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
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32 #define GLINFO_LOCATION (*gl_info)
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34 #define MAKEDWORD_VERSION(maj, min) ((maj & 0xffff) << 16) | (min & 0xffff)
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
39 /* Extension detection */
41 const char *extension_string;
42 GL_SupportedExt extension;
46 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
47 {"GL_APPLE_fence", APPLE_FENCE, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
49 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
50 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
51 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
54 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
56 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
57 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
58 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
59 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
60 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
61 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
62 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
63 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
64 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_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_sync", ARB_SYNC, 0 },
77 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
78 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
79 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
80 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
81 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
82 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
83 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
84 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
85 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
86 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
87 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
88 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
89 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
90 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
91 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
92 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
95 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
96 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
97 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
98 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
99 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
102 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
103 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
104 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
105 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
106 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
107 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
108 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
109 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
110 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
111 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
112 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
113 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
114 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
115 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
116 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
117 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
118 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
119 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
120 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
121 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
122 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
123 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
124 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
125 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
126 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
127 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
128 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
129 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
130 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
131 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 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_register_combiners", NV_REGISTER_COMBINERS, 0 },
143 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
144 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
145 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
146 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
147 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
148 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 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 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
165 const struct min_lookup minMipLookup[] =
167 /* NONE POINT LINEAR */
168 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
169 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
170 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
173 const struct min_lookup minMipLookup_noFilter[] =
175 /* NONE POINT LINEAR */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
178 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
181 const struct min_lookup minMipLookup_noMip[] =
183 /* NONE POINT LINEAR */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
185 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
186 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
189 const GLenum magLookup[] =
191 /* NONE POINT LINEAR */
192 GL_NEAREST, GL_NEAREST, GL_LINEAR,
195 const GLenum magLookup_noFilter[] =
197 /* NONE POINT LINEAR */
198 GL_NEAREST, GL_NEAREST, GL_NEAREST,
201 /* drawStridedSlow attributes */
202 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc specular_func_3ubv;
205 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
206 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
207 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
210 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
211 * i.e., there is no GL Context - Get a default rendering context to enable the
212 * function query some info from GL.
215 struct wined3d_fake_gl_ctx
221 HGLRC restore_gl_ctx;
224 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
226 TRACE_(d3d_caps)("Destroying fake GL context.\n");
228 if (!pwglMakeCurrent(NULL, NULL))
230 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
233 if (!pwglDeleteContext(ctx->gl_ctx))
235 DWORD err = GetLastError();
236 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
239 ReleaseDC(ctx->wnd, ctx->dc);
240 DestroyWindow(ctx->wnd);
242 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
244 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
250 PIXELFORMATDESCRIPTOR pfd;
253 TRACE("getting context...\n");
255 ctx->restore_dc = pwglGetCurrentDC();
256 ctx->restore_gl_ctx = pwglGetCurrentContext();
258 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
263 ERR_(d3d_caps)("Failed to create a window.\n");
267 ctx->dc = GetDC(ctx->wnd);
270 ERR_(d3d_caps)("Failed to get a DC.\n");
274 /* PixelFormat selection */
275 ZeroMemory(&pfd, sizeof(pfd));
276 pfd.nSize = sizeof(pfd);
278 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279 pfd.iPixelType = PFD_TYPE_RGBA;
281 pfd.iLayerType = PFD_MAIN_PLANE;
283 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
286 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
290 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
293 /* Create a GL context. */
294 ctx->gl_ctx = pwglCreateContext(ctx->dc);
297 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
301 /* Make it the current GL context. */
302 if (!context_set_current(NULL))
304 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
309 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
316 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
318 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
320 if (ctx->wnd) DestroyWindow(ctx->wnd);
322 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
324 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
330 /* Adjust the amount of used texture memory */
331 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
333 struct wined3d_adapter *adapter = D3DDevice->adapter;
335 adapter->UsedTextureRam += glram;
336 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
337 return adapter->UsedTextureRam;
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
342 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
343 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
346 /**********************************************************
347 * IUnknown parts follows
348 **********************************************************/
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
352 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
354 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355 if (IsEqualGUID(riid, &IID_IUnknown)
356 || IsEqualGUID(riid, &IID_IWineD3DBase)
357 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358 IUnknown_AddRef(iface);
363 return E_NOINTERFACE;
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
368 ULONG refCount = InterlockedIncrement(&This->ref);
370 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375 IWineD3DImpl *This = (IWineD3DImpl *)iface;
377 TRACE("(%p) : Releasing from %d\n", This, This->ref);
378 ref = InterlockedDecrement(&This->ref);
382 for (i = 0; i < This->adapter_count; ++i)
384 wined3d_adapter_cleanup(&This->adapters[i]);
386 HeapFree(GetProcessHeap(), 0, This);
392 /**********************************************************
393 * IWineD3D parts follows
394 **********************************************************/
396 /* GL locking is done by the caller */
397 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
401 const char *testcode =
403 "PARAM C[66] = { program.env[0..65] };\n"
405 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
406 "ARL A0.x, zero.x;\n"
407 "MOV result.position, C[A0.x + 65];\n"
411 GL_EXTCALL(glGenProgramsARB(1, &prog));
413 ERR("Failed to create an ARB offset limit test program\n");
415 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
416 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
417 strlen(testcode), testcode));
418 if(glGetError() != 0) {
419 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
420 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
422 } else TRACE("OpenGL implementation allows offsets > 63\n");
424 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
425 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
426 checkGLcall("ARB vp offset limit test cleanup");
431 static DWORD ver_for_ext(GL_SupportedExt ext)
434 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
435 if(EXTENSION_MAP[i].extension == ext) {
436 return EXTENSION_MAP[i].version;
442 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
443 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
445 if (vendor != VENDOR_ATI) return FALSE;
446 if (device == CARD_ATI_RADEON_9500) return TRUE;
447 if (device == CARD_ATI_RADEON_X700) return TRUE;
448 if (device == CARD_ATI_RADEON_X1600) return TRUE;
452 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
453 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
455 if (vendor == VENDOR_NVIDIA)
457 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
465 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
466 enum wined3d_pci_vendor 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. */
479 if (gl_info->supported[APPLE_FENCE]
480 && gl_info->supported[APPLE_CLIENT_STORAGE]
481 && gl_info->supported[APPLE_FLUSH_RENDER]
482 && gl_info->supported[APPLE_YCBCR_422])
492 /* Context activation is done by the caller. */
493 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
495 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
496 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
497 * all the texture. This function detects this bug by its symptom and disables PBOs
500 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
501 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
502 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
503 * read back is compared to the original. If they are equal PBOs are assumed to work,
504 * otherwise the PBO extension is disabled. */
506 static const unsigned int pattern[] =
508 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
509 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
510 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
511 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
513 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
515 /* No PBO -> No point in testing them. */
516 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
520 while (glGetError());
521 glGenTextures(1, &texture);
522 glBindTexture(GL_TEXTURE_2D, texture);
524 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
525 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
526 checkGLcall("Specifying the PBO test texture");
528 GL_EXTCALL(glGenBuffersARB(1, &pbo));
529 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
530 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
531 checkGLcall("Specifying the PBO test pbo");
533 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
534 checkGLcall("Loading the PBO test texture");
536 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
537 wglFinish(); /* just to be sure */
539 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_pci_vendor vendor, enum wined3d_pci_device device)
564 return vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer, vendor, device);
567 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
568 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
570 if (!match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
571 if (vendor != 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_pci_vendor vendor, enum wined3d_pci_device device)
579 if (vendor != VENDOR_ATI) return FALSE;
580 if (match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
581 if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
585 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
586 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
588 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
589 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
590 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
591 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
594 * dx10 cards usually have 64 varyings */
595 return gl_info->limits.glsl_varyings > 44;
598 /* A GL context is provided by the caller */
599 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
600 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
605 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
609 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
610 error = glGetError();
613 if(error == GL_NO_ERROR)
615 TRACE("GL Implementation accepts 4 component specular color pointers\n");
620 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
621 debug_glerror(error));
626 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
627 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
629 if (!match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
630 return gl_info->supported[NV_TEXTURE_SHADER];
633 /* A GL context is provided by the caller */
634 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
635 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
640 const char *testcode =
642 "OPTION NV_vertex_program2;\n"
643 "MOV result.clip[0], 0.0;\n"
644 "MOV result.position, 0.0;\n"
647 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
652 GL_EXTCALL(glGenProgramsARB(1, &prog));
655 ERR("Failed to create the NVvp clip test program\n");
659 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
660 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
661 strlen(testcode), testcode));
662 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
665 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
666 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
670 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
672 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
673 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
674 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
680 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
682 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
683 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
684 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
685 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
688 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
690 quirk_arb_constants(gl_info);
691 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
692 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
693 * allow 48 different offsets or other helper immediate values. */
694 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
695 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
698 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
699 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
700 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
701 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
702 * most games, but avoids the crash
704 * A more sophisticated way would be to find all units that need texture coordinates and enable
705 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
706 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
708 * Note that disabling the extension entirely does not gain predictability because there is no point
709 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
710 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
712 if (gl_info->supported[ARB_POINT_SPRITE])
714 TRACE("Limiting point sprites to one texture unit.\n");
715 gl_info->limits.point_sprite_units = 1;
719 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
721 quirk_arb_constants(gl_info);
723 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
724 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
725 * If real NP2 textures are used, the driver falls back to software. We could just remove the
726 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
727 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
728 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
729 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
731 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
732 * has this extension promoted to core. The extension loading code sets this extension supported
733 * due to that, so this code works on fglrx as well. */
734 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
736 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
737 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
738 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
741 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
742 * it is generally more efficient. Reserve just 8 constants. */
743 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
744 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
747 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
749 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
750 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
751 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
752 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
753 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
754 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
756 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
757 * triggering the software fallback. There is not much we can do here apart from disabling the
758 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
759 * in IWineD3DImpl_FillGLCaps).
760 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
761 * post-processing effects in the game "Max Payne 2").
762 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
763 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
764 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
765 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
768 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
770 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
771 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
772 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
773 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
774 * according to the spec.
776 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
777 * makes the shader slower and eats instruction slots which should be available to the d3d app.
779 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
780 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
781 * this workaround is activated on cards that do not need it, it won't break things, just affect
782 * performance negatively. */
783 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
784 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
787 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
789 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
792 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
794 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
797 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
799 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
800 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
801 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
804 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
806 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
811 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
812 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device);
813 void (*apply)(struct wined3d_gl_info *gl_info);
814 const char *description;
817 static const struct driver_quirk quirk_table[] =
820 match_ati_r300_to_500,
822 "ATI GLSL constant and normalized texrect quirk"
824 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
825 * used it falls back to software. While the compiler can detect if the shader uses all declared
826 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
827 * using relative addressing falls back to software.
829 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
832 quirk_apple_glsl_constants,
833 "Apple GLSL uniform override"
838 "Geforce 5 NP2 disable"
843 "Init texcoord .w for Apple Intel GPU driver"
846 match_apple_nonr500ati,
848 "Init texcoord .w for Apple ATI >= r600 GPU driver"
852 quirk_one_point_sprite,
853 "Fglrx point sprite crash workaround"
858 "Reserved varying for gl_ClipPos"
861 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
862 * GL implementations accept it. The Mac GL is the only implementation known to
865 * If we can pass 4 component specular colors, do it, because (a) we don't have
866 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
867 * passes specular alpha to the pixel shader if any is used. Otherwise the
868 * specular alpha is used to pass the fog coordinate, which we pass to opengl
869 * via GL_EXT_fog_coord.
871 match_allows_spec_alpha,
872 quirk_allows_specular_alpha,
873 "Allow specular alpha quirk"
876 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
881 "Apple NV_texture_shader disable"
884 match_broken_nv_clip,
885 quirk_disable_nvvp_clip,
886 "Apple NV_vertex_program clip bug quirk"
890 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
891 * reporting a driver version is moot because we are not the Windows driver, and we have different
892 * bugs, features, etc.
894 * The driver version has the form "x.y.z.w".
896 * "x" is the Windows version the driver is meant for:
903 * "y" is the Direct3D level the driver supports:
910 * "z" is unknown, possibly vendor specific.
912 * "w" is the vendor specific driver version.
914 struct driver_version_information
916 WORD vendor; /* reported PCI card vendor ID */
917 WORD card; /* reported PCI card device ID */
918 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
919 WORD d3d_level; /* driver hiword to report */
920 WORD lopart_hi, lopart_lo; /* driver loword to report */
923 static const struct driver_version_information driver_version_table[] =
925 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
926 * 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
927 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
928 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
930 * All version numbers used below are from the Linux nvidia drivers. */
931 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
932 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
933 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
934 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
935 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
936 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
937 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
938 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
939 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
940 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
941 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
942 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
943 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
944 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
945 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
946 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
947 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
948 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
949 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
950 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
951 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
952 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
953 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
954 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
955 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
956 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
957 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
958 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
959 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
960 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
961 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 },
963 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
964 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
965 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
966 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
967 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 14, 10, 6764 },
968 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
969 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
970 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
971 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
972 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
973 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
974 {VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
975 {VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
977 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
980 static void init_driver_info(struct wined3d_driver_info *driver_info,
981 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
983 OSVERSIONINFOW os_version;
984 WORD driver_os_version;
987 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
989 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
990 vendor = wined3d_settings.pci_vendor_id;
992 driver_info->vendor = vendor;
994 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
996 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
997 device = wined3d_settings.pci_device_id;
999 driver_info->device = device;
1004 driver_info->name = "ati2dvag.dll";
1008 driver_info->name = "nv4_disp.dll";
1012 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1013 driver_info->name = "Display";
1017 memset(&os_version, 0, sizeof(os_version));
1018 os_version.dwOSVersionInfoSize = sizeof(os_version);
1019 if (!GetVersionExW(&os_version))
1021 ERR("Failed to get OS version, reporting 2000/XP.\n");
1022 driver_os_version = 6;
1026 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1027 switch (os_version.dwMajorVersion)
1030 driver_os_version = 4;
1034 driver_os_version = 6;
1038 if (os_version.dwMinorVersion == 0)
1040 driver_os_version = 7;
1044 if (os_version.dwMinorVersion > 1)
1046 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1047 os_version.dwMajorVersion, os_version.dwMinorVersion);
1049 driver_os_version = 8;
1054 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1055 os_version.dwMajorVersion, os_version.dwMinorVersion);
1056 driver_os_version = 6;
1061 driver_info->description = "Direct3D HAL";
1062 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1063 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1065 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1067 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1069 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1071 driver_info->description = driver_version_table[i].description;
1072 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1073 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1074 driver_version_table[i].lopart_lo);
1079 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1080 driver_info->version_high, driver_info->version_low);
1083 /* Context activation is done by the caller. */
1084 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1085 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1089 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1091 if (!quirk_table[i].match(gl_info, gl_renderer, vendor, device)) continue;
1092 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1093 quirk_table[i].apply(gl_info);
1096 /* Find out if PBOs work as they are supposed to. */
1097 test_pbo_functionality(gl_info);
1100 static DWORD wined3d_parse_gl_version(const char *gl_version)
1102 const char *ptr = gl_version;
1106 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1108 while (isdigit(*ptr)) ++ptr;
1109 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1113 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1115 return MAKEDWORD_VERSION(major, minor);
1118 static enum wined3d_pci_vendor wined3d_guess_vendor(const char *gl_vendor, const char *gl_renderer)
1120 if (strstr(gl_vendor, "NVIDIA"))
1121 return VENDOR_NVIDIA;
1123 if (strstr(gl_vendor, "ATI"))
1126 if (strstr(gl_vendor, "Intel(R)")
1127 || strstr(gl_renderer, "Intel(R)")
1128 || strstr(gl_vendor, "Intel Inc."))
1129 return VENDOR_INTEL;
1131 if (strstr(gl_vendor, "Mesa")
1132 || strstr(gl_vendor, "Advanced Micro Devices, Inc.")
1133 || strstr(gl_vendor, "DRI R300 Project")
1134 || strstr(gl_vendor, "Tungsten Graphics, Inc")
1135 || strstr(gl_vendor, "VMware, Inc."))
1138 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning VENDOR_WINE.\n", debugstr_a(gl_vendor));
1143 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1144 enum wined3d_pci_vendor *vendor, unsigned int *vidmem)
1146 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1147 * different GPUs with roughly the same features. In most cases GPUs from a
1148 * certain family differ in clockspeeds, the amount of video memory and the
1149 * number of shader pipelines.
1151 * A Direct3D device object contains the PCI id (vendor + device) of the
1152 * videocard which is used for rendering. Various applications use this
1153 * information to get a rough estimation of the features of the card and
1154 * some might use it for enabling 3d effects only on certain types of
1155 * videocards. In some cases games might even use it to work around bugs
1156 * which happen on certain videocards/driver combinations. The problem is
1157 * that OpenGL only exposes a rendering string containing the name of the
1158 * videocard and not the PCI id.
1160 * Various games depend on the PCI id, so somehow we need to provide one.
1161 * A simple option is to parse the renderer string and translate this to
1162 * the right PCI id. This is a lot of work because there are more than 200
1163 * GPUs just for Nvidia. Various cards share the same renderer string, so
1164 * the amount of code might be 'small' but there are quite a number of
1165 * exceptions which would make this a pain to maintain. Another way would
1166 * be to query the PCI id from the operating system (assuming this is the
1167 * videocard which is used for rendering which is not always the case).
1168 * This would work but it is not very portable. Second it would not work
1169 * well in, let's say, a remote X situation in which the amount of 3d
1170 * features which can be used is limited.
1172 * As said most games only use the PCI id to get an indication of the
1173 * capabilities of the card. It doesn't really matter if the given id is
1174 * the correct one if we return the id of a card with similar 3d features.
1176 * The code below checks the OpenGL capabilities of a videocard and matches
1177 * that to a certain level of Direct3D functionality. Once a card passes
1178 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1179 * least a GeforceFX. To give a better estimate we do a basic check on the
1180 * renderer string but if that won't pass we return a default card. This
1181 * way is better than maintaining a full card database as even without a
1182 * full database we can return a card with similar features. Second the
1183 * size of the database can be made quite small because when you know what
1184 * type of 3d functionality a card has, you know to which GPU family the
1185 * GPU must belong. Because of this you only have to check a small part of
1186 * the renderer string to distinguishes between different models from that
1189 * The code also selects a default amount of video memory which we will
1190 * use for an estimation of the amount of free texture memory. In case of
1191 * real D3D the amount of texture memory includes video memory and system
1192 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1193 * HyperMemory). We don't know how much system memory can be addressed by
1194 * the system but we can make a reasonable estimation about the amount of
1195 * video memory. If the value is slightly wrong it doesn't matter as we
1196 * didn't include AGP-like memory which makes the amount of addressable
1197 * memory higher and second OpenGL isn't that critical it moves to system
1198 * memory behind our backs if really needed. Note that the amount of video
1199 * memory can be overruled using a registry setting. */
1204 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1205 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1207 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1209 /* Geforce 200 - highend */
1210 if (strstr(gl_renderer, "GTX 280")
1211 || strstr(gl_renderer, "GTX 285")
1212 || strstr(gl_renderer, "GTX 295"))
1215 return CARD_NVIDIA_GEFORCE_GTX280;
1218 /* Geforce 200 - midend high */
1219 if (strstr(gl_renderer, "GTX 275"))
1222 return CARD_NVIDIA_GEFORCE_GTX275;
1225 /* Geforce 200 - midend */
1226 if (strstr(gl_renderer, "GTX 260"))
1229 return CARD_NVIDIA_GEFORCE_GTX260;
1231 /* Geforce 200 - midend */
1232 if (strstr(gl_renderer, "GT 240"))
1235 return CARD_NVIDIA_GEFORCE_GT240;
1238 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1239 if (strstr(gl_renderer, "9800")
1240 || strstr(gl_renderer, "GTS 150")
1241 || strstr(gl_renderer, "GTS 250"))
1244 return CARD_NVIDIA_GEFORCE_9800GT;
1247 /* Geforce9 - midend */
1248 if (strstr(gl_renderer, "9600"))
1250 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1251 return CARD_NVIDIA_GEFORCE_9600GT;
1254 /* Geforce9 - midend low / Geforce 200 - low */
1255 if (strstr(gl_renderer, "9500")
1256 || strstr(gl_renderer, "GT 120")
1257 || strstr(gl_renderer, "GT 130"))
1259 *vidmem = 256; /* The 9500GT has 256-1024MB */
1260 return CARD_NVIDIA_GEFORCE_9500GT;
1263 /* Geforce9 - lowend */
1264 if (strstr(gl_renderer, "9400"))
1266 *vidmem = 256; /* The 9400GT has 256-1024MB */
1267 return CARD_NVIDIA_GEFORCE_9400GT;
1270 /* Geforce9 - lowend low */
1271 if (strstr(gl_renderer, "9100")
1272 || strstr(gl_renderer, "9200")
1273 || strstr(gl_renderer, "9300")
1274 || strstr(gl_renderer, "G 100"))
1276 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1277 return CARD_NVIDIA_GEFORCE_9200;
1280 /* Geforce8 - highend */
1281 if (strstr(gl_renderer, "8800"))
1283 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1284 return CARD_NVIDIA_GEFORCE_8800GTS;
1287 /* Geforce8 - midend mobile */
1288 if (strstr(gl_renderer, "8600 M"))
1291 return CARD_NVIDIA_GEFORCE_8600MGT;
1294 /* Geforce8 - midend */
1295 if (strstr(gl_renderer, "8600")
1296 || strstr(gl_renderer, "8700"))
1299 return CARD_NVIDIA_GEFORCE_8600GT;
1302 /* Geforce8 - lowend */
1303 if (strstr(gl_renderer, "8100")
1304 || strstr(gl_renderer, "8200")
1305 || strstr(gl_renderer, "8300")
1306 || strstr(gl_renderer, "8400")
1307 || strstr(gl_renderer, "8500"))
1309 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1310 return CARD_NVIDIA_GEFORCE_8300GS;
1313 /* Geforce7 - highend */
1314 if (strstr(gl_renderer, "7800")
1315 || strstr(gl_renderer, "7900")
1316 || strstr(gl_renderer, "7950")
1317 || strstr(gl_renderer, "Quadro FX 4")
1318 || strstr(gl_renderer, "Quadro FX 5"))
1320 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1321 return CARD_NVIDIA_GEFORCE_7800GT;
1324 /* Geforce7 midend */
1325 if (strstr(gl_renderer, "7600")
1326 || strstr(gl_renderer, "7700"))
1328 *vidmem = 256; /* The 7600 uses 256-512MB */
1329 return CARD_NVIDIA_GEFORCE_7600;
1332 /* Geforce7 lower medium */
1333 if (strstr(gl_renderer, "7400"))
1335 *vidmem = 256; /* The 7400 uses 256-512MB */
1336 return CARD_NVIDIA_GEFORCE_7400;
1339 /* Geforce7 lowend */
1340 if (strstr(gl_renderer, "7300"))
1342 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1343 return CARD_NVIDIA_GEFORCE_7300;
1346 /* Geforce6 highend */
1347 if (strstr(gl_renderer, "6800"))
1349 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1350 return CARD_NVIDIA_GEFORCE_6800;
1353 /* Geforce6 - midend */
1354 if (strstr(gl_renderer, "6600")
1355 || strstr(gl_renderer, "6610")
1356 || strstr(gl_renderer, "6700"))
1358 *vidmem = 128; /* A 6600GT has 128-256MB */
1359 return CARD_NVIDIA_GEFORCE_6600GT;
1362 /* Geforce6/7 lowend */
1364 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1367 if (WINE_D3D9_CAPABLE(gl_info))
1369 /* GeforceFX - highend */
1370 if (strstr(gl_renderer, "5800")
1371 || strstr(gl_renderer, "5900")
1372 || strstr(gl_renderer, "5950")
1373 || strstr(gl_renderer, "Quadro FX"))
1375 *vidmem = 256; /* 5800-5900 cards use 256MB */
1376 return CARD_NVIDIA_GEFORCEFX_5800;
1379 /* GeforceFX - midend */
1380 if (strstr(gl_renderer, "5600")
1381 || strstr(gl_renderer, "5650")
1382 || strstr(gl_renderer, "5700")
1383 || strstr(gl_renderer, "5750"))
1385 *vidmem = 128; /* A 5600 uses 128-256MB */
1386 return CARD_NVIDIA_GEFORCEFX_5600;
1389 /* GeforceFX - lowend */
1390 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1391 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1394 if (WINE_D3D8_CAPABLE(gl_info))
1396 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1398 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1399 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1402 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1403 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1406 if (WINE_D3D7_CAPABLE(gl_info))
1408 if (strstr(gl_renderer, "GeForce4 MX"))
1410 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1411 * early models had 32MB but most have 64MB or even 128MB. */
1413 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1416 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1418 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1419 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1422 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1424 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1425 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1428 /* Most Geforce1 cards have 32MB, there are also some rare 16
1429 * and 64MB (Dell) models. */
1431 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1434 if (strstr(gl_renderer, "TNT2"))
1436 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1437 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1440 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1441 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1444 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1446 * Beware: renderer string do not match exact card model,
1447 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1448 if (WINE_D3D9_CAPABLE(gl_info))
1450 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1451 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1452 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1453 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1455 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1456 return CARD_ATI_RADEON_HD5800;
1459 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1460 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1461 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1462 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1464 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1465 return CARD_ATI_RADEON_HD5700;
1468 /* Radeon R7xx HD4800 - highend */
1469 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1470 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1471 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1472 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1473 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1475 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1476 return CARD_ATI_RADEON_HD4800;
1479 /* Radeon R740 HD4700 - midend */
1480 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1481 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1484 return CARD_ATI_RADEON_HD4700;
1487 /* Radeon R730 HD4600 - midend */
1488 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1489 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1490 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1493 return CARD_ATI_RADEON_HD4600;
1496 /* Radeon R710 HD4500/HD4350 - lowend */
1497 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1498 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1501 return CARD_ATI_RADEON_HD4350;
1504 /* Radeon R6xx HD2900/HD3800 - highend */
1505 if (strstr(gl_renderer, "HD 2900")
1506 || strstr(gl_renderer, "HD 3870")
1507 || strstr(gl_renderer, "HD 3850"))
1509 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1510 return CARD_ATI_RADEON_HD2900;
1513 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1514 if (strstr(gl_renderer, "HD 2600")
1515 || strstr(gl_renderer, "HD 3830")
1516 || strstr(gl_renderer, "HD 3690")
1517 || strstr(gl_renderer, "HD 3650"))
1519 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1520 return CARD_ATI_RADEON_HD2600;
1523 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1524 if (strstr(gl_renderer, "HD 2300")
1525 || strstr(gl_renderer, "HD 2400")
1526 || strstr(gl_renderer, "HD 3470")
1527 || strstr(gl_renderer, "HD 3450")
1528 || strstr(gl_renderer, "HD 3430")
1529 || strstr(gl_renderer, "HD 3400"))
1531 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1532 return CARD_ATI_RADEON_HD2300;
1535 /* Radeon R6xx/R7xx integrated */
1536 if (strstr(gl_renderer, "HD 3100")
1537 || strstr(gl_renderer, "HD 3200")
1538 || strstr(gl_renderer, "HD 3300"))
1540 *vidmem = 128; /* 128MB */
1541 return CARD_ATI_RADEON_HD3200;
1545 if (strstr(gl_renderer, "X1600")
1546 || strstr(gl_renderer, "X1650")
1547 || strstr(gl_renderer, "X1800")
1548 || strstr(gl_renderer, "X1900")
1549 || strstr(gl_renderer, "X1950"))
1551 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1552 return CARD_ATI_RADEON_X1600;
1555 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1556 if (strstr(gl_renderer, "X700")
1557 || strstr(gl_renderer, "X800")
1558 || strstr(gl_renderer, "X850")
1559 || strstr(gl_renderer, "X1300")
1560 || strstr(gl_renderer, "X1400")
1561 || strstr(gl_renderer, "X1450")
1562 || strstr(gl_renderer, "X1550"))
1564 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1565 return CARD_ATI_RADEON_X700;
1568 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1569 if (strstr(gl_renderer, "Radeon Xpress"))
1571 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1572 return CARD_ATI_RADEON_XPRESS_200M;
1576 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1577 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1580 if (WINE_D3D8_CAPABLE(gl_info))
1582 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1583 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1586 if (WINE_D3D7_CAPABLE(gl_info))
1588 *vidmem = 32; /* There are models with up to 64MB */
1589 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1592 *vidmem = 16; /* There are 16-32MB models */
1593 return CARD_ATI_RAGE_128PRO;
1596 if (strstr(gl_renderer, "X3100"))
1598 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1600 return CARD_INTEL_X3100;
1603 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1605 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1607 return CARD_INTEL_I945GM;
1610 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1611 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1612 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1613 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1614 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1615 return CARD_INTEL_I915G;
1620 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1621 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1622 * them a good generic choice. */
1623 *vendor = VENDOR_NVIDIA;
1624 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1625 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1626 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1627 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1628 return CARD_NVIDIA_RIVA_128;
1632 /* Context activation is done by the caller. */
1633 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_driver_info *driver_info, struct wined3d_gl_info *gl_info)
1635 const char *GL_Extensions = NULL;
1636 const char *WGL_Extensions = NULL;
1637 const char *gl_string = NULL;
1638 enum wined3d_pci_vendor vendor;
1639 enum wined3d_pci_device device;
1641 GLfloat gl_floatv[2];
1644 unsigned int vidmem=0;
1649 TRACE_(d3d_caps)("(%p)\n", gl_info);
1653 gl_string = (const char *)glGetString(GL_RENDERER);
1654 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_string));
1658 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
1662 len = strlen(gl_string) + 1;
1663 gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
1667 ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
1670 memcpy(gl_renderer, gl_string, len);
1672 gl_string = (const char *)glGetString(GL_VENDOR);
1673 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_string));
1677 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
1678 HeapFree(GetProcessHeap(), 0, gl_renderer);
1681 vendor = wined3d_guess_vendor(gl_string, gl_renderer);
1682 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), vendor);
1684 /* Parse the GL_VERSION field into major and minor information */
1685 gl_string = (const char *)glGetString(GL_VERSION);
1686 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_string));
1690 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
1691 HeapFree(GetProcessHeap(), 0, gl_renderer);
1694 gl_version = wined3d_parse_gl_version(gl_string);
1697 * Initialize openGL extension related variables
1698 * with Default values
1700 memset(gl_info->supported, 0, sizeof(gl_info->supported));
1701 gl_info->limits.buffers = 1;
1702 gl_info->limits.textures = 1;
1703 gl_info->limits.texture_stages = 1;
1704 gl_info->limits.fragment_samplers = 1;
1705 gl_info->limits.vertex_samplers = 0;
1706 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
1707 gl_info->limits.sampler_stages = 1;
1708 gl_info->limits.glsl_vs_float_constants = 0;
1709 gl_info->limits.glsl_ps_float_constants = 0;
1710 gl_info->limits.arb_vs_float_constants = 0;
1711 gl_info->limits.arb_vs_native_constants = 0;
1712 gl_info->limits.arb_vs_instructions = 0;
1713 gl_info->limits.arb_vs_temps = 0;
1714 gl_info->limits.arb_ps_float_constants = 0;
1715 gl_info->limits.arb_ps_local_constants = 0;
1716 gl_info->limits.arb_ps_instructions = 0;
1717 gl_info->limits.arb_ps_temps = 0;
1719 /* Retrieve opengl defaults */
1720 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1721 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1722 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1724 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1725 gl_info->limits.lights = gl_max;
1726 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1728 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1729 gl_info->limits.texture_size = gl_max;
1730 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1732 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1733 gl_info->limits.pointsize_min = gl_floatv[0];
1734 gl_info->limits.pointsize_max = gl_floatv[1];
1735 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1737 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1738 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1742 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1743 HeapFree(GetProcessHeap(), 0, gl_renderer);
1749 TRACE_(d3d_caps)("GL_Extensions reported:\n");
1751 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1753 while (*GL_Extensions)
1756 char current_ext[256];
1758 while (isspace(*GL_Extensions)) ++GL_Extensions;
1759 start = GL_Extensions;
1760 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1762 len = GL_Extensions - start;
1763 if (!len || len >= sizeof(current_ext)) continue;
1765 memcpy(current_ext, start, len);
1766 current_ext[len] = '\0';
1767 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
1769 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1771 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1773 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1774 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1780 /* Now work out what GL support this card really has */
1781 #define USE_GL_FUNC(type, pfn, ext, replace) \
1783 DWORD ver = ver_for_ext(ext); \
1784 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1785 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1786 else gl_info->pfn = NULL; \
1791 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1797 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1798 * loading the functions, otherwise the code above will load the extension entry points instead of the
1799 * core functions, which may not work. */
1800 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1802 if (!gl_info->supported[EXTENSION_MAP[i].extension]
1803 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1805 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1806 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1810 if (gl_info->supported[APPLE_FENCE])
1812 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1813 * The apple extension interacts with some other apple exts. Disable the NV
1814 * extension if the apple one is support to prevent confusion in other parts
1816 gl_info->supported[NV_FENCE] = FALSE;
1818 if (gl_info->supported[APPLE_FLOAT_PIXELS])
1820 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1822 * The enums are the same:
1823 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
1824 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
1825 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
1826 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
1827 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
1829 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1831 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1832 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1834 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1836 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1837 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1840 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1842 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1843 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1845 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
1847 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
1848 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
1850 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
1852 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
1853 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
1855 if (gl_info->supported[NV_TEXTURE_SHADER2])
1857 if (gl_info->supported[NV_REGISTER_COMBINERS])
1859 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1860 * are supported. The nv extensions provide the same functionality as the
1861 * ATI one, and a bit more(signed pixelformats). */
1862 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1865 if (gl_info->supported[ARB_DRAW_BUFFERS])
1867 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1868 gl_info->limits.buffers = gl_max;
1869 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1871 if (gl_info->supported[ARB_MULTITEXTURE])
1873 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1874 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
1875 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
1877 if (gl_info->supported[NV_REGISTER_COMBINERS])
1880 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
1881 gl_info->limits.texture_stages = min(MAX_TEXTURES, tmp);
1885 gl_info->limits.texture_stages = min(MAX_TEXTURES, gl_max);
1887 TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->limits.texture_stages);
1889 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1892 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1893 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1897 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
1899 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
1901 if (gl_info->supported[ARB_VERTEX_SHADER])
1904 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1905 gl_info->limits.vertex_samplers = tmp;
1906 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1907 gl_info->limits.combined_samplers = tmp;
1909 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1910 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1911 * an issue because then the sampler setup only depends on the two shaders. If a pixel
1912 * shader is used with fixed function vertex processing we're fine too because fixed function
1913 * vertex processing doesn't use any samplers. If fixed function fragment processing is
1914 * used we have to make sure that all vertex sampler setups are valid together with all
1915 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1916 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1917 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1918 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1919 * a fixed function pipeline anymore.
1921 * So this is just a check to check that our assumption holds true. If not, write a warning
1922 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1923 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
1924 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
1926 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1927 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
1928 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1929 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
1930 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
1932 gl_info->limits.vertex_samplers = 0;
1937 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
1939 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
1940 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
1942 if (gl_info->supported[ARB_VERTEX_BLEND])
1944 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1945 gl_info->limits.blends = gl_max;
1946 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
1948 if (gl_info->supported[EXT_TEXTURE3D])
1950 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1951 gl_info->limits.texture3d_size = gl_max;
1952 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
1954 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
1956 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
1957 gl_info->limits.anisotropy = gl_max;
1958 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
1960 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1962 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1963 gl_info->limits.arb_ps_float_constants = gl_max;
1964 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
1965 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
1966 gl_info->limits.arb_ps_native_constants = gl_max;
1967 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
1968 gl_info->limits.arb_ps_native_constants);
1969 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1970 gl_info->limits.arb_ps_temps = gl_max;
1971 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
1972 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1973 gl_info->limits.arb_ps_instructions = gl_max;
1974 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
1975 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
1976 gl_info->limits.arb_ps_local_constants = gl_max;
1977 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
1979 if (gl_info->supported[ARB_VERTEX_PROGRAM])
1981 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1982 gl_info->limits.arb_vs_float_constants = gl_max;
1983 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
1984 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
1985 gl_info->limits.arb_vs_native_constants = gl_max;
1986 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
1987 gl_info->limits.arb_vs_native_constants);
1988 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1989 gl_info->limits.arb_vs_temps = gl_max;
1990 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
1991 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1992 gl_info->limits.arb_vs_instructions = gl_max;
1993 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
1995 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
1997 if (gl_info->supported[ARB_VERTEX_SHADER])
1999 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2000 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2001 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2003 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2005 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2006 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2007 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2008 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2009 gl_info->limits.glsl_varyings = gl_max;
2010 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2012 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2014 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2015 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2017 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2019 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2023 gl_info->limits.shininess = 128.0f;
2025 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2027 /* If we have full NP2 texture support, disable
2028 * GL_ARB_texture_rectangle because we will never use it.
2029 * This saves a few redundant glDisable calls. */
2030 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2032 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2034 /* Disable NV_register_combiners and fragment shader if this is supported.
2035 * generally the NV extensions are preferred over the ATI ones, and this
2036 * extension is disabled if register_combiners and texture_shader2 are both
2037 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2038 * fragment processing support. */
2039 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2040 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2041 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2042 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2043 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
2045 if (gl_info->supported[NV_HALF_FLOAT])
2047 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2048 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2050 if (gl_info->supported[ARB_POINT_SPRITE])
2052 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2056 gl_info->limits.point_sprite_units = 0;
2058 checkGLcall("extension detection");
2062 /* In some cases the number of texture stages can be larger than the number
2063 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2064 * shaders), but 8 texture stages (register combiners). */
2065 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2067 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2069 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2070 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2071 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2072 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2073 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2074 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2075 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2076 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2077 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2078 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2079 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2080 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2081 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2082 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2083 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2084 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2085 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2086 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2087 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2091 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2093 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2094 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2095 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2096 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2097 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2098 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2099 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2100 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2101 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2102 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2103 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2104 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2105 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2106 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2107 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2108 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2109 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2111 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2113 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2114 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2116 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2118 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2120 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2122 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2126 /* MRTs are currently only supported when FBOs are used. */
2127 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2129 gl_info->limits.buffers = 1;
2132 device = wined3d_guess_card(gl_info, gl_renderer, &vendor, &vidmem);
2133 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", vendor, device);
2135 /* If we have an estimate use it, else default to 64MB; */
2137 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2139 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2141 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2142 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2143 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2144 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2145 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2146 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2147 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2148 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2150 /* Make sure there's an active HDC else the WGL extensions will fail */
2151 hdc = pwglGetCurrentDC();
2153 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2154 if(GL_EXTCALL(wglGetExtensionsStringARB))
2155 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2157 if (NULL == WGL_Extensions) {
2158 ERR(" WGL_Extensions returns NULL\n");
2160 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2161 while (*WGL_Extensions != 0x00) {
2165 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2166 Start = WGL_Extensions;
2167 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2171 len = WGL_Extensions - Start;
2172 if (len == 0 || len >= sizeof(ThisExtn))
2175 memcpy(ThisExtn, Start, len);
2176 ThisExtn[len] = '\0';
2177 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2179 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2180 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2181 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2183 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2184 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2185 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2187 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2188 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2189 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2195 fixup_extensions(gl_info, gl_renderer, vendor, device);
2196 init_driver_info(driver_info, vendor, device);
2197 add_gl_compat_wrappers(gl_info);
2199 HeapFree(GetProcessHeap(), 0, gl_renderer);
2203 /**********************************************************
2204 * IWineD3D implementation follows
2205 **********************************************************/
2207 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2208 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2210 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2212 return This->adapter_count;
2215 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2217 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2222 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2223 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2225 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2227 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2231 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2234 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2235 of the same bpp but different resolutions */
2237 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2238 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2239 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2240 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2242 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2246 /* TODO: Store modes per adapter and read it from the adapter structure */
2247 if (Adapter == 0) { /* Display */
2248 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2249 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2254 memset(&mode, 0, sizeof(mode));
2255 mode.dmSize = sizeof(mode);
2257 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2261 if (Format == WINED3DFMT_UNKNOWN)
2263 /* This is for D3D8, do not enumerate P8 here */
2264 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2266 else if (mode.dmBitsPerPel == format_bits)
2272 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2275 FIXME_(d3d_caps)("Adapter not primary display\n");
2280 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2281 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2282 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2283 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2285 /* Validate the parameters as much as possible */
2286 if (NULL == pMode ||
2287 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2288 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2289 return WINED3DERR_INVALIDCALL;
2292 /* TODO: Store modes per adapter and read it from the adapter structure */
2295 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2296 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2302 ZeroMemory(&DevModeW, sizeof(DevModeW));
2303 DevModeW.dmSize = sizeof(DevModeW);
2305 /* If we are filtering to a specific format (D3D9), then need to skip
2306 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2307 just count through the ones with valid bit depths */
2308 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2310 if (Format == WINED3DFMT_UNKNOWN)
2312 /* This is for D3D8, do not enumerate P8 here */
2313 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2315 else if (DevModeW.dmBitsPerPel == format_bits)
2322 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2323 return WINED3DERR_INVALIDCALL;
2327 /* Now get the display mode via the calculated index */
2328 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2329 pMode->Width = DevModeW.dmPelsWidth;
2330 pMode->Height = DevModeW.dmPelsHeight;
2331 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2332 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2333 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2335 if (Format == WINED3DFMT_UNKNOWN) {
2336 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2338 pMode->Format = Format;
2341 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2342 return WINED3DERR_INVALIDCALL;
2345 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2346 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2347 DevModeW.dmBitsPerPel);
2352 FIXME_(d3d_caps)("Adapter not primary display\n");
2358 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2360 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2362 if (NULL == pMode ||
2363 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2364 return WINED3DERR_INVALIDCALL;
2367 if (Adapter == 0) { /* Display */
2371 ZeroMemory(&DevModeW, sizeof(DevModeW));
2372 DevModeW.dmSize = sizeof(DevModeW);
2374 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2375 pMode->Width = DevModeW.dmPelsWidth;
2376 pMode->Height = DevModeW.dmPelsHeight;
2377 bpp = DevModeW.dmBitsPerPel;
2378 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2379 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2381 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2384 pMode->Format = pixelformat_for_depth(bpp);
2386 FIXME_(d3d_caps)("Adapter not primary display\n");
2389 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2390 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2394 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2395 and fields being inserted in the middle, a new structure is used in place */
2396 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2397 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2398 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2399 struct wined3d_adapter *adapter;
2402 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2404 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2405 return WINED3DERR_INVALIDCALL;
2408 adapter = &This->adapters[Adapter];
2410 /* Return the information requested */
2411 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2413 if (pIdentifier->driver_size)
2415 const char *name = adapter->driver_info.name;
2416 len = min(strlen(name), pIdentifier->driver_size - 1);
2417 memcpy(pIdentifier->driver, name, len);
2418 pIdentifier->driver[len] = '\0';
2421 if (pIdentifier->description_size)
2423 const char *description = adapter->driver_info.description;
2424 len = min(strlen(description), pIdentifier->description_size - 1);
2425 memcpy(pIdentifier->description, description, len);
2426 pIdentifier->description[len] = '\0';
2429 /* Note that d3d8 doesn't supply a device name. */
2430 if (pIdentifier->device_name_size)
2432 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2434 len = strlen(device_name);
2435 if (len >= pIdentifier->device_name_size)
2437 ERR("Device name size too small.\n");
2438 return WINED3DERR_INVALIDCALL;
2441 memcpy(pIdentifier->device_name, device_name, len);
2442 pIdentifier->device_name[len] = '\0';
2445 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2446 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2447 pIdentifier->vendor_id = adapter->driver_info.vendor;
2448 pIdentifier->device_id = adapter->driver_info.device;
2449 pIdentifier->subsystem_id = 0;
2450 pIdentifier->revision = 0;
2451 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2452 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2453 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2454 pIdentifier->video_memory = adapter->TextureRam;
2459 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2460 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2462 short redSize, greenSize, blueSize, alphaSize, colorBits;
2467 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2468 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2470 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2474 if(cfg->redSize < redSize)
2477 if(cfg->greenSize < greenSize)
2480 if(cfg->blueSize < blueSize)
2483 if(cfg->alphaSize < alphaSize)
2487 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2488 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2489 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2490 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2491 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2492 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2493 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2494 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2495 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2496 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2497 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2498 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2499 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2501 /* Probably a color index mode */
2508 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2509 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2511 short depthSize, stencilSize;
2512 BOOL lockable = FALSE;
2517 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2519 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2523 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2526 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2527 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2528 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2529 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2532 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2533 * allow more stencil bits than requested. */
2534 if(cfg->stencilSize < stencilSize)
2540 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2541 WINED3DFORMAT AdapterFormat,
2542 WINED3DFORMAT RenderTargetFormat,
2543 WINED3DFORMAT DepthStencilFormat) {
2544 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2546 const WineD3D_PixelFormat *cfgs;
2547 const struct wined3d_adapter *adapter;
2548 const struct GlPixelFormatDesc *rt_format_desc;
2549 const struct GlPixelFormatDesc *ds_format_desc;
2552 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2554 DeviceType, debug_d3ddevicetype(DeviceType),
2555 AdapterFormat, debug_d3dformat(AdapterFormat),
2556 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2557 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2559 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2560 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2561 return WINED3DERR_INVALIDCALL;
2564 adapter = &This->adapters[Adapter];
2565 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2566 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2567 cfgs = adapter->cfgs;
2568 nCfgs = adapter->nCfgs;
2569 for (it = 0; it < nCfgs; ++it) {
2570 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2572 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2574 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2579 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2581 return WINED3DERR_NOTAVAILABLE;
2584 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2585 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2587 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2588 const struct GlPixelFormatDesc *glDesc;
2589 const struct wined3d_adapter *adapter;
2591 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2594 DeviceType, debug_d3ddevicetype(DeviceType),
2595 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2600 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2601 return WINED3DERR_INVALIDCALL;
2604 /* TODO: handle Windowed, add more quality levels */
2606 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2607 if(pQualityLevels) *pQualityLevels = 1;
2611 /* By default multisampling is disabled right now as it causes issues
2612 * on some Nvidia driver versions and it doesn't work well in combination
2614 if(!wined3d_settings.allow_multisampling)
2615 return WINED3DERR_NOTAVAILABLE;
2617 adapter = &This->adapters[Adapter];
2618 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2619 if (!glDesc) return WINED3DERR_INVALIDCALL;
2621 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2623 const WineD3D_PixelFormat *cfgs;
2625 cfgs = adapter->cfgs;
2626 nCfgs = adapter->nCfgs;
2627 for(i=0; i<nCfgs; i++) {
2628 if(cfgs[i].numSamples != MultiSampleType)
2631 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2634 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2637 *pQualityLevels = 1; /* Guess at a value! */
2641 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2642 short redSize, greenSize, blueSize, alphaSize, colorBits;
2644 const WineD3D_PixelFormat *cfgs;
2646 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2648 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2649 return WINED3DERR_NOTAVAILABLE;
2652 cfgs = adapter->cfgs;
2653 nCfgs = adapter->nCfgs;
2654 for(i=0; i<nCfgs; i++) {
2655 if(cfgs[i].numSamples != MultiSampleType)
2657 if(cfgs[i].redSize != redSize)
2659 if(cfgs[i].greenSize != greenSize)
2661 if(cfgs[i].blueSize != blueSize)
2663 if(cfgs[i].alphaSize != alphaSize)
2666 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2669 *pQualityLevels = 1; /* Guess at a value! */
2673 return WINED3DERR_NOTAVAILABLE;
2676 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2677 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
2679 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2682 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
2683 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
2684 debug_d3dformat(BackBufferFormat), Windowed);
2686 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2687 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2688 return WINED3DERR_INVALIDCALL;
2691 /* The task of this function is to check whether a certain display / backbuffer format
2692 * combination is available on the given adapter. In fullscreen mode microsoft specified
2693 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2694 * and display format should match exactly.
2695 * In windowed mode format conversion can occur and this depends on the driver. When format
2696 * conversion is done, this function should nevertheless fail and applications need to use
2697 * CheckDeviceFormatConversion.
2698 * At the moment we assume that fullscreen and windowed have the same capabilities */
2700 /* There are only 4 display formats */
2701 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
2702 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2703 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2704 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
2706 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2707 return WINED3DERR_NOTAVAILABLE;
2710 /* If the requested DisplayFormat is not available, don't continue */
2711 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2713 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2714 return WINED3DERR_NOTAVAILABLE;
2717 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2718 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2719 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2720 return WINED3DERR_NOTAVAILABLE;
2723 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2724 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
2726 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2727 return WINED3DERR_NOTAVAILABLE;
2730 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2731 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2732 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
2734 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2735 return WINED3DERR_NOTAVAILABLE;
2738 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2739 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2740 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
2742 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2743 return WINED3DERR_NOTAVAILABLE;
2746 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2747 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
2748 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
2750 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2751 return WINED3DERR_NOTAVAILABLE;
2754 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2755 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2757 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2763 /* Check if we support bumpmapping for a format */
2764 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
2765 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2767 const struct fragment_pipeline *fp;
2769 switch(format_desc->format)
2771 case WINED3DFMT_R8G8_SNORM:
2772 case WINED3DFMT_R16G16_SNORM:
2773 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
2774 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
2775 case WINED3DFMT_R8G8B8A8_SNORM:
2776 /* Ask the fixed function pipeline implementation if it can deal
2777 * with the conversion. If we've got a GL extension giving native
2778 * support this will be an identity conversion. */
2779 fp = select_fragment_implementation(adapter, DeviceType);
2780 if (fp->color_fixup_supported(format_desc->color_fixup))
2782 TRACE_(d3d_caps)("[OK]\n");
2785 TRACE_(d3d_caps)("[FAILED]\n");
2789 TRACE_(d3d_caps)("[FAILED]\n");
2794 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2795 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
2796 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2800 /* Only allow depth/stencil formats */
2801 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
2803 /* Walk through all WGL pixel formats to find a match */
2804 for (it = 0; it < adapter->nCfgs; ++it)
2806 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2807 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2809 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2819 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2821 /* The flags entry of a format contains the filtering capability */
2822 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2827 /* Check the render target capabilities of a format */
2828 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
2829 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2831 /* Filter out non-RT formats */
2832 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2834 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2835 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2837 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2838 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2840 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2841 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2843 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2844 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2845 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2846 TRACE_(d3d_caps)("[FAILED]\n");
2850 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2851 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2852 for (it = 0; it < adapter->nCfgs; ++it)
2854 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2855 &cfgs[it], check_format_desc))
2857 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2858 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2862 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2863 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2864 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2867 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2868 for (it = 0; it < adapter->nCfgs; ++it)
2870 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2871 &cfgs[it], check_format_desc))
2873 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2874 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2878 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2879 /* For now return TRUE for FBOs until we have some proper checks.
2880 * Note that this function will only be called when the format is around for texturing. */
2886 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2888 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2890 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2891 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2893 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2897 switch (format_desc->format)
2899 case WINED3DFMT_B8G8R8A8_UNORM:
2900 case WINED3DFMT_B8G8R8X8_UNORM:
2901 case WINED3DFMT_B4G4R4A4_UNORM:
2902 case WINED3DFMT_L8_UNORM:
2903 case WINED3DFMT_L8A8_UNORM:
2904 case WINED3DFMT_DXT1:
2905 case WINED3DFMT_DXT2:
2906 case WINED3DFMT_DXT3:
2907 case WINED3DFMT_DXT4:
2908 case WINED3DFMT_DXT5:
2909 TRACE_(d3d_caps)("[OK]\n");
2913 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2919 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
2920 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2922 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2923 * doing the color fixup in shaders.
2924 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2925 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
2927 int vs_selected_mode;
2928 int ps_selected_mode;
2929 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2931 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2932 TRACE_(d3d_caps)("[OK]\n");
2937 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2941 /* Check if a format support blending in combination with pixel shaders */
2942 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
2943 const struct GlPixelFormatDesc *format_desc)
2945 /* The flags entry of a format contains the post pixel shader blending capability */
2946 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2951 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2953 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2954 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2955 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2956 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2957 * capability anyway.
2959 * For now lets report this on all formats, but in the future we may want to
2960 * restrict it to some should games need that
2965 /* Check if a texture format is supported on the given adapter */
2966 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
2967 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2969 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2970 const shader_backend_t *shader_backend;
2971 const struct fragment_pipeline *fp;
2973 switch (format_desc->format)
2976 * supported: RGB(A) formats
2978 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
2979 case WINED3DFMT_B8G8R8A8_UNORM:
2980 case WINED3DFMT_B8G8R8X8_UNORM:
2981 case WINED3DFMT_B5G6R5_UNORM:
2982 case WINED3DFMT_B5G5R5X1_UNORM:
2983 case WINED3DFMT_B5G5R5A1_UNORM:
2984 case WINED3DFMT_B4G4R4A4_UNORM:
2985 case WINED3DFMT_A8_UNORM:
2986 case WINED3DFMT_B4G4R4X4_UNORM:
2987 case WINED3DFMT_R8G8B8A8_UNORM:
2988 case WINED3DFMT_R8G8B8X8_UNORM:
2989 case WINED3DFMT_B10G10R10A2_UNORM:
2990 case WINED3DFMT_R10G10B10A2_UNORM:
2991 case WINED3DFMT_R16G16_UNORM:
2992 TRACE_(d3d_caps)("[OK]\n");
2995 case WINED3DFMT_B2G3R3_UNORM:
2996 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3000 * supported: Palettized
3002 case WINED3DFMT_P8_UINT:
3003 TRACE_(d3d_caps)("[OK]\n");
3005 /* No Windows driver offers WINED3DFMT_P8_UINT_A8_UNORM, so don't offer it either */
3006 case WINED3DFMT_P8_UINT_A8_UNORM:
3010 * Supported: (Alpha)-Luminance
3012 case WINED3DFMT_L8_UNORM:
3013 case WINED3DFMT_L8A8_UNORM:
3014 case WINED3DFMT_L16_UNORM:
3015 TRACE_(d3d_caps)("[OK]\n");
3018 /* Not supported on Windows, thus disabled */
3019 case WINED3DFMT_L4A4_UNORM:
3020 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3024 * Supported: Depth/Stencil formats
3026 case WINED3DFMT_D16_LOCKABLE:
3027 case WINED3DFMT_D16_UNORM:
3028 case WINED3DFMT_S1_UINT_D15_UNORM:
3029 case WINED3DFMT_X8D24_UNORM:
3030 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3031 case WINED3DFMT_D24_UNORM_S8_UINT:
3032 case WINED3DFMT_S8_UINT_D24_FLOAT:
3033 case WINED3DFMT_D32_UNORM:
3034 case WINED3DFMT_D32_FLOAT:
3038 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3039 * GL_NV_texture_shader). Emulated by shaders
3041 case WINED3DFMT_R8G8_SNORM:
3042 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3043 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3044 case WINED3DFMT_R8G8B8A8_SNORM:
3045 case WINED3DFMT_R16G16_SNORM:
3046 /* Ask the shader backend if it can deal with the conversion. If
3047 * we've got a GL extension giving native support this will be an
3048 * identity conversion. */
3049 shader_backend = select_shader_backend(adapter, DeviceType);
3050 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3052 TRACE_(d3d_caps)("[OK]\n");
3055 TRACE_(d3d_caps)("[FAILED]\n");
3058 case WINED3DFMT_DXT1:
3059 case WINED3DFMT_DXT2:
3060 case WINED3DFMT_DXT3:
3061 case WINED3DFMT_DXT4:
3062 case WINED3DFMT_DXT5:
3063 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3065 TRACE_(d3d_caps)("[OK]\n");
3068 TRACE_(d3d_caps)("[FAILED]\n");
3073 * Odd formats - not supported
3075 case WINED3DFMT_VERTEXDATA:
3076 case WINED3DFMT_R16_UINT:
3077 case WINED3DFMT_R32_UINT:
3078 case WINED3DFMT_R16G16B16A16_SNORM:
3079 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3080 case WINED3DFMT_R10G11B11_SNORM:
3081 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3085 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3087 case WINED3DFMT_R8G8_SNORM_Cx:
3088 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3092 case WINED3DFMT_UYVY:
3093 case WINED3DFMT_YUY2:
3094 if (gl_info->supported[APPLE_YCBCR_422])
3096 TRACE_(d3d_caps)("[OK]\n");
3099 TRACE_(d3d_caps)("[FAILED]\n");
3101 case WINED3DFMT_YV12:
3102 TRACE_(d3d_caps)("[FAILED]\n");
3106 case WINED3DFMT_R16G16B16A16_UNORM:
3107 case WINED3DFMT_B2G3R3A8_UNORM:
3108 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3111 /* Floating point formats */
3112 case WINED3DFMT_R16_FLOAT:
3113 case WINED3DFMT_R16G16_FLOAT:
3114 case WINED3DFMT_R16G16B16A16_FLOAT:
3115 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3117 TRACE_(d3d_caps)("[OK]\n");
3120 TRACE_(d3d_caps)("[FAILED]\n");
3123 case WINED3DFMT_R32_FLOAT:
3124 case WINED3DFMT_R32G32_FLOAT:
3125 case WINED3DFMT_R32G32B32A32_FLOAT:
3126 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3128 TRACE_(d3d_caps)("[OK]\n");
3131 TRACE_(d3d_caps)("[FAILED]\n");
3134 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3135 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3136 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3137 * We can do instancing with all shader versions, but we need vertex shaders.
3139 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3140 * to enable instancing. WineD3D doesn't need that and just ignores it.
3142 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3144 case WINED3DFMT_INST:
3145 TRACE("ATI Instancing check hack\n");
3146 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3148 TRACE_(d3d_caps)("[OK]\n");
3151 TRACE_(d3d_caps)("[FAILED]\n");
3154 /* Some weird FOURCC formats */
3155 case WINED3DFMT_R8G8_B8G8:
3156 case WINED3DFMT_G8R8_G8B8:
3157 case WINED3DFMT_MULTI2_ARGB8:
3158 TRACE_(d3d_caps)("[FAILED]\n");
3161 /* Vendor specific formats */
3162 case WINED3DFMT_ATI2N:
3163 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3164 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3166 shader_backend = select_shader_backend(adapter, DeviceType);
3167 fp = select_fragment_implementation(adapter, DeviceType);
3168 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3169 && fp->color_fixup_supported(format_desc->color_fixup))
3171 TRACE_(d3d_caps)("[OK]\n");
3175 TRACE_(d3d_caps)("[OK]\n");
3178 TRACE_(d3d_caps)("[FAILED]\n");
3181 case WINED3DFMT_NVHU:
3182 case WINED3DFMT_NVHS:
3183 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3184 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3185 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3186 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3187 * Applications have to deal with not having NVHS and NVHU.
3189 TRACE_(d3d_caps)("[FAILED]\n");
3192 case WINED3DFMT_UNKNOWN:
3196 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3202 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3203 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3205 const struct blit_shader *blitter;
3207 if(SurfaceType == SURFACE_GDI) {
3208 switch(check_format_desc->format)
3210 case WINED3DFMT_B8G8R8_UNORM:
3211 case WINED3DFMT_B8G8R8A8_UNORM:
3212 case WINED3DFMT_B8G8R8X8_UNORM:
3213 case WINED3DFMT_B5G6R5_UNORM:
3214 case WINED3DFMT_B5G5R5X1_UNORM:
3215 case WINED3DFMT_B5G5R5A1_UNORM:
3216 case WINED3DFMT_B4G4R4A4_UNORM:
3217 case WINED3DFMT_B2G3R3_UNORM:
3218 case WINED3DFMT_A8_UNORM:
3219 case WINED3DFMT_B2G3R3A8_UNORM:
3220 case WINED3DFMT_B4G4R4X4_UNORM:
3221 case WINED3DFMT_R10G10B10A2_UNORM:
3222 case WINED3DFMT_R8G8B8A8_UNORM:
3223 case WINED3DFMT_R8G8B8X8_UNORM:
3224 case WINED3DFMT_R16G16_UNORM:
3225 case WINED3DFMT_B10G10R10A2_UNORM:
3226 case WINED3DFMT_R16G16B16A16_UNORM:
3227 case WINED3DFMT_P8_UINT:
3228 TRACE_(d3d_caps)("[OK]\n");
3231 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3236 /* All format that are supported for textures are supported for surfaces as well */
3237 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3238 /* All depth stencil formats are supported on surfaces */
3239 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3241 /* If opengl can't process the format natively, the blitter may be able to convert it */
3242 blitter = select_blit_implementation(adapter, DeviceType);
3243 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3245 TRACE_(d3d_caps)("[OK]\n");
3249 /* Reject other formats */
3250 TRACE_(d3d_caps)("[FAILED]\n");
3254 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3256 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3258 if (!gl_info->limits.vertex_samplers)
3260 TRACE_(d3d_caps)("[FAILED]\n");
3264 switch (format_desc->format)
3266 case WINED3DFMT_R32G32B32A32_FLOAT:
3267 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3269 TRACE_(d3d_caps)("[FAILED]\n");
3272 TRACE_(d3d_caps)("[OK]\n");
3276 TRACE_(d3d_caps)("[FAILED]\n");
3282 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3283 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3284 WINED3DSURFTYPE SurfaceType)
3286 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3287 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3288 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3289 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3290 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3291 DWORD UsageCaps = 0;
3293 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3296 DeviceType, debug_d3ddevicetype(DeviceType),
3297 AdapterFormat, debug_d3dformat(AdapterFormat),
3298 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3299 RType, debug_d3dresourcetype(RType),
3300 CheckFormat, debug_d3dformat(CheckFormat));
3302 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3303 return WINED3DERR_INVALIDCALL;
3306 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3308 if(SurfaceType != SURFACE_OPENGL) {
3309 TRACE("[FAILED]\n");
3310 return WINED3DERR_NOTAVAILABLE;
3313 /* Cubetexture allows:
3314 * - D3DUSAGE_AUTOGENMIPMAP
3315 * - D3DUSAGE_DEPTHSTENCIL
3316 * - D3DUSAGE_DYNAMIC
3317 * - D3DUSAGE_NONSECURE (d3d9ex)
3318 * - D3DUSAGE_RENDERTARGET
3319 * - D3DUSAGE_SOFTWAREPROCESSING
3320 * - D3DUSAGE_QUERY_WRAPANDMIP
3322 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3324 /* Check if the texture format is around */
3325 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3327 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3328 /* Check for automatic mipmap generation support */
3329 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3331 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3333 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3334 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3338 /* Always report dynamic locking */
3339 if(Usage & WINED3DUSAGE_DYNAMIC)
3340 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3342 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3343 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3345 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3347 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3348 return WINED3DERR_NOTAVAILABLE;
3352 /* Always report software processing */
3353 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3354 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3356 /* Check QUERY_FILTER support */
3357 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3358 if (CheckFilterCapability(adapter, format_desc))
3360 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3362 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3363 return WINED3DERR_NOTAVAILABLE;
3367 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3368 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3369 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3371 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3373 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3374 return WINED3DERR_NOTAVAILABLE;
3378 /* Check QUERY_SRGBREAD support */
3379 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3380 if (CheckSrgbReadCapability(adapter, format_desc))
3382 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3384 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3385 return WINED3DERR_NOTAVAILABLE;
3389 /* Check QUERY_SRGBWRITE support */
3390 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3391 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3393 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3395 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3396 return WINED3DERR_NOTAVAILABLE;
3400 /* Check QUERY_VERTEXTEXTURE support */
3401 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3402 if (CheckVertexTextureCapability(adapter, format_desc))
3404 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3406 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3407 return WINED3DERR_NOTAVAILABLE;
3411 /* Check QUERY_WRAPANDMIP support */
3412 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3413 if (CheckWrapAndMipCapability(adapter, format_desc))
3415 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3417 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3418 return WINED3DERR_NOTAVAILABLE;
3422 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3423 return WINED3DERR_NOTAVAILABLE;
3426 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3427 return WINED3DERR_NOTAVAILABLE;
3429 } else if(RType == WINED3DRTYPE_SURFACE) {
3431 * - D3DUSAGE_DEPTHSTENCIL
3432 * - D3DUSAGE_NONSECURE (d3d9ex)
3433 * - D3DUSAGE_RENDERTARGET
3436 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3438 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3439 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3441 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3443 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3444 return WINED3DERR_NOTAVAILABLE;
3448 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3449 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3451 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3453 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3454 return WINED3DERR_NOTAVAILABLE;
3458 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3459 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3460 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3462 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3464 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3465 return WINED3DERR_NOTAVAILABLE;
3469 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3470 return WINED3DERR_NOTAVAILABLE;
3473 } else if(RType == WINED3DRTYPE_TEXTURE) {
3475 * - D3DUSAGE_AUTOGENMIPMAP
3476 * - D3DUSAGE_DEPTHSTENCIL
3478 * - D3DUSAGE_DYNAMIC
3479 * - D3DUSAGE_NONSECURE (d3d9ex)
3480 * - D3DUSAGE_RENDERTARGET
3481 * - D3DUSAGE_SOFTWAREPROCESSING
3482 * - D3DUSAGE_TEXTAPI (d3d9ex)
3483 * - D3DUSAGE_QUERY_WRAPANDMIP
3486 if(SurfaceType != SURFACE_OPENGL) {
3487 TRACE("[FAILED]\n");
3488 return WINED3DERR_NOTAVAILABLE;
3491 /* Check if the texture format is around */
3492 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3494 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3495 /* Check for automatic mipmap generation support */
3496 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3498 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3500 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3501 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3505 /* Always report dynamic locking */
3506 if(Usage & WINED3DUSAGE_DYNAMIC)
3507 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3509 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3510 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3512 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3514 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3515 return WINED3DERR_NOTAVAILABLE;
3519 /* Always report software processing */
3520 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3521 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3523 /* Check QUERY_FILTER support */
3524 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3525 if (CheckFilterCapability(adapter, format_desc))
3527 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3529 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3530 return WINED3DERR_NOTAVAILABLE;
3534 /* Check QUERY_LEGACYBUMPMAP support */
3535 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3536 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3538 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3540 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3541 return WINED3DERR_NOTAVAILABLE;
3545 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3546 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3547 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3549 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3551 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3552 return WINED3DERR_NOTAVAILABLE;
3556 /* Check QUERY_SRGBREAD support */
3557 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3558 if (CheckSrgbReadCapability(adapter, format_desc))
3560 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3562 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3563 return WINED3DERR_NOTAVAILABLE;
3567 /* Check QUERY_SRGBWRITE support */
3568 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3569 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3571 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3573 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3574 return WINED3DERR_NOTAVAILABLE;
3578 /* Check QUERY_VERTEXTEXTURE support */
3579 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3580 if (CheckVertexTextureCapability(adapter, format_desc))
3582 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3584 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3585 return WINED3DERR_NOTAVAILABLE;
3589 /* Check QUERY_WRAPANDMIP support */
3590 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3591 if (CheckWrapAndMipCapability(adapter, format_desc))
3593 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3595 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3596 return WINED3DERR_NOTAVAILABLE;
3600 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3601 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3603 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3605 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3606 return WINED3DERR_NOTAVAILABLE;
3610 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3611 return WINED3DERR_NOTAVAILABLE;
3613 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3614 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3615 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3617 * Volumetexture allows:
3618 * - D3DUSAGE_DYNAMIC
3619 * - D3DUSAGE_NONSECURE (d3d9ex)
3620 * - D3DUSAGE_SOFTWAREPROCESSING
3621 * - D3DUSAGE_QUERY_WRAPANDMIP
3624 if(SurfaceType != SURFACE_OPENGL) {
3625 TRACE("[FAILED]\n");
3626 return WINED3DERR_NOTAVAILABLE;
3629 /* Check volume texture and volume usage caps */
3630 if (gl_info->supported[EXT_TEXTURE3D])
3632 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3634 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3635 return WINED3DERR_NOTAVAILABLE;
3638 /* Always report dynamic locking */
3639 if(Usage & WINED3DUSAGE_DYNAMIC)
3640 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3642 /* Always report software processing */
3643 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3644 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3646 /* Check QUERY_FILTER support */
3647 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3648 if (CheckFilterCapability(adapter, format_desc))
3650 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3652 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3653 return WINED3DERR_NOTAVAILABLE;
3657 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3658 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3659 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3661 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3663 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3664 return WINED3DERR_NOTAVAILABLE;
3668 /* Check QUERY_SRGBREAD support */
3669 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3670 if (CheckSrgbReadCapability(adapter, format_desc))
3672 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3674 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3675 return WINED3DERR_NOTAVAILABLE;
3679 /* Check QUERY_SRGBWRITE support */
3680 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3681 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3683 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3685 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3686 return WINED3DERR_NOTAVAILABLE;
3690 /* Check QUERY_VERTEXTEXTURE support */
3691 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3692 if (CheckVertexTextureCapability(adapter, format_desc))
3694 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3696 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3697 return WINED3DERR_NOTAVAILABLE;
3701 /* Check QUERY_WRAPANDMIP support */
3702 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3703 if (CheckWrapAndMipCapability(adapter, format_desc))
3705 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3707 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3708 return WINED3DERR_NOTAVAILABLE;
3712 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3713 return WINED3DERR_NOTAVAILABLE;
3716 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3717 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3718 * app needing one of those formats, don't advertize them to avoid leading apps into
3719 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3722 switch(CheckFormat) {
3723 case WINED3DFMT_P8_UINT:
3724 case WINED3DFMT_L4A4_UNORM:
3725 case WINED3DFMT_R32_FLOAT:
3726 case WINED3DFMT_R16_FLOAT:
3727 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3728 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3729 case WINED3DFMT_R16G16_UNORM:
3730 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3731 return WINED3DERR_NOTAVAILABLE;
3733 case WINED3DFMT_R8G8B8A8_SNORM:
3734 case WINED3DFMT_R16G16_SNORM:
3735 if (!gl_info->supported[NV_TEXTURE_SHADER])
3737 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3738 return WINED3DERR_NOTAVAILABLE;
3742 case WINED3DFMT_R8G8_SNORM:
3743 if (!gl_info->supported[NV_TEXTURE_SHADER])
3745 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3746 return WINED3DERR_NOTAVAILABLE;
3750 case WINED3DFMT_DXT1:
3751 case WINED3DFMT_DXT2:
3752 case WINED3DFMT_DXT3:
3753 case WINED3DFMT_DXT4:
3754 case WINED3DFMT_DXT5:
3755 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3756 * compressed texture results in an error. While the D3D refrast does
3757 * support s3tc volumes, at least the nvidia windows driver does not, so
3758 * we're free not to support this format.
3760 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3761 return WINED3DERR_NOTAVAILABLE;
3764 /* Do nothing, continue with checking the format below */
3767 } else if(RType == WINED3DRTYPE_BUFFER){
3768 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3769 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3770 return WINED3DERR_NOTAVAILABLE;
3773 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3774 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3775 * usage flags match. */
3776 if(UsageCaps == Usage) {
3778 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3779 return WINED3DOK_NOAUTOGEN;
3781 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
3782 return WINED3DERR_NOTAVAILABLE;
3786 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
3787 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
3789 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
3790 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
3791 debug_d3dformat(dst_format));
3796 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3797 subset of a D3DCAPS9 structure. However, it has to come via a void *
3798 as the d3d8 interface cannot import the d3d9 header */
3799 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3801 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3802 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3803 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3804 int vs_selected_mode;
3805 int ps_selected_mode;
3806 struct shader_caps shader_caps;
3807 struct fragment_caps fragment_caps;
3808 const shader_backend_t *shader_backend;
3809 const struct fragment_pipeline *frag_pipeline = NULL;
3810 DWORD ckey_caps, blit_caps, fx_caps;
3812 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3814 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3815 return WINED3DERR_INVALIDCALL;
3818 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3820 /* ------------------------------------------------
3821 The following fields apply to both d3d8 and d3d9
3822 ------------------------------------------------ */
3823 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3824 pCaps->AdapterOrdinal = Adapter;
3827 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3828 WINED3DCAPS2_FULLSCREENGAMMA |
3829 WINED3DCAPS2_DYNAMICTEXTURES;
3830 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3832 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3835 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3836 WINED3DCAPS3_COPY_TO_VIDMEM |
3837 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3839 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3840 WINED3DPRESENT_INTERVAL_ONE;
3842 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3843 WINED3DCURSORCAPS_LOWRES;
3845 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3846 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3847 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3848 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3849 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3850 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3851 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3852 WINED3DDEVCAPS_PUREDEVICE |
3853 WINED3DDEVCAPS_HWRASTERIZATION |
3854 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3855 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3856 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3857 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3858 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3859 WINED3DDEVCAPS_RTPATCHES;
3861 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3862 WINED3DPMISCCAPS_CULLCCW |
3863 WINED3DPMISCCAPS_CULLCW |
3864 WINED3DPMISCCAPS_COLORWRITEENABLE |
3865 WINED3DPMISCCAPS_CLIPTLVERTS |
3866 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3867 WINED3DPMISCCAPS_MASKZ |
3868 WINED3DPMISCCAPS_BLENDOP |
3869 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3871 WINED3DPMISCCAPS_NULLREFERENCE
3872 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3873 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3874 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3875 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3877 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
3878 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3880 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3881 WINED3DPRASTERCAPS_PAT |
3882 WINED3DPRASTERCAPS_WFOG |
3883 WINED3DPRASTERCAPS_ZFOG |
3884 WINED3DPRASTERCAPS_FOGVERTEX |
3885 WINED3DPRASTERCAPS_FOGTABLE |
3886 WINED3DPRASTERCAPS_STIPPLE |
3887 WINED3DPRASTERCAPS_SUBPIXEL |
3888 WINED3DPRASTERCAPS_ZTEST |
3889 WINED3DPRASTERCAPS_SCISSORTEST |
3890 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3891 WINED3DPRASTERCAPS_DEPTHBIAS;
3893 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
3895 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3896 WINED3DPRASTERCAPS_ZBIAS |
3897 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3899 if (gl_info->supported[NV_FOG_DISTANCE])
3901 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3904 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3905 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3906 WINED3DPRASTERCAPS_ANTIALIASEDGES
3907 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3908 WINED3DPRASTERCAPS_WBUFFER */
3910 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3911 WINED3DPCMPCAPS_EQUAL |
3912 WINED3DPCMPCAPS_GREATER |
3913 WINED3DPCMPCAPS_GREATEREQUAL |
3914 WINED3DPCMPCAPS_LESS |
3915 WINED3DPCMPCAPS_LESSEQUAL |
3916 WINED3DPCMPCAPS_NEVER |
3917 WINED3DPCMPCAPS_NOTEQUAL;
3919 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3920 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3921 WINED3DPBLENDCAPS_DESTALPHA |
3922 WINED3DPBLENDCAPS_DESTCOLOR |
3923 WINED3DPBLENDCAPS_INVDESTALPHA |
3924 WINED3DPBLENDCAPS_INVDESTCOLOR |
3925 WINED3DPBLENDCAPS_INVSRCALPHA |
3926 WINED3DPBLENDCAPS_INVSRCCOLOR |
3927 WINED3DPBLENDCAPS_ONE |
3928 WINED3DPBLENDCAPS_SRCALPHA |
3929 WINED3DPBLENDCAPS_SRCALPHASAT |
3930 WINED3DPBLENDCAPS_SRCCOLOR |
3931 WINED3DPBLENDCAPS_ZERO;
3933 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3934 WINED3DPBLENDCAPS_DESTCOLOR |
3935 WINED3DPBLENDCAPS_INVDESTALPHA |
3936 WINED3DPBLENDCAPS_INVDESTCOLOR |
3937 WINED3DPBLENDCAPS_INVSRCALPHA |
3938 WINED3DPBLENDCAPS_INVSRCCOLOR |
3939 WINED3DPBLENDCAPS_ONE |
3940 WINED3DPBLENDCAPS_SRCALPHA |
3941 WINED3DPBLENDCAPS_SRCCOLOR |
3942 WINED3DPBLENDCAPS_ZERO;
3943 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3944 * according to the glBlendFunc manpage
3946 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3947 * legacy settings for srcblend only
3950 if (gl_info->supported[EXT_BLEND_COLOR])
3952 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3953 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3957 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3958 WINED3DPCMPCAPS_EQUAL |
3959 WINED3DPCMPCAPS_GREATER |
3960 WINED3DPCMPCAPS_GREATEREQUAL |
3961 WINED3DPCMPCAPS_LESS |
3962 WINED3DPCMPCAPS_LESSEQUAL |
3963 WINED3DPCMPCAPS_NEVER |
3964 WINED3DPCMPCAPS_NOTEQUAL;
3966 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3967 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3968 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3969 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3970 WINED3DPSHADECAPS_COLORFLATRGB |
3971 WINED3DPSHADECAPS_FOGFLAT |
3972 WINED3DPSHADECAPS_FOGGOURAUD |
3973 WINED3DPSHADECAPS_SPECULARFLATRGB;
3975 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3976 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3977 WINED3DPTEXTURECAPS_TRANSPARENCY |
3978 WINED3DPTEXTURECAPS_BORDER |
3979 WINED3DPTEXTURECAPS_MIPMAP |
3980 WINED3DPTEXTURECAPS_PROJECTED |
3981 WINED3DPTEXTURECAPS_PERSPECTIVE;
3983 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
3985 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3986 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3989 if (gl_info->supported[EXT_TEXTURE3D])
3991 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3992 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3993 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3996 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3998 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3999 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4000 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4004 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4005 WINED3DPTFILTERCAPS_MAGFPOINT |
4006 WINED3DPTFILTERCAPS_MINFLINEAR |
4007 WINED3DPTFILTERCAPS_MINFPOINT |
4008 WINED3DPTFILTERCAPS_MIPFLINEAR |
4009 WINED3DPTFILTERCAPS_MIPFPOINT |
4010 WINED3DPTFILTERCAPS_LINEAR |
4011 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4012 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4013 WINED3DPTFILTERCAPS_MIPLINEAR |
4014 WINED3DPTFILTERCAPS_MIPNEAREST |
4015 WINED3DPTFILTERCAPS_NEAREST;
4017 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4019 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4020 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4023 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4025 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4026 WINED3DPTFILTERCAPS_MAGFPOINT |
4027 WINED3DPTFILTERCAPS_MINFLINEAR |
4028 WINED3DPTFILTERCAPS_MINFPOINT |
4029 WINED3DPTFILTERCAPS_MIPFLINEAR |
4030 WINED3DPTFILTERCAPS_MIPFPOINT |
4031 WINED3DPTFILTERCAPS_LINEAR |
4032 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4033 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4034 WINED3DPTFILTERCAPS_MIPLINEAR |
4035 WINED3DPTFILTERCAPS_MIPNEAREST |
4036 WINED3DPTFILTERCAPS_NEAREST;
4038 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4040 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4041 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4044 pCaps->CubeTextureFilterCaps = 0;
4046 if (gl_info->supported[EXT_TEXTURE3D])
4048 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4049 WINED3DPTFILTERCAPS_MAGFPOINT |
4050 WINED3DPTFILTERCAPS_MINFLINEAR |
4051 WINED3DPTFILTERCAPS_MINFPOINT |
4052 WINED3DPTFILTERCAPS_MIPFLINEAR |
4053 WINED3DPTFILTERCAPS_MIPFPOINT |
4054 WINED3DPTFILTERCAPS_LINEAR |
4055 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4056 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4057 WINED3DPTFILTERCAPS_MIPLINEAR |
4058 WINED3DPTFILTERCAPS_MIPNEAREST |
4059 WINED3DPTFILTERCAPS_NEAREST;
4061 pCaps->VolumeTextureFilterCaps = 0;
4063 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4064 WINED3DPTADDRESSCAPS_CLAMP |
4065 WINED3DPTADDRESSCAPS_WRAP;
4067 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4069 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4071 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4073 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4075 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4077 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4080 if (gl_info->supported[EXT_TEXTURE3D])
4082 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4083 WINED3DPTADDRESSCAPS_CLAMP |
4084 WINED3DPTADDRESSCAPS_WRAP;
4085 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4087 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4089 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4091 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4093 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4095 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4098 pCaps->VolumeTextureAddressCaps = 0;
4100 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4101 WINED3DLINECAPS_ZTEST |
4102 WINED3DLINECAPS_BLEND |
4103 WINED3DLINECAPS_ALPHACMP |
4104 WINED3DLINECAPS_FOG;
4105 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4106 * idea how generating the smoothing alpha values works; the result is different
4109 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4110 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4112 if (gl_info->supported[EXT_TEXTURE3D])
4113 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4115 pCaps->MaxVolumeExtent = 0;
4117 pCaps->MaxTextureRepeat = 32768;
4118 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4119 pCaps->MaxVertexW = 1.0f;
4121 pCaps->GuardBandLeft = 0.0f;
4122 pCaps->GuardBandTop = 0.0f;
4123 pCaps->GuardBandRight = 0.0f;
4124 pCaps->GuardBandBottom = 0.0f;
4126 pCaps->ExtentsAdjust = 0.0f;
4128 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4129 WINED3DSTENCILCAPS_INCRSAT |
4130 WINED3DSTENCILCAPS_INVERT |
4131 WINED3DSTENCILCAPS_KEEP |
4132 WINED3DSTENCILCAPS_REPLACE |
4133 WINED3DSTENCILCAPS_ZERO;
4134 if (gl_info->supported[EXT_STENCIL_WRAP])
4136 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4137 WINED3DSTENCILCAPS_INCR;
4139 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4141 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4144 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4146 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4147 pCaps->MaxActiveLights = gl_info->limits.lights;
4149 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4150 pCaps->MaxVertexBlendMatrixIndex = 0;
4152 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4153 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4156 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4157 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4158 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4159 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4160 WINED3DVTXPCAPS_LOCALVIEWER |
4161 WINED3DVTXPCAPS_VERTEXFOG |
4162 WINED3DVTXPCAPS_TEXGEN;
4164 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4165 pCaps->MaxVertexIndex = 0xFFFFF;
4166 pCaps->MaxStreams = MAX_STREAMS;
4167 pCaps->MaxStreamStride = 1024;
4169 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4170 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4171 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4172 pCaps->MaxNpatchTessellationLevel = 0;
4173 pCaps->MasterAdapterOrdinal = 0;
4174 pCaps->AdapterOrdinalInGroup = 0;
4175 pCaps->NumberOfAdaptersInGroup = 1;
4177 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4179 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4180 WINED3DPTFILTERCAPS_MAGFPOINT |
4181 WINED3DPTFILTERCAPS_MINFLINEAR |
4182 WINED3DPTFILTERCAPS_MAGFLINEAR;
4183 pCaps->VertexTextureFilterCaps = 0;
4185 memset(&shader_caps, 0, sizeof(shader_caps));
4186 shader_backend = select_shader_backend(adapter, DeviceType);
4187 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4189 memset(&fragment_caps, 0, sizeof(fragment_caps));
4190 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4191 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4193 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4194 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4196 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4197 * Ignore shader model capabilities if disabled in config
4199 if(vs_selected_mode == SHADER_NONE) {
4200 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4201 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4202 pCaps->MaxVertexShaderConst = 0;
4204 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4205 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4208 if(ps_selected_mode == SHADER_NONE) {
4209 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4210 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4211 pCaps->PixelShader1xMaxValue = 0.0f;
4213 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4214 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4217 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4218 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4219 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4221 pCaps->VS20Caps = shader_caps.VS20Caps;
4222 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4223 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4224 pCaps->PS20Caps = shader_caps.PS20Caps;
4225 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4226 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4228 /* The following caps are shader specific, but they are things we cannot detect, or which
4229 * are the same among all shader models. So to avoid code duplication set the shader version
4230 * specific, but otherwise constant caps here
4232 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4233 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4234 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4235 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4236 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4237 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4238 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4240 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4241 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4243 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4245 pCaps->VS20Caps.Caps = 0;
4246 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4247 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4248 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4250 pCaps->MaxVShaderInstructionsExecuted = 65535;
4251 pCaps->MaxVertexShader30InstructionSlots = 0;
4252 } else { /* VS 1.x */
4253 pCaps->VS20Caps.Caps = 0;
4254 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4255 pCaps->VS20Caps.NumTemps = 0;
4256 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4258 pCaps->MaxVShaderInstructionsExecuted = 0;
4259 pCaps->MaxVertexShader30InstructionSlots = 0;
4262 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4263 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4264 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4266 /* 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 */
4267 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4268 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4269 WINED3DPS20CAPS_PREDICATION |
4270 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4271 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4272 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4273 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4274 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4275 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4277 pCaps->MaxPShaderInstructionsExecuted = 65535;
4278 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4279 adapter->gl_info.limits.arb_ps_instructions);
4281 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4283 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4284 pCaps->PS20Caps.Caps = 0;
4285 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4286 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4287 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4288 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4290 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4291 pCaps->MaxPixelShader30InstructionSlots = 0;
4292 } else { /* PS 1.x */
4293 pCaps->PS20Caps.Caps = 0;
4294 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4295 pCaps->PS20Caps.NumTemps = 0;
4296 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4297 pCaps->PS20Caps.NumInstructionSlots = 0;
4299 pCaps->MaxPShaderInstructionsExecuted = 0;
4300 pCaps->MaxPixelShader30InstructionSlots = 0;
4303 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4304 /* OpenGL supports all the formats below, perhaps not always
4305 * without conversion, but it supports them.
4306 * Further GLSL doesn't seem to have an official unsigned type so
4307 * don't advertise it yet as I'm not sure how we handle it.
4308 * We might need to add some clamping in the shader engine to
4310 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4311 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4312 WINED3DDTCAPS_UBYTE4N |
4313 WINED3DDTCAPS_SHORT2N |
4314 WINED3DDTCAPS_SHORT4N;
4315 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4317 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4318 WINED3DDTCAPS_FLOAT16_4;
4321 pCaps->DeclTypes = 0;
4323 /* Set DirectDraw helper Caps */
4324 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4325 WINEDDCKEYCAPS_SRCBLT;
4326 fx_caps = WINEDDFXCAPS_BLTALPHA |
4327 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4328 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4329 WINEDDFXCAPS_BLTROTATION90 |
4330 WINEDDFXCAPS_BLTSHRINKX |
4331 WINEDDFXCAPS_BLTSHRINKXN |
4332 WINEDDFXCAPS_BLTSHRINKY |
4333 WINEDDFXCAPS_BLTSHRINKXN |
4334 WINEDDFXCAPS_BLTSTRETCHX |
4335 WINEDDFXCAPS_BLTSTRETCHXN |
4336 WINEDDFXCAPS_BLTSTRETCHY |
4337 WINEDDFXCAPS_BLTSTRETCHYN;
4338 blit_caps = WINEDDCAPS_BLT |
4339 WINEDDCAPS_BLTCOLORFILL |
4340 WINEDDCAPS_BLTDEPTHFILL |
4341 WINEDDCAPS_BLTSTRETCH |
4342 WINEDDCAPS_CANBLTSYSMEM |
4343 WINEDDCAPS_CANCLIP |
4344 WINEDDCAPS_CANCLIPSTRETCHED |
4345 WINEDDCAPS_COLORKEY |
4346 WINEDDCAPS_COLORKEYHWASSIST |
4347 WINEDDCAPS_ALIGNBOUNDARYSRC;
4349 /* Fill the ddraw caps structure */
4350 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4351 WINEDDCAPS_PALETTE |
4353 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4354 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4355 WINEDDCAPS2_PRIMARYGAMMA |
4356 WINEDDCAPS2_WIDESURFACES |
4357 WINEDDCAPS2_CANRENDERWINDOWED;
4358 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4359 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4360 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4361 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4362 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4363 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4364 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4365 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4366 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4368 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4369 WINEDDSCAPS_BACKBUFFER |
4371 WINEDDSCAPS_FRONTBUFFER |
4372 WINEDDSCAPS_OFFSCREENPLAIN |
4373 WINEDDSCAPS_PALETTE |
4374 WINEDDSCAPS_PRIMARYSURFACE |
4375 WINEDDSCAPS_SYSTEMMEMORY |
4376 WINEDDSCAPS_VIDEOMEMORY |
4377 WINEDDSCAPS_VISIBLE;
4378 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4380 /* Set D3D caps if OpenGL is available. */
4381 if (adapter->opengl)
4383 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4384 WINEDDSCAPS_MIPMAP |
4385 WINEDDSCAPS_TEXTURE |
4386 WINEDDSCAPS_ZBUFFER;
4387 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4393 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4394 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4395 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4397 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4398 IWineD3DDeviceImpl *object;
4401 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4402 "parent %p, device_parent %p, device %p.\n",
4403 iface, adapter_idx, device_type, focus_window, flags,
4404 parent, device_parent, device);
4406 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4407 * number and create a device without a 3D adapter for 2D only operation. */
4408 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4410 return WINED3DERR_INVALIDCALL;
4413 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4416 ERR("Failed to allocate device memory.\n");
4417 return E_OUTOFMEMORY;
4420 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4423 WARN("Failed to initialize device, hr %#x.\n", hr);
4424 HeapFree(GetProcessHeap(), 0, object);
4428 TRACE("Created device %p.\n", object);
4429 *device = (IWineD3DDevice *)object;
4431 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4436 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4437 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4438 IUnknown_AddRef(This->parent);
4439 *pParent = This->parent;
4443 static void WINE_GLAPI invalid_func(const void *data)
4445 ERR("Invalid vertex attribute function called\n");
4449 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4451 ERR("Invalid texcoord function called\n");
4455 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4456 * the extension detection and are used in drawStridedSlow
4458 static void WINE_GLAPI position_d3dcolor(const void *data)
4460 DWORD pos = *((const DWORD *)data);
4462 FIXME("Add a test for fixed function position from d3dcolor type\n");
4463 glVertex4s(D3DCOLOR_B_R(pos),
4469 static void WINE_GLAPI position_float4(const void *data)
4471 const GLfloat *pos = data;
4473 if (pos[3] != 0.0f && pos[3] != 1.0f)
4475 float w = 1.0f / pos[3];
4477 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4485 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4487 DWORD diffuseColor = *((const DWORD *)data);
4489 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4490 D3DCOLOR_B_G(diffuseColor),
4491 D3DCOLOR_B_B(diffuseColor),
4492 D3DCOLOR_B_A(diffuseColor));
4495 static void WINE_GLAPI specular_d3dcolor(const void *data)
4497 DWORD specularColor = *((const DWORD *)data);
4498 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4499 D3DCOLOR_B_G(specularColor),
4500 D3DCOLOR_B_B(specularColor)};
4502 specular_func_3ubv(d);
4505 static void WINE_GLAPI warn_no_specular_func(const void *data)
4507 WARN("GL_EXT_secondary_color not supported\n");
4510 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4512 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4513 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4514 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4515 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4516 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4517 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4518 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4519 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4520 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4521 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4522 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4523 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4524 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4525 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4526 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4527 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4528 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4530 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4531 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4532 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4533 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4534 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4535 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4536 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4537 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4538 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4539 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4540 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4541 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4542 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4543 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4544 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4545 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4546 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4548 /* No 4 component entry points here */
4549 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4550 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4551 if (gl_info->supported[EXT_SECONDARY_COLOR])
4553 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4557 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4559 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4560 if (gl_info->supported[EXT_SECONDARY_COLOR])
4562 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4563 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4567 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4569 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4570 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4571 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4572 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4573 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4574 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4575 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4576 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4577 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4578 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4579 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4580 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4582 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4583 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4585 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4586 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4587 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4588 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4589 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4590 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4591 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4592 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4593 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4594 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4595 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4596 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4597 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4598 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4599 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4600 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4601 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4603 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4604 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4605 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4606 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4607 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4608 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4609 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4610 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4611 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4612 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4613 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4614 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4615 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4616 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4617 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4618 if (gl_info->supported[NV_HALF_FLOAT])
4620 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4621 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4622 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4624 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4625 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4629 BOOL InitAdapters(IWineD3DImpl *This)
4631 static HMODULE mod_gl;
4633 int ps_selected_mode, vs_selected_mode;
4635 /* No need to hold any lock. The calling library makes sure only one thread calls
4636 * wined3d simultaneously
4639 TRACE("Initializing adapters\n");
4642 #ifdef USE_WIN32_OPENGL
4643 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4644 mod_gl = LoadLibraryA("opengl32.dll");
4646 ERR("Can't load opengl32.dll!\n");
4650 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4651 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4652 mod_gl = GetModuleHandleA("gdi32.dll");
4656 /* Load WGL core functions from opengl32.dll */
4657 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4661 if(!pwglGetProcAddress) {
4662 ERR("Unable to load wglGetProcAddress!\n");
4666 /* Dynamically load all GL core functions */
4670 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4671 * otherwise because we have to use winex11.drv's override
4673 #ifdef USE_WIN32_OPENGL
4674 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4675 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4677 wglFinish = (void*)pwglGetProcAddress("wglFinish");
4678 wglFlush = (void*)pwglGetProcAddress("wglFlush");
4681 glEnableWINE = glEnable;
4682 glDisableWINE = glDisable;
4684 /* For now only one default adapter */
4686 struct wined3d_adapter *adapter = &This->adapters[0];
4687 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4688 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4692 WineD3D_PixelFormat *cfgs;
4693 DISPLAY_DEVICEW DisplayDevice;
4696 TRACE("Initializing default adapter\n");
4697 adapter->ordinal = 0;
4698 adapter->monitorPoint.x = -1;
4699 adapter->monitorPoint.y = -1;
4701 if (!AllocateLocallyUniqueId(&adapter->luid))
4703 DWORD err = GetLastError();
4704 ERR("Failed to set adapter LUID (%#x).\n", err);
4707 TRACE("Allocated LUID %08x:%08x for adapter.\n",
4708 adapter->luid.HighPart, adapter->luid.LowPart);
4710 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4712 ERR("Failed to get a gl context for default adapter\n");
4716 ret = IWineD3DImpl_FillGLCaps(&adapter->driver_info, &adapter->gl_info);
4718 ERR("Failed to initialize gl caps for default adapter\n");
4719 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4722 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
4724 ERR("Failed to init gl formats\n");
4725 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4729 hdc = fake_gl_ctx.dc;
4731 /* Use the VideoRamSize registry setting when set */
4732 if(wined3d_settings.emulated_textureram)
4733 adapter->TextureRam = wined3d_settings.emulated_textureram;
4735 adapter->TextureRam = adapter->gl_info.vidmem;
4736 adapter->UsedTextureRam = 0;
4737 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4739 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4740 DisplayDevice.cb = sizeof(DisplayDevice);
4741 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4742 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4743 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4745 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
4752 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4753 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4755 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4756 cfgs = adapter->cfgs;
4757 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4758 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4759 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4760 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4761 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4762 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4763 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4764 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4765 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4766 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4768 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4770 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4775 /* Cache the pixel format */
4776 cfgs->iPixelFormat = iPixelFormat;
4777 cfgs->redSize = values[0];
4778 cfgs->greenSize = values[1];
4779 cfgs->blueSize = values[2];
4780 cfgs->alphaSize = values[3];
4781 cfgs->depthSize = values[4];
4782 cfgs->stencilSize = values[5];
4783 cfgs->windowDrawable = values[6];
4784 cfgs->iPixelType = values[7];
4785 cfgs->doubleBuffer = values[8];
4786 cfgs->auxBuffers = values[9];
4788 cfgs->pbufferDrawable = FALSE;
4789 /* Check for pbuffer support when it is around as
4790 * wglGetPixelFormatAttribiv fails for unknown attributes. */
4791 if (gl_info->supported[WGL_ARB_PBUFFER])
4793 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4795 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4796 cfgs->pbufferDrawable = value;
4799 cfgs->numSamples = 0;
4800 /* Check multisample support */
4801 if (gl_info->supported[ARB_MULTISAMPLE])
4803 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4805 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4806 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4807 * value[1] = number of multi sample buffers*/
4809 cfgs->numSamples = value[1];
4813 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4819 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4820 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4821 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4823 cfgs = adapter->cfgs;
4824 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4826 PIXELFORMATDESCRIPTOR ppfd;
4828 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4832 /* We only want HW acceleration using an OpenGL ICD driver.
4833 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4834 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4836 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4838 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4842 cfgs->iPixelFormat = iPixelFormat;
4843 cfgs->redSize = ppfd.cRedBits;
4844 cfgs->greenSize = ppfd.cGreenBits;
4845 cfgs->blueSize = ppfd.cBlueBits;
4846 cfgs->alphaSize = ppfd.cAlphaBits;
4847 cfgs->depthSize = ppfd.cDepthBits;
4848 cfgs->stencilSize = ppfd.cStencilBits;
4849 cfgs->pbufferDrawable = 0;
4850 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4851 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4852 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4853 cfgs->auxBuffers = ppfd.cAuxBuffers;
4854 cfgs->numSamples = 0;
4856 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4861 /* 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 */
4864 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4866 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4867 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4872 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4873 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4874 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4875 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4876 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4877 * driver is allowed to consume more bits EXCEPT for stencil bits.
4879 * Mark an adapter with this broken stencil behavior.
4881 adapter->brokenStencil = TRUE;
4882 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4884 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4885 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4886 adapter->brokenStencil = FALSE;
4891 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4893 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4894 fillGLAttribFuncs(&adapter->gl_info);
4895 adapter->opengl = TRUE;
4897 This->adapter_count = 1;
4898 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4903 /* Initialize an adapter for ddraw-only memory counting */
4904 memset(This->adapters, 0, sizeof(This->adapters));
4905 This->adapters[0].ordinal = 0;
4906 This->adapters[0].opengl = FALSE;
4907 This->adapters[0].monitorPoint.x = -1;
4908 This->adapters[0].monitorPoint.y = -1;
4910 This->adapters[0].driver_info.name = "Display";
4911 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
4912 if(wined3d_settings.emulated_textureram) {
4913 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4915 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4918 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4920 This->adapter_count = 1;
4924 /**********************************************************
4925 * IWineD3D VTbl follows
4926 **********************************************************/
4928 const IWineD3DVtbl IWineD3D_Vtbl =
4931 IWineD3DImpl_QueryInterface,
4932 IWineD3DImpl_AddRef,
4933 IWineD3DImpl_Release,
4935 IWineD3DImpl_GetParent,
4936 IWineD3DImpl_GetAdapterCount,
4937 IWineD3DImpl_RegisterSoftwareDevice,
4938 IWineD3DImpl_GetAdapterMonitor,
4939 IWineD3DImpl_GetAdapterModeCount,
4940 IWineD3DImpl_EnumAdapterModes,
4941 IWineD3DImpl_GetAdapterDisplayMode,
4942 IWineD3DImpl_GetAdapterIdentifier,
4943 IWineD3DImpl_CheckDeviceMultiSampleType,
4944 IWineD3DImpl_CheckDepthStencilMatch,
4945 IWineD3DImpl_CheckDeviceType,
4946 IWineD3DImpl_CheckDeviceFormat,
4947 IWineD3DImpl_CheckDeviceFormatConversion,
4948 IWineD3DImpl_GetDeviceCaps,
4949 IWineD3DImpl_CreateDevice
4952 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
4954 const struct wined3d_parent_ops wined3d_null_parent_ops =
4956 wined3d_null_wined3d_object_destroyed,