caps, fx_caps;
3722 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3724 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3725 return WINED3DERR_INVALIDCALL;
3728 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3730 /* This function should *not* be modifying GL caps
3731 * TODO: move the functionality where it belongs */
3732 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3734 /* ------------------------------------------------
3735 The following fields apply to both d3d8 and d3d9
3736 ------------------------------------------------ */
3737 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3738 pCaps->AdapterOrdinal = Adapter;
3741 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3742 WINED3DCAPS2_FULLSCREENGAMMA |
3743 WINED3DCAPS2_DYNAMICTEXTURES;
3744 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3745 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3748 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3749 WINED3DCAPS3_COPY_TO_VIDMEM |
3750 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3752 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3753 WINED3DPRESENT_INTERVAL_ONE;
3755 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3756 WINED3DCURSORCAPS_LOWRES;
3758 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3759 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3760 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3761 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3762 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3763 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3764 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3765 WINED3DDEVCAPS_PUREDEVICE |
3766 WINED3DDEVCAPS_HWRASTERIZATION |
3767 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3768 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3769 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3770 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3771 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3772 WINED3DDEVCAPS_RTPATCHES;
3774 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3775 WINED3DPMISCCAPS_CULLCCW |
3776 WINED3DPMISCCAPS_CULLCW |
3777 WINED3DPMISCCAPS_COLORWRITEENABLE |
3778 WINED3DPMISCCAPS_CLIPTLVERTS |
3779 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3780 WINED3DPMISCCAPS_MASKZ |
3781 WINED3DPMISCCAPS_BLENDOP |
3782 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3784 WINED3DPMISCCAPS_NULLREFERENCE
3785 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3786 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3787 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3788 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3790 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3791 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3793 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3794 WINED3DPRASTERCAPS_PAT |
3795 WINED3DPRASTERCAPS_WFOG |
3796 WINED3DPRASTERCAPS_ZFOG |
3797 WINED3DPRASTERCAPS_FOGVERTEX |
3798 WINED3DPRASTERCAPS_FOGTABLE |
3799 WINED3DPRASTERCAPS_STIPPLE |
3800 WINED3DPRASTERCAPS_SUBPIXEL |
3801 WINED3DPRASTERCAPS_ZTEST |
3802 WINED3DPRASTERCAPS_SCISSORTEST |
3803 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3804 WINED3DPRASTERCAPS_DEPTHBIAS;
3806 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3807 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3808 WINED3DPRASTERCAPS_ZBIAS |
3809 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3811 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3812 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3815 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3816 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3817 WINED3DPRASTERCAPS_ANTIALIASEDGES
3818 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3819 WINED3DPRASTERCAPS_WBUFFER */
3821 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3822 WINED3DPCMPCAPS_EQUAL |
3823 WINED3DPCMPCAPS_GREATER |
3824 WINED3DPCMPCAPS_GREATEREQUAL |
3825 WINED3DPCMPCAPS_LESS |
3826 WINED3DPCMPCAPS_LESSEQUAL |
3827 WINED3DPCMPCAPS_NEVER |
3828 WINED3DPCMPCAPS_NOTEQUAL;
3830 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3831 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3832 WINED3DPBLENDCAPS_DESTALPHA |
3833 WINED3DPBLENDCAPS_DESTCOLOR |
3834 WINED3DPBLENDCAPS_INVDESTALPHA |
3835 WINED3DPBLENDCAPS_INVDESTCOLOR |
3836 WINED3DPBLENDCAPS_INVSRCALPHA |
3837 WINED3DPBLENDCAPS_INVSRCCOLOR |
3838 WINED3DPBLENDCAPS_ONE |
3839 WINED3DPBLENDCAPS_SRCALPHA |
3840 WINED3DPBLENDCAPS_SRCALPHASAT |
3841 WINED3DPBLENDCAPS_SRCCOLOR |
3842 WINED3DPBLENDCAPS_ZERO;
3844 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3845 WINED3DPBLENDCAPS_DESTCOLOR |
3846 WINED3DPBLENDCAPS_INVDESTALPHA |
3847 WINED3DPBLENDCAPS_INVDESTCOLOR |
3848 WINED3DPBLENDCAPS_INVSRCALPHA |
3849 WINED3DPBLENDCAPS_INVSRCCOLOR |
3850 WINED3DPBLENDCAPS_ONE |
3851 WINED3DPBLENDCAPS_SRCALPHA |
3852 WINED3DPBLENDCAPS_SRCCOLOR |
3853 WINED3DPBLENDCAPS_ZERO;
3854 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3855 * according to the glBlendFunc manpage
3857 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3858 * legacy settings for srcblend only
3861 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3862 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3863 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3867 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3868 WINED3DPCMPCAPS_EQUAL |
3869 WINED3DPCMPCAPS_GREATER |
3870 WINED3DPCMPCAPS_GREATEREQUAL |
3871 WINED3DPCMPCAPS_LESS |
3872 WINED3DPCMPCAPS_LESSEQUAL |
3873 WINED3DPCMPCAPS_NEVER |
3874 WINED3DPCMPCAPS_NOTEQUAL;
3876 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3877 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3878 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3879 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3880 WINED3DPSHADECAPS_COLORFLATRGB |
3881 WINED3DPSHADECAPS_FOGFLAT |
3882 WINED3DPSHADECAPS_FOGGOURAUD |
3883 WINED3DPSHADECAPS_SPECULARFLATRGB;
3885 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3886 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3887 WINED3DPTEXTURECAPS_TRANSPARENCY |
3888 WINED3DPTEXTURECAPS_BORDER |
3889 WINED3DPTEXTURECAPS_MIPMAP |
3890 WINED3DPTEXTURECAPS_PROJECTED |
3891 WINED3DPTEXTURECAPS_PERSPECTIVE;
3893 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3894 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3895 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3898 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3899 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3900 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3901 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3904 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3905 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3906 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3907 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3911 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3912 WINED3DPTFILTERCAPS_MAGFPOINT |
3913 WINED3DPTFILTERCAPS_MINFLINEAR |
3914 WINED3DPTFILTERCAPS_MINFPOINT |
3915 WINED3DPTFILTERCAPS_MIPFLINEAR |
3916 WINED3DPTFILTERCAPS_MIPFPOINT |
3917 WINED3DPTFILTERCAPS_LINEAR |
3918 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3919 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3920 WINED3DPTFILTERCAPS_MIPLINEAR |
3921 WINED3DPTFILTERCAPS_MIPNEAREST |
3922 WINED3DPTFILTERCAPS_NEAREST;
3924 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3925 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3926 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3929 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3930 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3931 WINED3DPTFILTERCAPS_MAGFPOINT |
3932 WINED3DPTFILTERCAPS_MINFLINEAR |
3933 WINED3DPTFILTERCAPS_MINFPOINT |
3934 WINED3DPTFILTERCAPS_MIPFLINEAR |
3935 WINED3DPTFILTERCAPS_MIPFPOINT |
3936 WINED3DPTFILTERCAPS_LINEAR |
3937 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3938 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3939 WINED3DPTFILTERCAPS_MIPLINEAR |
3940 WINED3DPTFILTERCAPS_MIPNEAREST |
3941 WINED3DPTFILTERCAPS_NEAREST;
3943 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3944 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3945 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3948 pCaps->CubeTextureFilterCaps = 0;
3950 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3951 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3952 WINED3DPTFILTERCAPS_MAGFPOINT |
3953 WINED3DPTFILTERCAPS_MINFLINEAR |
3954 WINED3DPTFILTERCAPS_MINFPOINT |
3955 WINED3DPTFILTERCAPS_MIPFLINEAR |
3956 WINED3DPTFILTERCAPS_MIPFPOINT |
3957 WINED3DPTFILTERCAPS_LINEAR |
3958 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3959 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3960 WINED3DPTFILTERCAPS_MIPLINEAR |
3961 WINED3DPTFILTERCAPS_MIPNEAREST |
3962 WINED3DPTFILTERCAPS_NEAREST;
3964 pCaps->VolumeTextureFilterCaps = 0;
3966 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3967 WINED3DPTADDRESSCAPS_CLAMP |
3968 WINED3DPTADDRESSCAPS_WRAP;
3970 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3971 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3973 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3974 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3976 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3977 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3980 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3981 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3982 WINED3DPTADDRESSCAPS_CLAMP |
3983 WINED3DPTADDRESSCAPS_WRAP;
3984 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3985 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3987 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3988 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3990 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3991 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3994 pCaps->VolumeTextureAddressCaps = 0;
3996 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3997 WINED3DLINECAPS_ZTEST |
3998 WINED3DLINECAPS_BLEND |
3999 WINED3DLINECAPS_ALPHACMP |
4000 WINED3DLINECAPS_FOG;
4001 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4002 * idea how generating the smoothing alpha values works; the result is different
4005 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
4006 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
4008 if(GL_SUPPORT(EXT_TEXTURE3D))
4009 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
4011 pCaps->MaxVolumeExtent = 0;
4013 pCaps->MaxTextureRepeat = 32768;
4014 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
4015 pCaps->MaxVertexW = 1.0f;
4017 pCaps->GuardBandLeft = 0.0f;
4018 pCaps->GuardBandTop = 0.0f;
4019 pCaps->GuardBandRight = 0.0f;
4020 pCaps->GuardBandBottom = 0.0f;
4022 pCaps->ExtentsAdjust = 0.0f;
4024 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4025 WINED3DSTENCILCAPS_INCRSAT |
4026 WINED3DSTENCILCAPS_INVERT |
4027 WINED3DSTENCILCAPS_KEEP |
4028 WINED3DSTENCILCAPS_REPLACE |
4029 WINED3DSTENCILCAPS_ZERO;
4030 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
4031 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4032 WINED3DSTENCILCAPS_INCR;
4034 if (GL_SUPPORT(EXT_STENCIL_TWO_SIDE) || GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
4035 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4038 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4040 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
4041 pCaps->MaxActiveLights = GL_LIMITS(lights);
4043 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
4044 pCaps->MaxVertexBlendMatrixIndex = 0;
4046 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
4047 pCaps->MaxPointSize = GL_LIMITS(pointsize);
4050 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4051 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4052 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4053 WINED3DVTXPCAPS_LOCALVIEWER |
4054 WINED3DVTXPCAPS_VERTEXFOG |
4055 WINED3DVTXPCAPS_TEXGEN;
4057 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4059 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4060 pCaps->MaxVertexIndex = 0xFFFFF;
4061 pCaps->MaxStreams = MAX_STREAMS;
4062 pCaps->MaxStreamStride = 1024;
4064 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4065 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4066 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4067 pCaps->MaxNpatchTessellationLevel = 0;
4068 pCaps->MasterAdapterOrdinal = 0;
4069 pCaps->AdapterOrdinalInGroup = 0;
4070 pCaps->NumberOfAdaptersInGroup = 1;
4072 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
4074 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4075 WINED3DPTFILTERCAPS_MAGFPOINT |
4076 WINED3DPTFILTERCAPS_MINFLINEAR |
4077 WINED3DPTFILTERCAPS_MAGFLINEAR;
4078 pCaps->VertexTextureFilterCaps = 0;
4080 memset(&shader_caps, 0, sizeof(shader_caps));
4081 shader_backend = select_shader_backend(adapter, DeviceType);
4082 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4084 memset(&fragment_caps, 0, sizeof(fragment_caps));
4085 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4086 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4088 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4089 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4091 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4092 * Ignore shader model capabilities if disabled in config
4094 if(vs_selected_mode == SHADER_NONE) {
4095 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4096 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4097 pCaps->MaxVertexShaderConst = 0;
4099 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4100 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4103 if(ps_selected_mode == SHADER_NONE) {
4104 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4105 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4106 pCaps->PixelShader1xMaxValue = 0.0f;
4108 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4109 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4112 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4113 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4114 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4116 pCaps->VS20Caps = shader_caps.VS20Caps;
4117 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4118 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4119 pCaps->PS20Caps = shader_caps.PS20Caps;
4120 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4121 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4123 /* The following caps are shader specific, but they are things we cannot detect, or which
4124 * are the same among all shader models. So to avoid code duplication set the shader version
4125 * specific, but otherwise constant caps here
4127 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4128 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4129 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4130 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4131 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4132 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
4133 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4135 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4136 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
4137 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
4138 pCaps->VS20Caps.Caps = 0;
4139 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4140 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
4141 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4143 pCaps->MaxVShaderInstructionsExecuted = 65535;
4144 pCaps->MaxVertexShader30InstructionSlots = 0;
4145 } else { /* VS 1.x */
4146 pCaps->VS20Caps.Caps = 0;
4147 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4148 pCaps->VS20Caps.NumTemps = 0;
4149 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4151 pCaps->MaxVShaderInstructionsExecuted = 0;
4152 pCaps->MaxVertexShader30InstructionSlots = 0;
4155 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4156 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4157 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4159 /* 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 */
4160 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4161 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4162 WINED3DPS20CAPS_PREDICATION |
4163 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4164 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4165 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4166 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
4167 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4168 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4170 pCaps->MaxPShaderInstructionsExecuted = 65535;
4171 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
4172 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
4173 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4174 pCaps->PS20Caps.Caps = 0;
4175 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4176 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
4177 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4178 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4180 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4181 pCaps->MaxPixelShader30InstructionSlots = 0;
4182 } else { /* PS 1.x */
4183 pCaps->PS20Caps.Caps = 0;
4184 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4185 pCaps->PS20Caps.NumTemps = 0;
4186 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4187 pCaps->PS20Caps.NumInstructionSlots = 0;
4189 pCaps->MaxPShaderInstructionsExecuted = 0;
4190 pCaps->MaxPixelShader30InstructionSlots = 0;
4193 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4194 /* OpenGL supports all the formats below, perhaps not always
4195 * without conversion, but it supports them.
4196 * Further GLSL doesn't seem to have an official unsigned type so
4197 * don't advertise it yet as I'm not sure how we handle it.
4198 * We might need to add some clamping in the shader engine to
4200 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4201 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4202 WINED3DDTCAPS_UBYTE4N |
4203 WINED3DDTCAPS_SHORT2N |
4204 WINED3DDTCAPS_SHORT4N;
4205 if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
4206 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4207 WINED3DDTCAPS_FLOAT16_4;
4210 pCaps->DeclTypes = 0;
4212 /* Set DirectDraw helper Caps */
4213 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4214 WINEDDCKEYCAPS_SRCBLT;
4215 fx_caps = WINEDDFXCAPS_BLTALPHA |
4216 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4217 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4218 WINEDDFXCAPS_BLTROTATION90 |
4219 WINEDDFXCAPS_BLTSHRINKX |
4220 WINEDDFXCAPS_BLTSHRINKXN |
4221 WINEDDFXCAPS_BLTSHRINKY |
4222 WINEDDFXCAPS_BLTSHRINKXN |
4223 WINEDDFXCAPS_BLTSTRETCHX |
4224 WINEDDFXCAPS_BLTSTRETCHXN |
4225 WINEDDFXCAPS_BLTSTRETCHY |
4226 WINEDDFXCAPS_BLTSTRETCHYN;
4227 blit_caps = WINEDDCAPS_BLT |
4228 WINEDDCAPS_BLTCOLORFILL |
4229 WINEDDCAPS_BLTDEPTHFILL |
4230 WINEDDCAPS_BLTSTRETCH |
4231 WINEDDCAPS_CANBLTSYSMEM |
4232 WINEDDCAPS_CANCLIP |
4233 WINEDDCAPS_CANCLIPSTRETCHED |
4234 WINEDDCAPS_COLORKEY |
4235 WINEDDCAPS_COLORKEYHWASSIST |
4236 WINEDDCAPS_ALIGNBOUNDARYSRC;
4238 /* Fill the ddraw caps structure */
4239 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4240 WINEDDCAPS_PALETTE |
4242 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4243 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4244 WINEDDCAPS2_PRIMARYGAMMA |
4245 WINEDDCAPS2_WIDESURFACES |
4246 WINEDDCAPS2_CANRENDERWINDOWED;
4247 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4248 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4249 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4250 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4251 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4252 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4253 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4254 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4255 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4257 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4258 WINEDDSCAPS_BACKBUFFER |
4260 WINEDDSCAPS_FRONTBUFFER |
4261 WINEDDSCAPS_OFFSCREENPLAIN |
4262 WINEDDSCAPS_PALETTE |
4263 WINEDDSCAPS_PRIMARYSURFACE |
4264 WINEDDSCAPS_SYSTEMMEMORY |
4265 WINEDDSCAPS_VIDEOMEMORY |
4266 WINEDDSCAPS_VISIBLE;
4267 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4269 /* Set D3D caps if OpenGL is available. */
4270 if (adapter->opengl)
4272 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4273 WINEDDSCAPS_MIPMAP |
4274 WINEDDSCAPS_TEXTURE |
4275 WINEDDSCAPS_ZBUFFER;
4276 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4282 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
4283 and fields being inserted in the middle, a new structure is used in place */
4284 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
4285 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
4286 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
4288 IWineD3DDeviceImpl *object = NULL;
4289 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4290 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
4291 WINED3DDISPLAYMODE mode;
4292 const struct fragment_pipeline *frag_pipeline = NULL;
4294 struct fragment_caps ffp_caps;
4295 struct shader_caps shader_caps;
4298 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4299 * number and create a device without a 3D adapter for 2D only operation.
4301 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
4302 return WINED3DERR_INVALIDCALL;
4305 /* Create a WineD3DDevice object */
4306 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
4307 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
4308 TRACE("Created WineD3DDevice object @ %p\n", object);
4309 if (NULL == object) {
4310 return WINED3DERR_OUTOFVIDEOMEMORY;
4313 /* Set up initial COM information */
4314 object->lpVtbl = &IWineD3DDevice_Vtbl;
4316 object->wineD3D = iface;
4317 object->adapter = This->adapter_count ? adapter : NULL;
4318 IWineD3D_AddRef(object->wineD3D);
4319 object->parent = parent;
4320 object->device_parent = device_parent;
4321 list_init(&object->resources);
4322 list_init(&object->shaders);
4324 if(This->dxVersion == 7) {
4325 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
4327 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
4329 object->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
4331 /* Set the state up as invalid until the device is fully created */
4332 object->state = WINED3DERR_DRIVERINTERNALERROR;
4334 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
4335 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
4337 /* Save the creation parameters */
4338 object->createParms.AdapterOrdinal = Adapter;
4339 object->createParms.DeviceType = DeviceType;
4340 object->createParms.hFocusWindow = hFocusWindow;
4341 object->createParms.BehaviorFlags = BehaviourFlags;
4343 /* Initialize other useful values */
4344 object->adapterNo = Adapter;
4345 object->devType = DeviceType;
4347 select_shader_mode(&adapter->gl_info, DeviceType,
4348 &object->ps_selected_mode, &object->vs_selected_mode);
4349 object->shader_backend = select_shader_backend(adapter, DeviceType);
4351 memset(&shader_caps, 0, sizeof(shader_caps));
4352 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4353 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
4354 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
4355 object->vs_clipping = shader_caps.VSClipping;
4357 memset(&ffp_caps, 0, sizeof(ffp_caps));
4358 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4359 object->frag_pipe = frag_pipeline;
4360 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
4361 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
4362 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
4363 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
4364 ffp_vertexstate_template, frag_pipeline, misc_state_template);
4367 IWineD3D_Release(object->wineD3D);
4368 HeapFree(GetProcessHeap(), 0, object);
4373 object->blitter = select_blit_implementation(adapter, DeviceType);
4375 /* set the state of the device to valid */
4376 object->state = WINED3D_OK;
4378 /* Get the initial screen setup for ddraw */
4379 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
4381 object->ddraw_width = mode.Width;
4382 object->ddraw_height = mode.Height;
4383 object->ddraw_format = mode.Format;
4385 for(i = 0; i < PATCHMAP_SIZE; i++) {
4386 list_init(&object->patches[i]);
4389 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
4394 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4395 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4396 IUnknown_AddRef(This->parent);
4397 *pParent = This->parent;
4401 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
4402 IUnknown* surfaceParent;
4403 TRACE("(%p) call back\n", pSurface);
4405 /* Now, release the parent, which will take care of cleaning up the surface for us */
4406 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
4407 IUnknown_Release(surfaceParent);
4408 return IUnknown_Release(surfaceParent);
4411 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
4412 IUnknown* volumeParent;
4413 TRACE("(%p) call back\n", pVolume);
4415 /* Now, release the parent, which will take care of cleaning up the volume for us */
4416 IWineD3DVolume_GetParent(pVolume, &volumeParent);
4417 IUnknown_Release(volumeParent);
4418 return IUnknown_Release(volumeParent);
4421 static void WINE_GLAPI invalid_func(const void *data)
4423 ERR("Invalid vertex attribute function called\n");
4427 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4429 ERR("Invalid texcoord function called\n");
4433 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4434 * the extension detection and are used in drawStridedSlow
4436 static void WINE_GLAPI position_d3dcolor(const void *data)
4438 DWORD pos = *((const DWORD *)data);
4440 FIXME("Add a test for fixed function position from d3dcolor type\n");
4441 glVertex4s(D3DCOLOR_B_R(pos),
4447 static void WINE_GLAPI position_float4(const void *data)
4449 const GLfloat *pos = data;
4451 if (pos[3] != 0.0f && pos[3] != 1.0f)
4453 float w = 1.0f / pos[3];
4455 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4463 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4465 DWORD diffuseColor = *((const DWORD *)data);
4467 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4468 D3DCOLOR_B_G(diffuseColor),
4469 D3DCOLOR_B_B(diffuseColor),
4470 D3DCOLOR_B_A(diffuseColor));
4473 static void WINE_GLAPI specular_d3dcolor(const void *data)
4475 DWORD specularColor = *((const DWORD *)data);
4476 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4477 D3DCOLOR_B_G(specularColor),
4478 D3DCOLOR_B_B(specularColor)};
4480 specular_func_3ubv(d);
4483 static void WINE_GLAPI warn_no_specular_func(const void *data)
4485 WARN("GL_EXT_secondary_color not supported\n");
4488 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4490 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4491 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4492 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4493 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4494 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4495 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4496 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4497 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4498 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4499 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4500 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4501 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4502 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4503 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4504 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4505 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4506 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4508 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4509 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4510 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4511 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4512 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4513 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4514 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4515 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4516 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4517 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4518 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4519 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4520 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4521 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4522 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4523 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4524 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4526 /* No 4 component entry points here */
4527 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4528 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4529 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4530 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4532 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4534 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4535 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4536 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4537 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4539 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4541 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4542 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4543 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4544 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4545 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4546 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4547 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4548 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4549 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4550 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4551 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4552 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4554 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4555 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4557 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4558 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4559 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4560 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4561 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4562 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4563 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4564 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4565 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4566 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4567 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4568 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4569 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4570 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4571 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4572 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4573 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4575 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4576 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4577 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4578 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4579 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4580 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4581 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4582 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4583 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4584 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4585 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4586 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4587 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4588 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4589 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4590 if (GL_SUPPORT(NV_HALF_FLOAT))
4592 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4593 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4594 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4596 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4597 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4601 BOOL InitAdapters(IWineD3DImpl *This)
4603 static HMODULE mod_gl;
4605 int ps_selected_mode, vs_selected_mode;
4607 /* No need to hold any lock. The calling library makes sure only one thread calls
4608 * wined3d simultaneously
4611 TRACE("Initializing adapters\n");
4614 #ifdef USE_WIN32_OPENGL
4615 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4616 mod_gl = LoadLibraryA("opengl32.dll");
4618 ERR("Can't load opengl32.dll!\n");
4622 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4623 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4624 mod_gl = GetModuleHandleA("gdi32.dll");
4628 /* Load WGL core functions from opengl32.dll */
4629 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4633 if(!pwglGetProcAddress) {
4634 ERR("Unable to load wglGetProcAddress!\n");
4638 /* Dynamically load all GL core functions */
4642 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4643 * otherwise because we have to use winex11.drv's override
4645 #ifdef USE_WIN32_OPENGL
4646 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4647 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4649 glFinish = (void*)pwglGetProcAddress("wglFinish");
4650 glFlush = (void*)pwglGetProcAddress("wglFlush");
4653 glEnableWINE = glEnable;
4654 glDisableWINE = glDisable;
4656 /* For now only one default adapter */
4658 struct WineD3DAdapter *adapter = &This->adapters[0];
4659 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4660 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4664 WineD3D_PixelFormat *cfgs;
4665 DISPLAY_DEVICEW DisplayDevice;
4668 TRACE("Initializing default adapter\n");
4670 adapter->monitorPoint.x = -1;
4671 adapter->monitorPoint.y = -1;
4673 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4675 ERR("Failed to get a gl context for default adapter\n");
4679 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4681 ERR("Failed to initialize gl caps for default adapter\n");
4682 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4685 ret = initPixelFormats(&adapter->gl_info);
4687 ERR("Failed to init gl formats\n");
4688 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4692 hdc = fake_gl_ctx.dc;
4694 adapter->driver = "Display";
4695 adapter->description = "Direct3D HAL";
4697 /* Use the VideoRamSize registry setting when set */
4698 if(wined3d_settings.emulated_textureram)
4699 adapter->TextureRam = wined3d_settings.emulated_textureram;
4701 adapter->TextureRam = adapter->gl_info.vidmem;
4702 adapter->UsedTextureRam = 0;
4703 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4705 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4706 DisplayDevice.cb = sizeof(DisplayDevice);
4707 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4708 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4709 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4711 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4718 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4719 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4721 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4722 cfgs = adapter->cfgs;
4723 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4724 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4725 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4726 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4727 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4728 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4729 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4730 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4731 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4732 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4734 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4736 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4741 /* Cache the pixel format */
4742 cfgs->iPixelFormat = iPixelFormat;
4743 cfgs->redSize = values[0];
4744 cfgs->greenSize = values[1];
4745 cfgs->blueSize = values[2];
4746 cfgs->alphaSize = values[3];
4747 cfgs->depthSize = values[4];
4748 cfgs->stencilSize = values[5];
4749 cfgs->windowDrawable = values[6];
4750 cfgs->iPixelType = values[7];
4751 cfgs->doubleBuffer = values[8];
4752 cfgs->auxBuffers = values[9];
4754 cfgs->pbufferDrawable = FALSE;
4755 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4756 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4757 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4759 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4760 cfgs->pbufferDrawable = value;
4763 cfgs->numSamples = 0;
4764 /* Check multisample support */
4765 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4766 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4768 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4769 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4770 * value[1] = number of multi sample buffers*/
4772 cfgs->numSamples = value[1];
4776 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4782 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4783 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4784 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4786 cfgs = adapter->cfgs;
4787 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4789 PIXELFORMATDESCRIPTOR ppfd;
4791 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4795 /* We only want HW acceleration using an OpenGL ICD driver.
4796 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4797 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4799 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4801 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4805 cfgs->iPixelFormat = iPixelFormat;
4806 cfgs->redSize = ppfd.cRedBits;
4807 cfgs->greenSize = ppfd.cGreenBits;
4808 cfgs->blueSize = ppfd.cBlueBits;
4809 cfgs->alphaSize = ppfd.cAlphaBits;
4810 cfgs->depthSize = ppfd.cDepthBits;
4811 cfgs->stencilSize = ppfd.cStencilBits;
4812 cfgs->pbufferDrawable = 0;
4813 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4814 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4815 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4816 cfgs->auxBuffers = ppfd.cAuxBuffers;
4817 cfgs->numSamples = 0;
4819 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4824 /* 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 */
4827 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4829 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4830 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4835 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4836 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4837 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4838 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4839 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4840 * driver is allowed to consume more bits EXCEPT for stencil bits.
4842 * Mark an adapter with this broken stencil behavior.
4844 adapter->brokenStencil = TRUE;
4845 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4847 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4848 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4849 adapter->brokenStencil = FALSE;
4854 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4856 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4857 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4858 fillGLAttribFuncs(&adapter->gl_info);
4859 adapter->opengl = TRUE;
4861 This->adapter_count = 1;
4862 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4867 /* Initialize an adapter for ddraw-only memory counting */
4868 memset(This->adapters, 0, sizeof(This->adapters));
4869 This->adapters[0].num = 0;
4870 This->adapters[0].opengl = FALSE;
4871 This->adapters[0].monitorPoint.x = -1;
4872 This->adapters[0].monitorPoint.y = -1;
4874 This->adapters[0].driver = "Display";
4875 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4876 if(wined3d_settings.emulated_textureram) {
4877 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4879 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4882 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4884 This->adapter_count = 1;
4888 /**********************************************************
4889 * IWineD3D VTbl follows
4890 **********************************************************/
4892 const IWineD3DVtbl IWineD3D_Vtbl =
4895 IWineD3DImpl_QueryInterface,
4896 IWineD3DImpl_AddRef,
4897 IWineD3DImpl_Release,
4899 IWineD3DImpl_GetParent,
4900 IWineD3DImpl_GetAdapterCount,
4901 IWineD3DImpl_RegisterSoftwareDevice,
4902 IWineD3DImpl_GetAdapterMonitor,
4903 IWineD3DImpl_GetAdapterModeCount,
4904 IWineD3DImpl_EnumAdapterModes,
4905 IWineD3DImpl_GetAdapterDisplayMode,
4906 IWineD3DImpl_GetAdapterIdentifier,
4907 IWineD3DImpl_CheckDeviceMultiSampleType,
4908 IWineD3DImpl_CheckDepthStencilMatch,
4909 IWineD3DImpl_CheckDeviceType,
4910 IWineD3DImpl_CheckDeviceFormat,
4911 IWineD3DImpl_CheckDeviceFormatConversion,
4912 IWineD3DImpl_GetDeviceCaps,
4913 IWineD3DImpl_CreateDevice