2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
40 const char *extension_string;
41 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
109 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
110 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
111 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
112 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
113 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
114 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
115 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
116 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
117 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
118 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
119 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
120 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
121 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
122 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
123 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
124 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
125 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
126 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
127 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
128 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
129 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
130 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
131 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
134 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
135 {"GL_NV_fence", NV_FENCE, 0 },
136 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
137 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
138 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
139 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
140 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
141 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
142 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
143 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
144 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
145 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
146 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
147 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
148 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
149 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
150 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
151 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
152 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
153 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
156 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
159 /**********************************************************
160 * Utility functions follow
161 **********************************************************/
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 /* Do not call while under the GL lock. */
247 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 PIXELFORMATDESCRIPTOR pfd;
252 TRACE("getting context...\n");
254 ctx->restore_dc = pwglGetCurrentDC();
255 ctx->restore_gl_ctx = pwglGetCurrentContext();
257 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
258 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
259 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
262 ERR_(d3d_caps)("Failed to create a window.\n");
266 ctx->dc = GetDC(ctx->wnd);
269 ERR_(d3d_caps)("Failed to get a DC.\n");
273 /* PixelFormat selection */
274 ZeroMemory(&pfd, sizeof(pfd));
275 pfd.nSize = sizeof(pfd);
277 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
278 pfd.iPixelType = PFD_TYPE_RGBA;
280 pfd.iLayerType = PFD_MAIN_PLANE;
282 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
285 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
286 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
289 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
290 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292 /* Create a GL context. */
293 ctx->gl_ctx = pwglCreateContext(ctx->dc);
296 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
300 /* Make it the current GL context. */
301 if (!context_set_current(NULL))
303 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
306 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
315 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319 if (ctx->wnd) DestroyWindow(ctx->wnd);
321 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
329 /* Adjust the amount of used texture memory */
330 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 struct wined3d_adapter *adapter = device->adapter;
334 adapter->UsedTextureRam += glram;
335 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
336 return adapter->UsedTextureRam;
339 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
342 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
345 /**********************************************************
346 * IUnknown parts follows
347 **********************************************************/
349 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
354 if (IsEqualGUID(riid, &IID_IUnknown)
355 || IsEqualGUID(riid, &IID_IWineD3DBase)
356 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
357 IUnknown_AddRef(iface);
362 return E_NOINTERFACE;
365 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
366 IWineD3DImpl *This = (IWineD3DImpl *)iface;
367 ULONG refCount = InterlockedIncrement(&This->ref);
369 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
373 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
374 IWineD3DImpl *This = (IWineD3DImpl *)iface;
376 TRACE("(%p) : Releasing from %d\n", This, This->ref);
377 ref = InterlockedDecrement(&This->ref);
381 for (i = 0; i < This->adapter_count; ++i)
383 wined3d_adapter_cleanup(&This->adapters[i]);
385 HeapFree(GetProcessHeap(), 0, This);
391 /**********************************************************
392 * IWineD3D parts follows
393 **********************************************************/
395 /* GL locking is done by the caller */
396 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 const char *testcode =
402 "PARAM C[66] = { program.env[0..65] };\n"
404 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
405 "ARL A0.x, zero.x;\n"
406 "MOV result.position, C[A0.x + 65];\n"
410 GL_EXTCALL(glGenProgramsARB(1, &prog));
412 ERR("Failed to create an ARB offset limit test program\n");
414 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
415 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
416 strlen(testcode), testcode));
417 if(glGetError() != 0) {
418 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
419 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
421 } else TRACE("OpenGL implementation allows offsets > 63\n");
423 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
424 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
425 checkGLcall("ARB vp offset limit test cleanup");
430 static DWORD ver_for_ext(GL_SupportedExt ext)
433 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
434 if(EXTENSION_MAP[i].extension == ext) {
435 return EXTENSION_MAP[i].version;
441 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
442 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
444 if (card_vendor != HW_VENDOR_ATI) return FALSE;
445 if (device == CARD_ATI_RADEON_9500) return TRUE;
446 if (device == CARD_ATI_RADEON_X700) return TRUE;
447 if (device == CARD_ATI_RADEON_X1600) return TRUE;
451 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
452 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
454 if (card_vendor == HW_VENDOR_NVIDIA)
456 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
457 device == CARD_NVIDIA_GEFORCEFX_5600 ||
458 device == CARD_NVIDIA_GEFORCEFX_5800)
466 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
467 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
469 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
470 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
471 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
473 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
474 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
475 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
476 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
477 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
478 * the chance that other implementations support them is rather small since Win32 QuickTime uses
479 * DirectDraw, not OpenGL.
481 * This test has been moved into wined3d_guess_gl_vendor()
483 if (gl_vendor == GL_VENDOR_APPLE)
490 /* Context activation is done by the caller. */
491 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
493 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
494 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
495 * all the texture. This function detects this bug by its symptom and disables PBOs
498 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
499 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
500 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
501 * read back is compared to the original. If they are equal PBOs are assumed to work,
502 * otherwise the PBO extension is disabled. */
504 static const unsigned int pattern[] =
506 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
507 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
508 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
509 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
511 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
513 /* No PBO -> No point in testing them. */
514 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
518 while (glGetError());
519 glGenTextures(1, &texture);
520 glBindTexture(GL_TEXTURE_2D, texture);
522 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
523 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
524 checkGLcall("Specifying the PBO test texture");
526 GL_EXTCALL(glGenBuffersARB(1, &pbo));
527 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
528 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
529 checkGLcall("Specifying the PBO test pbo");
531 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
532 checkGLcall("Loading the PBO test texture");
534 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
537 wglFinish(); /* just to be sure */
539 memset(check, 0, sizeof(check));
541 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
542 checkGLcall("Reading back the PBO test texture");
544 glDeleteTextures(1, &texture);
545 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
546 checkGLcall("PBO test cleanup");
550 if (memcmp(check, pattern, sizeof(check)))
552 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
553 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
554 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
558 TRACE_(d3d_caps)("PBO test successful.\n");
562 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
568 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
569 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
571 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
572 if (card_vendor != HW_VENDOR_ATI) return FALSE;
573 if (device == CARD_ATI_RADEON_X1600) return FALSE;
577 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
578 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
580 return gl_vendor == GL_VENDOR_FGLRX;
584 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
585 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
587 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
588 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
589 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
590 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
593 * dx10 cards usually have 64 varyings */
594 return gl_info->limits.glsl_varyings > 44;
597 /* A GL context is provided by the caller */
598 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
599 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
608 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
609 error = glGetError();
612 if(error == GL_NO_ERROR)
614 TRACE("GL Implementation accepts 4 component specular color pointers\n");
619 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
620 debug_glerror(error));
625 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
626 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
628 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
629 return gl_info->supported[NV_TEXTURE_SHADER];
632 /* A GL context is provided by the caller */
633 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
634 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 const char *testcode =
641 "OPTION NV_vertex_program2;\n"
642 "MOV result.clip[0], 0.0;\n"
643 "MOV result.position, 0.0;\n"
646 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651 GL_EXTCALL(glGenProgramsARB(1, &prog));
654 ERR("Failed to create the NVvp clip test program\n");
658 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
659 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
660 strlen(testcode), testcode));
661 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
664 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
665 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
669 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
671 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
672 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
673 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
679 /* Context activation is done by the caller. */
680 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
681 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
683 char data[4 * 4 * 4];
687 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
689 memset(data, 0xcc, sizeof(data));
693 glGenTextures(1, &tex);
694 glBindTexture(GL_TEXTURE_2D, tex);
695 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
696 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
697 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
698 checkGLcall("glTexImage2D");
700 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
701 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
702 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
703 checkGLcall("glFramebufferTexture2D");
705 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
706 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
707 checkGLcall("glCheckFramebufferStatus");
709 memset(data, 0x11, sizeof(data));
710 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
711 checkGLcall("glTexSubImage2D");
713 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
714 glClear(GL_COLOR_BUFFER_BIT);
715 checkGLcall("glClear");
717 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
718 checkGLcall("glGetTexImage");
720 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
721 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
722 glBindTexture(GL_TEXTURE_2D, 0);
723 checkGLcall("glBindTexture");
725 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
726 glDeleteTextures(1, &tex);
727 checkGLcall("glDeleteTextures");
731 return *(DWORD *)data == 0x11111111;
734 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
736 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
737 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
738 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
739 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
742 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
744 quirk_arb_constants(gl_info);
745 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
746 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
747 * allow 48 different offsets or other helper immediate values. */
748 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
749 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
752 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
753 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
754 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
755 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
756 * most games, but avoids the crash
758 * A more sophisticated way would be to find all units that need texture coordinates and enable
759 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
760 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
762 * Note that disabling the extension entirely does not gain predictability because there is no point
763 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
764 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
766 if (gl_info->supported[ARB_POINT_SPRITE])
768 TRACE("Limiting point sprites to one texture unit.\n");
769 gl_info->limits.point_sprite_units = 1;
773 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
775 quirk_arb_constants(gl_info);
777 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
778 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
779 * If real NP2 textures are used, the driver falls back to software. We could just remove the
780 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
781 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
782 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
783 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
785 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
786 * has this extension promoted to core. The extension loading code sets this extension supported
787 * due to that, so this code works on fglrx as well. */
788 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
790 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
791 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
792 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
795 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
796 * it is generally more efficient. Reserve just 8 constants. */
797 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
798 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
801 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
803 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
804 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
805 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
806 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
807 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
808 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
810 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
811 * triggering the software fallback. There is not much we can do here apart from disabling the
812 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
813 * in IWineD3DImpl_FillGLCaps).
814 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
815 * post-processing effects in the game "Max Payne 2").
816 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
817 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
818 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
819 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
822 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
824 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
825 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
826 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
827 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
828 * according to the spec.
830 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
831 * makes the shader slower and eats instruction slots which should be available to the d3d app.
833 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
834 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
835 * this workaround is activated on cards that do not need it, it won't break things, just affect
836 * performance negatively. */
837 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
838 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
841 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
843 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
846 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
848 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
851 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
853 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
854 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
857 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
859 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
862 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
864 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
869 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
870 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
871 void (*apply)(struct wined3d_gl_info *gl_info);
872 const char *description;
875 static const struct driver_quirk quirk_table[] =
878 match_ati_r300_to_500,
880 "ATI GLSL constant and normalized texrect quirk"
882 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
883 * used it falls back to software. While the compiler can detect if the shader uses all declared
884 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
885 * using relative addressing falls back to software.
887 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
890 quirk_apple_glsl_constants,
891 "Apple GLSL uniform override"
896 "Geforce 5 NP2 disable"
901 "Init texcoord .w for Apple Intel GPU driver"
904 match_apple_nonr500ati,
906 "Init texcoord .w for Apple ATI >= r600 GPU driver"
910 quirk_one_point_sprite,
911 "Fglrx point sprite crash workaround"
916 "Reserved varying for gl_ClipPos"
919 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
920 * GL implementations accept it. The Mac GL is the only implementation known to
923 * If we can pass 4 component specular colors, do it, because (a) we don't have
924 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
925 * passes specular alpha to the pixel shader if any is used. Otherwise the
926 * specular alpha is used to pass the fog coordinate, which we pass to opengl
927 * via GL_EXT_fog_coord.
929 match_allows_spec_alpha,
930 quirk_allows_specular_alpha,
931 "Allow specular alpha quirk"
934 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939 "Apple NV_texture_shader disable"
942 match_broken_nv_clip,
943 quirk_disable_nvvp_clip,
944 "Apple NV_vertex_program clip bug quirk"
947 match_fbo_tex_update,
948 quirk_fbo_tex_update,
949 "FBO rebind for attachment updates"
953 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
954 * reporting a driver version is moot because we are not the Windows driver, and we have different
955 * bugs, features, etc.
957 * The driver version has the form "x.y.z.w".
959 * "x" is the Windows version the driver is meant for:
966 * "y" is the maximum Direct3D version the driver supports.
967 * y -> d3d version mapping:
976 * "z" is the subversion number.
978 * "w" is the vendor specific driver build number.
981 struct driver_version_information
983 enum wined3d_display_driver driver;
984 enum wined3d_driver_model driver_model;
985 const char *driver_name; /* name of Windows driver */
986 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
987 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
988 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
991 /* The driver version table contains driver information for different devices on several OS versions. */
992 static const struct driver_version_information driver_version_table[] =
995 * - Radeon HD2x00 (R600) and up supported by current drivers.
996 * - Radeon 9500 (R300) - X1*00 (R5xx) supported upto Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7) */
997 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
998 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1001 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1002 * - GeforceFX support is up to 173.x on <= XP
1003 * - Geforce2MX/3/4 up to 96.x on <= XP
1004 * - TNT/Geforce1/2 up to 71.x on <= XP
1005 * All version numbers used below are from the Linux nvidia drivers. */
1006 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1007 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1008 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1009 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1010 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1013 struct gpu_description
1015 WORD vendor; /* reported PCI card vendor ID */
1016 WORD card; /* reported PCI card device ID */
1017 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1018 enum wined3d_display_driver driver;
1021 static const struct gpu_description gpu_description_table[] =
1024 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT },
1025 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT },
1026 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT },
1027 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT },
1028 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX },
1029 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX },
1030 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX },
1031 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX },
1032 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX },
1033 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX },
1034 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX },
1035 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6 },
1036 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6 },
1037 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6 },
1038 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6 },
1039 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6 },
1040 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6 },
1041 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6 },
1042 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6 },
1043 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6 },
1044 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6 },
1045 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6 },
1046 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6 },
1047 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6 },
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6 },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6 },
1064 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, },
1065 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, },
1066 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, },
1067 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, },
1068 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, },
1069 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, },
1070 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, },
1071 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, },
1072 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, },
1073 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, },
1074 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, },
1075 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, }
1077 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1080 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1081 enum wined3d_driver_model driver_model)
1085 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1086 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1088 const struct driver_version_information *entry = &driver_version_table[i];
1090 if (entry->driver == driver && entry->driver_model == driver_model)
1092 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1093 entry->driver_name, entry->version, entry->subversion, entry->build);
1101 static void init_driver_info(struct wined3d_driver_info *driver_info,
1102 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1104 OSVERSIONINFOW os_version;
1105 WORD driver_os_version;
1107 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1108 enum wined3d_driver_model driver_model;
1109 const struct driver_version_information *version_info;
1111 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1113 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1114 vendor = wined3d_settings.pci_vendor_id;
1116 driver_info->vendor = vendor;
1118 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1120 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1121 device = wined3d_settings.pci_device_id;
1123 driver_info->device = device;
1125 memset(&os_version, 0, sizeof(os_version));
1126 os_version.dwOSVersionInfoSize = sizeof(os_version);
1127 if (!GetVersionExW(&os_version))
1129 ERR("Failed to get OS version, reporting 2000/XP.\n");
1130 driver_os_version = 6;
1131 driver_model = DRIVER_MODEL_NT5X;
1135 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1136 switch (os_version.dwMajorVersion)
1139 /* If needed we could distinguish between 9x and NT4, but this code won't make
1140 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1142 driver_os_version = 4;
1143 driver_model = DRIVER_MODEL_WIN9X;
1147 driver_os_version = 6;
1148 driver_model = DRIVER_MODEL_NT5X;
1152 if (os_version.dwMinorVersion == 0)
1154 driver_os_version = 7;
1155 driver_model = DRIVER_MODEL_NT6X;
1159 if (os_version.dwMinorVersion > 1)
1161 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1162 os_version.dwMajorVersion, os_version.dwMinorVersion);
1164 driver_os_version = 8;
1165 driver_model = DRIVER_MODEL_NT6X;
1170 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1171 os_version.dwMajorVersion, os_version.dwMinorVersion);
1172 driver_os_version = 6;
1173 driver_model = DRIVER_MODEL_NT5X;
1178 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1179 * This means that unless the ids are overriden, we will always find a GPU description. */
1180 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1182 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1184 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1186 driver_info->description = gpu_description_table[i].description;
1187 driver = gpu_description_table[i].driver;
1192 /* Try to obtain driver version information for the current Windows version. This fails in
1194 * - the gpu is not available on the currently selected OS version:
1195 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1196 * version information for the current Windows version is returned instead of faked info.
1197 * We do the same and assume the default Windows version to emulate is WinXP.
1199 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1200 * For now return the XP driver info. Perhaps later on we should return VESA.
1202 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1203 * This could be an indication that our database is not up to date, so this should be fixed.
1205 version_info = get_driver_version_info(driver, driver_model);
1208 driver_info->name = version_info->driver_name;
1209 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1210 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1214 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1217 driver_info->name = version_info->driver_name;
1218 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1219 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1223 driver_info->description = "Direct3D HAL";
1224 driver_info->name = "Display";
1225 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1226 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1228 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1229 vendor, device, driver_model);
1233 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1234 driver_info->version_high, driver_info->version_low);
1237 /* Context activation is done by the caller. */
1238 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1239 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1243 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1245 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1246 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1247 quirk_table[i].apply(gl_info);
1250 /* Find out if PBOs work as they are supposed to. */
1251 test_pbo_functionality(gl_info);
1254 static DWORD wined3d_parse_gl_version(const char *gl_version)
1256 const char *ptr = gl_version;
1260 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1262 while (isdigit(*ptr)) ++ptr;
1263 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1267 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1269 return MAKEDWORD_VERSION(major, minor);
1272 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1275 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1276 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1277 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1279 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1280 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1281 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1282 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1283 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1284 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1285 * DirectDraw, not OpenGL. */
1286 if (gl_info->supported[APPLE_FENCE]
1287 && gl_info->supported[APPLE_CLIENT_STORAGE]
1288 && gl_info->supported[APPLE_FLUSH_RENDER]
1289 && gl_info->supported[APPLE_YCBCR_422])
1290 return GL_VENDOR_APPLE;
1292 if (strstr(gl_vendor_string, "NVIDIA"))
1293 return GL_VENDOR_NVIDIA;
1295 if (strstr(gl_vendor_string, "ATI"))
1296 return GL_VENDOR_FGLRX;
1298 if (strstr(gl_vendor_string, "Intel(R)")
1299 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1300 || strstr(gl_renderer, "Intel")
1301 || strstr(gl_vendor_string, "Intel Inc."))
1302 return GL_VENDOR_INTEL;
1304 if (strstr(gl_vendor_string, "Mesa")
1305 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1306 || strstr(gl_vendor_string, "DRI R300 Project")
1307 || strstr(gl_vendor_string, "X.Org R300 Project")
1308 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1309 || strstr(gl_vendor_string, "VMware, Inc.")
1310 || strstr(gl_renderer, "Mesa")
1311 || strstr(gl_renderer, "Gallium"))
1312 return GL_VENDOR_MESA;
1314 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1315 debugstr_a(gl_vendor_string));
1317 return GL_VENDOR_UNKNOWN;
1320 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1322 if (strstr(gl_vendor_string, "NVIDIA"))
1323 return HW_VENDOR_NVIDIA;
1325 if (strstr(gl_vendor_string, "ATI")
1326 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1327 || strstr(gl_vendor_string, "X.Org R300 Project")
1328 || strstr(gl_renderer, "R100")
1329 || strstr(gl_renderer, "R200")
1330 || strstr(gl_renderer, "R300")
1331 || strstr(gl_renderer, "R600")
1332 || strstr(gl_renderer, "R700"))
1333 return HW_VENDOR_ATI;
1335 if (strstr(gl_vendor_string, "Intel(R)")
1336 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1337 || strstr(gl_renderer, "Intel")
1338 || strstr(gl_vendor_string, "Intel Inc."))
1339 return HW_VENDOR_INTEL;
1341 if (strstr(gl_vendor_string, "Mesa")
1342 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1343 || strstr(gl_vendor_string, "VMware, Inc."))
1344 return HW_VENDOR_SOFTWARE;
1346 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1348 return HW_VENDOR_NVIDIA;
1353 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1354 const char *gl_renderer, unsigned int *vidmem)
1356 if (WINE_D3D10_CAPABLE(gl_info))
1358 /* Geforce 400 - highend */
1359 if (strstr(gl_renderer, "GTX 480"))
1362 return CARD_NVIDIA_GEFORCE_GTX480;
1365 /* Geforce 400 - midend high */
1366 if (strstr(gl_renderer, "GTX 470"))
1369 return CARD_NVIDIA_GEFORCE_GTX470;
1372 /* Geforce 300 highend mobile */
1373 if (strstr(gl_renderer, "GTS 350M")
1374 || strstr(gl_renderer, "GTS 360M"))
1377 return CARD_NVIDIA_GEFORCE_GTS350M;
1380 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1381 if (strstr(gl_renderer, "GT 325M")
1382 || strstr(gl_renderer, "GT 330M"))
1385 return CARD_NVIDIA_GEFORCE_GT325M;
1388 /* Geforce 200 - highend */
1389 if (strstr(gl_renderer, "GTX 280")
1390 || strstr(gl_renderer, "GTX 285")
1391 || strstr(gl_renderer, "GTX 295"))
1394 return CARD_NVIDIA_GEFORCE_GTX280;
1397 /* Geforce 200 - midend high */
1398 if (strstr(gl_renderer, "GTX 275"))
1401 return CARD_NVIDIA_GEFORCE_GTX275;
1404 /* Geforce 200 - midend */
1405 if (strstr(gl_renderer, "GTX 260"))
1408 return CARD_NVIDIA_GEFORCE_GTX260;
1410 /* Geforce 200 - midend */
1411 if (strstr(gl_renderer, "GT 240"))
1414 return CARD_NVIDIA_GEFORCE_GT240;
1417 /* Geforce 200 lowend */
1418 if (strstr(gl_renderer, "GT 220"))
1420 *vidmem = 512; /* The GT 220 has 512-1024MB */
1421 return CARD_NVIDIA_GEFORCE_GT220;
1423 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1424 if (strstr(gl_renderer, "Geforce 210")
1425 || strstr(gl_renderer, "G 210")
1426 || strstr(gl_renderer, "Geforce 305")
1427 || strstr(gl_renderer, "Geforce 310"))
1430 return CARD_NVIDIA_GEFORCE_210;
1433 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1434 if (strstr(gl_renderer, "9800")
1435 || strstr(gl_renderer, "GTS 150")
1436 || strstr(gl_renderer, "GTS 250"))
1439 return CARD_NVIDIA_GEFORCE_9800GT;
1442 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1443 if (strstr(gl_renderer, "9600")
1444 || strstr(gl_renderer, "GT 140"))
1446 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1447 return CARD_NVIDIA_GEFORCE_9600GT;
1450 /* Geforce9 - midend low / Geforce 200 - low */
1451 if (strstr(gl_renderer, "9500")
1452 || strstr(gl_renderer, "GT 120")
1453 || strstr(gl_renderer, "GT 130"))
1455 *vidmem = 256; /* The 9500GT has 256-1024MB */
1456 return CARD_NVIDIA_GEFORCE_9500GT;
1459 /* Geforce9 - lowend */
1460 if (strstr(gl_renderer, "9400"))
1462 *vidmem = 256; /* The 9400GT has 256-1024MB */
1463 return CARD_NVIDIA_GEFORCE_9400GT;
1466 /* Geforce9 - lowend low */
1467 if (strstr(gl_renderer, "9100")
1468 || strstr(gl_renderer, "9200")
1469 || strstr(gl_renderer, "9300")
1470 || strstr(gl_renderer, "G 100"))
1472 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1473 return CARD_NVIDIA_GEFORCE_9200;
1476 /* Geforce8 - highend high*/
1477 if (strstr(gl_renderer, "8800 GTX"))
1480 return CARD_NVIDIA_GEFORCE_8800GTX;
1483 /* Geforce8 - highend */
1484 if (strstr(gl_renderer, "8800"))
1486 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1487 return CARD_NVIDIA_GEFORCE_8800GTS;
1490 /* Geforce8 - midend mobile */
1491 if (strstr(gl_renderer, "8600 M"))
1494 return CARD_NVIDIA_GEFORCE_8600MGT;
1497 /* Geforce8 - midend */
1498 if (strstr(gl_renderer, "8600")
1499 || strstr(gl_renderer, "8700"))
1502 return CARD_NVIDIA_GEFORCE_8600GT;
1505 /* Geforce8 - mid-lowend */
1506 if (strstr(gl_renderer, "8400")
1507 || strstr(gl_renderer, "8500"))
1509 *vidmem = 128; /* 128-256MB for a 8400, 256-512MB for a 8500 */
1510 return CARD_NVIDIA_GEFORCE_8400GS;
1513 /* Geforce8 - lowend */
1514 if (strstr(gl_renderer, "8100")
1515 || strstr(gl_renderer, "8200")
1516 || strstr(gl_renderer, "8300"))
1518 *vidmem = 128; /* 128-256MB for a 8300 */
1519 return CARD_NVIDIA_GEFORCE_8300GS;
1522 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1524 return CARD_NVIDIA_GEFORCE_8300GS;
1527 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1528 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1530 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1532 /* Geforce7 - highend */
1533 if (strstr(gl_renderer, "7800")
1534 || strstr(gl_renderer, "7900")
1535 || strstr(gl_renderer, "7950")
1536 || strstr(gl_renderer, "Quadro FX 4")
1537 || strstr(gl_renderer, "Quadro FX 5"))
1539 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1540 return CARD_NVIDIA_GEFORCE_7800GT;
1543 /* Geforce7 midend */
1544 if (strstr(gl_renderer, "7600")
1545 || strstr(gl_renderer, "7700"))
1547 *vidmem = 256; /* The 7600 uses 256-512MB */
1548 return CARD_NVIDIA_GEFORCE_7600;
1551 /* Geforce7 lower medium */
1552 if (strstr(gl_renderer, "7400"))
1554 *vidmem = 256; /* The 7400 uses 256-512MB */
1555 return CARD_NVIDIA_GEFORCE_7400;
1558 /* Geforce7 lowend */
1559 if (strstr(gl_renderer, "7300"))
1561 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1562 return CARD_NVIDIA_GEFORCE_7300;
1565 /* Geforce6 highend */
1566 if (strstr(gl_renderer, "6800"))
1568 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1569 return CARD_NVIDIA_GEFORCE_6800;
1572 /* Geforce6 - midend */
1573 if (strstr(gl_renderer, "6600")
1574 || strstr(gl_renderer, "6610")
1575 || strstr(gl_renderer, "6700"))
1577 *vidmem = 128; /* A 6600GT has 128-256MB */
1578 return CARD_NVIDIA_GEFORCE_6600GT;
1581 /* Geforce6/7 lowend */
1583 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1586 if (WINE_D3D9_CAPABLE(gl_info))
1588 /* GeforceFX - highend */
1589 if (strstr(gl_renderer, "5800")
1590 || strstr(gl_renderer, "5900")
1591 || strstr(gl_renderer, "5950")
1592 || strstr(gl_renderer, "Quadro FX"))
1594 *vidmem = 256; /* 5800-5900 cards use 256MB */
1595 return CARD_NVIDIA_GEFORCEFX_5800;
1598 /* GeforceFX - midend */
1599 if (strstr(gl_renderer, "5600")
1600 || strstr(gl_renderer, "5650")
1601 || strstr(gl_renderer, "5700")
1602 || strstr(gl_renderer, "5750"))
1604 *vidmem = 128; /* A 5600 uses 128-256MB */
1605 return CARD_NVIDIA_GEFORCEFX_5600;
1608 /* GeforceFX - lowend */
1609 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1610 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1613 if (WINE_D3D8_CAPABLE(gl_info))
1615 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1617 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1618 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1621 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1622 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1625 if (WINE_D3D7_CAPABLE(gl_info))
1627 if (strstr(gl_renderer, "GeForce4 MX"))
1629 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1630 * early models had 32MB but most have 64MB or even 128MB. */
1632 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1635 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1637 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1638 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1641 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1643 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1644 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1647 /* Most Geforce1 cards have 32MB, there are also some rare 16
1648 * and 64MB (Dell) models. */
1650 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1653 if (strstr(gl_renderer, "TNT2"))
1655 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1656 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1659 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1660 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1664 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1665 const char *gl_renderer, unsigned int *vidmem)
1667 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1669 * Beware: renderer string do not match exact card model,
1670 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1671 if (WINE_D3D10_CAPABLE(gl_info))
1673 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1674 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1675 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1676 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1678 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1679 return CARD_ATI_RADEON_HD5800;
1682 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1683 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1684 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1685 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1687 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1688 return CARD_ATI_RADEON_HD5700;
1691 /* Radeon R7xx HD4800 - highend */
1692 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1693 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1694 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1695 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1696 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1698 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1699 return CARD_ATI_RADEON_HD4800;
1702 /* Radeon R740 HD4700 - midend */
1703 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1704 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1707 return CARD_ATI_RADEON_HD4700;
1710 /* Radeon R730 HD4600 - midend */
1711 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1712 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1713 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1716 return CARD_ATI_RADEON_HD4600;
1719 /* Radeon R710 HD4500/HD4350 - lowend */
1720 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1721 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1724 return CARD_ATI_RADEON_HD4350;
1727 /* Radeon R6xx HD2900/HD3800 - highend */
1728 if (strstr(gl_renderer, "HD 2900")
1729 || strstr(gl_renderer, "HD 3870")
1730 || strstr(gl_renderer, "HD 3850"))
1732 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1733 return CARD_ATI_RADEON_HD2900;
1736 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1737 if (strstr(gl_renderer, "HD 2600")
1738 || strstr(gl_renderer, "HD 3830")
1739 || strstr(gl_renderer, "HD 3690")
1740 || strstr(gl_renderer, "HD 3650"))
1742 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1743 return CARD_ATI_RADEON_HD2600;
1746 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1747 * Note HD2300=DX9, HD2350=DX10 */
1748 if (strstr(gl_renderer, "HD 2350")
1749 || strstr(gl_renderer, "HD 2400")
1750 || strstr(gl_renderer, "HD 3470")
1751 || strstr(gl_renderer, "HD 3450")
1752 || strstr(gl_renderer, "HD 3430")
1753 || strstr(gl_renderer, "HD 3400"))
1755 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1756 return CARD_ATI_RADEON_HD2350;
1759 /* Radeon R6xx/R7xx integrated */
1760 if (strstr(gl_renderer, "HD 3100")
1761 || strstr(gl_renderer, "HD 3200")
1762 || strstr(gl_renderer, "HD 3300"))
1764 *vidmem = 128; /* 128MB */
1765 return CARD_ATI_RADEON_HD3200;
1768 /* Default for when no GPU has been found */
1769 *vidmem = 128; /* 128MB */
1770 return CARD_ATI_RADEON_HD3200;
1773 if (WINE_D3D8_CAPABLE(gl_info))
1776 if (strstr(gl_renderer, "X1600")
1777 || strstr(gl_renderer, "X1650")
1778 || strstr(gl_renderer, "X1800")
1779 || strstr(gl_renderer, "X1900")
1780 || strstr(gl_renderer, "X1950"))
1782 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1783 return CARD_ATI_RADEON_X1600;
1786 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1787 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1788 if (strstr(gl_renderer, "X700")
1789 || strstr(gl_renderer, "X800")
1790 || strstr(gl_renderer, "X850")
1791 || strstr(gl_renderer, "X1300")
1792 || strstr(gl_renderer, "X1400")
1793 || strstr(gl_renderer, "X1450")
1794 || strstr(gl_renderer, "X1550")
1795 || strstr(gl_renderer, "X2300")
1796 || strstr(gl_renderer, "X2500")
1797 || strstr(gl_renderer, "HD 2300")
1800 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1801 return CARD_ATI_RADEON_X700;
1804 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1805 if (strstr(gl_renderer, "Radeon Xpress"))
1807 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1808 return CARD_ATI_RADEON_XPRESS_200M;
1812 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1813 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1816 if (WINE_D3D8_CAPABLE(gl_info))
1818 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1819 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1822 if (WINE_D3D7_CAPABLE(gl_info))
1824 *vidmem = 32; /* There are models with up to 64MB */
1825 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1828 *vidmem = 16; /* There are 16-32MB models */
1829 return CARD_ATI_RAGE_128PRO;
1833 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1834 const char *gl_renderer, unsigned int *vidmem)
1836 if (strstr(gl_renderer, "X3100"))
1838 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1840 return CARD_INTEL_X3100;
1843 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1845 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1847 return CARD_INTEL_I945GM;
1850 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1851 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1852 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1853 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1854 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1855 return CARD_INTEL_I915G;
1859 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1860 const char *gl_renderer, unsigned int *vidmem)
1862 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1864 * Beware: renderer string do not match exact card model,
1865 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1866 if (strstr(gl_renderer, "Gallium"))
1868 /* Radeon R7xx HD4800 - highend */
1869 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1870 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1871 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1873 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1874 return CARD_ATI_RADEON_HD4800;
1877 /* Radeon R740 HD4700 - midend */
1878 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1881 return CARD_ATI_RADEON_HD4700;
1884 /* Radeon R730 HD4600 - midend */
1885 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1888 return CARD_ATI_RADEON_HD4600;
1891 /* Radeon R710 HD4500/HD4350 - lowend */
1892 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1895 return CARD_ATI_RADEON_HD4350;
1898 /* Radeon R6xx HD2900/HD3800 - highend */
1899 if (strstr(gl_renderer, "R600")
1900 || strstr(gl_renderer, "RV670")
1901 || strstr(gl_renderer, "R680"))
1903 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1904 return CARD_ATI_RADEON_HD2900;
1907 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1908 if (strstr(gl_renderer, "RV630")
1909 || strstr(gl_renderer, "RV635"))
1911 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1912 return CARD_ATI_RADEON_HD2600;
1915 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1916 if (strstr(gl_renderer, "RV610")
1917 || strstr(gl_renderer, "RV620"))
1919 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1920 return CARD_ATI_RADEON_HD2350;
1923 /* Radeon R6xx/R7xx integrated */
1924 if (strstr(gl_renderer, "RS780")
1925 || strstr(gl_renderer, "RS880"))
1927 *vidmem = 128; /* 128MB */
1928 return CARD_ATI_RADEON_HD3200;
1932 if (strstr(gl_renderer, "RV530")
1933 || strstr(gl_renderer, "RV535")
1934 || strstr(gl_renderer, "RV560")
1935 || strstr(gl_renderer, "R520")
1936 || strstr(gl_renderer, "RV570")
1937 || strstr(gl_renderer, "R580"))
1939 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1940 return CARD_ATI_RADEON_X1600;
1943 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1944 if (strstr(gl_renderer, "R410")
1945 || strstr(gl_renderer, "R420")
1946 || strstr(gl_renderer, "R423")
1947 || strstr(gl_renderer, "R430")
1948 || strstr(gl_renderer, "R480")
1949 || strstr(gl_renderer, "R481")
1950 || strstr(gl_renderer, "RV410")
1951 || strstr(gl_renderer, "RV515")
1952 || strstr(gl_renderer, "RV516"))
1954 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1955 return CARD_ATI_RADEON_X700;
1958 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1959 if (strstr(gl_renderer, "RS400")
1960 || strstr(gl_renderer, "RS480")
1961 || strstr(gl_renderer, "RS482")
1962 || strstr(gl_renderer, "RS485")
1963 || strstr(gl_renderer, "RS600")
1964 || strstr(gl_renderer, "RS690")
1965 || strstr(gl_renderer, "RS740"))
1967 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1968 return CARD_ATI_RADEON_XPRESS_200M;
1972 if (strstr(gl_renderer, "R300")
1973 || strstr(gl_renderer, "RV350")
1974 || strstr(gl_renderer, "RV351")
1975 || strstr(gl_renderer, "RV360")
1976 || strstr(gl_renderer, "RV370")
1977 || strstr(gl_renderer, "R350")
1978 || strstr(gl_renderer, "R360"))
1980 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1981 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1985 if (WINE_D3D9_CAPABLE(gl_info))
1987 /* Radeon R7xx HD4800 - highend */
1988 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1989 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1990 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1992 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1993 return CARD_ATI_RADEON_HD4800;
1996 /* Radeon R740 HD4700 - midend */
1997 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
2000 return CARD_ATI_RADEON_HD4700;
2003 /* Radeon R730 HD4600 - midend */
2004 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
2007 return CARD_ATI_RADEON_HD4600;
2010 /* Radeon R710 HD4500/HD4350 - lowend */
2011 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
2014 return CARD_ATI_RADEON_HD4350;
2017 /* Radeon R6xx HD2900/HD3800 - highend */
2018 if (strstr(gl_renderer, "(R600")
2019 || strstr(gl_renderer, "(RV670")
2020 || strstr(gl_renderer, "(R680"))
2022 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
2023 return CARD_ATI_RADEON_HD2900;
2026 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
2027 if (strstr(gl_renderer, "(RV630")
2028 || strstr(gl_renderer, "(RV635"))
2030 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
2031 return CARD_ATI_RADEON_HD2600;
2034 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
2035 if (strstr(gl_renderer, "(RV610")
2036 || strstr(gl_renderer, "(RV620"))
2038 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
2039 return CARD_ATI_RADEON_HD2350;
2042 /* Radeon R6xx/R7xx integrated */
2043 if (strstr(gl_renderer, "(RS780")
2044 || strstr(gl_renderer, "(RS880"))
2046 *vidmem = 128; /* 128MB */
2047 return CARD_ATI_RADEON_HD3200;
2051 if (WINE_D3D8_CAPABLE(gl_info))
2053 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
2054 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2057 if (WINE_D3D7_CAPABLE(gl_info))
2059 *vidmem = 32; /* There are models with up to 64MB */
2060 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2063 *vidmem = 16; /* There are 16-32MB models */
2064 return CARD_ATI_RAGE_128PRO;
2068 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2069 const char *gl_renderer, unsigned int *vidmem)
2071 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2072 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2073 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2074 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2075 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2076 return CARD_NVIDIA_RIVA_128;
2079 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
2080 const char *gl_renderer, unsigned int *vidmem)
2082 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
2083 return CARD_INTEL_I915G;
2087 struct vendor_card_selection
2089 enum wined3d_gl_vendor gl_vendor;
2090 enum wined3d_pci_vendor card_vendor;
2091 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2092 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2093 unsigned int *vidmem );
2096 static const struct vendor_card_selection vendor_card_select_table[] =
2098 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2099 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2100 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
2101 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
2102 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2103 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2104 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2105 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
2106 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
2110 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2111 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
2113 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2114 * different GPUs with roughly the same features. In most cases GPUs from a
2115 * certain family differ in clockspeeds, the amount of video memory and the
2116 * number of shader pipelines.
2118 * A Direct3D device object contains the PCI id (vendor + device) of the
2119 * videocard which is used for rendering. Various applications use this
2120 * information to get a rough estimation of the features of the card and
2121 * some might use it for enabling 3d effects only on certain types of
2122 * videocards. In some cases games might even use it to work around bugs
2123 * which happen on certain videocards/driver combinations. The problem is
2124 * that OpenGL only exposes a rendering string containing the name of the
2125 * videocard and not the PCI id.
2127 * Various games depend on the PCI id, so somehow we need to provide one.
2128 * A simple option is to parse the renderer string and translate this to
2129 * the right PCI id. This is a lot of work because there are more than 200
2130 * GPUs just for Nvidia. Various cards share the same renderer string, so
2131 * the amount of code might be 'small' but there are quite a number of
2132 * exceptions which would make this a pain to maintain. Another way would
2133 * be to query the PCI id from the operating system (assuming this is the
2134 * videocard which is used for rendering which is not always the case).
2135 * This would work but it is not very portable. Second it would not work
2136 * well in, let's say, a remote X situation in which the amount of 3d
2137 * features which can be used is limited.
2139 * As said most games only use the PCI id to get an indication of the
2140 * capabilities of the card. It doesn't really matter if the given id is
2141 * the correct one if we return the id of a card with similar 3d features.
2143 * The code below checks the OpenGL capabilities of a videocard and matches
2144 * that to a certain level of Direct3D functionality. Once a card passes
2145 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2146 * least a GeforceFX. To give a better estimate we do a basic check on the
2147 * renderer string but if that won't pass we return a default card. This
2148 * way is better than maintaining a full card database as even without a
2149 * full database we can return a card with similar features. Second the
2150 * size of the database can be made quite small because when you know what
2151 * type of 3d functionality a card has, you know to which GPU family the
2152 * GPU must belong. Because of this you only have to check a small part of
2153 * the renderer string to distinguishes between different models from that
2156 * The code also selects a default amount of video memory which we will
2157 * use for an estimation of the amount of free texture memory. In case of
2158 * real D3D the amount of texture memory includes video memory and system
2159 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2160 * HyperMemory). We don't know how much system memory can be addressed by
2161 * the system but we can make a reasonable estimation about the amount of
2162 * video memory. If the value is slightly wrong it doesn't matter as we
2163 * didn't include AGP-like memory which makes the amount of addressable
2164 * memory higher and second OpenGL isn't that critical it moves to system
2165 * memory behind our backs if really needed. Note that the amount of video
2166 * memory can be overruled using a registry setting. */
2170 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2172 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2173 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2175 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2176 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2179 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2180 *gl_vendor, *card_vendor);
2182 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2183 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2184 * them a good generic choice. */
2185 *card_vendor = HW_VENDOR_NVIDIA;
2186 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2187 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2188 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2189 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2190 return CARD_NVIDIA_RIVA_128;
2193 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2195 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2196 int vs_selected_mode, ps_selected_mode;
2198 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2199 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2200 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2201 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2202 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2203 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2204 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2205 else return &ffp_fragment_pipeline;
2208 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2210 int vs_selected_mode, ps_selected_mode;
2212 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2213 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2214 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2215 return &none_shader_backend;
2218 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2220 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2221 int vs_selected_mode, ps_selected_mode;
2223 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2224 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2225 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2226 else return &ffp_blit;
2229 /* Context activation is done by the caller. */
2230 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2232 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2233 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2234 const char *GL_Extensions = NULL;
2235 const char *WGL_Extensions = NULL;
2236 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2237 struct fragment_caps fragment_caps;
2238 enum wined3d_gl_vendor gl_vendor;
2239 enum wined3d_pci_vendor card_vendor;
2240 enum wined3d_pci_device device;
2242 GLfloat gl_floatv[2];
2245 unsigned int vidmem=0;
2249 TRACE_(d3d_caps)("(%p)\n", gl_info);
2253 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2254 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2255 if (!gl_renderer_str)
2258 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2262 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2263 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2267 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2271 /* Parse the GL_VERSION field into major and minor information */
2272 gl_version_str = (const char *)glGetString(GL_VERSION);
2273 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2274 if (!gl_version_str)
2277 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2280 gl_version = wined3d_parse_gl_version(gl_version_str);
2283 * Initialize openGL extension related variables
2284 * with Default values
2286 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2287 gl_info->limits.blends = 1;
2288 gl_info->limits.buffers = 1;
2289 gl_info->limits.textures = 1;
2290 gl_info->limits.fragment_samplers = 1;
2291 gl_info->limits.vertex_samplers = 0;
2292 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2293 gl_info->limits.sampler_stages = 1;
2294 gl_info->limits.glsl_vs_float_constants = 0;
2295 gl_info->limits.glsl_ps_float_constants = 0;
2296 gl_info->limits.arb_vs_float_constants = 0;
2297 gl_info->limits.arb_vs_native_constants = 0;
2298 gl_info->limits.arb_vs_instructions = 0;
2299 gl_info->limits.arb_vs_temps = 0;
2300 gl_info->limits.arb_ps_float_constants = 0;
2301 gl_info->limits.arb_ps_local_constants = 0;
2302 gl_info->limits.arb_ps_instructions = 0;
2303 gl_info->limits.arb_ps_temps = 0;
2305 /* Retrieve opengl defaults */
2306 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2307 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2308 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2310 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2311 gl_info->limits.lights = gl_max;
2312 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2314 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2315 gl_info->limits.texture_size = gl_max;
2316 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2318 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2319 gl_info->limits.pointsize_min = gl_floatv[0];
2320 gl_info->limits.pointsize_max = gl_floatv[1];
2321 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2323 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2324 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2328 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2334 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2336 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2338 while (*GL_Extensions)
2342 while (isspace(*GL_Extensions)) ++GL_Extensions;
2343 start = GL_Extensions;
2344 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2346 len = GL_Extensions - start;
2349 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2351 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2353 if (len == strlen(EXTENSION_MAP[i].extension_string)
2354 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2356 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2357 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2363 /* Now work out what GL support this card really has */
2364 #define USE_GL_FUNC(type, pfn, ext, replace) \
2366 DWORD ver = ver_for_ext(ext); \
2367 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2368 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2369 else gl_info->pfn = NULL; \
2374 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2380 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2381 * loading the functions, otherwise the code above will load the extension entry points instead of the
2382 * core functions, which may not work. */
2383 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2385 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2386 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2388 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2389 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2393 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2395 if (gl_info->supported[APPLE_FENCE])
2397 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2398 * The apple extension interacts with some other apple exts. Disable the NV
2399 * extension if the apple one is support to prevent confusion in other parts
2401 gl_info->supported[NV_FENCE] = FALSE;
2403 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2405 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2407 * The enums are the same:
2408 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2409 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2410 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2411 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2412 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2414 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2416 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2417 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2419 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2421 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2422 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2425 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2427 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2428 * functionality. Prefer the ARB extension */
2429 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2431 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2433 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2434 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2436 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2438 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2439 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2441 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2443 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2444 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2446 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2448 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2449 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2451 if (gl_info->supported[NV_TEXTURE_SHADER2])
2453 if (gl_info->supported[NV_REGISTER_COMBINERS])
2455 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2456 * are supported. The nv extensions provide the same functionality as the
2457 * ATI one, and a bit more(signed pixelformats). */
2458 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2462 if (gl_info->supported[NV_REGISTER_COMBINERS])
2464 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2465 gl_info->limits.general_combiners = gl_max;
2466 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2468 if (gl_info->supported[ARB_DRAW_BUFFERS])
2470 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2471 gl_info->limits.buffers = gl_max;
2472 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2474 if (gl_info->supported[ARB_MULTITEXTURE])
2476 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2477 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2478 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2480 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2483 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2484 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2488 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2490 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2492 if (gl_info->supported[ARB_VERTEX_SHADER])
2495 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2496 gl_info->limits.vertex_samplers = tmp;
2497 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2498 gl_info->limits.combined_samplers = tmp;
2500 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2501 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2502 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2503 * shader is used with fixed function vertex processing we're fine too because fixed function
2504 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2505 * used we have to make sure that all vertex sampler setups are valid together with all
2506 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2507 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2508 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2509 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2510 * a fixed function pipeline anymore.
2512 * So this is just a check to check that our assumption holds true. If not, write a warning
2513 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2514 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2515 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2517 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2518 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2519 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2520 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2521 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2523 gl_info->limits.vertex_samplers = 0;
2528 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2530 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2531 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2533 if (gl_info->supported[ARB_VERTEX_BLEND])
2535 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2536 gl_info->limits.blends = gl_max;
2537 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2539 if (gl_info->supported[EXT_TEXTURE3D])
2541 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2542 gl_info->limits.texture3d_size = gl_max;
2543 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2545 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2547 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2548 gl_info->limits.anisotropy = gl_max;
2549 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2551 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2553 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2554 gl_info->limits.arb_ps_float_constants = gl_max;
2555 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2556 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2557 gl_info->limits.arb_ps_native_constants = gl_max;
2558 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2559 gl_info->limits.arb_ps_native_constants);
2560 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2561 gl_info->limits.arb_ps_temps = gl_max;
2562 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2563 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2564 gl_info->limits.arb_ps_instructions = gl_max;
2565 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2566 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2567 gl_info->limits.arb_ps_local_constants = gl_max;
2568 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2570 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2572 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2573 gl_info->limits.arb_vs_float_constants = gl_max;
2574 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2575 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2576 gl_info->limits.arb_vs_native_constants = gl_max;
2577 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2578 gl_info->limits.arb_vs_native_constants);
2579 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2580 gl_info->limits.arb_vs_temps = gl_max;
2581 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2582 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2583 gl_info->limits.arb_vs_instructions = gl_max;
2584 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2586 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2588 if (gl_info->supported[ARB_VERTEX_SHADER])
2590 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2591 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2592 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2594 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2596 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2597 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2598 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2599 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2600 gl_info->limits.glsl_varyings = gl_max;
2601 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2603 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2605 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2606 unsigned int major, minor;
2608 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2610 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2611 sscanf(str, "%u.%u", &major, &minor);
2612 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2614 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2616 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2620 gl_info->limits.shininess = 128.0f;
2622 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2624 /* If we have full NP2 texture support, disable
2625 * GL_ARB_texture_rectangle because we will never use it.
2626 * This saves a few redundant glDisable calls. */
2627 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2629 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2631 /* Disable NV_register_combiners and fragment shader if this is supported.
2632 * generally the NV extensions are preferred over the ATI ones, and this
2633 * extension is disabled if register_combiners and texture_shader2 are both
2634 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2635 * fragment processing support. */
2636 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2637 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2638 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2639 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2641 if (gl_info->supported[NV_HALF_FLOAT])
2643 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2644 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2646 if (gl_info->supported[ARB_POINT_SPRITE])
2648 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2652 gl_info->limits.point_sprite_units = 0;
2654 checkGLcall("extension detection");
2658 adapter->fragment_pipe = select_fragment_implementation(adapter);
2659 adapter->shader_backend = select_shader_backend(adapter);
2660 adapter->blitter = select_blit_implementation(adapter);
2662 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2663 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2664 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2666 /* In some cases the number of texture stages can be larger than the number
2667 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2668 * shaders), but 8 texture stages (register combiners). */
2669 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2671 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2673 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2674 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2675 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2676 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2677 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2678 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2679 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2680 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2681 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2682 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2683 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2684 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2685 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2686 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2687 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2688 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2689 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2690 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2691 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2695 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2697 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2698 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2699 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2700 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2701 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2702 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2703 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2704 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2705 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2706 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2707 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2708 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2709 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2710 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2711 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2712 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2713 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2715 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2717 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2718 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2720 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2722 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2724 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2726 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2730 /* MRTs are currently only supported when FBOs are used. */
2731 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2733 gl_info->limits.buffers = 1;
2736 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2737 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2738 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2740 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2741 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2743 /* If we have an estimate use it, else default to 64MB; */
2745 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2747 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2749 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2750 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2751 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2752 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2753 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2754 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2755 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2756 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2758 /* Make sure there's an active HDC else the WGL extensions will fail */
2759 hdc = pwglGetCurrentDC();
2761 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2762 if(GL_EXTCALL(wglGetExtensionsStringARB))
2763 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2765 if (NULL == WGL_Extensions) {
2766 ERR(" WGL_Extensions returns NULL\n");
2768 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2769 while (*WGL_Extensions != 0x00) {
2773 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2774 Start = WGL_Extensions;
2775 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2779 len = WGL_Extensions - Start;
2780 if (len == 0 || len >= sizeof(ThisExtn))
2783 memcpy(ThisExtn, Start, len);
2784 ThisExtn[len] = '\0';
2785 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2787 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2788 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2789 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2791 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2792 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2793 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2799 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2800 init_driver_info(driver_info, card_vendor, device);
2801 add_gl_compat_wrappers(gl_info);
2806 /**********************************************************
2807 * IWineD3D implementation follows
2808 **********************************************************/
2810 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2811 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2813 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2815 return This->adapter_count;
2818 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2820 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2825 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2826 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2828 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2830 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2834 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2837 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2838 of the same bpp but different resolutions */
2840 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2841 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2843 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2845 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2847 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2851 /* TODO: Store modes per adapter and read it from the adapter structure */
2854 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2855 UINT format_bits = format->byte_count * CHAR_BIT;
2860 memset(&mode, 0, sizeof(mode));
2861 mode.dmSize = sizeof(mode);
2863 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2867 if (format_id == WINED3DFMT_UNKNOWN)
2869 /* This is for D3D8, do not enumerate P8 here */
2870 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2872 else if (mode.dmBitsPerPel == format_bits)
2878 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2881 FIXME_(d3d_caps)("Adapter not primary display\n");
2886 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2887 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2888 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2890 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2892 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2893 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2895 /* Validate the parameters as much as possible */
2896 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2897 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2899 return WINED3DERR_INVALIDCALL;
2902 /* TODO: Store modes per adapter and read it from the adapter structure */
2905 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2906 UINT format_bits = format->byte_count * CHAR_BIT;
2912 ZeroMemory(&DevModeW, sizeof(DevModeW));
2913 DevModeW.dmSize = sizeof(DevModeW);
2915 /* If we are filtering to a specific format (D3D9), then need to skip
2916 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2917 just count through the ones with valid bit depths */
2918 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2920 if (format_id == WINED3DFMT_UNKNOWN)
2922 /* This is for D3D8, do not enumerate P8 here */
2923 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2925 else if (DevModeW.dmBitsPerPel == format_bits)
2933 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2934 return WINED3DERR_INVALIDCALL;
2938 /* Now get the display mode via the calculated index */
2939 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2940 pMode->Width = DevModeW.dmPelsWidth;
2941 pMode->Height = DevModeW.dmPelsHeight;
2942 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2943 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2944 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2946 if (format_id == WINED3DFMT_UNKNOWN)
2947 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2949 pMode->Format = format_id;
2953 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2954 return WINED3DERR_INVALIDCALL;
2957 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2958 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2959 DevModeW.dmBitsPerPel);
2964 FIXME_(d3d_caps)("Adapter not primary display\n");
2970 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2972 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2974 if (NULL == pMode ||
2975 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2976 return WINED3DERR_INVALIDCALL;
2979 if (Adapter == 0) { /* Display */
2983 ZeroMemory(&DevModeW, sizeof(DevModeW));
2984 DevModeW.dmSize = sizeof(DevModeW);
2986 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2987 pMode->Width = DevModeW.dmPelsWidth;
2988 pMode->Height = DevModeW.dmPelsHeight;
2989 bpp = DevModeW.dmBitsPerPel;
2990 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2991 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2993 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2996 pMode->Format = pixelformat_for_depth(bpp);
2998 FIXME_(d3d_caps)("Adapter not primary display\n");
3001 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
3002 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
3006 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
3007 and fields being inserted in the middle, a new structure is used in place */
3008 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
3009 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
3010 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3011 struct wined3d_adapter *adapter;
3014 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
3016 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3017 return WINED3DERR_INVALIDCALL;
3020 adapter = &This->adapters[Adapter];
3022 /* Return the information requested */
3023 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
3025 if (pIdentifier->driver_size)
3027 const char *name = adapter->driver_info.name;
3028 len = min(strlen(name), pIdentifier->driver_size - 1);
3029 memcpy(pIdentifier->driver, name, len);
3030 pIdentifier->driver[len] = '\0';
3033 if (pIdentifier->description_size)
3035 const char *description = adapter->driver_info.description;
3036 len = min(strlen(description), pIdentifier->description_size - 1);
3037 memcpy(pIdentifier->description, description, len);
3038 pIdentifier->description[len] = '\0';
3041 /* Note that d3d8 doesn't supply a device name. */
3042 if (pIdentifier->device_name_size)
3044 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3046 len = strlen(device_name);
3047 if (len >= pIdentifier->device_name_size)
3049 ERR("Device name size too small.\n");
3050 return WINED3DERR_INVALIDCALL;
3053 memcpy(pIdentifier->device_name, device_name, len);
3054 pIdentifier->device_name[len] = '\0';
3057 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3058 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3059 pIdentifier->vendor_id = adapter->driver_info.vendor;
3060 pIdentifier->device_id = adapter->driver_info.device;
3061 pIdentifier->subsystem_id = 0;
3062 pIdentifier->revision = 0;
3063 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3064 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3065 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3066 pIdentifier->video_memory = adapter->TextureRam;
3071 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3072 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3074 short redSize, greenSize, blueSize, alphaSize, colorBits;
3079 /* Float formats need FBOs. If FBOs are used this function isn't called */
3080 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3082 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3083 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3085 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3089 if(cfg->redSize < redSize)
3092 if(cfg->greenSize < greenSize)
3095 if(cfg->blueSize < blueSize)
3098 if(cfg->alphaSize < alphaSize)
3104 /* Probably a RGBA_float or color index mode */
3108 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3109 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3111 short depthSize, stencilSize;
3112 BOOL lockable = FALSE;
3117 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3119 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3123 /* Float formats need FBOs. If FBOs are used this function isn't called */
3124 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3126 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3129 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3130 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3131 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3132 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3135 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3136 * allow more stencil bits than requested. */
3137 if(cfg->stencilSize < stencilSize)
3143 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3144 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3145 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3147 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3149 const WineD3D_PixelFormat *cfgs;
3150 const struct wined3d_adapter *adapter;
3151 const struct wined3d_format *rt_format;
3152 const struct wined3d_format *ds_format;
3155 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3157 DeviceType, debug_d3ddevicetype(DeviceType),
3158 AdapterFormat, debug_d3dformat(AdapterFormat),
3159 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3160 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3162 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3163 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3164 return WINED3DERR_INVALIDCALL;
3167 adapter = &This->adapters[Adapter];
3168 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3169 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3170 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3172 if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3173 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3175 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3181 cfgs = adapter->cfgs;
3182 nCfgs = adapter->nCfgs;
3183 for (it = 0; it < nCfgs; ++it)
3185 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3187 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3189 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3195 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3197 return WINED3DERR_NOTAVAILABLE;
3200 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3201 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3202 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3204 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3205 const struct wined3d_adapter *adapter;
3206 const struct wined3d_format *format;
3208 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3211 DeviceType, debug_d3ddevicetype(DeviceType),
3212 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3217 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3218 return WINED3DERR_INVALIDCALL;
3221 /* TODO: handle Windowed, add more quality levels */
3223 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3224 if(pQualityLevels) *pQualityLevels = 1;
3228 /* By default multisampling is disabled right now as it causes issues
3229 * on some Nvidia driver versions and it doesn't work well in combination
3231 if(!wined3d_settings.allow_multisampling)
3232 return WINED3DERR_NOTAVAILABLE;
3234 adapter = &This->adapters[Adapter];
3235 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3236 if (!format) return WINED3DERR_INVALIDCALL;
3238 if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3241 const WineD3D_PixelFormat *cfgs;
3243 cfgs = adapter->cfgs;
3244 nCfgs = adapter->nCfgs;
3245 for(i=0; i<nCfgs; i++) {
3246 if(cfgs[i].numSamples != MultiSampleType)
3249 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3252 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3255 *pQualityLevels = 1; /* Guess at a value! */
3259 else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3261 short redSize, greenSize, blueSize, alphaSize, colorBits;
3263 const WineD3D_PixelFormat *cfgs;
3265 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3267 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3268 return WINED3DERR_NOTAVAILABLE;
3271 cfgs = adapter->cfgs;
3272 nCfgs = adapter->nCfgs;
3273 for(i=0; i<nCfgs; i++) {
3274 if(cfgs[i].numSamples != MultiSampleType)
3276 if(cfgs[i].redSize != redSize)
3278 if(cfgs[i].greenSize != greenSize)
3280 if(cfgs[i].blueSize != blueSize)
3282 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3283 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3285 if (cfgs[i].colorSize != (format->byte_count << 3))
3288 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3291 *pQualityLevels = 1; /* Guess at a value! */
3295 return WINED3DERR_NOTAVAILABLE;
3298 /* Check if we support bumpmapping for a format */
3299 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3301 /* Ask the fixed function pipeline implementation if it can deal
3302 * with the conversion. If we've got a GL extension giving native
3303 * support this will be an identity conversion. */
3304 return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3305 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3308 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3309 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3310 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3314 /* Only allow depth/stencil formats */
3315 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3317 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3319 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3320 if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3324 /* Walk through all WGL pixel formats to find a match */
3325 for (it = 0; it < adapter->nCfgs; ++it)
3327 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3328 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3330 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3341 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3343 /* The flags entry of a format contains the filtering capability */
3344 if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3349 /* Check the render target capabilities of a format */
3350 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3351 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3353 /* Filter out non-RT formats */
3354 if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3355 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3357 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3359 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3360 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3362 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3363 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3365 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3366 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3367 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3368 TRACE_(d3d_caps)("[FAILED]\n");
3372 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3373 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3374 for (it = 0; it < adapter->nCfgs; ++it)
3376 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3377 &cfgs[it], check_format))
3379 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3380 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3385 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3387 /* For now return TRUE for FBOs until we have some proper checks.
3388 * Note that this function will only be called when the format is around for texturing. */
3394 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3396 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3399 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3401 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3402 * doing the color fixup in shaders.
3403 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3404 if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3406 int vs_selected_mode;
3407 int ps_selected_mode;
3408 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3410 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3411 TRACE_(d3d_caps)("[OK]\n");
3416 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3420 /* Check if a format support blending in combination with pixel shaders */
3421 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3422 const struct wined3d_format *format)
3424 /* The flags entry of a format contains the post pixel shader blending capability */
3425 if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3430 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3432 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3433 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3434 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3435 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3436 * capability anyway.
3438 * For now lets report this on all formats, but in the future we may want to
3439 * restrict it to some should games need that
3444 /* Check if a texture format is supported on the given adapter */
3445 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3447 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3452 * supported: RGB(A) formats
3454 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3455 case WINED3DFMT_B8G8R8A8_UNORM:
3456 case WINED3DFMT_B8G8R8X8_UNORM:
3457 case WINED3DFMT_B5G6R5_UNORM:
3458 case WINED3DFMT_B5G5R5X1_UNORM:
3459 case WINED3DFMT_B5G5R5A1_UNORM:
3460 case WINED3DFMT_B4G4R4A4_UNORM:
3461 case WINED3DFMT_A8_UNORM:
3462 case WINED3DFMT_B4G4R4X4_UNORM:
3463 case WINED3DFMT_R8G8B8A8_UNORM:
3464 case WINED3DFMT_R8G8B8X8_UNORM:
3465 case WINED3DFMT_B10G10R10A2_UNORM:
3466 case WINED3DFMT_R10G10B10A2_UNORM:
3467 case WINED3DFMT_R16G16_UNORM:
3468 TRACE_(d3d_caps)("[OK]\n");
3471 case WINED3DFMT_B2G3R3_UNORM:
3472 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3476 * Not supported: Palettized
3477 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3478 * Since it is not widely available, don't offer it. Further no Windows driver offers
3479 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3481 case WINED3DFMT_P8_UINT:
3482 case WINED3DFMT_P8_UINT_A8_UNORM:
3486 * Supported: (Alpha)-Luminance
3488 case WINED3DFMT_L8_UNORM:
3489 case WINED3DFMT_L8A8_UNORM:
3490 case WINED3DFMT_L16_UNORM:
3491 TRACE_(d3d_caps)("[OK]\n");
3494 /* Not supported on Windows, thus disabled */
3495 case WINED3DFMT_L4A4_UNORM:
3496 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3500 * Supported: Depth/Stencil formats
3502 case WINED3DFMT_D16_LOCKABLE:
3503 case WINED3DFMT_D16_UNORM:
3504 case WINED3DFMT_S1_UINT_D15_UNORM:
3505 case WINED3DFMT_X8D24_UNORM:
3506 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3507 case WINED3DFMT_D24_UNORM_S8_UINT:
3508 case WINED3DFMT_S8_UINT_D24_FLOAT:
3509 case WINED3DFMT_D32_UNORM:
3510 case WINED3DFMT_D32_FLOAT:
3514 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3515 * GL_NV_texture_shader). Emulated by shaders
3517 case WINED3DFMT_R8G8_SNORM:
3518 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3519 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3520 case WINED3DFMT_R8G8B8A8_SNORM:
3521 case WINED3DFMT_R16G16_SNORM:
3522 /* Ask the shader backend if it can deal with the conversion. If
3523 * we've got a GL extension giving native support this will be an
3524 * identity conversion. */
3525 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3527 TRACE_(d3d_caps)("[OK]\n");
3530 TRACE_(d3d_caps)("[FAILED]\n");
3533 case WINED3DFMT_DXT1:
3534 case WINED3DFMT_DXT2:
3535 case WINED3DFMT_DXT3:
3536 case WINED3DFMT_DXT4:
3537 case WINED3DFMT_DXT5:
3538 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3540 TRACE_(d3d_caps)("[OK]\n");
3543 TRACE_(d3d_caps)("[FAILED]\n");
3548 * Odd formats - not supported
3550 case WINED3DFMT_VERTEXDATA:
3551 case WINED3DFMT_R16_UINT:
3552 case WINED3DFMT_R32_UINT:
3553 case WINED3DFMT_R16G16B16A16_SNORM:
3554 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3555 case WINED3DFMT_R10G11B11_SNORM:
3556 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3560 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3562 case WINED3DFMT_R8G8_SNORM_Cx:
3563 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3567 case WINED3DFMT_UYVY:
3568 case WINED3DFMT_YUY2:
3569 if (gl_info->supported[APPLE_YCBCR_422])
3571 TRACE_(d3d_caps)("[OK]\n");
3574 TRACE_(d3d_caps)("[FAILED]\n");
3576 case WINED3DFMT_YV12:
3577 TRACE_(d3d_caps)("[FAILED]\n");
3581 case WINED3DFMT_R16G16B16A16_UNORM:
3582 case WINED3DFMT_B2G3R3A8_UNORM:
3583 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3586 /* Floating point formats */
3587 case WINED3DFMT_R16_FLOAT:
3588 case WINED3DFMT_R16G16_FLOAT:
3589 case WINED3DFMT_R16G16B16A16_FLOAT:
3590 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3592 TRACE_(d3d_caps)("[OK]\n");
3595 TRACE_(d3d_caps)("[FAILED]\n");
3598 case WINED3DFMT_R32_FLOAT:
3599 case WINED3DFMT_R32G32_FLOAT:
3600 case WINED3DFMT_R32G32B32A32_FLOAT:
3601 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3603 TRACE_(d3d_caps)("[OK]\n");
3606 TRACE_(d3d_caps)("[FAILED]\n");
3609 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3610 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3611 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3612 * We can do instancing with all shader versions, but we need vertex shaders.
3614 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3615 * to enable instancing. WineD3D doesn't need that and just ignores it.
3617 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3619 case WINED3DFMT_INST:
3620 TRACE("ATI Instancing check hack\n");
3621 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3623 TRACE_(d3d_caps)("[OK]\n");
3626 TRACE_(d3d_caps)("[FAILED]\n");
3629 /* Some weird FOURCC formats */
3630 case WINED3DFMT_R8G8_B8G8:
3631 case WINED3DFMT_G8R8_G8B8:
3632 case WINED3DFMT_MULTI2_ARGB8:
3633 TRACE_(d3d_caps)("[FAILED]\n");
3636 /* Vendor specific formats */
3637 case WINED3DFMT_ATI2N:
3638 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3639 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3641 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3642 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3644 TRACE_(d3d_caps)("[OK]\n");
3648 TRACE_(d3d_caps)("[OK]\n");
3651 TRACE_(d3d_caps)("[FAILED]\n");
3654 case WINED3DFMT_NVHU:
3655 case WINED3DFMT_NVHS:
3656 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3657 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3658 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3659 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3660 * Applications have to deal with not having NVHS and NVHU.
3662 TRACE_(d3d_caps)("[FAILED]\n");
3665 case WINED3DFMT_UNKNOWN:
3669 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3675 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3676 const struct wined3d_format *adapter_format,
3677 const struct wined3d_format *check_format,
3678 WINED3DSURFTYPE SurfaceType)
3680 if (SurfaceType == SURFACE_GDI)
3682 switch (check_format->id)
3684 case WINED3DFMT_B8G8R8_UNORM:
3685 case WINED3DFMT_B8G8R8A8_UNORM:
3686 case WINED3DFMT_B8G8R8X8_UNORM:
3687 case WINED3DFMT_B5G6R5_UNORM:
3688 case WINED3DFMT_B5G5R5X1_UNORM:
3689 case WINED3DFMT_B5G5R5A1_UNORM:
3690 case WINED3DFMT_B4G4R4A4_UNORM:
3691 case WINED3DFMT_B2G3R3_UNORM:
3692 case WINED3DFMT_A8_UNORM:
3693 case WINED3DFMT_B2G3R3A8_UNORM:
3694 case WINED3DFMT_B4G4R4X4_UNORM:
3695 case WINED3DFMT_R10G10B10A2_UNORM:
3696 case WINED3DFMT_R8G8B8A8_UNORM:
3697 case WINED3DFMT_R8G8B8X8_UNORM:
3698 case WINED3DFMT_R16G16_UNORM:
3699 case WINED3DFMT_B10G10R10A2_UNORM:
3700 case WINED3DFMT_R16G16B16A16_UNORM:
3701 case WINED3DFMT_P8_UINT:
3702 TRACE_(d3d_caps)("[OK]\n");
3705 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3710 /* All format that are supported for textures are supported for surfaces as well */
3711 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3712 /* All depth stencil formats are supported on surfaces */
3713 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3715 /* If opengl can't process the format natively, the blitter may be able to convert it */
3716 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3717 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3718 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3720 TRACE_(d3d_caps)("[OK]\n");
3724 /* Reject other formats */
3725 TRACE_(d3d_caps)("[FAILED]\n");
3729 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3730 const struct wined3d_format *format)
3732 return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3735 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3736 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3737 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3739 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3740 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3741 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3742 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3743 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3744 DWORD UsageCaps = 0;
3746 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3749 DeviceType, debug_d3ddevicetype(DeviceType),
3750 AdapterFormat, debug_d3dformat(AdapterFormat),
3751 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3752 RType, debug_d3dresourcetype(RType),
3753 CheckFormat, debug_d3dformat(CheckFormat));
3755 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3756 return WINED3DERR_INVALIDCALL;
3761 case WINED3DRTYPE_CUBETEXTURE:
3762 /* Cubetexture allows:
3763 * - WINED3DUSAGE_AUTOGENMIPMAP
3764 * - WINED3DUSAGE_DEPTHSTENCIL
3765 * - WINED3DUSAGE_DYNAMIC
3766 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3767 * - WINED3DUSAGE_RENDERTARGET
3768 * - WINED3DUSAGE_SOFTWAREPROCESSING
3769 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3771 if (SurfaceType != SURFACE_OPENGL)
3773 TRACE_(d3d_caps)("[FAILED]\n");
3774 return WINED3DERR_NOTAVAILABLE;
3777 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3779 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3780 return WINED3DERR_NOTAVAILABLE;
3783 if (!CheckTextureCapability(adapter, format))
3785 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3786 return WINED3DERR_NOTAVAILABLE;
3789 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3791 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3792 /* When autogenmipmap isn't around continue and return
3793 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3794 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3796 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3799 /* Always report dynamic locking. */
3800 if (Usage & WINED3DUSAGE_DYNAMIC)
3801 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3803 if (Usage & WINED3DUSAGE_RENDERTARGET)
3805 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3807 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3808 return WINED3DERR_NOTAVAILABLE;
3810 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3813 /* Always report software processing. */
3814 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3815 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3817 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3819 if (!CheckFilterCapability(adapter, format))
3821 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3822 return WINED3DERR_NOTAVAILABLE;
3824 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3827 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3829 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3831 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3832 return WINED3DERR_NOTAVAILABLE;
3834 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3837 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3839 if (!CheckSrgbReadCapability(adapter, format))
3841 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3842 return WINED3DERR_NOTAVAILABLE;
3844 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3847 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3849 if (!CheckSrgbWriteCapability(adapter, format))
3851 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3852 return WINED3DERR_NOTAVAILABLE;
3854 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3857 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3859 if (!CheckVertexTextureCapability(adapter, format))
3861 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3862 return WINED3DERR_NOTAVAILABLE;
3864 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3867 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3869 if (!CheckWrapAndMipCapability(adapter, format))
3871 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3872 return WINED3DERR_NOTAVAILABLE;
3874 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3878 case WINED3DRTYPE_SURFACE:
3880 * - WINED3DUSAGE_DEPTHSTENCIL
3881 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3882 * - WINED3DUSAGE_RENDERTARGET
3884 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3886 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3887 return WINED3DERR_NOTAVAILABLE;
3890 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3892 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3894 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3895 return WINED3DERR_NOTAVAILABLE;
3897 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3900 if (Usage & WINED3DUSAGE_RENDERTARGET)
3902 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3904 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3905 return WINED3DERR_NOTAVAILABLE;
3907 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3910 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3912 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3914 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3915 return WINED3DERR_NOTAVAILABLE;
3917 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3921 case WINED3DRTYPE_TEXTURE:
3923 * - WINED3DUSAGE_AUTOGENMIPMAP
3924 * - WINED3DUSAGE_DEPTHSTENCIL
3925 * - WINED3DUSAGE_DMAP
3926 * - WINED3DUSAGE_DYNAMIC
3927 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3928 * - WINED3DUSAGE_RENDERTARGET
3929 * - WINED3DUSAGE_SOFTWAREPROCESSING
3930 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3931 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3933 if (SurfaceType != SURFACE_OPENGL)
3935 TRACE_(d3d_caps)("[FAILED]\n");
3936 return WINED3DERR_NOTAVAILABLE;
3939 if (!CheckTextureCapability(adapter, format))
3941 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3942 return WINED3DERR_NOTAVAILABLE;
3945 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3947 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3948 /* When autogenmipmap isn't around continue and return
3949 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3950 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3952 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3955 /* Always report dynamic locking. */
3956 if (Usage & WINED3DUSAGE_DYNAMIC)
3957 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3959 if (Usage & WINED3DUSAGE_RENDERTARGET)
3961 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3963 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3964 return WINED3DERR_NOTAVAILABLE;
3966 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3969 /* Always report software processing. */
3970 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3971 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3973 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3975 if (!CheckFilterCapability(adapter, format))
3977 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3978 return WINED3DERR_NOTAVAILABLE;
3980 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3983 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3985 if (!CheckBumpMapCapability(adapter, format))
3987 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3988 return WINED3DERR_NOTAVAILABLE;
3990 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3993 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3995 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3997 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3998 return WINED3DERR_NOTAVAILABLE;
4000 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4003 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4005 if (!CheckSrgbReadCapability(adapter, format))
4007 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4008 return WINED3DERR_NOTAVAILABLE;
4010 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4013 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4015 if (!CheckSrgbWriteCapability(adapter, format))
4017 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4018 return WINED3DERR_NOTAVAILABLE;
4020 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4023 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4025 if (!CheckVertexTextureCapability(adapter, format))
4027 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4028 return WINED3DERR_NOTAVAILABLE;
4030 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4033 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4035 if (!CheckWrapAndMipCapability(adapter, format))
4037 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4038 return WINED3DERR_NOTAVAILABLE;
4040 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4043 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4045 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4047 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4048 return WINED3DERR_NOTAVAILABLE;
4050 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4052 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4053 return WINED3DERR_NOTAVAILABLE;
4055 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4059 case WINED3DRTYPE_VOLUMETEXTURE:
4060 case WINED3DRTYPE_VOLUME:
4061 /* Volume is to VolumeTexture what Surface is to Texture, but its
4062 * usage caps are not documented. Most driver seem to offer
4063 * (nearly) the same on Volume and VolumeTexture, so do that too.
4065 * Volumetexture allows:
4066 * - D3DUSAGE_DYNAMIC
4067 * - D3DUSAGE_NONSECURE (d3d9ex)
4068 * - D3DUSAGE_SOFTWAREPROCESSING
4069 * - D3DUSAGE_QUERY_WRAPANDMIP
4071 if (SurfaceType != SURFACE_OPENGL)
4073 TRACE_(d3d_caps)("[FAILED]\n");
4074 return WINED3DERR_NOTAVAILABLE;
4077 if (!gl_info->supported[EXT_TEXTURE3D])
4079 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4080 return WINED3DERR_NOTAVAILABLE;
4083 if (!CheckTextureCapability(adapter, format))
4085 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4086 return WINED3DERR_NOTAVAILABLE;
4089 /* Filter formats that need conversion; For one part, this
4090 * conversion is unimplemented, and volume textures are huge, so
4091 * it would be a big performance hit. Unless we hit an application
4092 * needing one of those formats, don't advertize them to avoid
4093 * leading applications into temptation. The windows drivers don't
4094 * support most of those formats on volumes anyway, except for
4095 * WINED3DFMT_R32_FLOAT. */
4096 switch (CheckFormat)
4098 case WINED3DFMT_P8_UINT:
4099 case WINED3DFMT_L4A4_UNORM:
4100 case WINED3DFMT_R32_FLOAT:
4101 case WINED3DFMT_R16_FLOAT:
4102 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4103 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4104 case WINED3DFMT_R16G16_UNORM:
4105 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4106 return WINED3DERR_NOTAVAILABLE;
4108 case WINED3DFMT_R8G8B8A8_SNORM:
4109 case WINED3DFMT_R16G16_SNORM:
4110 if (!gl_info->supported[NV_TEXTURE_SHADER])
4112 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4113 return WINED3DERR_NOTAVAILABLE;
4117 case WINED3DFMT_R8G8_SNORM:
4118 if (!gl_info->supported[NV_TEXTURE_SHADER])
4120 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4121 return WINED3DERR_NOTAVAILABLE;
4125 case WINED3DFMT_DXT1:
4126 case WINED3DFMT_DXT2:
4127 case WINED3DFMT_DXT3:
4128 case WINED3DFMT_DXT4:
4129 case WINED3DFMT_DXT5:
4130 /* The GL_EXT_texture_compression_s3tc spec requires that
4131 * loading an s3tc compressed texture results in an error.
4132 * While the D3D refrast does support s3tc volumes, at
4133 * least the nvidia windows driver does not, so we're free
4134 * not to support this format. */
4135 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4136 return WINED3DERR_NOTAVAILABLE;
4139 /* Do nothing, continue with checking the format below */
4143 /* Always report dynamic locking. */
4144 if (Usage & WINED3DUSAGE_DYNAMIC)
4145 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4147 /* Always report software processing. */
4148 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4149 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4151 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4153 if (!CheckFilterCapability(adapter, format))
4155 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4156 return WINED3DERR_NOTAVAILABLE;
4158 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4161 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4163 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4165 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4166 return WINED3DERR_NOTAVAILABLE;
4168 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4171 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4173 if (!CheckSrgbReadCapability(adapter, format))
4175 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4176 return WINED3DERR_NOTAVAILABLE;
4178 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4181 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4183 if (!CheckSrgbWriteCapability(adapter, format))
4185 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4186 return WINED3DERR_NOTAVAILABLE;
4188 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4191 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4193 if (!CheckVertexTextureCapability(adapter, format))
4195 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4196 return WINED3DERR_NOTAVAILABLE;
4198 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4201 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4203 if (!CheckWrapAndMipCapability(adapter, format))
4205 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4206 return WINED3DERR_NOTAVAILABLE;
4208 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4213 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4214 return WINED3DERR_NOTAVAILABLE;
4217 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4218 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4219 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4220 if (UsageCaps == Usage)
4222 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4223 return WINED3DOK_NOAUTOGEN;
4225 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4226 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4228 return WINED3DERR_NOTAVAILABLE;
4231 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4232 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4234 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4235 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4236 debug_d3dformat(dst_format));
4241 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4242 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4247 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4248 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4249 debug_d3dformat(backbuffer_format), windowed);
4251 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4253 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4254 return WINED3DERR_INVALIDCALL;
4257 /* The task of this function is to check whether a certain display / backbuffer format
4258 * combination is available on the given adapter. In fullscreen mode microsoft specified
4259 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4260 * and display format should match exactly.
4261 * In windowed mode format conversion can occur and this depends on the driver. When format
4262 * conversion is done, this function should nevertheless fail and applications need to use
4263 * CheckDeviceFormatConversion.
4264 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4266 /* There are only 4 display formats. */
4267 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4268 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4269 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4270 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4272 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4273 return WINED3DERR_NOTAVAILABLE;
4276 /* If the requested display format is not available, don't continue. */
4277 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4280 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4281 return WINED3DERR_NOTAVAILABLE;
4284 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4285 * it means 'reuse' the display format for the backbuffer. */
4286 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4288 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4289 return WINED3DERR_NOTAVAILABLE;
4292 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4293 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4294 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4296 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4297 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4298 return WINED3DERR_NOTAVAILABLE;
4301 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4302 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4303 * WINED3DFMT_B5G5R5A1_UNORM. */
4304 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4305 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4307 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4308 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4309 return WINED3DERR_NOTAVAILABLE;
4312 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4313 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4314 * WINED3DFMT_B8G8R8A8_UNORM. */
4315 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4316 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4318 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4319 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4320 return WINED3DERR_NOTAVAILABLE;
4323 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4324 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4325 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4326 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4328 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4329 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4330 return WINED3DERR_NOTAVAILABLE;
4333 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4334 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4335 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4337 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4338 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4343 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4344 subset of a D3DCAPS9 structure. However, it has to come via a void *
4345 as the d3d8 interface cannot import the d3d9 header */
4346 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4348 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4349 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4350 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4351 int vs_selected_mode;
4352 int ps_selected_mode;
4353 struct shader_caps shader_caps;
4354 struct fragment_caps fragment_caps;
4355 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4357 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4359 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4360 return WINED3DERR_INVALIDCALL;
4363 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4365 /* ------------------------------------------------
4366 The following fields apply to both d3d8 and d3d9
4367 ------------------------------------------------ */
4368 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4369 pCaps->AdapterOrdinal = Adapter;
4372 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4373 WINED3DCAPS2_FULLSCREENGAMMA |
4374 WINED3DCAPS2_DYNAMICTEXTURES;
4375 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4377 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4380 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4381 WINED3DCAPS3_COPY_TO_VIDMEM |
4382 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4384 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4385 WINED3DPRESENT_INTERVAL_ONE;
4387 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4388 WINED3DCURSORCAPS_LOWRES;
4390 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4391 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4392 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4393 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4394 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4395 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4396 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4397 WINED3DDEVCAPS_PUREDEVICE |
4398 WINED3DDEVCAPS_HWRASTERIZATION |
4399 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4400 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4401 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4402 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4403 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4404 WINED3DDEVCAPS_RTPATCHES;
4406 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4407 WINED3DPMISCCAPS_CULLCCW |
4408 WINED3DPMISCCAPS_CULLCW |
4409 WINED3DPMISCCAPS_COLORWRITEENABLE |
4410 WINED3DPMISCCAPS_CLIPTLVERTS |
4411 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4412 WINED3DPMISCCAPS_MASKZ |
4413 WINED3DPMISCCAPS_BLENDOP |
4414 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4416 WINED3DPMISCCAPS_NULLREFERENCE
4417 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4418 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4419 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4421 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4422 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4423 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4424 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4426 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4427 WINED3DPRASTERCAPS_PAT |
4428 WINED3DPRASTERCAPS_WFOG |
4429 WINED3DPRASTERCAPS_ZFOG |
4430 WINED3DPRASTERCAPS_FOGVERTEX |
4431 WINED3DPRASTERCAPS_FOGTABLE |
4432 WINED3DPRASTERCAPS_STIPPLE |
4433 WINED3DPRASTERCAPS_SUBPIXEL |
4434 WINED3DPRASTERCAPS_ZTEST |
4435 WINED3DPRASTERCAPS_SCISSORTEST |
4436 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4437 WINED3DPRASTERCAPS_DEPTHBIAS;
4439 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4441 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4442 WINED3DPRASTERCAPS_ZBIAS |
4443 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4445 if (gl_info->supported[NV_FOG_DISTANCE])
4447 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4450 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4451 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4452 WINED3DPRASTERCAPS_ANTIALIASEDGES
4453 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4454 WINED3DPRASTERCAPS_WBUFFER */
4456 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4457 WINED3DPCMPCAPS_EQUAL |
4458 WINED3DPCMPCAPS_GREATER |
4459 WINED3DPCMPCAPS_GREATEREQUAL |
4460 WINED3DPCMPCAPS_LESS |
4461 WINED3DPCMPCAPS_LESSEQUAL |
4462 WINED3DPCMPCAPS_NEVER |
4463 WINED3DPCMPCAPS_NOTEQUAL;
4465 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4466 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4467 WINED3DPBLENDCAPS_DESTALPHA |
4468 WINED3DPBLENDCAPS_DESTCOLOR |
4469 WINED3DPBLENDCAPS_INVDESTALPHA |
4470 WINED3DPBLENDCAPS_INVDESTCOLOR |
4471 WINED3DPBLENDCAPS_INVSRCALPHA |
4472 WINED3DPBLENDCAPS_INVSRCCOLOR |
4473 WINED3DPBLENDCAPS_ONE |
4474 WINED3DPBLENDCAPS_SRCALPHA |
4475 WINED3DPBLENDCAPS_SRCALPHASAT |
4476 WINED3DPBLENDCAPS_SRCCOLOR |
4477 WINED3DPBLENDCAPS_ZERO;
4479 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4480 WINED3DPBLENDCAPS_DESTCOLOR |
4481 WINED3DPBLENDCAPS_INVDESTALPHA |
4482 WINED3DPBLENDCAPS_INVDESTCOLOR |
4483 WINED3DPBLENDCAPS_INVSRCALPHA |
4484 WINED3DPBLENDCAPS_INVSRCCOLOR |
4485 WINED3DPBLENDCAPS_ONE |
4486 WINED3DPBLENDCAPS_SRCALPHA |
4487 WINED3DPBLENDCAPS_SRCCOLOR |
4488 WINED3DPBLENDCAPS_ZERO;
4489 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4490 * according to the glBlendFunc manpage
4492 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4493 * legacy settings for srcblend only
4496 if (gl_info->supported[EXT_BLEND_COLOR])
4498 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4499 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4503 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4504 WINED3DPCMPCAPS_EQUAL |
4505 WINED3DPCMPCAPS_GREATER |
4506 WINED3DPCMPCAPS_GREATEREQUAL |
4507 WINED3DPCMPCAPS_LESS |
4508 WINED3DPCMPCAPS_LESSEQUAL |
4509 WINED3DPCMPCAPS_NEVER |
4510 WINED3DPCMPCAPS_NOTEQUAL;
4512 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4513 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4514 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4515 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4516 WINED3DPSHADECAPS_COLORFLATRGB |
4517 WINED3DPSHADECAPS_FOGFLAT |
4518 WINED3DPSHADECAPS_FOGGOURAUD |
4519 WINED3DPSHADECAPS_SPECULARFLATRGB;
4521 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4522 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4523 WINED3DPTEXTURECAPS_TRANSPARENCY |
4524 WINED3DPTEXTURECAPS_BORDER |
4525 WINED3DPTEXTURECAPS_MIPMAP |
4526 WINED3DPTEXTURECAPS_PROJECTED |
4527 WINED3DPTEXTURECAPS_PERSPECTIVE;
4529 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4531 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4532 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4535 if (gl_info->supported[EXT_TEXTURE3D])
4537 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4538 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4539 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4542 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4544 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4545 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4546 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4550 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4551 WINED3DPTFILTERCAPS_MAGFPOINT |
4552 WINED3DPTFILTERCAPS_MINFLINEAR |
4553 WINED3DPTFILTERCAPS_MINFPOINT |
4554 WINED3DPTFILTERCAPS_MIPFLINEAR |
4555 WINED3DPTFILTERCAPS_MIPFPOINT |
4556 WINED3DPTFILTERCAPS_LINEAR |
4557 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4558 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4559 WINED3DPTFILTERCAPS_MIPLINEAR |
4560 WINED3DPTFILTERCAPS_MIPNEAREST |
4561 WINED3DPTFILTERCAPS_NEAREST;
4563 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4565 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4566 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4569 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4571 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4572 WINED3DPTFILTERCAPS_MAGFPOINT |
4573 WINED3DPTFILTERCAPS_MINFLINEAR |
4574 WINED3DPTFILTERCAPS_MINFPOINT |
4575 WINED3DPTFILTERCAPS_MIPFLINEAR |
4576 WINED3DPTFILTERCAPS_MIPFPOINT |
4577 WINED3DPTFILTERCAPS_LINEAR |
4578 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4579 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4580 WINED3DPTFILTERCAPS_MIPLINEAR |
4581 WINED3DPTFILTERCAPS_MIPNEAREST |
4582 WINED3DPTFILTERCAPS_NEAREST;
4584 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4586 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4587 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4590 pCaps->CubeTextureFilterCaps = 0;
4592 if (gl_info->supported[EXT_TEXTURE3D])
4594 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4595 WINED3DPTFILTERCAPS_MAGFPOINT |
4596 WINED3DPTFILTERCAPS_MINFLINEAR |
4597 WINED3DPTFILTERCAPS_MINFPOINT |
4598 WINED3DPTFILTERCAPS_MIPFLINEAR |
4599 WINED3DPTFILTERCAPS_MIPFPOINT |
4600 WINED3DPTFILTERCAPS_LINEAR |
4601 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4602 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4603 WINED3DPTFILTERCAPS_MIPLINEAR |
4604 WINED3DPTFILTERCAPS_MIPNEAREST |
4605 WINED3DPTFILTERCAPS_NEAREST;
4607 pCaps->VolumeTextureFilterCaps = 0;
4609 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4610 WINED3DPTADDRESSCAPS_CLAMP |
4611 WINED3DPTADDRESSCAPS_WRAP;
4613 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4615 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4617 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4619 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4621 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4623 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4626 if (gl_info->supported[EXT_TEXTURE3D])
4628 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4629 WINED3DPTADDRESSCAPS_CLAMP |
4630 WINED3DPTADDRESSCAPS_WRAP;
4631 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4633 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4635 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4637 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4639 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4641 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4644 pCaps->VolumeTextureAddressCaps = 0;
4646 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4647 WINED3DLINECAPS_ZTEST |
4648 WINED3DLINECAPS_BLEND |
4649 WINED3DLINECAPS_ALPHACMP |
4650 WINED3DLINECAPS_FOG;
4651 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4652 * idea how generating the smoothing alpha values works; the result is different
4655 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4656 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4658 if (gl_info->supported[EXT_TEXTURE3D])
4659 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4661 pCaps->MaxVolumeExtent = 0;
4663 pCaps->MaxTextureRepeat = 32768;
4664 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4665 pCaps->MaxVertexW = 1.0f;
4667 pCaps->GuardBandLeft = 0.0f;
4668 pCaps->GuardBandTop = 0.0f;
4669 pCaps->GuardBandRight = 0.0f;
4670 pCaps->GuardBandBottom = 0.0f;
4672 pCaps->ExtentsAdjust = 0.0f;
4674 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4675 WINED3DSTENCILCAPS_INCRSAT |
4676 WINED3DSTENCILCAPS_INVERT |
4677 WINED3DSTENCILCAPS_KEEP |
4678 WINED3DSTENCILCAPS_REPLACE |
4679 WINED3DSTENCILCAPS_ZERO;
4680 if (gl_info->supported[EXT_STENCIL_WRAP])
4682 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4683 WINED3DSTENCILCAPS_INCR;
4685 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4687 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4690 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4692 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4693 pCaps->MaxActiveLights = gl_info->limits.lights;
4695 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4696 pCaps->MaxVertexBlendMatrixIndex = 0;
4698 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4699 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4702 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4703 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4704 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4705 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4706 WINED3DVTXPCAPS_LOCALVIEWER |
4707 WINED3DVTXPCAPS_VERTEXFOG |
4708 WINED3DVTXPCAPS_TEXGEN;
4710 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4711 pCaps->MaxVertexIndex = 0xFFFFF;
4712 pCaps->MaxStreams = MAX_STREAMS;
4713 pCaps->MaxStreamStride = 1024;
4715 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4716 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4717 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4718 pCaps->MaxNpatchTessellationLevel = 0;
4719 pCaps->MasterAdapterOrdinal = 0;
4720 pCaps->AdapterOrdinalInGroup = 0;
4721 pCaps->NumberOfAdaptersInGroup = 1;
4723 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4725 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4726 WINED3DPTFILTERCAPS_MAGFPOINT |
4727 WINED3DPTFILTERCAPS_MINFLINEAR |
4728 WINED3DPTFILTERCAPS_MAGFLINEAR;
4729 pCaps->VertexTextureFilterCaps = 0;
4731 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4732 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4734 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4735 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4737 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4738 * Ignore shader model capabilities if disabled in config
4740 if(vs_selected_mode == SHADER_NONE) {
4741 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4742 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4743 pCaps->MaxVertexShaderConst = 0;
4745 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4746 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4749 if(ps_selected_mode == SHADER_NONE) {
4750 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4751 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4752 pCaps->PixelShader1xMaxValue = 0.0f;
4754 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4755 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4758 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4759 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4760 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4762 /* The following caps are shader specific, but they are things we cannot detect, or which
4763 * are the same among all shader models. So to avoid code duplication set the shader version
4764 * specific, but otherwise constant caps here
4766 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4767 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4768 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4769 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4770 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4771 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4772 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4774 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4775 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4777 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4779 pCaps->VS20Caps.Caps = 0;
4780 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4781 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4782 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4784 pCaps->MaxVShaderInstructionsExecuted = 65535;
4785 pCaps->MaxVertexShader30InstructionSlots = 0;
4786 } else { /* VS 1.x */
4787 pCaps->VS20Caps.Caps = 0;
4788 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4789 pCaps->VS20Caps.NumTemps = 0;
4790 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4792 pCaps->MaxVShaderInstructionsExecuted = 0;
4793 pCaps->MaxVertexShader30InstructionSlots = 0;
4796 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4797 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4798 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4800 /* 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 */
4801 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4802 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4803 WINED3DPS20CAPS_PREDICATION |
4804 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4805 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4806 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4807 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4808 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4809 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4811 pCaps->MaxPShaderInstructionsExecuted = 65535;
4812 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4813 adapter->gl_info.limits.arb_ps_instructions);
4815 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4817 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4818 pCaps->PS20Caps.Caps = 0;
4819 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4820 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4821 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4822 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4824 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4825 pCaps->MaxPixelShader30InstructionSlots = 0;
4826 } else { /* PS 1.x */
4827 pCaps->PS20Caps.Caps = 0;
4828 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4829 pCaps->PS20Caps.NumTemps = 0;
4830 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4831 pCaps->PS20Caps.NumInstructionSlots = 0;
4833 pCaps->MaxPShaderInstructionsExecuted = 0;
4834 pCaps->MaxPixelShader30InstructionSlots = 0;
4837 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4838 /* OpenGL supports all the formats below, perhaps not always
4839 * without conversion, but it supports them.
4840 * Further GLSL doesn't seem to have an official unsigned type so
4841 * don't advertise it yet as I'm not sure how we handle it.
4842 * We might need to add some clamping in the shader engine to
4844 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4845 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4846 WINED3DDTCAPS_UBYTE4N |
4847 WINED3DDTCAPS_SHORT2N |
4848 WINED3DDTCAPS_SHORT4N;
4849 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4851 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4852 WINED3DDTCAPS_FLOAT16_4;
4855 pCaps->DeclTypes = 0;
4857 /* Set DirectDraw helper Caps */
4858 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4859 WINEDDCKEYCAPS_SRCBLT;
4860 fx_caps = WINEDDFXCAPS_BLTALPHA |
4861 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4862 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4863 WINEDDFXCAPS_BLTROTATION90 |
4864 WINEDDFXCAPS_BLTSHRINKX |
4865 WINEDDFXCAPS_BLTSHRINKXN |
4866 WINEDDFXCAPS_BLTSHRINKY |
4867 WINEDDFXCAPS_BLTSHRINKXN |
4868 WINEDDFXCAPS_BLTSTRETCHX |
4869 WINEDDFXCAPS_BLTSTRETCHXN |
4870 WINEDDFXCAPS_BLTSTRETCHY |
4871 WINEDDFXCAPS_BLTSTRETCHYN;
4872 blit_caps = WINEDDCAPS_BLT |
4873 WINEDDCAPS_BLTCOLORFILL |
4874 WINEDDCAPS_BLTDEPTHFILL |
4875 WINEDDCAPS_BLTSTRETCH |
4876 WINEDDCAPS_CANBLTSYSMEM |
4877 WINEDDCAPS_CANCLIP |
4878 WINEDDCAPS_CANCLIPSTRETCHED |
4879 WINEDDCAPS_COLORKEY |
4880 WINEDDCAPS_COLORKEYHWASSIST |
4881 WINEDDCAPS_ALIGNBOUNDARYSRC;
4882 pal_caps = WINEDDPCAPS_8BIT |
4883 WINEDDPCAPS_PRIMARYSURFACE;
4885 /* Fill the ddraw caps structure */
4886 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4887 WINEDDCAPS_PALETTE |
4889 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4890 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4891 WINEDDCAPS2_PRIMARYGAMMA |
4892 WINEDDCAPS2_WIDESURFACES |
4893 WINEDDCAPS2_CANRENDERWINDOWED;
4894 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4895 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4896 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4897 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4898 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4899 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4900 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4901 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4902 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4903 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4904 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4905 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4907 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4908 WINEDDSCAPS_BACKBUFFER |
4910 WINEDDSCAPS_FRONTBUFFER |
4911 WINEDDSCAPS_OFFSCREENPLAIN |
4912 WINEDDSCAPS_PALETTE |
4913 WINEDDSCAPS_PRIMARYSURFACE |
4914 WINEDDSCAPS_SYSTEMMEMORY |
4915 WINEDDSCAPS_VIDEOMEMORY |
4916 WINEDDSCAPS_VISIBLE;
4917 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4919 /* Set D3D caps if OpenGL is available. */
4920 if (adapter->opengl)
4922 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4923 WINEDDSCAPS_MIPMAP |
4924 WINEDDSCAPS_TEXTURE |
4925 WINEDDSCAPS_ZBUFFER;
4926 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4932 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4933 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4935 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4936 IWineD3DDeviceImpl *object;
4939 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4940 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4942 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4943 * number and create a device without a 3D adapter for 2D only operation. */
4944 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4946 return WINED3DERR_INVALIDCALL;
4949 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4952 ERR("Failed to allocate device memory.\n");
4953 return E_OUTOFMEMORY;
4956 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4959 WARN("Failed to initialize device, hr %#x.\n", hr);
4960 HeapFree(GetProcessHeap(), 0, object);
4964 TRACE("Created device %p.\n", object);
4965 *device = (IWineD3DDevice *)object;
4967 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4972 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4974 TRACE("iface %p.\n", iface);
4976 return ((IWineD3DImpl *)iface)->parent;
4979 static void WINE_GLAPI invalid_func(const void *data)
4981 ERR("Invalid vertex attribute function called\n");
4985 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4987 ERR("Invalid texcoord function called\n");
4991 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4992 * the extension detection and are used in drawStridedSlow
4994 static void WINE_GLAPI position_d3dcolor(const void *data)
4996 DWORD pos = *((const DWORD *)data);
4998 FIXME("Add a test for fixed function position from d3dcolor type\n");
4999 glVertex4s(D3DCOLOR_B_R(pos),
5005 static void WINE_GLAPI position_float4(const void *data)
5007 const GLfloat *pos = data;
5009 if (pos[3] != 0.0f && pos[3] != 1.0f)
5011 float w = 1.0f / pos[3];
5013 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5021 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5023 DWORD diffuseColor = *((const DWORD *)data);
5025 glColor4ub(D3DCOLOR_B_R(diffuseColor),
5026 D3DCOLOR_B_G(diffuseColor),
5027 D3DCOLOR_B_B(diffuseColor),
5028 D3DCOLOR_B_A(diffuseColor));
5031 static void WINE_GLAPI specular_d3dcolor(const void *data)
5033 DWORD specularColor = *((const DWORD *)data);
5034 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5035 D3DCOLOR_B_G(specularColor),
5036 D3DCOLOR_B_B(specularColor)};
5038 specular_func_3ubv(d);
5041 static void WINE_GLAPI warn_no_specular_func(const void *data)
5043 WARN("GL_EXT_secondary_color not supported\n");
5046 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5048 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5049 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5050 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
5051 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5052 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5053 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5054 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5055 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
5056 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5057 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5058 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5059 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5060 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5061 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5062 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5063 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5064 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5066 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5067 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5068 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
5069 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
5070 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5071 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5072 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5073 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5074 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
5075 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5076 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
5077 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5078 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
5079 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5080 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5081 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5082 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5084 /* No 4 component entry points here */
5085 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5086 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5087 if (gl_info->supported[EXT_SECONDARY_COLOR])
5089 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5093 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5095 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5096 if (gl_info->supported[EXT_SECONDARY_COLOR])
5098 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5099 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5103 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5105 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5106 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5107 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5108 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5109 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5110 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5111 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5112 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5113 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5114 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5115 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5116 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5118 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5119 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5121 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5122 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5123 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5124 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5125 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5126 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5127 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5128 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5129 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5130 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5131 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5132 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5133 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5134 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5135 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5136 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5137 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5139 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5140 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5141 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5142 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5143 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5144 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5145 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5146 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5147 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5148 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5149 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5150 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5151 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5152 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5153 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5154 if (gl_info->supported[NV_HALF_FLOAT])
5156 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5157 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5158 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5160 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5161 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5165 /* Do not call while under the GL lock. */
5166 static BOOL InitAdapters(IWineD3DImpl *This)
5168 static HMODULE mod_gl;
5170 int ps_selected_mode, vs_selected_mode;
5172 /* No need to hold any lock. The calling library makes sure only one thread calls
5173 * wined3d simultaneously
5176 TRACE("Initializing adapters\n");
5179 #ifdef USE_WIN32_OPENGL
5180 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5181 mod_gl = LoadLibraryA("opengl32.dll");
5183 ERR("Can't load opengl32.dll!\n");
5187 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5188 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5189 mod_gl = GetModuleHandleA("gdi32.dll");
5193 /* Load WGL core functions from opengl32.dll */
5194 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5198 if(!pwglGetProcAddress) {
5199 ERR("Unable to load wglGetProcAddress!\n");
5203 /* Dynamically load all GL core functions */
5207 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5208 * otherwise because we have to use winex11.drv's override
5210 #ifdef USE_WIN32_OPENGL
5211 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5212 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5214 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5215 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5218 glEnableWINE = glEnable;
5219 glDisableWINE = glDisable;
5221 /* For now only one default adapter */
5223 struct wined3d_adapter *adapter = &This->adapters[0];
5224 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5225 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5229 WineD3D_PixelFormat *cfgs;
5230 DISPLAY_DEVICEW DisplayDevice;
5233 TRACE("Initializing default adapter\n");
5234 adapter->ordinal = 0;
5235 adapter->monitorPoint.x = -1;
5236 adapter->monitorPoint.y = -1;
5238 if (!AllocateLocallyUniqueId(&adapter->luid))
5240 DWORD err = GetLastError();
5241 ERR("Failed to set adapter LUID (%#x).\n", err);
5244 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5245 adapter->luid.HighPart, adapter->luid.LowPart);
5247 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5249 ERR("Failed to get a gl context for default adapter\n");
5253 ret = IWineD3DImpl_FillGLCaps(adapter);
5255 ERR("Failed to initialize gl caps for default adapter\n");
5256 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5259 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5261 ERR("Failed to init gl formats\n");
5262 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5266 hdc = fake_gl_ctx.dc;
5268 /* Use the VideoRamSize registry setting when set */
5269 if(wined3d_settings.emulated_textureram)
5270 adapter->TextureRam = wined3d_settings.emulated_textureram;
5272 adapter->TextureRam = adapter->gl_info.vidmem;
5273 adapter->UsedTextureRam = 0;
5274 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5276 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5277 DisplayDevice.cb = sizeof(DisplayDevice);
5278 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5279 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5280 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5282 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5289 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5290 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5292 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5293 cfgs = adapter->cfgs;
5294 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5295 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5296 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5297 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5298 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5299 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5300 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5301 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5302 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5303 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5304 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5306 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5308 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5313 /* Cache the pixel format */
5314 cfgs->iPixelFormat = iPixelFormat;
5315 cfgs->redSize = values[0];
5316 cfgs->greenSize = values[1];
5317 cfgs->blueSize = values[2];
5318 cfgs->alphaSize = values[3];
5319 cfgs->colorSize = values[4];
5320 cfgs->depthSize = values[5];
5321 cfgs->stencilSize = values[6];
5322 cfgs->windowDrawable = values[7];
5323 cfgs->iPixelType = values[8];
5324 cfgs->doubleBuffer = values[9];
5325 cfgs->auxBuffers = values[10];
5327 cfgs->numSamples = 0;
5328 /* Check multisample support */
5329 if (gl_info->supported[ARB_MULTISAMPLE])
5331 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5333 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5334 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5335 * value[1] = number of multi sample buffers*/
5337 cfgs->numSamples = value[1];
5341 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5342 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5343 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5344 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5345 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5351 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5352 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5353 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5355 cfgs = adapter->cfgs;
5356 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5358 PIXELFORMATDESCRIPTOR ppfd;
5360 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5364 /* We only want HW acceleration using an OpenGL ICD driver.
5365 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5366 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5368 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5370 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5374 cfgs->iPixelFormat = iPixelFormat;
5375 cfgs->redSize = ppfd.cRedBits;
5376 cfgs->greenSize = ppfd.cGreenBits;
5377 cfgs->blueSize = ppfd.cBlueBits;
5378 cfgs->alphaSize = ppfd.cAlphaBits;
5379 cfgs->colorSize = ppfd.cColorBits;
5380 cfgs->depthSize = ppfd.cDepthBits;
5381 cfgs->stencilSize = ppfd.cStencilBits;
5382 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5383 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5384 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5385 cfgs->auxBuffers = ppfd.cAuxBuffers;
5386 cfgs->numSamples = 0;
5388 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5389 "depth=%d, stencil=%d, windowDrawable=%d\n",
5390 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5391 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5392 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5397 /* 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 */
5400 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5402 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5403 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5408 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5409 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5410 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5411 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5412 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5413 * driver is allowed to consume more bits EXCEPT for stencil bits.
5415 * Mark an adapter with this broken stencil behavior.
5417 adapter->brokenStencil = TRUE;
5418 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5420 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5421 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5422 adapter->brokenStencil = FALSE;
5427 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5429 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5430 fillGLAttribFuncs(&adapter->gl_info);
5431 adapter->opengl = TRUE;
5433 This->adapter_count = 1;
5434 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5439 /* Initialize an adapter for ddraw-only memory counting */
5440 memset(This->adapters, 0, sizeof(This->adapters));
5441 This->adapters[0].ordinal = 0;
5442 This->adapters[0].opengl = FALSE;
5443 This->adapters[0].monitorPoint.x = -1;
5444 This->adapters[0].monitorPoint.y = -1;
5446 This->adapters[0].driver_info.name = "Display";
5447 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5448 if(wined3d_settings.emulated_textureram) {
5449 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5451 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5454 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5456 This->adapter_count = 1;
5460 /**********************************************************
5461 * IWineD3D VTbl follows
5462 **********************************************************/
5464 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5467 IWineD3DImpl_QueryInterface,
5468 IWineD3DImpl_AddRef,
5469 IWineD3DImpl_Release,
5471 IWineD3DImpl_GetParent,
5472 IWineD3DImpl_GetAdapterCount,
5473 IWineD3DImpl_RegisterSoftwareDevice,
5474 IWineD3DImpl_GetAdapterMonitor,
5475 IWineD3DImpl_GetAdapterModeCount,
5476 IWineD3DImpl_EnumAdapterModes,
5477 IWineD3DImpl_GetAdapterDisplayMode,
5478 IWineD3DImpl_GetAdapterIdentifier,
5479 IWineD3DImpl_CheckDeviceMultiSampleType,
5480 IWineD3DImpl_CheckDepthStencilMatch,
5481 IWineD3DImpl_CheckDeviceType,
5482 IWineD3DImpl_CheckDeviceFormat,
5483 IWineD3DImpl_CheckDeviceFormatConversion,
5484 IWineD3DImpl_GetDeviceCaps,
5485 IWineD3DImpl_CreateDevice
5488 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5490 const struct wined3d_parent_ops wined3d_null_parent_ops =
5492 wined3d_null_wined3d_object_destroyed,
5495 /* Do not call while under the GL lock. */
5496 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5498 wined3d->lpVtbl = &IWineD3D_Vtbl;
5499 wined3d->dxVersion = version;
5501 wined3d->parent = parent;
5503 if (!InitAdapters(wined3d))
5505 WARN("Failed to initialize adapters.\n");
5508 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);