2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
40 const char *extension_string;
41 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
109 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
110 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
111 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
112 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
113 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
114 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
115 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
116 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
117 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
118 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
119 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
120 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
121 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
122 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
123 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
124 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
125 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
126 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
127 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
128 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
129 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
130 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
131 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
134 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
135 {"GL_NV_fence", NV_FENCE, 0 },
136 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
137 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
138 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
139 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
140 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
141 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
142 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
143 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
144 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
145 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
146 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
147 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
148 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
149 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
150 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
151 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
152 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
153 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
156 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
159 /**********************************************************
160 * Utility functions follow
161 **********************************************************/
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
248 PIXELFORMATDESCRIPTOR pfd;
251 TRACE("getting context...\n");
253 ctx->restore_dc = pwglGetCurrentDC();
254 ctx->restore_gl_ctx = pwglGetCurrentContext();
256 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
257 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
258 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261 ERR_(d3d_caps)("Failed to create a window.\n");
265 ctx->dc = GetDC(ctx->wnd);
268 ERR_(d3d_caps)("Failed to get a DC.\n");
272 /* PixelFormat selection */
273 ZeroMemory(&pfd, sizeof(pfd));
274 pfd.nSize = sizeof(pfd);
276 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
277 pfd.iPixelType = PFD_TYPE_RGBA;
279 pfd.iLayerType = PFD_MAIN_PLANE;
281 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
285 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
289 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
291 /* Create a GL context. */
292 ctx->gl_ctx = pwglCreateContext(ctx->dc);
295 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
299 /* Make it the current GL context. */
300 if (!context_set_current(NULL))
302 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
307 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
314 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
316 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
318 if (ctx->wnd) DestroyWindow(ctx->wnd);
320 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
322 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
328 /* Adjust the amount of used texture memory */
329 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
331 struct wined3d_adapter *adapter = device->adapter;
333 adapter->UsedTextureRam += glram;
334 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
335 return adapter->UsedTextureRam;
338 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
340 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
341 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 /**********************************************************
345 * IUnknown parts follows
346 **********************************************************/
348 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
350 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
352 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
353 if (IsEqualGUID(riid, &IID_IUnknown)
354 || IsEqualGUID(riid, &IID_IWineD3DBase)
355 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
356 IUnknown_AddRef(iface);
361 return E_NOINTERFACE;
364 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
365 IWineD3DImpl *This = (IWineD3DImpl *)iface;
366 ULONG refCount = InterlockedIncrement(&This->ref);
368 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
372 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
373 IWineD3DImpl *This = (IWineD3DImpl *)iface;
375 TRACE("(%p) : Releasing from %d\n", This, This->ref);
376 ref = InterlockedDecrement(&This->ref);
380 for (i = 0; i < This->adapter_count; ++i)
382 wined3d_adapter_cleanup(&This->adapters[i]);
384 HeapFree(GetProcessHeap(), 0, This);
390 /**********************************************************
391 * IWineD3D parts follows
392 **********************************************************/
394 /* GL locking is done by the caller */
395 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
399 const char *testcode =
401 "PARAM C[66] = { program.env[0..65] };\n"
403 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
404 "ARL A0.x, zero.x;\n"
405 "MOV result.position, C[A0.x + 65];\n"
409 GL_EXTCALL(glGenProgramsARB(1, &prog));
411 ERR("Failed to create an ARB offset limit test program\n");
413 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
414 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
415 strlen(testcode), testcode));
416 if(glGetError() != 0) {
417 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
418 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
420 } else TRACE("OpenGL implementation allows offsets > 63\n");
422 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
423 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
424 checkGLcall("ARB vp offset limit test cleanup");
429 static DWORD ver_for_ext(GL_SupportedExt ext)
432 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
433 if(EXTENSION_MAP[i].extension == ext) {
434 return EXTENSION_MAP[i].version;
440 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
441 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
443 if (card_vendor != HW_VENDOR_ATI) return FALSE;
444 if (device == CARD_ATI_RADEON_9500) return TRUE;
445 if (device == CARD_ATI_RADEON_X700) return TRUE;
446 if (device == CARD_ATI_RADEON_X1600) return TRUE;
450 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
451 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
453 if (card_vendor == HW_VENDOR_NVIDIA)
455 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
456 device == CARD_NVIDIA_GEFORCEFX_5600 ||
457 device == CARD_NVIDIA_GEFORCEFX_5800)
465 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
466 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
468 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
469 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
470 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
472 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
473 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
474 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
475 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
476 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
477 * the chance that other implementations support them is rather small since Win32 QuickTime uses
478 * DirectDraw, not OpenGL.
480 * This test has been moved into wined3d_guess_gl_vendor()
482 if (gl_vendor == GL_VENDOR_APPLE)
489 /* Context activation is done by the caller. */
490 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
492 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
493 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
494 * all the texture. This function detects this bug by its symptom and disables PBOs
497 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
498 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
499 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
500 * read back is compared to the original. If they are equal PBOs are assumed to work,
501 * otherwise the PBO extension is disabled. */
503 static const unsigned int pattern[] =
505 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
506 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
507 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
508 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
510 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
512 /* No PBO -> No point in testing them. */
513 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
517 while (glGetError());
518 glGenTextures(1, &texture);
519 glBindTexture(GL_TEXTURE_2D, texture);
521 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
522 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
523 checkGLcall("Specifying the PBO test texture");
525 GL_EXTCALL(glGenBuffersARB(1, &pbo));
526 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
527 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
528 checkGLcall("Specifying the PBO test pbo");
530 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
531 checkGLcall("Loading the PBO test texture");
533 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
536 wglFinish(); /* just to be sure */
538 memset(check, 0, sizeof(check));
540 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
541 checkGLcall("Reading back the PBO test texture");
543 glDeleteTextures(1, &texture);
544 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
545 checkGLcall("PBO test cleanup");
549 if (memcmp(check, pattern, sizeof(check)))
551 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
552 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
553 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
557 TRACE_(d3d_caps)("PBO test successful.\n");
561 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
562 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
564 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
567 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
568 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
570 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
571 if (card_vendor != HW_VENDOR_ATI) return FALSE;
572 if (device == CARD_ATI_RADEON_X1600) return FALSE;
576 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
577 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
579 return gl_vendor == GL_VENDOR_FGLRX;
583 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
584 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
586 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
587 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
588 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
589 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
592 * dx10 cards usually have 64 varyings */
593 return gl_info->limits.glsl_varyings > 44;
596 /* A GL context is provided by the caller */
597 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
598 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
603 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
607 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
608 error = glGetError();
611 if(error == GL_NO_ERROR)
613 TRACE("GL Implementation accepts 4 component specular color pointers\n");
618 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
619 debug_glerror(error));
624 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
625 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
627 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
628 return gl_info->supported[NV_TEXTURE_SHADER];
631 /* A GL context is provided by the caller */
632 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
633 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
638 const char *testcode =
640 "OPTION NV_vertex_program2;\n"
641 "MOV result.clip[0], 0.0;\n"
642 "MOV result.position, 0.0;\n"
645 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
650 GL_EXTCALL(glGenProgramsARB(1, &prog));
653 ERR("Failed to create the NVvp clip test program\n");
657 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
658 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
659 strlen(testcode), testcode));
660 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
663 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
664 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
668 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
670 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
671 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
672 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
678 /* Context activation is done by the caller. */
679 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
680 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
682 char data[4 * 4 * 4];
686 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
688 memset(data, 0xcc, sizeof(data));
692 glGenTextures(1, &tex);
693 glBindTexture(GL_TEXTURE_2D, tex);
694 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
695 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
696 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
697 checkGLcall("glTexImage2D");
699 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
700 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
701 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
702 checkGLcall("glFramebufferTexture2D");
704 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
705 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
706 checkGLcall("glCheckFramebufferStatus");
708 memset(data, 0x11, sizeof(data));
709 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
710 checkGLcall("glTexSubImage2D");
712 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
713 glClear(GL_COLOR_BUFFER_BIT);
714 checkGLcall("glClear");
716 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
717 checkGLcall("glGetTexImage");
719 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
720 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
721 glBindTexture(GL_TEXTURE_2D, 0);
722 checkGLcall("glBindTexture");
724 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
725 glDeleteTextures(1, &tex);
726 checkGLcall("glDeleteTextures");
730 return *(DWORD *)data == 0x11111111;
733 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
735 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
736 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
737 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
738 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
741 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
743 quirk_arb_constants(gl_info);
744 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
745 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
746 * allow 48 different offsets or other helper immediate values. */
747 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
748 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
751 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
752 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
753 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
754 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
755 * most games, but avoids the crash
757 * A more sophisticated way would be to find all units that need texture coordinates and enable
758 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
759 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
761 * Note that disabling the extension entirely does not gain predictability because there is no point
762 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
763 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
765 if (gl_info->supported[ARB_POINT_SPRITE])
767 TRACE("Limiting point sprites to one texture unit.\n");
768 gl_info->limits.point_sprite_units = 1;
772 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
774 quirk_arb_constants(gl_info);
776 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
777 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
778 * If real NP2 textures are used, the driver falls back to software. We could just remove the
779 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
780 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
781 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
782 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
784 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
785 * has this extension promoted to core. The extension loading code sets this extension supported
786 * due to that, so this code works on fglrx as well. */
787 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
789 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
790 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
791 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
794 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
795 * it is generally more efficient. Reserve just 8 constants. */
796 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
797 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
800 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
802 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
803 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
804 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
805 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
806 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
807 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
809 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
810 * triggering the software fallback. There is not much we can do here apart from disabling the
811 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
812 * in IWineD3DImpl_FillGLCaps).
813 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
814 * post-processing effects in the game "Max Payne 2").
815 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
816 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
817 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
818 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
821 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
823 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
824 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
825 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
826 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
827 * according to the spec.
829 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
830 * makes the shader slower and eats instruction slots which should be available to the d3d app.
832 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
833 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
834 * this workaround is activated on cards that do not need it, it won't break things, just affect
835 * performance negatively. */
836 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
837 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
840 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
842 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
845 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
847 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
850 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
852 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
853 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
856 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
858 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
861 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
863 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
868 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
869 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
870 void (*apply)(struct wined3d_gl_info *gl_info);
871 const char *description;
874 static const struct driver_quirk quirk_table[] =
877 match_ati_r300_to_500,
879 "ATI GLSL constant and normalized texrect quirk"
881 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
882 * used it falls back to software. While the compiler can detect if the shader uses all declared
883 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
884 * using relative addressing falls back to software.
886 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
889 quirk_apple_glsl_constants,
890 "Apple GLSL uniform override"
895 "Geforce 5 NP2 disable"
900 "Init texcoord .w for Apple Intel GPU driver"
903 match_apple_nonr500ati,
905 "Init texcoord .w for Apple ATI >= r600 GPU driver"
909 quirk_one_point_sprite,
910 "Fglrx point sprite crash workaround"
915 "Reserved varying for gl_ClipPos"
918 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
919 * GL implementations accept it. The Mac GL is the only implementation known to
922 * If we can pass 4 component specular colors, do it, because (a) we don't have
923 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
924 * passes specular alpha to the pixel shader if any is used. Otherwise the
925 * specular alpha is used to pass the fog coordinate, which we pass to opengl
926 * via GL_EXT_fog_coord.
928 match_allows_spec_alpha,
929 quirk_allows_specular_alpha,
930 "Allow specular alpha quirk"
933 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
938 "Apple NV_texture_shader disable"
941 match_broken_nv_clip,
942 quirk_disable_nvvp_clip,
943 "Apple NV_vertex_program clip bug quirk"
946 match_fbo_tex_update,
947 quirk_fbo_tex_update,
948 "FBO rebind for attachment updates"
952 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
953 * reporting a driver version is moot because we are not the Windows driver, and we have different
954 * bugs, features, etc.
956 * The driver version has the form "x.y.z.w".
958 * "x" is the Windows version the driver is meant for:
965 * "y" is the Direct3D level the driver supports:
972 * "z" is unknown, possibly vendor specific.
974 * "w" is the vendor specific driver version.
976 struct driver_version_information
978 WORD vendor; /* reported PCI card vendor ID */
979 WORD card; /* reported PCI card device ID */
980 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
981 WORD d3d_level; /* driver hiword to report */
982 WORD lopart_hi, lopart_lo; /* driver loword to report */
985 static const struct driver_version_information driver_version_table[] =
987 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
988 * 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
989 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
990 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
992 * All version numbers used below are from the Linux nvidia drivers. */
993 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
994 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
995 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
996 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
997 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
998 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
999 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
1000 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
1001 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
1002 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
1003 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
1004 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 9745 },
1005 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 9745 },
1006 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 9745 },
1007 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 9745 },
1008 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 9745 },
1009 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 9745 },
1010 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 9745 },
1011 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 9745 },
1012 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", 15, 11, 9745 },
1013 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 9745 },
1014 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 9745 },
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 9745 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", 15, 11, 9745 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 9745 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 9745 },
1019 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 9745 },
1020 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 9745 },
1021 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 9745 },
1022 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", 15, 11, 9745 },
1023 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", 15, 11, 9745 },
1024 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 9745 },
1025 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 9745 },
1026 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 9745 },
1027 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 9745 },
1028 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", 15, 11, 9745 },
1029 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", 15, 11, 9745 },
1030 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", 15, 11, 9775 },
1031 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", 15, 11, 9775 },
1032 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1033 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1034 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1035 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1036 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", 14, 10, 6764 },
1037 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1038 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1039 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1040 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1041 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1042 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1043 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1044 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1046 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1049 static void init_driver_info(struct wined3d_driver_info *driver_info,
1050 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1052 OSVERSIONINFOW os_version;
1053 WORD driver_os_version;
1056 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1058 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1059 vendor = wined3d_settings.pci_vendor_id;
1061 driver_info->vendor = vendor;
1063 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1065 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1066 device = wined3d_settings.pci_device_id;
1068 driver_info->device = device;
1073 driver_info->name = "ati2dvag.dll";
1076 case HW_VENDOR_NVIDIA:
1077 driver_info->name = "nv4_disp.dll";
1080 case HW_VENDOR_INTEL:
1082 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1083 driver_info->name = "Display";
1087 memset(&os_version, 0, sizeof(os_version));
1088 os_version.dwOSVersionInfoSize = sizeof(os_version);
1089 if (!GetVersionExW(&os_version))
1091 ERR("Failed to get OS version, reporting 2000/XP.\n");
1092 driver_os_version = 6;
1096 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1097 switch (os_version.dwMajorVersion)
1100 driver_os_version = 4;
1104 driver_os_version = 6;
1108 if (os_version.dwMinorVersion == 0)
1110 driver_os_version = 7;
1114 if (os_version.dwMinorVersion > 1)
1116 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1117 os_version.dwMajorVersion, os_version.dwMinorVersion);
1119 driver_os_version = 8;
1124 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1125 os_version.dwMajorVersion, os_version.dwMinorVersion);
1126 driver_os_version = 6;
1131 driver_info->description = "Direct3D HAL";
1132 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1133 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1135 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1137 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1139 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1141 driver_info->description = driver_version_table[i].description;
1142 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1143 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1144 driver_version_table[i].lopart_lo);
1149 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1150 driver_info->version_high, driver_info->version_low);
1153 /* Context activation is done by the caller. */
1154 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1155 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1159 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1161 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1162 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1163 quirk_table[i].apply(gl_info);
1166 /* Find out if PBOs work as they are supposed to. */
1167 test_pbo_functionality(gl_info);
1170 static DWORD wined3d_parse_gl_version(const char *gl_version)
1172 const char *ptr = gl_version;
1176 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1178 while (isdigit(*ptr)) ++ptr;
1179 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1183 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1185 return MAKEDWORD_VERSION(major, minor);
1188 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1191 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1192 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1193 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1195 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1196 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1197 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1198 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1199 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1200 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1201 * DirectDraw, not OpenGL. */
1202 if (gl_info->supported[APPLE_FENCE]
1203 && gl_info->supported[APPLE_CLIENT_STORAGE]
1204 && gl_info->supported[APPLE_FLUSH_RENDER]
1205 && gl_info->supported[APPLE_YCBCR_422])
1206 return GL_VENDOR_APPLE;
1208 if (strstr(gl_vendor_string, "NVIDIA"))
1209 return GL_VENDOR_NVIDIA;
1211 if (strstr(gl_vendor_string, "ATI"))
1212 return GL_VENDOR_FGLRX;
1214 if (strstr(gl_vendor_string, "Intel(R)")
1215 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1216 || strstr(gl_renderer, "Intel")
1217 || strstr(gl_vendor_string, "Intel Inc."))
1218 return GL_VENDOR_INTEL;
1220 if (strstr(gl_vendor_string, "Mesa")
1221 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1222 || strstr(gl_vendor_string, "DRI R300 Project")
1223 || strstr(gl_vendor_string, "X.Org R300 Project")
1224 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1225 || strstr(gl_vendor_string, "VMware, Inc.")
1226 || strstr(gl_renderer, "Mesa")
1227 || strstr(gl_renderer, "Gallium"))
1228 return GL_VENDOR_MESA;
1230 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1231 debugstr_a(gl_vendor_string));
1233 return GL_VENDOR_UNKNOWN;
1236 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1238 if (strstr(gl_vendor_string, "NVIDIA"))
1239 return HW_VENDOR_NVIDIA;
1241 if (strstr(gl_vendor_string, "ATI")
1242 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1243 || strstr(gl_vendor_string, "X.Org R300 Project")
1244 || strstr(gl_renderer, "R100")
1245 || strstr(gl_renderer, "R200")
1246 || strstr(gl_renderer, "R300")
1247 || strstr(gl_renderer, "R600")
1248 || strstr(gl_renderer, "R700"))
1249 return HW_VENDOR_ATI;
1251 if (strstr(gl_vendor_string, "Intel(R)")
1252 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1253 || strstr(gl_renderer, "Intel")
1254 || strstr(gl_vendor_string, "Intel Inc."))
1255 return HW_VENDOR_INTEL;
1257 if (strstr(gl_vendor_string, "Mesa")
1258 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1259 || strstr(gl_vendor_string, "VMware, Inc."))
1260 return HW_VENDOR_SOFTWARE;
1262 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1264 return HW_VENDOR_NVIDIA;
1269 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1270 const char *gl_renderer, unsigned int *vidmem)
1272 if (WINE_D3D10_CAPABLE(gl_info))
1274 /* Geforce 400 - highend */
1275 if (strstr(gl_renderer, "GTX 480"))
1278 return CARD_NVIDIA_GEFORCE_GTX480;
1281 /* Geforce 400 - midend high */
1282 if (strstr(gl_renderer, "GTX 470"))
1285 return CARD_NVIDIA_GEFORCE_GTX470;
1288 /* Geforce 300 highend mobile */
1289 if (strstr(gl_renderer, "GTS 350M")
1290 || strstr(gl_renderer, "GTS 360M"))
1293 return CARD_NVIDIA_GEFORCE_GTS350M;
1296 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1297 if (strstr(gl_renderer, "GT 325M")
1298 || strstr(gl_renderer, "GT 330M"))
1301 return CARD_NVIDIA_GEFORCE_GT325M;
1304 /* Geforce 200 - highend */
1305 if (strstr(gl_renderer, "GTX 280")
1306 || strstr(gl_renderer, "GTX 285")
1307 || strstr(gl_renderer, "GTX 295"))
1310 return CARD_NVIDIA_GEFORCE_GTX280;
1313 /* Geforce 200 - midend high */
1314 if (strstr(gl_renderer, "GTX 275"))
1317 return CARD_NVIDIA_GEFORCE_GTX275;
1320 /* Geforce 200 - midend */
1321 if (strstr(gl_renderer, "GTX 260"))
1324 return CARD_NVIDIA_GEFORCE_GTX260;
1326 /* Geforce 200 - midend */
1327 if (strstr(gl_renderer, "GT 240"))
1330 return CARD_NVIDIA_GEFORCE_GT240;
1333 /* Geforce 200 lowend */
1334 if (strstr(gl_renderer, "GT 220"))
1336 *vidmem = 512; /* The GT 220 has 512-1024MB */
1337 return CARD_NVIDIA_GEFORCE_GT220;
1339 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1340 if (strstr(gl_renderer, "Geforce 210")
1341 || strstr(gl_renderer, "G 210")
1342 || strstr(gl_renderer, "Geforce 305")
1343 || strstr(gl_renderer, "Geforce 310"))
1346 return CARD_NVIDIA_GEFORCE_210;
1349 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1350 if (strstr(gl_renderer, "9800")
1351 || strstr(gl_renderer, "GTS 150")
1352 || strstr(gl_renderer, "GTS 250"))
1355 return CARD_NVIDIA_GEFORCE_9800GT;
1358 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1359 if (strstr(gl_renderer, "9600")
1360 || strstr(gl_renderer, "GT 140"))
1362 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1363 return CARD_NVIDIA_GEFORCE_9600GT;
1366 /* Geforce9 - midend low / Geforce 200 - low */
1367 if (strstr(gl_renderer, "9500")
1368 || strstr(gl_renderer, "GT 120")
1369 || strstr(gl_renderer, "GT 130"))
1371 *vidmem = 256; /* The 9500GT has 256-1024MB */
1372 return CARD_NVIDIA_GEFORCE_9500GT;
1375 /* Geforce9 - lowend */
1376 if (strstr(gl_renderer, "9400"))
1378 *vidmem = 256; /* The 9400GT has 256-1024MB */
1379 return CARD_NVIDIA_GEFORCE_9400GT;
1382 /* Geforce9 - lowend low */
1383 if (strstr(gl_renderer, "9100")
1384 || strstr(gl_renderer, "9200")
1385 || strstr(gl_renderer, "9300")
1386 || strstr(gl_renderer, "G 100"))
1388 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1389 return CARD_NVIDIA_GEFORCE_9200;
1392 /* Geforce8 - highend high*/
1393 if (strstr(gl_renderer, "8800 GTX"))
1396 return CARD_NVIDIA_GEFORCE_8800GTX;
1399 /* Geforce8 - highend */
1400 if (strstr(gl_renderer, "8800"))
1402 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1403 return CARD_NVIDIA_GEFORCE_8800GTS;
1406 /* Geforce8 - midend mobile */
1407 if (strstr(gl_renderer, "8600 M"))
1410 return CARD_NVIDIA_GEFORCE_8600MGT;
1413 /* Geforce8 - midend */
1414 if (strstr(gl_renderer, "8600")
1415 || strstr(gl_renderer, "8700"))
1418 return CARD_NVIDIA_GEFORCE_8600GT;
1421 /* Geforce8 - mid-lowend */
1422 if (strstr(gl_renderer, "8400")
1423 || strstr(gl_renderer, "8500"))
1425 *vidmem = 128; /* 128-256MB for a 8400, 256-512MB for a 8500 */
1426 return CARD_NVIDIA_GEFORCE_8400GS;
1429 /* Geforce8 - lowend */
1430 if (strstr(gl_renderer, "8100")
1431 || strstr(gl_renderer, "8200")
1432 || strstr(gl_renderer, "8300"))
1434 *vidmem = 128; /* 128-256MB for a 8300 */
1435 return CARD_NVIDIA_GEFORCE_8300GS;
1438 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1440 return CARD_NVIDIA_GEFORCE_8300GS;
1443 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1444 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1446 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1448 /* Geforce7 - highend */
1449 if (strstr(gl_renderer, "7800")
1450 || strstr(gl_renderer, "7900")
1451 || strstr(gl_renderer, "7950")
1452 || strstr(gl_renderer, "Quadro FX 4")
1453 || strstr(gl_renderer, "Quadro FX 5"))
1455 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1456 return CARD_NVIDIA_GEFORCE_7800GT;
1459 /* Geforce7 midend */
1460 if (strstr(gl_renderer, "7600")
1461 || strstr(gl_renderer, "7700"))
1463 *vidmem = 256; /* The 7600 uses 256-512MB */
1464 return CARD_NVIDIA_GEFORCE_7600;
1467 /* Geforce7 lower medium */
1468 if (strstr(gl_renderer, "7400"))
1470 *vidmem = 256; /* The 7400 uses 256-512MB */
1471 return CARD_NVIDIA_GEFORCE_7400;
1474 /* Geforce7 lowend */
1475 if (strstr(gl_renderer, "7300"))
1477 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1478 return CARD_NVIDIA_GEFORCE_7300;
1481 /* Geforce6 highend */
1482 if (strstr(gl_renderer, "6800"))
1484 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1485 return CARD_NVIDIA_GEFORCE_6800;
1488 /* Geforce6 - midend */
1489 if (strstr(gl_renderer, "6600")
1490 || strstr(gl_renderer, "6610")
1491 || strstr(gl_renderer, "6700"))
1493 *vidmem = 128; /* A 6600GT has 128-256MB */
1494 return CARD_NVIDIA_GEFORCE_6600GT;
1497 /* Geforce6/7 lowend */
1499 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1502 if (WINE_D3D9_CAPABLE(gl_info))
1504 /* GeforceFX - highend */
1505 if (strstr(gl_renderer, "5800")
1506 || strstr(gl_renderer, "5900")
1507 || strstr(gl_renderer, "5950")
1508 || strstr(gl_renderer, "Quadro FX"))
1510 *vidmem = 256; /* 5800-5900 cards use 256MB */
1511 return CARD_NVIDIA_GEFORCEFX_5800;
1514 /* GeforceFX - midend */
1515 if (strstr(gl_renderer, "5600")
1516 || strstr(gl_renderer, "5650")
1517 || strstr(gl_renderer, "5700")
1518 || strstr(gl_renderer, "5750"))
1520 *vidmem = 128; /* A 5600 uses 128-256MB */
1521 return CARD_NVIDIA_GEFORCEFX_5600;
1524 /* GeforceFX - lowend */
1525 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1526 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1529 if (WINE_D3D8_CAPABLE(gl_info))
1531 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1533 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1534 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1537 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1538 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1541 if (WINE_D3D7_CAPABLE(gl_info))
1543 if (strstr(gl_renderer, "GeForce4 MX"))
1545 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1546 * early models had 32MB but most have 64MB or even 128MB. */
1548 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1551 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1553 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1554 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1557 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1559 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1560 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1563 /* Most Geforce1 cards have 32MB, there are also some rare 16
1564 * and 64MB (Dell) models. */
1566 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1569 if (strstr(gl_renderer, "TNT2"))
1571 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1572 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1575 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1576 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1580 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1581 const char *gl_renderer, unsigned int *vidmem)
1583 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1585 * Beware: renderer string do not match exact card model,
1586 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1587 if (WINE_D3D10_CAPABLE(gl_info))
1589 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1590 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1591 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1592 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1594 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1595 return CARD_ATI_RADEON_HD5800;
1598 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1599 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1600 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1601 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1603 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1604 return CARD_ATI_RADEON_HD5700;
1607 /* Radeon R7xx HD4800 - highend */
1608 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1609 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1610 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1611 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1612 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1614 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1615 return CARD_ATI_RADEON_HD4800;
1618 /* Radeon R740 HD4700 - midend */
1619 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1620 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1623 return CARD_ATI_RADEON_HD4700;
1626 /* Radeon R730 HD4600 - midend */
1627 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1628 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1629 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1632 return CARD_ATI_RADEON_HD4600;
1635 /* Radeon R710 HD4500/HD4350 - lowend */
1636 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1637 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1640 return CARD_ATI_RADEON_HD4350;
1643 /* Radeon R6xx HD2900/HD3800 - highend */
1644 if (strstr(gl_renderer, "HD 2900")
1645 || strstr(gl_renderer, "HD 3870")
1646 || strstr(gl_renderer, "HD 3850"))
1648 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1649 return CARD_ATI_RADEON_HD2900;
1652 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1653 if (strstr(gl_renderer, "HD 2600")
1654 || strstr(gl_renderer, "HD 3830")
1655 || strstr(gl_renderer, "HD 3690")
1656 || strstr(gl_renderer, "HD 3650"))
1658 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1659 return CARD_ATI_RADEON_HD2600;
1662 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1663 * Note HD2300=DX9, HD2350=DX10 */
1664 if (strstr(gl_renderer, "HD 2350")
1665 || strstr(gl_renderer, "HD 2400")
1666 || strstr(gl_renderer, "HD 3470")
1667 || strstr(gl_renderer, "HD 3450")
1668 || strstr(gl_renderer, "HD 3430")
1669 || strstr(gl_renderer, "HD 3400"))
1671 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1672 return CARD_ATI_RADEON_HD2350;
1675 /* Radeon R6xx/R7xx integrated */
1676 if (strstr(gl_renderer, "HD 3100")
1677 || strstr(gl_renderer, "HD 3200")
1678 || strstr(gl_renderer, "HD 3300"))
1680 *vidmem = 128; /* 128MB */
1681 return CARD_ATI_RADEON_HD3200;
1684 /* Default for when no GPU has been found */
1685 *vidmem = 128; /* 128MB */
1686 return CARD_ATI_RADEON_HD3200;
1689 if (WINE_D3D8_CAPABLE(gl_info))
1692 if (strstr(gl_renderer, "X1600")
1693 || strstr(gl_renderer, "X1650")
1694 || strstr(gl_renderer, "X1800")
1695 || strstr(gl_renderer, "X1900")
1696 || strstr(gl_renderer, "X1950"))
1698 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1699 return CARD_ATI_RADEON_X1600;
1702 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1703 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1704 if (strstr(gl_renderer, "X700")
1705 || strstr(gl_renderer, "X800")
1706 || strstr(gl_renderer, "X850")
1707 || strstr(gl_renderer, "X1300")
1708 || strstr(gl_renderer, "X1400")
1709 || strstr(gl_renderer, "X1450")
1710 || strstr(gl_renderer, "X1550")
1711 || strstr(gl_renderer, "X2300")
1712 || strstr(gl_renderer, "X2500")
1713 || strstr(gl_renderer, "HD 2300")
1716 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1717 return CARD_ATI_RADEON_X700;
1720 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1721 if (strstr(gl_renderer, "Radeon Xpress"))
1723 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1724 return CARD_ATI_RADEON_XPRESS_200M;
1728 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1729 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1732 if (WINE_D3D8_CAPABLE(gl_info))
1734 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1735 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1738 if (WINE_D3D7_CAPABLE(gl_info))
1740 *vidmem = 32; /* There are models with up to 64MB */
1741 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1744 *vidmem = 16; /* There are 16-32MB models */
1745 return CARD_ATI_RAGE_128PRO;
1749 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1750 const char *gl_renderer, unsigned int *vidmem)
1752 if (strstr(gl_renderer, "X3100"))
1754 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1756 return CARD_INTEL_X3100;
1759 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1761 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1763 return CARD_INTEL_I945GM;
1766 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1767 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1768 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1769 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1770 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1771 return CARD_INTEL_I915G;
1775 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1776 const char *gl_renderer, unsigned int *vidmem)
1778 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1780 * Beware: renderer string do not match exact card model,
1781 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1782 if (strstr(gl_renderer, "Gallium"))
1784 /* Radeon R7xx HD4800 - highend */
1785 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1786 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1787 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1789 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1790 return CARD_ATI_RADEON_HD4800;
1793 /* Radeon R740 HD4700 - midend */
1794 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1797 return CARD_ATI_RADEON_HD4700;
1800 /* Radeon R730 HD4600 - midend */
1801 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1804 return CARD_ATI_RADEON_HD4600;
1807 /* Radeon R710 HD4500/HD4350 - lowend */
1808 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1811 return CARD_ATI_RADEON_HD4350;
1814 /* Radeon R6xx HD2900/HD3800 - highend */
1815 if (strstr(gl_renderer, "R600")
1816 || strstr(gl_renderer, "RV670")
1817 || strstr(gl_renderer, "R680"))
1819 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1820 return CARD_ATI_RADEON_HD2900;
1823 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1824 if (strstr(gl_renderer, "RV630")
1825 || strstr(gl_renderer, "RV635"))
1827 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1828 return CARD_ATI_RADEON_HD2600;
1831 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1832 if (strstr(gl_renderer, "RV610")
1833 || strstr(gl_renderer, "RV620"))
1835 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1836 return CARD_ATI_RADEON_HD2350;
1839 /* Radeon R6xx/R7xx integrated */
1840 if (strstr(gl_renderer, "RS780")
1841 || strstr(gl_renderer, "RS880"))
1843 *vidmem = 128; /* 128MB */
1844 return CARD_ATI_RADEON_HD3200;
1848 if (strstr(gl_renderer, "RV530")
1849 || strstr(gl_renderer, "RV535")
1850 || strstr(gl_renderer, "RV560")
1851 || strstr(gl_renderer, "R520")
1852 || strstr(gl_renderer, "RV570")
1853 || strstr(gl_renderer, "R580"))
1855 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1856 return CARD_ATI_RADEON_X1600;
1859 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1860 if (strstr(gl_renderer, "R410")
1861 || strstr(gl_renderer, "R420")
1862 || strstr(gl_renderer, "R423")
1863 || strstr(gl_renderer, "R430")
1864 || strstr(gl_renderer, "R480")
1865 || strstr(gl_renderer, "R481")
1866 || strstr(gl_renderer, "RV410")
1867 || strstr(gl_renderer, "RV515")
1868 || strstr(gl_renderer, "RV516"))
1870 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1871 return CARD_ATI_RADEON_X700;
1874 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1875 if (strstr(gl_renderer, "RS400")
1876 || strstr(gl_renderer, "RS480")
1877 || strstr(gl_renderer, "RS482")
1878 || strstr(gl_renderer, "RS485")
1879 || strstr(gl_renderer, "RS600")
1880 || strstr(gl_renderer, "RS690")
1881 || strstr(gl_renderer, "RS740"))
1883 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1884 return CARD_ATI_RADEON_XPRESS_200M;
1888 if (strstr(gl_renderer, "R300")
1889 || strstr(gl_renderer, "RV350")
1890 || strstr(gl_renderer, "RV351")
1891 || strstr(gl_renderer, "RV360")
1892 || strstr(gl_renderer, "RV370")
1893 || strstr(gl_renderer, "R350")
1894 || strstr(gl_renderer, "R360"))
1896 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1897 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1901 if (WINE_D3D9_CAPABLE(gl_info))
1903 /* Radeon R7xx HD4800 - highend */
1904 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1905 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1906 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1908 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1909 return CARD_ATI_RADEON_HD4800;
1912 /* Radeon R740 HD4700 - midend */
1913 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1916 return CARD_ATI_RADEON_HD4700;
1919 /* Radeon R730 HD4600 - midend */
1920 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1923 return CARD_ATI_RADEON_HD4600;
1926 /* Radeon R710 HD4500/HD4350 - lowend */
1927 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1930 return CARD_ATI_RADEON_HD4350;
1933 /* Radeon R6xx HD2900/HD3800 - highend */
1934 if (strstr(gl_renderer, "(R600")
1935 || strstr(gl_renderer, "(RV670")
1936 || strstr(gl_renderer, "(R680"))
1938 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1939 return CARD_ATI_RADEON_HD2900;
1942 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1943 if (strstr(gl_renderer, "(RV630")
1944 || strstr(gl_renderer, "(RV635"))
1946 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1947 return CARD_ATI_RADEON_HD2600;
1950 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1951 if (strstr(gl_renderer, "(RV610")
1952 || strstr(gl_renderer, "(RV620"))
1954 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1955 return CARD_ATI_RADEON_HD2350;
1958 /* Radeon R6xx/R7xx integrated */
1959 if (strstr(gl_renderer, "(RS780")
1960 || strstr(gl_renderer, "(RS880"))
1962 *vidmem = 128; /* 128MB */
1963 return CARD_ATI_RADEON_HD3200;
1967 if (WINE_D3D8_CAPABLE(gl_info))
1969 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1970 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1973 if (WINE_D3D7_CAPABLE(gl_info))
1975 *vidmem = 32; /* There are models with up to 64MB */
1976 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1979 *vidmem = 16; /* There are 16-32MB models */
1980 return CARD_ATI_RAGE_128PRO;
1984 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1985 const char *gl_renderer, unsigned int *vidmem)
1987 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1988 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1989 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1990 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1991 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1992 return CARD_NVIDIA_RIVA_128;
1995 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1996 const char *gl_renderer, unsigned int *vidmem)
1998 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1999 return CARD_INTEL_I915G;
2003 struct vendor_card_selection
2005 enum wined3d_gl_vendor gl_vendor;
2006 enum wined3d_pci_vendor card_vendor;
2007 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2008 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2009 unsigned int *vidmem );
2012 static const struct vendor_card_selection vendor_card_select_table[] =
2014 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2015 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2016 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
2017 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
2018 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2019 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2020 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2021 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
2022 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
2026 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2027 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
2029 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2030 * different GPUs with roughly the same features. In most cases GPUs from a
2031 * certain family differ in clockspeeds, the amount of video memory and the
2032 * number of shader pipelines.
2034 * A Direct3D device object contains the PCI id (vendor + device) of the
2035 * videocard which is used for rendering. Various applications use this
2036 * information to get a rough estimation of the features of the card and
2037 * some might use it for enabling 3d effects only on certain types of
2038 * videocards. In some cases games might even use it to work around bugs
2039 * which happen on certain videocards/driver combinations. The problem is
2040 * that OpenGL only exposes a rendering string containing the name of the
2041 * videocard and not the PCI id.
2043 * Various games depend on the PCI id, so somehow we need to provide one.
2044 * A simple option is to parse the renderer string and translate this to
2045 * the right PCI id. This is a lot of work because there are more than 200
2046 * GPUs just for Nvidia. Various cards share the same renderer string, so
2047 * the amount of code might be 'small' but there are quite a number of
2048 * exceptions which would make this a pain to maintain. Another way would
2049 * be to query the PCI id from the operating system (assuming this is the
2050 * videocard which is used for rendering which is not always the case).
2051 * This would work but it is not very portable. Second it would not work
2052 * well in, let's say, a remote X situation in which the amount of 3d
2053 * features which can be used is limited.
2055 * As said most games only use the PCI id to get an indication of the
2056 * capabilities of the card. It doesn't really matter if the given id is
2057 * the correct one if we return the id of a card with similar 3d features.
2059 * The code below checks the OpenGL capabilities of a videocard and matches
2060 * that to a certain level of Direct3D functionality. Once a card passes
2061 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2062 * least a GeforceFX. To give a better estimate we do a basic check on the
2063 * renderer string but if that won't pass we return a default card. This
2064 * way is better than maintaining a full card database as even without a
2065 * full database we can return a card with similar features. Second the
2066 * size of the database can be made quite small because when you know what
2067 * type of 3d functionality a card has, you know to which GPU family the
2068 * GPU must belong. Because of this you only have to check a small part of
2069 * the renderer string to distinguishes between different models from that
2072 * The code also selects a default amount of video memory which we will
2073 * use for an estimation of the amount of free texture memory. In case of
2074 * real D3D the amount of texture memory includes video memory and system
2075 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2076 * HyperMemory). We don't know how much system memory can be addressed by
2077 * the system but we can make a reasonable estimation about the amount of
2078 * video memory. If the value is slightly wrong it doesn't matter as we
2079 * didn't include AGP-like memory which makes the amount of addressable
2080 * memory higher and second OpenGL isn't that critical it moves to system
2081 * memory behind our backs if really needed. Note that the amount of video
2082 * memory can be overruled using a registry setting. */
2086 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2088 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2089 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2091 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2092 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2095 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2096 *gl_vendor, *card_vendor);
2098 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2099 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2100 * them a good generic choice. */
2101 *card_vendor = HW_VENDOR_NVIDIA;
2102 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2103 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2104 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2105 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2106 return CARD_NVIDIA_RIVA_128;
2109 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2111 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2112 int vs_selected_mode, ps_selected_mode;
2114 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2115 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2116 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2117 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2118 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2119 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2120 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2121 else return &ffp_fragment_pipeline;
2124 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2126 int vs_selected_mode, ps_selected_mode;
2128 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2129 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2130 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2131 return &none_shader_backend;
2134 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2136 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2137 int vs_selected_mode, ps_selected_mode;
2139 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2140 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2141 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2142 else return &ffp_blit;
2145 /* Context activation is done by the caller. */
2146 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2148 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2149 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2150 const char *GL_Extensions = NULL;
2151 const char *WGL_Extensions = NULL;
2152 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2153 struct fragment_caps fragment_caps;
2154 enum wined3d_gl_vendor gl_vendor;
2155 enum wined3d_pci_vendor card_vendor;
2156 enum wined3d_pci_device device;
2158 GLfloat gl_floatv[2];
2161 unsigned int vidmem=0;
2165 TRACE_(d3d_caps)("(%p)\n", gl_info);
2169 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2170 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2171 if (!gl_renderer_str)
2174 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2178 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2179 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2183 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2187 /* Parse the GL_VERSION field into major and minor information */
2188 gl_version_str = (const char *)glGetString(GL_VERSION);
2189 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2190 if (!gl_version_str)
2193 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2196 gl_version = wined3d_parse_gl_version(gl_version_str);
2199 * Initialize openGL extension related variables
2200 * with Default values
2202 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2203 gl_info->limits.blends = 1;
2204 gl_info->limits.buffers = 1;
2205 gl_info->limits.textures = 1;
2206 gl_info->limits.fragment_samplers = 1;
2207 gl_info->limits.vertex_samplers = 0;
2208 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2209 gl_info->limits.sampler_stages = 1;
2210 gl_info->limits.glsl_vs_float_constants = 0;
2211 gl_info->limits.glsl_ps_float_constants = 0;
2212 gl_info->limits.arb_vs_float_constants = 0;
2213 gl_info->limits.arb_vs_native_constants = 0;
2214 gl_info->limits.arb_vs_instructions = 0;
2215 gl_info->limits.arb_vs_temps = 0;
2216 gl_info->limits.arb_ps_float_constants = 0;
2217 gl_info->limits.arb_ps_local_constants = 0;
2218 gl_info->limits.arb_ps_instructions = 0;
2219 gl_info->limits.arb_ps_temps = 0;
2221 /* Retrieve opengl defaults */
2222 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2223 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2224 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2226 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2227 gl_info->limits.lights = gl_max;
2228 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2230 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2231 gl_info->limits.texture_size = gl_max;
2232 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2234 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2235 gl_info->limits.pointsize_min = gl_floatv[0];
2236 gl_info->limits.pointsize_max = gl_floatv[1];
2237 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2239 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2240 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2244 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2250 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2252 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2254 while (*GL_Extensions)
2257 char current_ext[256];
2259 while (isspace(*GL_Extensions)) ++GL_Extensions;
2260 start = GL_Extensions;
2261 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2263 len = GL_Extensions - start;
2264 if (!len || len >= sizeof(current_ext)) continue;
2266 memcpy(current_ext, start, len);
2267 current_ext[len] = '\0';
2268 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2270 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2272 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2274 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2275 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2281 /* Now work out what GL support this card really has */
2282 #define USE_GL_FUNC(type, pfn, ext, replace) \
2284 DWORD ver = ver_for_ext(ext); \
2285 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2286 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2287 else gl_info->pfn = NULL; \
2292 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2298 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2299 * loading the functions, otherwise the code above will load the extension entry points instead of the
2300 * core functions, which may not work. */
2301 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2303 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2304 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2306 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2307 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2311 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2313 if (gl_info->supported[APPLE_FENCE])
2315 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2316 * The apple extension interacts with some other apple exts. Disable the NV
2317 * extension if the apple one is support to prevent confusion in other parts
2319 gl_info->supported[NV_FENCE] = FALSE;
2321 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2323 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2325 * The enums are the same:
2326 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2327 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2328 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2329 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2330 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2332 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2334 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2335 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2337 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2339 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2340 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2343 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2345 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2346 * functionality. Prefer the ARB extension */
2347 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2349 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2351 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2352 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2354 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2356 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2357 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2359 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2361 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2362 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2364 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC]])
2366 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2367 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2369 if (gl_info->supported[NV_TEXTURE_SHADER2])
2371 if (gl_info->supported[NV_REGISTER_COMBINERS])
2373 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2374 * are supported. The nv extensions provide the same functionality as the
2375 * ATI one, and a bit more(signed pixelformats). */
2376 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2380 if (gl_info->supported[NV_REGISTER_COMBINERS])
2382 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2383 gl_info->limits.general_combiners = gl_max;
2384 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2386 if (gl_info->supported[ARB_DRAW_BUFFERS])
2388 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2389 gl_info->limits.buffers = gl_max;
2390 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2392 if (gl_info->supported[ARB_MULTITEXTURE])
2394 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2395 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2396 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2398 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2401 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2402 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2406 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2408 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2410 if (gl_info->supported[ARB_VERTEX_SHADER])
2413 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2414 gl_info->limits.vertex_samplers = tmp;
2415 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2416 gl_info->limits.combined_samplers = tmp;
2418 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2419 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2420 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2421 * shader is used with fixed function vertex processing we're fine too because fixed function
2422 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2423 * used we have to make sure that all vertex sampler setups are valid together with all
2424 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2425 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2426 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2427 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2428 * a fixed function pipeline anymore.
2430 * So this is just a check to check that our assumption holds true. If not, write a warning
2431 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2432 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2433 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2435 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2436 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2437 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2438 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2439 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2441 gl_info->limits.vertex_samplers = 0;
2446 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2448 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2449 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2451 if (gl_info->supported[ARB_VERTEX_BLEND])
2453 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2454 gl_info->limits.blends = gl_max;
2455 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2457 if (gl_info->supported[EXT_TEXTURE3D])
2459 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2460 gl_info->limits.texture3d_size = gl_max;
2461 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2463 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2465 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2466 gl_info->limits.anisotropy = gl_max;
2467 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2469 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2471 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2472 gl_info->limits.arb_ps_float_constants = gl_max;
2473 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2474 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2475 gl_info->limits.arb_ps_native_constants = gl_max;
2476 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2477 gl_info->limits.arb_ps_native_constants);
2478 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2479 gl_info->limits.arb_ps_temps = gl_max;
2480 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2481 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2482 gl_info->limits.arb_ps_instructions = gl_max;
2483 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2484 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2485 gl_info->limits.arb_ps_local_constants = gl_max;
2486 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2488 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2490 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2491 gl_info->limits.arb_vs_float_constants = gl_max;
2492 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2493 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2494 gl_info->limits.arb_vs_native_constants = gl_max;
2495 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2496 gl_info->limits.arb_vs_native_constants);
2497 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2498 gl_info->limits.arb_vs_temps = gl_max;
2499 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2500 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2501 gl_info->limits.arb_vs_instructions = gl_max;
2502 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2504 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2506 if (gl_info->supported[ARB_VERTEX_SHADER])
2508 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2509 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2510 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2512 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2514 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2515 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2516 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2517 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2518 gl_info->limits.glsl_varyings = gl_max;
2519 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2521 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2523 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2524 unsigned int major, minor;
2526 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2528 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2529 sscanf(str, "%u.%u", &major, &minor);
2530 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2532 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2534 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2538 gl_info->limits.shininess = 128.0f;
2540 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2542 /* If we have full NP2 texture support, disable
2543 * GL_ARB_texture_rectangle because we will never use it.
2544 * This saves a few redundant glDisable calls. */
2545 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2547 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2549 /* Disable NV_register_combiners and fragment shader if this is supported.
2550 * generally the NV extensions are preferred over the ATI ones, and this
2551 * extension is disabled if register_combiners and texture_shader2 are both
2552 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2553 * fragment processing support. */
2554 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2555 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2556 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2557 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2559 if (gl_info->supported[NV_HALF_FLOAT])
2561 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2562 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2564 if (gl_info->supported[ARB_POINT_SPRITE])
2566 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2570 gl_info->limits.point_sprite_units = 0;
2572 checkGLcall("extension detection");
2576 adapter->fragment_pipe = select_fragment_implementation(adapter);
2577 adapter->shader_backend = select_shader_backend(adapter);
2578 adapter->blitter = select_blit_implementation(adapter);
2580 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2581 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2582 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2584 /* In some cases the number of texture stages can be larger than the number
2585 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2586 * shaders), but 8 texture stages (register combiners). */
2587 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2589 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2591 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2592 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2593 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2594 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2595 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2596 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2597 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2598 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2599 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2600 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2601 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2602 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2603 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2604 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2605 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2606 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2607 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2608 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2609 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2613 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2615 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2616 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2617 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2618 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2619 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2620 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2621 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2622 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2623 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2624 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2625 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2626 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2627 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2628 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2629 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2630 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2631 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2633 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2635 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2636 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2638 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2640 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2642 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2644 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2648 /* MRTs are currently only supported when FBOs are used. */
2649 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2651 gl_info->limits.buffers = 1;
2654 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2655 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2656 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2658 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2659 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2661 /* If we have an estimate use it, else default to 64MB; */
2663 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2665 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2667 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2668 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2669 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2670 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2671 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2672 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2673 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2674 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2676 /* Make sure there's an active HDC else the WGL extensions will fail */
2677 hdc = pwglGetCurrentDC();
2679 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2680 if(GL_EXTCALL(wglGetExtensionsStringARB))
2681 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2683 if (NULL == WGL_Extensions) {
2684 ERR(" WGL_Extensions returns NULL\n");
2686 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2687 while (*WGL_Extensions != 0x00) {
2691 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2692 Start = WGL_Extensions;
2693 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2697 len = WGL_Extensions - Start;
2698 if (len == 0 || len >= sizeof(ThisExtn))
2701 memcpy(ThisExtn, Start, len);
2702 ThisExtn[len] = '\0';
2703 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2705 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2706 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2707 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2709 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2710 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2711 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2717 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2718 init_driver_info(driver_info, card_vendor, device);
2719 add_gl_compat_wrappers(gl_info);
2724 /**********************************************************
2725 * IWineD3D implementation follows
2726 **********************************************************/
2728 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2729 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2731 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2733 return This->adapter_count;
2736 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2738 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2743 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2744 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2746 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2748 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2752 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2755 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2756 of the same bpp but different resolutions */
2758 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2759 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2761 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2763 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2765 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2769 /* TODO: Store modes per adapter and read it from the adapter structure */
2772 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2773 UINT format_bits = format->byte_count * CHAR_BIT;
2778 memset(&mode, 0, sizeof(mode));
2779 mode.dmSize = sizeof(mode);
2781 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2785 if (format_id == WINED3DFMT_UNKNOWN)
2787 /* This is for D3D8, do not enumerate P8 here */
2788 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2790 else if (mode.dmBitsPerPel == format_bits)
2796 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2799 FIXME_(d3d_caps)("Adapter not primary display\n");
2804 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2805 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2806 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2808 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2810 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2811 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2813 /* Validate the parameters as much as possible */
2814 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2815 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2817 return WINED3DERR_INVALIDCALL;
2820 /* TODO: Store modes per adapter and read it from the adapter structure */
2823 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2824 UINT format_bits = format->byte_count * CHAR_BIT;
2830 ZeroMemory(&DevModeW, sizeof(DevModeW));
2831 DevModeW.dmSize = sizeof(DevModeW);
2833 /* If we are filtering to a specific format (D3D9), then need to skip
2834 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2835 just count through the ones with valid bit depths */
2836 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2838 if (format_id == WINED3DFMT_UNKNOWN)
2840 /* This is for D3D8, do not enumerate P8 here */
2841 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2843 else if (DevModeW.dmBitsPerPel == format_bits)
2851 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2852 return WINED3DERR_INVALIDCALL;
2856 /* Now get the display mode via the calculated index */
2857 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2858 pMode->Width = DevModeW.dmPelsWidth;
2859 pMode->Height = DevModeW.dmPelsHeight;
2860 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2861 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2862 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2864 if (format_id == WINED3DFMT_UNKNOWN)
2865 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2867 pMode->Format = format_id;
2871 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2872 return WINED3DERR_INVALIDCALL;
2875 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2876 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2877 DevModeW.dmBitsPerPel);
2882 FIXME_(d3d_caps)("Adapter not primary display\n");
2888 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2890 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2892 if (NULL == pMode ||
2893 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2894 return WINED3DERR_INVALIDCALL;
2897 if (Adapter == 0) { /* Display */
2901 ZeroMemory(&DevModeW, sizeof(DevModeW));
2902 DevModeW.dmSize = sizeof(DevModeW);
2904 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2905 pMode->Width = DevModeW.dmPelsWidth;
2906 pMode->Height = DevModeW.dmPelsHeight;
2907 bpp = DevModeW.dmBitsPerPel;
2908 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2909 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2911 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2914 pMode->Format = pixelformat_for_depth(bpp);
2916 FIXME_(d3d_caps)("Adapter not primary display\n");
2919 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2920 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2924 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2925 and fields being inserted in the middle, a new structure is used in place */
2926 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2927 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2928 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2929 struct wined3d_adapter *adapter;
2932 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2934 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2935 return WINED3DERR_INVALIDCALL;
2938 adapter = &This->adapters[Adapter];
2940 /* Return the information requested */
2941 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2943 if (pIdentifier->driver_size)
2945 const char *name = adapter->driver_info.name;
2946 len = min(strlen(name), pIdentifier->driver_size - 1);
2947 memcpy(pIdentifier->driver, name, len);
2948 pIdentifier->driver[len] = '\0';
2951 if (pIdentifier->description_size)
2953 const char *description = adapter->driver_info.description;
2954 len = min(strlen(description), pIdentifier->description_size - 1);
2955 memcpy(pIdentifier->description, description, len);
2956 pIdentifier->description[len] = '\0';
2959 /* Note that d3d8 doesn't supply a device name. */
2960 if (pIdentifier->device_name_size)
2962 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2964 len = strlen(device_name);
2965 if (len >= pIdentifier->device_name_size)
2967 ERR("Device name size too small.\n");
2968 return WINED3DERR_INVALIDCALL;
2971 memcpy(pIdentifier->device_name, device_name, len);
2972 pIdentifier->device_name[len] = '\0';
2975 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2976 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2977 pIdentifier->vendor_id = adapter->driver_info.vendor;
2978 pIdentifier->device_id = adapter->driver_info.device;
2979 pIdentifier->subsystem_id = 0;
2980 pIdentifier->revision = 0;
2981 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2982 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2983 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2984 pIdentifier->video_memory = adapter->TextureRam;
2989 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2990 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2992 short redSize, greenSize, blueSize, alphaSize, colorBits;
2997 /* Float formats need FBOs. If FBOs are used this function isn't called */
2998 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3000 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3001 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3003 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3007 if(cfg->redSize < redSize)
3010 if(cfg->greenSize < greenSize)
3013 if(cfg->blueSize < blueSize)
3016 if(cfg->alphaSize < alphaSize)
3022 /* Probably a RGBA_float or color index mode */
3026 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3027 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3029 short depthSize, stencilSize;
3030 BOOL lockable = FALSE;
3035 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3037 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3041 /* Float formats need FBOs. If FBOs are used this function isn't called */
3042 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3044 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3047 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3048 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3049 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3050 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3053 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3054 * allow more stencil bits than requested. */
3055 if(cfg->stencilSize < stencilSize)
3061 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3062 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3063 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3065 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3067 const WineD3D_PixelFormat *cfgs;
3068 const struct wined3d_adapter *adapter;
3069 const struct wined3d_format *rt_format;
3070 const struct wined3d_format *ds_format;
3073 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3075 DeviceType, debug_d3ddevicetype(DeviceType),
3076 AdapterFormat, debug_d3dformat(AdapterFormat),
3077 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3078 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3080 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3081 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3082 return WINED3DERR_INVALIDCALL;
3085 adapter = &This->adapters[Adapter];
3086 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3087 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3088 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3090 if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3091 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3093 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3099 cfgs = adapter->cfgs;
3100 nCfgs = adapter->nCfgs;
3101 for (it = 0; it < nCfgs; ++it)
3103 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3105 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3107 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3113 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3115 return WINED3DERR_NOTAVAILABLE;
3118 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3119 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3120 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3122 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3123 const struct wined3d_adapter *adapter;
3124 const struct wined3d_format *format;
3126 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3129 DeviceType, debug_d3ddevicetype(DeviceType),
3130 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3135 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3136 return WINED3DERR_INVALIDCALL;
3139 /* TODO: handle Windowed, add more quality levels */
3141 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3142 if(pQualityLevels) *pQualityLevels = 1;
3146 /* By default multisampling is disabled right now as it causes issues
3147 * on some Nvidia driver versions and it doesn't work well in combination
3149 if(!wined3d_settings.allow_multisampling)
3150 return WINED3DERR_NOTAVAILABLE;
3152 adapter = &This->adapters[Adapter];
3153 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3154 if (!format) return WINED3DERR_INVALIDCALL;
3156 if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3159 const WineD3D_PixelFormat *cfgs;
3161 cfgs = adapter->cfgs;
3162 nCfgs = adapter->nCfgs;
3163 for(i=0; i<nCfgs; i++) {
3164 if(cfgs[i].numSamples != MultiSampleType)
3167 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3170 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3173 *pQualityLevels = 1; /* Guess at a value! */
3177 else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3179 short redSize, greenSize, blueSize, alphaSize, colorBits;
3181 const WineD3D_PixelFormat *cfgs;
3183 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3185 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3186 return WINED3DERR_NOTAVAILABLE;
3189 cfgs = adapter->cfgs;
3190 nCfgs = adapter->nCfgs;
3191 for(i=0; i<nCfgs; i++) {
3192 if(cfgs[i].numSamples != MultiSampleType)
3194 if(cfgs[i].redSize != redSize)
3196 if(cfgs[i].greenSize != greenSize)
3198 if(cfgs[i].blueSize != blueSize)
3200 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3201 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3203 if (cfgs[i].colorSize != (format->byte_count << 3))
3206 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3209 *pQualityLevels = 1; /* Guess at a value! */
3213 return WINED3DERR_NOTAVAILABLE;
3216 /* Check if we support bumpmapping for a format */
3217 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3219 /* Ask the fixed function pipeline implementation if it can deal
3220 * with the conversion. If we've got a GL extension giving native
3221 * support this will be an identity conversion. */
3222 return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3223 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3226 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3227 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3228 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3232 /* Only allow depth/stencil formats */
3233 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3235 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3237 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3238 if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3242 /* Walk through all WGL pixel formats to find a match */
3243 for (it = 0; it < adapter->nCfgs; ++it)
3245 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3246 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3248 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3259 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3261 /* The flags entry of a format contains the filtering capability */
3262 if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3267 /* Check the render target capabilities of a format */
3268 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3269 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3271 /* Filter out non-RT formats */
3272 if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3273 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3275 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3277 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3278 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3280 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3281 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3283 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3284 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3285 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3286 TRACE_(d3d_caps)("[FAILED]\n");
3290 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3291 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3292 for (it = 0; it < adapter->nCfgs; ++it)
3294 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3295 &cfgs[it], check_format))
3297 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3298 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3303 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3305 /* For now return TRUE for FBOs until we have some proper checks.
3306 * Note that this function will only be called when the format is around for texturing. */
3312 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3314 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3317 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3319 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3320 * doing the color fixup in shaders.
3321 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3322 if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3324 int vs_selected_mode;
3325 int ps_selected_mode;
3326 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3328 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3329 TRACE_(d3d_caps)("[OK]\n");
3334 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3338 /* Check if a format support blending in combination with pixel shaders */
3339 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3340 const struct wined3d_format *format)
3342 /* The flags entry of a format contains the post pixel shader blending capability */
3343 if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3348 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3350 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3351 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3352 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3353 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3354 * capability anyway.
3356 * For now lets report this on all formats, but in the future we may want to
3357 * restrict it to some should games need that
3362 /* Check if a texture format is supported on the given adapter */
3363 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3365 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3370 * supported: RGB(A) formats
3372 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3373 case WINED3DFMT_B8G8R8A8_UNORM:
3374 case WINED3DFMT_B8G8R8X8_UNORM:
3375 case WINED3DFMT_B5G6R5_UNORM:
3376 case WINED3DFMT_B5G5R5X1_UNORM:
3377 case WINED3DFMT_B5G5R5A1_UNORM:
3378 case WINED3DFMT_B4G4R4A4_UNORM:
3379 case WINED3DFMT_A8_UNORM:
3380 case WINED3DFMT_B4G4R4X4_UNORM:
3381 case WINED3DFMT_R8G8B8A8_UNORM:
3382 case WINED3DFMT_R8G8B8X8_UNORM:
3383 case WINED3DFMT_B10G10R10A2_UNORM:
3384 case WINED3DFMT_R10G10B10A2_UNORM:
3385 case WINED3DFMT_R16G16_UNORM:
3386 TRACE_(d3d_caps)("[OK]\n");
3389 case WINED3DFMT_B2G3R3_UNORM:
3390 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3394 * Not supported: Palettized
3395 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3396 * Since it is not widely available, don't offer it. Further no Windows driver offers
3397 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3399 case WINED3DFMT_P8_UINT:
3400 case WINED3DFMT_P8_UINT_A8_UNORM:
3404 * Supported: (Alpha)-Luminance
3406 case WINED3DFMT_L8_UNORM:
3407 case WINED3DFMT_L8A8_UNORM:
3408 case WINED3DFMT_L16_UNORM:
3409 TRACE_(d3d_caps)("[OK]\n");
3412 /* Not supported on Windows, thus disabled */
3413 case WINED3DFMT_L4A4_UNORM:
3414 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3418 * Supported: Depth/Stencil formats
3420 case WINED3DFMT_D16_LOCKABLE:
3421 case WINED3DFMT_D16_UNORM:
3422 case WINED3DFMT_S1_UINT_D15_UNORM:
3423 case WINED3DFMT_X8D24_UNORM:
3424 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3425 case WINED3DFMT_D24_UNORM_S8_UINT:
3426 case WINED3DFMT_S8_UINT_D24_FLOAT:
3427 case WINED3DFMT_D32_UNORM:
3428 case WINED3DFMT_D32_FLOAT:
3432 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3433 * GL_NV_texture_shader). Emulated by shaders
3435 case WINED3DFMT_R8G8_SNORM:
3436 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3437 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3438 case WINED3DFMT_R8G8B8A8_SNORM:
3439 case WINED3DFMT_R16G16_SNORM:
3440 /* Ask the shader backend if it can deal with the conversion. If
3441 * we've got a GL extension giving native support this will be an
3442 * identity conversion. */
3443 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3445 TRACE_(d3d_caps)("[OK]\n");
3448 TRACE_(d3d_caps)("[FAILED]\n");
3451 case WINED3DFMT_DXT1:
3452 case WINED3DFMT_DXT2:
3453 case WINED3DFMT_DXT3:
3454 case WINED3DFMT_DXT4:
3455 case WINED3DFMT_DXT5:
3456 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3458 TRACE_(d3d_caps)("[OK]\n");
3461 TRACE_(d3d_caps)("[FAILED]\n");
3466 * Odd formats - not supported
3468 case WINED3DFMT_VERTEXDATA:
3469 case WINED3DFMT_R16_UINT:
3470 case WINED3DFMT_R32_UINT:
3471 case WINED3DFMT_R16G16B16A16_SNORM:
3472 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3473 case WINED3DFMT_R10G11B11_SNORM:
3474 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3478 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3480 case WINED3DFMT_R8G8_SNORM_Cx:
3481 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3485 case WINED3DFMT_UYVY:
3486 case WINED3DFMT_YUY2:
3487 if (gl_info->supported[APPLE_YCBCR_422])
3489 TRACE_(d3d_caps)("[OK]\n");
3492 TRACE_(d3d_caps)("[FAILED]\n");
3494 case WINED3DFMT_YV12:
3495 TRACE_(d3d_caps)("[FAILED]\n");
3499 case WINED3DFMT_R16G16B16A16_UNORM:
3500 case WINED3DFMT_B2G3R3A8_UNORM:
3501 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3504 /* Floating point formats */
3505 case WINED3DFMT_R16_FLOAT:
3506 case WINED3DFMT_R16G16_FLOAT:
3507 case WINED3DFMT_R16G16B16A16_FLOAT:
3508 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3510 TRACE_(d3d_caps)("[OK]\n");
3513 TRACE_(d3d_caps)("[FAILED]\n");
3516 case WINED3DFMT_R32_FLOAT:
3517 case WINED3DFMT_R32G32_FLOAT:
3518 case WINED3DFMT_R32G32B32A32_FLOAT:
3519 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3521 TRACE_(d3d_caps)("[OK]\n");
3524 TRACE_(d3d_caps)("[FAILED]\n");
3527 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3528 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3529 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3530 * We can do instancing with all shader versions, but we need vertex shaders.
3532 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3533 * to enable instancing. WineD3D doesn't need that and just ignores it.
3535 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3537 case WINED3DFMT_INST:
3538 TRACE("ATI Instancing check hack\n");
3539 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3541 TRACE_(d3d_caps)("[OK]\n");
3544 TRACE_(d3d_caps)("[FAILED]\n");
3547 /* Some weird FOURCC formats */
3548 case WINED3DFMT_R8G8_B8G8:
3549 case WINED3DFMT_G8R8_G8B8:
3550 case WINED3DFMT_MULTI2_ARGB8:
3551 TRACE_(d3d_caps)("[FAILED]\n");
3554 /* Vendor specific formats */
3555 case WINED3DFMT_ATI2N:
3556 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3557 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3559 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3560 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3562 TRACE_(d3d_caps)("[OK]\n");
3566 TRACE_(d3d_caps)("[OK]\n");
3569 TRACE_(d3d_caps)("[FAILED]\n");
3572 case WINED3DFMT_NVHU:
3573 case WINED3DFMT_NVHS:
3574 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3575 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3576 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3577 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3578 * Applications have to deal with not having NVHS and NVHU.
3580 TRACE_(d3d_caps)("[FAILED]\n");
3583 case WINED3DFMT_UNKNOWN:
3587 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3593 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3594 const struct wined3d_format *adapter_format,
3595 const struct wined3d_format *check_format,
3596 WINED3DSURFTYPE SurfaceType)
3598 if (SurfaceType == SURFACE_GDI)
3600 switch (check_format->id)
3602 case WINED3DFMT_B8G8R8_UNORM:
3603 case WINED3DFMT_B8G8R8A8_UNORM:
3604 case WINED3DFMT_B8G8R8X8_UNORM:
3605 case WINED3DFMT_B5G6R5_UNORM:
3606 case WINED3DFMT_B5G5R5X1_UNORM:
3607 case WINED3DFMT_B5G5R5A1_UNORM:
3608 case WINED3DFMT_B4G4R4A4_UNORM:
3609 case WINED3DFMT_B2G3R3_UNORM:
3610 case WINED3DFMT_A8_UNORM:
3611 case WINED3DFMT_B2G3R3A8_UNORM:
3612 case WINED3DFMT_B4G4R4X4_UNORM:
3613 case WINED3DFMT_R10G10B10A2_UNORM:
3614 case WINED3DFMT_R8G8B8A8_UNORM:
3615 case WINED3DFMT_R8G8B8X8_UNORM:
3616 case WINED3DFMT_R16G16_UNORM:
3617 case WINED3DFMT_B10G10R10A2_UNORM:
3618 case WINED3DFMT_R16G16B16A16_UNORM:
3619 case WINED3DFMT_P8_UINT:
3620 TRACE_(d3d_caps)("[OK]\n");
3623 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3628 /* All format that are supported for textures are supported for surfaces as well */
3629 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3630 /* All depth stencil formats are supported on surfaces */
3631 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3633 /* If opengl can't process the format natively, the blitter may be able to convert it */
3634 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3635 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3636 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3638 TRACE_(d3d_caps)("[OK]\n");
3642 /* Reject other formats */
3643 TRACE_(d3d_caps)("[FAILED]\n");
3647 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3648 const struct wined3d_format *format)
3650 return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3653 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3654 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3655 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3657 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3658 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3659 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3660 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3661 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3662 DWORD UsageCaps = 0;
3664 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3667 DeviceType, debug_d3ddevicetype(DeviceType),
3668 AdapterFormat, debug_d3dformat(AdapterFormat),
3669 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3670 RType, debug_d3dresourcetype(RType),
3671 CheckFormat, debug_d3dformat(CheckFormat));
3673 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3674 return WINED3DERR_INVALIDCALL;
3679 case WINED3DRTYPE_CUBETEXTURE:
3680 /* Cubetexture allows:
3681 * - WINED3DUSAGE_AUTOGENMIPMAP
3682 * - WINED3DUSAGE_DEPTHSTENCIL
3683 * - WINED3DUSAGE_DYNAMIC
3684 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3685 * - WINED3DUSAGE_RENDERTARGET
3686 * - WINED3DUSAGE_SOFTWAREPROCESSING
3687 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3689 if (SurfaceType != SURFACE_OPENGL)
3691 TRACE_(d3d_caps)("[FAILED]\n");
3692 return WINED3DERR_NOTAVAILABLE;
3695 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3697 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3698 return WINED3DERR_NOTAVAILABLE;
3701 if (!CheckTextureCapability(adapter, format))
3703 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3704 return WINED3DERR_NOTAVAILABLE;
3707 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3709 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3710 /* When autogenmipmap isn't around continue and return
3711 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3712 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3714 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3717 /* Always report dynamic locking. */
3718 if (Usage & WINED3DUSAGE_DYNAMIC)
3719 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3721 if (Usage & WINED3DUSAGE_RENDERTARGET)
3723 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3725 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3726 return WINED3DERR_NOTAVAILABLE;
3728 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3731 /* Always report software processing. */
3732 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3733 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3735 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3737 if (!CheckFilterCapability(adapter, format))
3739 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3740 return WINED3DERR_NOTAVAILABLE;
3742 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3745 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3747 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3749 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3750 return WINED3DERR_NOTAVAILABLE;
3752 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3755 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3757 if (!CheckSrgbReadCapability(adapter, format))
3759 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3760 return WINED3DERR_NOTAVAILABLE;
3762 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3765 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3767 if (!CheckSrgbWriteCapability(adapter, format))
3769 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3770 return WINED3DERR_NOTAVAILABLE;
3772 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3775 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3777 if (!CheckVertexTextureCapability(adapter, format))
3779 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3780 return WINED3DERR_NOTAVAILABLE;
3782 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3785 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3787 if (!CheckWrapAndMipCapability(adapter, format))
3789 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3790 return WINED3DERR_NOTAVAILABLE;
3792 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3796 case WINED3DRTYPE_SURFACE:
3798 * - WINED3DUSAGE_DEPTHSTENCIL
3799 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3800 * - WINED3DUSAGE_RENDERTARGET
3802 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3804 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3805 return WINED3DERR_NOTAVAILABLE;
3808 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3810 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3812 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3813 return WINED3DERR_NOTAVAILABLE;
3815 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3818 if (Usage & WINED3DUSAGE_RENDERTARGET)
3820 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3822 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3823 return WINED3DERR_NOTAVAILABLE;
3825 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3828 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3830 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3832 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3833 return WINED3DERR_NOTAVAILABLE;
3835 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3839 case WINED3DRTYPE_TEXTURE:
3841 * - WINED3DUSAGE_AUTOGENMIPMAP
3842 * - WINED3DUSAGE_DEPTHSTENCIL
3843 * - WINED3DUSAGE_DMAP
3844 * - WINED3DUSAGE_DYNAMIC
3845 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3846 * - WINED3DUSAGE_RENDERTARGET
3847 * - WINED3DUSAGE_SOFTWAREPROCESSING
3848 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3849 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3851 if (SurfaceType != SURFACE_OPENGL)
3853 TRACE_(d3d_caps)("[FAILED]\n");
3854 return WINED3DERR_NOTAVAILABLE;
3857 if (!CheckTextureCapability(adapter, format))
3859 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3860 return WINED3DERR_NOTAVAILABLE;
3863 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3865 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3866 /* When autogenmipmap isn't around continue and return
3867 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3868 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3870 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3873 /* Always report dynamic locking. */
3874 if (Usage & WINED3DUSAGE_DYNAMIC)
3875 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3877 if (Usage & WINED3DUSAGE_RENDERTARGET)
3879 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3881 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3882 return WINED3DERR_NOTAVAILABLE;
3884 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3887 /* Always report software processing. */
3888 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3889 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3891 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3893 if (!CheckFilterCapability(adapter, format))
3895 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3896 return WINED3DERR_NOTAVAILABLE;
3898 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3901 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3903 if (!CheckBumpMapCapability(adapter, format))
3905 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3906 return WINED3DERR_NOTAVAILABLE;
3908 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3911 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3913 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3915 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3916 return WINED3DERR_NOTAVAILABLE;
3918 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3921 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3923 if (!CheckSrgbReadCapability(adapter, format))
3925 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3926 return WINED3DERR_NOTAVAILABLE;
3928 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3931 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3933 if (!CheckSrgbWriteCapability(adapter, format))
3935 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3936 return WINED3DERR_NOTAVAILABLE;
3938 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3941 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3943 if (!CheckVertexTextureCapability(adapter, format))
3945 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3946 return WINED3DERR_NOTAVAILABLE;
3948 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3951 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3953 if (!CheckWrapAndMipCapability(adapter, format))
3955 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3956 return WINED3DERR_NOTAVAILABLE;
3958 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3961 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3963 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3965 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3966 return WINED3DERR_NOTAVAILABLE;
3968 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3970 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3971 return WINED3DERR_NOTAVAILABLE;
3973 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3977 case WINED3DRTYPE_VOLUMETEXTURE:
3978 case WINED3DRTYPE_VOLUME:
3979 /* Volume is to VolumeTexture what Surface is to Texture, but its
3980 * usage caps are not documented. Most driver seem to offer
3981 * (nearly) the same on Volume and VolumeTexture, so do that too.
3983 * Volumetexture allows:
3984 * - D3DUSAGE_DYNAMIC
3985 * - D3DUSAGE_NONSECURE (d3d9ex)
3986 * - D3DUSAGE_SOFTWAREPROCESSING
3987 * - D3DUSAGE_QUERY_WRAPANDMIP
3989 if (SurfaceType != SURFACE_OPENGL)
3991 TRACE_(d3d_caps)("[FAILED]\n");
3992 return WINED3DERR_NOTAVAILABLE;
3995 if (!gl_info->supported[EXT_TEXTURE3D])
3997 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3998 return WINED3DERR_NOTAVAILABLE;
4001 if (!CheckTextureCapability(adapter, format))
4003 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4004 return WINED3DERR_NOTAVAILABLE;
4007 /* Filter formats that need conversion; For one part, this
4008 * conversion is unimplemented, and volume textures are huge, so
4009 * it would be a big performance hit. Unless we hit an application
4010 * needing one of those formats, don't advertize them to avoid
4011 * leading applications into temptation. The windows drivers don't
4012 * support most of those formats on volumes anyway, except for
4013 * WINED3DFMT_R32_FLOAT. */
4014 switch (CheckFormat)
4016 case WINED3DFMT_P8_UINT:
4017 case WINED3DFMT_L4A4_UNORM:
4018 case WINED3DFMT_R32_FLOAT:
4019 case WINED3DFMT_R16_FLOAT:
4020 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4021 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4022 case WINED3DFMT_R16G16_UNORM:
4023 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4024 return WINED3DERR_NOTAVAILABLE;
4026 case WINED3DFMT_R8G8B8A8_SNORM:
4027 case WINED3DFMT_R16G16_SNORM:
4028 if (!gl_info->supported[NV_TEXTURE_SHADER])
4030 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4031 return WINED3DERR_NOTAVAILABLE;
4035 case WINED3DFMT_R8G8_SNORM:
4036 if (!gl_info->supported[NV_TEXTURE_SHADER])
4038 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4039 return WINED3DERR_NOTAVAILABLE;
4043 case WINED3DFMT_DXT1:
4044 case WINED3DFMT_DXT2:
4045 case WINED3DFMT_DXT3:
4046 case WINED3DFMT_DXT4:
4047 case WINED3DFMT_DXT5:
4048 /* The GL_EXT_texture_compression_s3tc spec requires that
4049 * loading an s3tc compressed texture results in an error.
4050 * While the D3D refrast does support s3tc volumes, at
4051 * least the nvidia windows driver does not, so we're free
4052 * not to support this format. */
4053 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4054 return WINED3DERR_NOTAVAILABLE;
4057 /* Do nothing, continue with checking the format below */
4061 /* Always report dynamic locking. */
4062 if (Usage & WINED3DUSAGE_DYNAMIC)
4063 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4065 /* Always report software processing. */
4066 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4067 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4069 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4071 if (!CheckFilterCapability(adapter, format))
4073 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4074 return WINED3DERR_NOTAVAILABLE;
4076 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4079 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4081 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4083 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4084 return WINED3DERR_NOTAVAILABLE;
4086 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4089 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4091 if (!CheckSrgbReadCapability(adapter, format))
4093 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4094 return WINED3DERR_NOTAVAILABLE;
4096 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4099 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4101 if (!CheckSrgbWriteCapability(adapter, format))
4103 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4104 return WINED3DERR_NOTAVAILABLE;
4106 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4109 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4111 if (!CheckVertexTextureCapability(adapter, format))
4113 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4114 return WINED3DERR_NOTAVAILABLE;
4116 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4119 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4121 if (!CheckWrapAndMipCapability(adapter, format))
4123 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4124 return WINED3DERR_NOTAVAILABLE;
4126 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4131 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4132 return WINED3DERR_NOTAVAILABLE;
4135 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4136 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4137 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4138 if (UsageCaps == Usage)
4140 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4141 return WINED3DOK_NOAUTOGEN;
4143 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4144 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4146 return WINED3DERR_NOTAVAILABLE;
4149 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4150 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4152 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4153 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4154 debug_d3dformat(dst_format));
4159 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4160 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4165 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4166 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4167 debug_d3dformat(backbuffer_format), windowed);
4169 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4171 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4172 return WINED3DERR_INVALIDCALL;
4175 /* The task of this function is to check whether a certain display / backbuffer format
4176 * combination is available on the given adapter. In fullscreen mode microsoft specified
4177 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4178 * and display format should match exactly.
4179 * In windowed mode format conversion can occur and this depends on the driver. When format
4180 * conversion is done, this function should nevertheless fail and applications need to use
4181 * CheckDeviceFormatConversion.
4182 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4184 /* There are only 4 display formats. */
4185 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4186 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4187 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4188 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4190 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4191 return WINED3DERR_NOTAVAILABLE;
4194 /* If the requested display format is not available, don't continue. */
4195 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4198 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4199 return WINED3DERR_NOTAVAILABLE;
4202 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4203 * it means 'reuse' the display format for the backbuffer. */
4204 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4206 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4207 return WINED3DERR_NOTAVAILABLE;
4210 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4211 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4212 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4214 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4215 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4216 return WINED3DERR_NOTAVAILABLE;
4219 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4220 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4221 * WINED3DFMT_B5G5R5A1_UNORM. */
4222 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4223 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4225 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4226 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4227 return WINED3DERR_NOTAVAILABLE;
4230 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4231 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4232 * WINED3DFMT_B8G8R8A8_UNORM. */
4233 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4234 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4236 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4237 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4238 return WINED3DERR_NOTAVAILABLE;
4241 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4242 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4243 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4244 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4246 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4247 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4248 return WINED3DERR_NOTAVAILABLE;
4251 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4252 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4253 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4255 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4256 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4261 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4262 subset of a D3DCAPS9 structure. However, it has to come via a void *
4263 as the d3d8 interface cannot import the d3d9 header */
4264 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4266 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4267 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4268 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4269 int vs_selected_mode;
4270 int ps_selected_mode;
4271 struct shader_caps shader_caps;
4272 struct fragment_caps fragment_caps;
4273 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4275 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4277 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4278 return WINED3DERR_INVALIDCALL;
4281 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4283 /* ------------------------------------------------
4284 The following fields apply to both d3d8 and d3d9
4285 ------------------------------------------------ */
4286 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4287 pCaps->AdapterOrdinal = Adapter;
4290 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4291 WINED3DCAPS2_FULLSCREENGAMMA |
4292 WINED3DCAPS2_DYNAMICTEXTURES;
4293 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4295 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4298 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4299 WINED3DCAPS3_COPY_TO_VIDMEM |
4300 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4302 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4303 WINED3DPRESENT_INTERVAL_ONE;
4305 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4306 WINED3DCURSORCAPS_LOWRES;
4308 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4309 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4310 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4311 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4312 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4313 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4314 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4315 WINED3DDEVCAPS_PUREDEVICE |
4316 WINED3DDEVCAPS_HWRASTERIZATION |
4317 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4318 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4319 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4320 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4321 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4322 WINED3DDEVCAPS_RTPATCHES;
4324 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4325 WINED3DPMISCCAPS_CULLCCW |
4326 WINED3DPMISCCAPS_CULLCW |
4327 WINED3DPMISCCAPS_COLORWRITEENABLE |
4328 WINED3DPMISCCAPS_CLIPTLVERTS |
4329 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4330 WINED3DPMISCCAPS_MASKZ |
4331 WINED3DPMISCCAPS_BLENDOP |
4332 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4334 WINED3DPMISCCAPS_NULLREFERENCE
4335 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4336 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4337 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4339 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4340 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4341 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4342 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4344 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4345 WINED3DPRASTERCAPS_PAT |
4346 WINED3DPRASTERCAPS_WFOG |
4347 WINED3DPRASTERCAPS_ZFOG |
4348 WINED3DPRASTERCAPS_FOGVERTEX |
4349 WINED3DPRASTERCAPS_FOGTABLE |
4350 WINED3DPRASTERCAPS_STIPPLE |
4351 WINED3DPRASTERCAPS_SUBPIXEL |
4352 WINED3DPRASTERCAPS_ZTEST |
4353 WINED3DPRASTERCAPS_SCISSORTEST |
4354 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4355 WINED3DPRASTERCAPS_DEPTHBIAS;
4357 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4359 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4360 WINED3DPRASTERCAPS_ZBIAS |
4361 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4363 if (gl_info->supported[NV_FOG_DISTANCE])
4365 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4368 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4369 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4370 WINED3DPRASTERCAPS_ANTIALIASEDGES
4371 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4372 WINED3DPRASTERCAPS_WBUFFER */
4374 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4375 WINED3DPCMPCAPS_EQUAL |
4376 WINED3DPCMPCAPS_GREATER |
4377 WINED3DPCMPCAPS_GREATEREQUAL |
4378 WINED3DPCMPCAPS_LESS |
4379 WINED3DPCMPCAPS_LESSEQUAL |
4380 WINED3DPCMPCAPS_NEVER |
4381 WINED3DPCMPCAPS_NOTEQUAL;
4383 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4384 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4385 WINED3DPBLENDCAPS_DESTALPHA |
4386 WINED3DPBLENDCAPS_DESTCOLOR |
4387 WINED3DPBLENDCAPS_INVDESTALPHA |
4388 WINED3DPBLENDCAPS_INVDESTCOLOR |
4389 WINED3DPBLENDCAPS_INVSRCALPHA |
4390 WINED3DPBLENDCAPS_INVSRCCOLOR |
4391 WINED3DPBLENDCAPS_ONE |
4392 WINED3DPBLENDCAPS_SRCALPHA |
4393 WINED3DPBLENDCAPS_SRCALPHASAT |
4394 WINED3DPBLENDCAPS_SRCCOLOR |
4395 WINED3DPBLENDCAPS_ZERO;
4397 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4398 WINED3DPBLENDCAPS_DESTCOLOR |
4399 WINED3DPBLENDCAPS_INVDESTALPHA |
4400 WINED3DPBLENDCAPS_INVDESTCOLOR |
4401 WINED3DPBLENDCAPS_INVSRCALPHA |
4402 WINED3DPBLENDCAPS_INVSRCCOLOR |
4403 WINED3DPBLENDCAPS_ONE |
4404 WINED3DPBLENDCAPS_SRCALPHA |
4405 WINED3DPBLENDCAPS_SRCCOLOR |
4406 WINED3DPBLENDCAPS_ZERO;
4407 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4408 * according to the glBlendFunc manpage
4410 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4411 * legacy settings for srcblend only
4414 if (gl_info->supported[EXT_BLEND_COLOR])
4416 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4417 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4421 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4422 WINED3DPCMPCAPS_EQUAL |
4423 WINED3DPCMPCAPS_GREATER |
4424 WINED3DPCMPCAPS_GREATEREQUAL |
4425 WINED3DPCMPCAPS_LESS |
4426 WINED3DPCMPCAPS_LESSEQUAL |
4427 WINED3DPCMPCAPS_NEVER |
4428 WINED3DPCMPCAPS_NOTEQUAL;
4430 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4431 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4432 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4433 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4434 WINED3DPSHADECAPS_COLORFLATRGB |
4435 WINED3DPSHADECAPS_FOGFLAT |
4436 WINED3DPSHADECAPS_FOGGOURAUD |
4437 WINED3DPSHADECAPS_SPECULARFLATRGB;
4439 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4440 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4441 WINED3DPTEXTURECAPS_TRANSPARENCY |
4442 WINED3DPTEXTURECAPS_BORDER |
4443 WINED3DPTEXTURECAPS_MIPMAP |
4444 WINED3DPTEXTURECAPS_PROJECTED |
4445 WINED3DPTEXTURECAPS_PERSPECTIVE;
4447 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4449 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4450 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4453 if (gl_info->supported[EXT_TEXTURE3D])
4455 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4456 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4457 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4460 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4462 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4463 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4464 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4468 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4469 WINED3DPTFILTERCAPS_MAGFPOINT |
4470 WINED3DPTFILTERCAPS_MINFLINEAR |
4471 WINED3DPTFILTERCAPS_MINFPOINT |
4472 WINED3DPTFILTERCAPS_MIPFLINEAR |
4473 WINED3DPTFILTERCAPS_MIPFPOINT |
4474 WINED3DPTFILTERCAPS_LINEAR |
4475 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4476 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4477 WINED3DPTFILTERCAPS_MIPLINEAR |
4478 WINED3DPTFILTERCAPS_MIPNEAREST |
4479 WINED3DPTFILTERCAPS_NEAREST;
4481 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4483 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4484 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4487 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4489 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4490 WINED3DPTFILTERCAPS_MAGFPOINT |
4491 WINED3DPTFILTERCAPS_MINFLINEAR |
4492 WINED3DPTFILTERCAPS_MINFPOINT |
4493 WINED3DPTFILTERCAPS_MIPFLINEAR |
4494 WINED3DPTFILTERCAPS_MIPFPOINT |
4495 WINED3DPTFILTERCAPS_LINEAR |
4496 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4497 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4498 WINED3DPTFILTERCAPS_MIPLINEAR |
4499 WINED3DPTFILTERCAPS_MIPNEAREST |
4500 WINED3DPTFILTERCAPS_NEAREST;
4502 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4504 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4505 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4508 pCaps->CubeTextureFilterCaps = 0;
4510 if (gl_info->supported[EXT_TEXTURE3D])
4512 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4513 WINED3DPTFILTERCAPS_MAGFPOINT |
4514 WINED3DPTFILTERCAPS_MINFLINEAR |
4515 WINED3DPTFILTERCAPS_MINFPOINT |
4516 WINED3DPTFILTERCAPS_MIPFLINEAR |
4517 WINED3DPTFILTERCAPS_MIPFPOINT |
4518 WINED3DPTFILTERCAPS_LINEAR |
4519 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4520 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4521 WINED3DPTFILTERCAPS_MIPLINEAR |
4522 WINED3DPTFILTERCAPS_MIPNEAREST |
4523 WINED3DPTFILTERCAPS_NEAREST;
4525 pCaps->VolumeTextureFilterCaps = 0;
4527 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4528 WINED3DPTADDRESSCAPS_CLAMP |
4529 WINED3DPTADDRESSCAPS_WRAP;
4531 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4533 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4535 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4537 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4539 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4541 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4544 if (gl_info->supported[EXT_TEXTURE3D])
4546 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4547 WINED3DPTADDRESSCAPS_CLAMP |
4548 WINED3DPTADDRESSCAPS_WRAP;
4549 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4551 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4553 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4555 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4557 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4559 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4562 pCaps->VolumeTextureAddressCaps = 0;
4564 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4565 WINED3DLINECAPS_ZTEST |
4566 WINED3DLINECAPS_BLEND |
4567 WINED3DLINECAPS_ALPHACMP |
4568 WINED3DLINECAPS_FOG;
4569 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4570 * idea how generating the smoothing alpha values works; the result is different
4573 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4574 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4576 if (gl_info->supported[EXT_TEXTURE3D])
4577 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4579 pCaps->MaxVolumeExtent = 0;
4581 pCaps->MaxTextureRepeat = 32768;
4582 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4583 pCaps->MaxVertexW = 1.0f;
4585 pCaps->GuardBandLeft = 0.0f;
4586 pCaps->GuardBandTop = 0.0f;
4587 pCaps->GuardBandRight = 0.0f;
4588 pCaps->GuardBandBottom = 0.0f;
4590 pCaps->ExtentsAdjust = 0.0f;
4592 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4593 WINED3DSTENCILCAPS_INCRSAT |
4594 WINED3DSTENCILCAPS_INVERT |
4595 WINED3DSTENCILCAPS_KEEP |
4596 WINED3DSTENCILCAPS_REPLACE |
4597 WINED3DSTENCILCAPS_ZERO;
4598 if (gl_info->supported[EXT_STENCIL_WRAP])
4600 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4601 WINED3DSTENCILCAPS_INCR;
4603 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4605 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4608 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4610 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4611 pCaps->MaxActiveLights = gl_info->limits.lights;
4613 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4614 pCaps->MaxVertexBlendMatrixIndex = 0;
4616 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4617 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4620 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4621 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4622 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4623 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4624 WINED3DVTXPCAPS_LOCALVIEWER |
4625 WINED3DVTXPCAPS_VERTEXFOG |
4626 WINED3DVTXPCAPS_TEXGEN;
4628 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4629 pCaps->MaxVertexIndex = 0xFFFFF;
4630 pCaps->MaxStreams = MAX_STREAMS;
4631 pCaps->MaxStreamStride = 1024;
4633 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4634 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4635 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4636 pCaps->MaxNpatchTessellationLevel = 0;
4637 pCaps->MasterAdapterOrdinal = 0;
4638 pCaps->AdapterOrdinalInGroup = 0;
4639 pCaps->NumberOfAdaptersInGroup = 1;
4641 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4643 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4644 WINED3DPTFILTERCAPS_MAGFPOINT |
4645 WINED3DPTFILTERCAPS_MINFLINEAR |
4646 WINED3DPTFILTERCAPS_MAGFLINEAR;
4647 pCaps->VertexTextureFilterCaps = 0;
4649 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4650 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4652 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4653 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4655 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4656 * Ignore shader model capabilities if disabled in config
4658 if(vs_selected_mode == SHADER_NONE) {
4659 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4660 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4661 pCaps->MaxVertexShaderConst = 0;
4663 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4664 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4667 if(ps_selected_mode == SHADER_NONE) {
4668 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4669 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4670 pCaps->PixelShader1xMaxValue = 0.0f;
4672 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4673 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4676 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4677 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4678 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4680 /* The following caps are shader specific, but they are things we cannot detect, or which
4681 * are the same among all shader models. So to avoid code duplication set the shader version
4682 * specific, but otherwise constant caps here
4684 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4685 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4686 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4687 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4688 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4689 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4690 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4692 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4693 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4695 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4697 pCaps->VS20Caps.Caps = 0;
4698 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4699 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4700 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4702 pCaps->MaxVShaderInstructionsExecuted = 65535;
4703 pCaps->MaxVertexShader30InstructionSlots = 0;
4704 } else { /* VS 1.x */
4705 pCaps->VS20Caps.Caps = 0;
4706 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4707 pCaps->VS20Caps.NumTemps = 0;
4708 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4710 pCaps->MaxVShaderInstructionsExecuted = 0;
4711 pCaps->MaxVertexShader30InstructionSlots = 0;
4714 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4715 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4716 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4718 /* 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 */
4719 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4720 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4721 WINED3DPS20CAPS_PREDICATION |
4722 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4723 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4724 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4725 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4726 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4727 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4729 pCaps->MaxPShaderInstructionsExecuted = 65535;
4730 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4731 adapter->gl_info.limits.arb_ps_instructions);
4733 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4735 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4736 pCaps->PS20Caps.Caps = 0;
4737 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4738 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4739 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4740 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4742 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4743 pCaps->MaxPixelShader30InstructionSlots = 0;
4744 } else { /* PS 1.x */
4745 pCaps->PS20Caps.Caps = 0;
4746 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4747 pCaps->PS20Caps.NumTemps = 0;
4748 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4749 pCaps->PS20Caps.NumInstructionSlots = 0;
4751 pCaps->MaxPShaderInstructionsExecuted = 0;
4752 pCaps->MaxPixelShader30InstructionSlots = 0;
4755 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4756 /* OpenGL supports all the formats below, perhaps not always
4757 * without conversion, but it supports them.
4758 * Further GLSL doesn't seem to have an official unsigned type so
4759 * don't advertise it yet as I'm not sure how we handle it.
4760 * We might need to add some clamping in the shader engine to
4762 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4763 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4764 WINED3DDTCAPS_UBYTE4N |
4765 WINED3DDTCAPS_SHORT2N |
4766 WINED3DDTCAPS_SHORT4N;
4767 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4769 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4770 WINED3DDTCAPS_FLOAT16_4;
4773 pCaps->DeclTypes = 0;
4775 /* Set DirectDraw helper Caps */
4776 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4777 WINEDDCKEYCAPS_SRCBLT;
4778 fx_caps = WINEDDFXCAPS_BLTALPHA |
4779 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4780 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4781 WINEDDFXCAPS_BLTROTATION90 |
4782 WINEDDFXCAPS_BLTSHRINKX |
4783 WINEDDFXCAPS_BLTSHRINKXN |
4784 WINEDDFXCAPS_BLTSHRINKY |
4785 WINEDDFXCAPS_BLTSHRINKXN |
4786 WINEDDFXCAPS_BLTSTRETCHX |
4787 WINEDDFXCAPS_BLTSTRETCHXN |
4788 WINEDDFXCAPS_BLTSTRETCHY |
4789 WINEDDFXCAPS_BLTSTRETCHYN;
4790 blit_caps = WINEDDCAPS_BLT |
4791 WINEDDCAPS_BLTCOLORFILL |
4792 WINEDDCAPS_BLTDEPTHFILL |
4793 WINEDDCAPS_BLTSTRETCH |
4794 WINEDDCAPS_CANBLTSYSMEM |
4795 WINEDDCAPS_CANCLIP |
4796 WINEDDCAPS_CANCLIPSTRETCHED |
4797 WINEDDCAPS_COLORKEY |
4798 WINEDDCAPS_COLORKEYHWASSIST |
4799 WINEDDCAPS_ALIGNBOUNDARYSRC;
4800 pal_caps = WINEDDPCAPS_8BIT |
4801 WINEDDPCAPS_PRIMARYSURFACE;
4803 /* Fill the ddraw caps structure */
4804 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4805 WINEDDCAPS_PALETTE |
4807 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4808 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4809 WINEDDCAPS2_PRIMARYGAMMA |
4810 WINEDDCAPS2_WIDESURFACES |
4811 WINEDDCAPS2_CANRENDERWINDOWED;
4812 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4813 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4814 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4815 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4816 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4817 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4818 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4819 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4820 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4821 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4822 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4823 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4825 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4826 WINEDDSCAPS_BACKBUFFER |
4828 WINEDDSCAPS_FRONTBUFFER |
4829 WINEDDSCAPS_OFFSCREENPLAIN |
4830 WINEDDSCAPS_PALETTE |
4831 WINEDDSCAPS_PRIMARYSURFACE |
4832 WINEDDSCAPS_SYSTEMMEMORY |
4833 WINEDDSCAPS_VIDEOMEMORY |
4834 WINEDDSCAPS_VISIBLE;
4835 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4837 /* Set D3D caps if OpenGL is available. */
4838 if (adapter->opengl)
4840 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4841 WINEDDSCAPS_MIPMAP |
4842 WINEDDSCAPS_TEXTURE |
4843 WINEDDSCAPS_ZBUFFER;
4844 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4850 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4851 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4853 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4854 IWineD3DDeviceImpl *object;
4857 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4858 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4860 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4861 * number and create a device without a 3D adapter for 2D only operation. */
4862 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4864 return WINED3DERR_INVALIDCALL;
4867 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4870 ERR("Failed to allocate device memory.\n");
4871 return E_OUTOFMEMORY;
4874 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4877 WARN("Failed to initialize device, hr %#x.\n", hr);
4878 HeapFree(GetProcessHeap(), 0, object);
4882 TRACE("Created device %p.\n", object);
4883 *device = (IWineD3DDevice *)object;
4885 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4890 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4892 TRACE("iface %p.\n", iface);
4894 return ((IWineD3DImpl *)iface)->parent;
4897 static void WINE_GLAPI invalid_func(const void *data)
4899 ERR("Invalid vertex attribute function called\n");
4903 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4905 ERR("Invalid texcoord function called\n");
4909 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4910 * the extension detection and are used in drawStridedSlow
4912 static void WINE_GLAPI position_d3dcolor(const void *data)
4914 DWORD pos = *((const DWORD *)data);
4916 FIXME("Add a test for fixed function position from d3dcolor type\n");
4917 glVertex4s(D3DCOLOR_B_R(pos),
4923 static void WINE_GLAPI position_float4(const void *data)
4925 const GLfloat *pos = data;
4927 if (pos[3] != 0.0f && pos[3] != 1.0f)
4929 float w = 1.0f / pos[3];
4931 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4939 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4941 DWORD diffuseColor = *((const DWORD *)data);
4943 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4944 D3DCOLOR_B_G(diffuseColor),
4945 D3DCOLOR_B_B(diffuseColor),
4946 D3DCOLOR_B_A(diffuseColor));
4949 static void WINE_GLAPI specular_d3dcolor(const void *data)
4951 DWORD specularColor = *((const DWORD *)data);
4952 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4953 D3DCOLOR_B_G(specularColor),
4954 D3DCOLOR_B_B(specularColor)};
4956 specular_func_3ubv(d);
4959 static void WINE_GLAPI warn_no_specular_func(const void *data)
4961 WARN("GL_EXT_secondary_color not supported\n");
4964 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4966 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4967 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4968 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4969 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4970 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4971 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4972 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4973 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4974 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4975 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4976 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4977 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4978 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4979 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4980 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4981 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4982 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4984 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4985 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4986 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4987 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4988 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4989 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4990 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4991 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4992 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4993 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4994 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4995 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4996 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4997 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4998 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4999 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5000 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5002 /* No 4 component entry points here */
5003 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5004 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5005 if (gl_info->supported[EXT_SECONDARY_COLOR])
5007 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5011 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5013 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5014 if (gl_info->supported[EXT_SECONDARY_COLOR])
5016 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5017 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5021 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5023 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5024 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5025 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5026 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5027 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5028 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5029 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5030 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5031 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5032 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5033 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5034 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5036 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5037 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5039 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5040 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5041 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5042 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5043 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5044 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5045 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5046 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5047 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5048 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5049 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5050 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5051 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5052 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5053 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5054 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5055 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5057 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5058 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5059 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5060 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5061 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5062 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5063 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5064 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5065 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5066 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5067 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5068 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5069 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5070 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5071 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5072 if (gl_info->supported[NV_HALF_FLOAT])
5074 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5075 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5076 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5078 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5079 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5083 static BOOL InitAdapters(IWineD3DImpl *This)
5085 static HMODULE mod_gl;
5087 int ps_selected_mode, vs_selected_mode;
5089 /* No need to hold any lock. The calling library makes sure only one thread calls
5090 * wined3d simultaneously
5093 TRACE("Initializing adapters\n");
5096 #ifdef USE_WIN32_OPENGL
5097 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5098 mod_gl = LoadLibraryA("opengl32.dll");
5100 ERR("Can't load opengl32.dll!\n");
5104 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5105 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5106 mod_gl = GetModuleHandleA("gdi32.dll");
5110 /* Load WGL core functions from opengl32.dll */
5111 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5115 if(!pwglGetProcAddress) {
5116 ERR("Unable to load wglGetProcAddress!\n");
5120 /* Dynamically load all GL core functions */
5124 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5125 * otherwise because we have to use winex11.drv's override
5127 #ifdef USE_WIN32_OPENGL
5128 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5129 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5131 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5132 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5135 glEnableWINE = glEnable;
5136 glDisableWINE = glDisable;
5138 /* For now only one default adapter */
5140 struct wined3d_adapter *adapter = &This->adapters[0];
5141 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5142 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5146 WineD3D_PixelFormat *cfgs;
5147 DISPLAY_DEVICEW DisplayDevice;
5150 TRACE("Initializing default adapter\n");
5151 adapter->ordinal = 0;
5152 adapter->monitorPoint.x = -1;
5153 adapter->monitorPoint.y = -1;
5155 if (!AllocateLocallyUniqueId(&adapter->luid))
5157 DWORD err = GetLastError();
5158 ERR("Failed to set adapter LUID (%#x).\n", err);
5161 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5162 adapter->luid.HighPart, adapter->luid.LowPart);
5164 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5166 ERR("Failed to get a gl context for default adapter\n");
5170 ret = IWineD3DImpl_FillGLCaps(adapter);
5172 ERR("Failed to initialize gl caps for default adapter\n");
5173 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5176 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5178 ERR("Failed to init gl formats\n");
5179 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5183 hdc = fake_gl_ctx.dc;
5185 /* Use the VideoRamSize registry setting when set */
5186 if(wined3d_settings.emulated_textureram)
5187 adapter->TextureRam = wined3d_settings.emulated_textureram;
5189 adapter->TextureRam = adapter->gl_info.vidmem;
5190 adapter->UsedTextureRam = 0;
5191 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5193 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5194 DisplayDevice.cb = sizeof(DisplayDevice);
5195 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5196 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5197 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5199 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5206 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5207 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5209 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5210 cfgs = adapter->cfgs;
5211 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5212 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5213 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5214 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5215 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5216 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5217 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5218 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5219 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5220 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5221 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5223 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5225 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5230 /* Cache the pixel format */
5231 cfgs->iPixelFormat = iPixelFormat;
5232 cfgs->redSize = values[0];
5233 cfgs->greenSize = values[1];
5234 cfgs->blueSize = values[2];
5235 cfgs->alphaSize = values[3];
5236 cfgs->colorSize = values[4];
5237 cfgs->depthSize = values[5];
5238 cfgs->stencilSize = values[6];
5239 cfgs->windowDrawable = values[7];
5240 cfgs->iPixelType = values[8];
5241 cfgs->doubleBuffer = values[9];
5242 cfgs->auxBuffers = values[10];
5244 cfgs->numSamples = 0;
5245 /* Check multisample support */
5246 if (gl_info->supported[ARB_MULTISAMPLE])
5248 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5250 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5251 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5252 * value[1] = number of multi sample buffers*/
5254 cfgs->numSamples = value[1];
5258 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5259 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5260 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5261 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5262 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5268 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5269 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5270 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5272 cfgs = adapter->cfgs;
5273 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5275 PIXELFORMATDESCRIPTOR ppfd;
5277 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5281 /* We only want HW acceleration using an OpenGL ICD driver.
5282 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5283 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5285 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5287 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5291 cfgs->iPixelFormat = iPixelFormat;
5292 cfgs->redSize = ppfd.cRedBits;
5293 cfgs->greenSize = ppfd.cGreenBits;
5294 cfgs->blueSize = ppfd.cBlueBits;
5295 cfgs->alphaSize = ppfd.cAlphaBits;
5296 cfgs->colorSize = ppfd.cColorBits;
5297 cfgs->depthSize = ppfd.cDepthBits;
5298 cfgs->stencilSize = ppfd.cStencilBits;
5299 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5300 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5301 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5302 cfgs->auxBuffers = ppfd.cAuxBuffers;
5303 cfgs->numSamples = 0;
5305 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5306 "depth=%d, stencil=%d, windowDrawable=%d\n",
5307 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5308 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5309 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5314 /* 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 */
5317 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5319 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5320 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5325 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5326 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5327 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5328 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5329 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5330 * driver is allowed to consume more bits EXCEPT for stencil bits.
5332 * Mark an adapter with this broken stencil behavior.
5334 adapter->brokenStencil = TRUE;
5335 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5337 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5338 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5339 adapter->brokenStencil = FALSE;
5344 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5346 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5347 fillGLAttribFuncs(&adapter->gl_info);
5348 adapter->opengl = TRUE;
5350 This->adapter_count = 1;
5351 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5356 /* Initialize an adapter for ddraw-only memory counting */
5357 memset(This->adapters, 0, sizeof(This->adapters));
5358 This->adapters[0].ordinal = 0;
5359 This->adapters[0].opengl = FALSE;
5360 This->adapters[0].monitorPoint.x = -1;
5361 This->adapters[0].monitorPoint.y = -1;
5363 This->adapters[0].driver_info.name = "Display";
5364 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5365 if(wined3d_settings.emulated_textureram) {
5366 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5368 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5371 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5373 This->adapter_count = 1;
5377 /**********************************************************
5378 * IWineD3D VTbl follows
5379 **********************************************************/
5381 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5384 IWineD3DImpl_QueryInterface,
5385 IWineD3DImpl_AddRef,
5386 IWineD3DImpl_Release,
5388 IWineD3DImpl_GetParent,
5389 IWineD3DImpl_GetAdapterCount,
5390 IWineD3DImpl_RegisterSoftwareDevice,
5391 IWineD3DImpl_GetAdapterMonitor,
5392 IWineD3DImpl_GetAdapterModeCount,
5393 IWineD3DImpl_EnumAdapterModes,
5394 IWineD3DImpl_GetAdapterDisplayMode,
5395 IWineD3DImpl_GetAdapterIdentifier,
5396 IWineD3DImpl_CheckDeviceMultiSampleType,
5397 IWineD3DImpl_CheckDepthStencilMatch,
5398 IWineD3DImpl_CheckDeviceType,
5399 IWineD3DImpl_CheckDeviceFormat,
5400 IWineD3DImpl_CheckDeviceFormatConversion,
5401 IWineD3DImpl_GetDeviceCaps,
5402 IWineD3DImpl_CreateDevice
5405 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5407 const struct wined3d_parent_ops wined3d_null_parent_ops =
5409 wined3d_null_wined3d_object_destroyed,
5412 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5414 wined3d->lpVtbl = &IWineD3D_Vtbl;
5415 wined3d->dxVersion = version;
5417 wined3d->parent = parent;
5419 if (!InitAdapters(wined3d))
5421 WARN("Failed to initialize adapters.\n");
5424 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);