2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
31 #define GLINFO_LOCATION (*gl_info)
33 /* The d3d device ID */
34 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
36 /* Extension detection */
38 const char *extension_string;
39 GL_SupportedExt extension;
43 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
44 {"GL_APPLE_fence", APPLE_FENCE, 0 },
45 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
46 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
50 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
51 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
52 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
53 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
54 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
57 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
58 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
59 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
60 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
61 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
62 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
63 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
64 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
73 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
74 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
75 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
76 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
77 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
78 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
79 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
80 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
81 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
82 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
83 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
84 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
85 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
86 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
87 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
88 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
89 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
92 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
93 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
94 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
95 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
96 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
97 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
98 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
101 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
102 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
103 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
104 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
105 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
106 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
107 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
108 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
109 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
110 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
111 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
112 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
113 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
114 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
115 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
116 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
117 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
118 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
119 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
122 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
123 {"GL_NV_fence", NV_FENCE, 0 },
124 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
125 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
126 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
127 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
128 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
129 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
130 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
131 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
132 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
133 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
134 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
135 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
136 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
137 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
138 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
139 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
145 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
148 /**********************************************************
149 * Utility functions follow
150 **********************************************************/
152 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
153 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
154 WINED3DDEVTYPE DeviceType);
155 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
156 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
159 const int minLookup[MAX_LOOKUPS] =
161 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
164 const int maxLookup[MAX_LOOKUPS] =
166 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
169 DWORD *stateLookup[MAX_LOOKUPS];
171 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
172 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
180 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
181 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
183 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
186 /* drawStridedSlow attributes */
187 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
188 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
189 glAttribFunc specular_func_3ubv;
190 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
191 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
192 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
195 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
196 * i.e., there is no GL Context - Get a default rendering context to enable the
197 * function query some info from GL.
200 struct wined3d_fake_gl_ctx
207 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
209 TRACE_(d3d_caps)("Destroying fake GL context.\n");
211 if (!pwglMakeCurrent(NULL, NULL))
213 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
216 if (!pwglDeleteContext(ctx->gl_ctx))
218 DWORD err = GetLastError();
219 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
222 ReleaseDC(ctx->wnd, ctx->dc);
223 DestroyWindow(ctx->wnd);
226 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
228 PIXELFORMATDESCRIPTOR pfd;
231 TRACE("getting context...\n");
233 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
234 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
235 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
238 ERR_(d3d_caps)("Failed to create a window.\n");
242 ctx->dc = GetDC(ctx->wnd);
245 ERR_(d3d_caps)("Failed to get a DC.\n");
249 /* PixelFormat selection */
250 ZeroMemory(&pfd, sizeof(pfd));
251 pfd.nSize = sizeof(pfd);
253 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
254 pfd.iPixelType = PFD_TYPE_RGBA;
256 pfd.iLayerType = PFD_MAIN_PLANE;
258 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
261 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
262 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
265 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
266 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
268 /* Create a GL context. */
269 ctx->gl_ctx = pwglCreateContext(ctx->dc);
272 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
276 /* Make it the current GL context. */
277 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
279 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
282 context_set_last_device(NULL);
287 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
289 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
291 if (ctx->wnd) DestroyWindow(ctx->wnd);
297 /* Adjust the amount of used texture memory */
298 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
299 struct WineD3DAdapter *adapter = D3DDevice->adapter;
301 adapter->UsedTextureRam += glram;
302 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
303 return adapter->UsedTextureRam;
306 /**********************************************************
307 * IUnknown parts follows
308 **********************************************************/
310 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
312 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
314 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
315 if (IsEqualGUID(riid, &IID_IUnknown)
316 || IsEqualGUID(riid, &IID_IWineD3DBase)
317 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
318 IUnknown_AddRef(iface);
323 return E_NOINTERFACE;
326 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
327 IWineD3DImpl *This = (IWineD3DImpl *)iface;
328 ULONG refCount = InterlockedIncrement(&This->ref);
330 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
334 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
335 IWineD3DImpl *This = (IWineD3DImpl *)iface;
337 TRACE("(%p) : Releasing from %d\n", This, This->ref);
338 ref = InterlockedDecrement(&This->ref);
342 for (i = 0; i < This->adapter_count; ++i)
344 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
346 HeapFree(GetProcessHeap(), 0, This);
352 /* Set the shader type for this device, depending on the given capabilities,
353 * the device type, and the user preferences in wined3d_settings */
355 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
357 if (wined3d_settings.vs_mode == VS_NONE) {
358 *vs_selected = SHADER_NONE;
359 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
360 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
361 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
362 * shaders only on this card. */
363 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
364 *vs_selected = SHADER_ARB;
366 *vs_selected = SHADER_GLSL;
367 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
368 *vs_selected = SHADER_ARB;
370 *vs_selected = SHADER_NONE;
373 if (wined3d_settings.ps_mode == PS_NONE) {
374 *ps_selected = SHADER_NONE;
375 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
376 *ps_selected = SHADER_GLSL;
377 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
378 *ps_selected = SHADER_ARB;
379 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
380 *ps_selected = SHADER_ATI;
382 *ps_selected = SHADER_NONE;
386 /** Select the number of report maximum shader constants based on the selected shader modes */
387 static void select_shader_max_constants(
388 int ps_selected_mode,
389 int vs_selected_mode,
390 WineD3D_GL_Info *gl_info) {
392 switch (vs_selected_mode) {
394 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
397 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
400 gl_info->max_vshader_constantsF = 0;
404 switch (ps_selected_mode) {
406 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
409 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
412 gl_info->max_pshader_constantsF = 0;
417 /**********************************************************
418 * IWineD3D parts follows
419 **********************************************************/
421 /* GL locking is done by the caller */
422 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
426 const char *testcode =
428 "PARAM C[66] = { program.env[0..65] };\n"
430 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
431 "ARL A0.x, zero.x;\n"
432 "MOV result.position, C[A0.x + 65];\n"
436 GL_EXTCALL(glGenProgramsARB(1, &prog));
438 ERR("Failed to create an ARB offset limit test program\n");
440 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
441 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
442 strlen(testcode), testcode));
443 if(glGetError() != 0) {
444 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
445 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
447 } else TRACE("OpenGL implementation allows offsets > 63\n");
449 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
450 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
451 checkGLcall("ARB vp offset limit test cleanup");
456 static DWORD ver_for_ext(GL_SupportedExt ext)
459 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
460 if(EXTENSION_MAP[i].extension == ext) {
461 return EXTENSION_MAP[i].version;
467 static BOOL match_ati_r300_to_500(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
469 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
470 if (gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
471 if (gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
472 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
476 static BOOL match_geforce5(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
478 if (gl_info->gl_vendor == VENDOR_NVIDIA)
480 if (gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600)
488 static BOOL match_apple(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
490 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
491 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
492 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
494 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
495 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
496 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
497 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
498 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
499 * the chance that other implementations support them is rather small since Win32 QuickTime uses
500 * DirectDraw, not OpenGL. */
501 if (gl_info->supported[APPLE_FENCE]
502 && gl_info->supported[APPLE_CLIENT_STORAGE]
503 && gl_info->supported[APPLE_FLUSH_RENDER]
504 && gl_info->supported[APPLE_YCBCR_422])
506 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported.\n");
507 TRACE_(d3d_caps)("Activating MacOS fixups.\n");
512 TRACE_(d3d_caps)("Apple extensions are not supported.\n");
513 TRACE_(d3d_caps)("Not activating MacOS fixups.\n");
518 /* Context activation is done by the caller. */
519 static void test_pbo_functionality(WineD3D_GL_Info *gl_info)
521 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
522 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
523 * all the texture. This function detects this bug by its symptom and disables PBOs
526 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
527 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
528 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
529 * read back is compared to the original. If they are equal PBOs are assumed to work,
530 * otherwise the PBO extension is disabled. */
532 static const unsigned int pattern[] =
534 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
535 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
536 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
537 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
539 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
541 /* No PBO -> No point in testing them. */
542 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
546 while (glGetError());
547 glGenTextures(1, &texture);
548 glBindTexture(GL_TEXTURE_2D, texture);
550 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
551 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
552 checkGLcall("Specifying the PBO test texture");
554 GL_EXTCALL(glGenBuffersARB(1, &pbo));
555 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
556 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
557 checkGLcall("Specifying the PBO test pbo");
559 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
560 checkGLcall("Loading the PBO test texture");
562 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
563 glFinish(); /* just to be sure */
565 memset(check, 0, sizeof(check));
566 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
567 checkGLcall("Reading back the PBO test texture");
569 glDeleteTextures(1, &texture);
570 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
571 checkGLcall("PBO test cleanup");
575 if (memcmp(check, pattern, sizeof(check)))
577 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
578 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
579 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
583 TRACE_(d3d_caps)("PBO test successful.\n");
587 static BOOL match_apple_intel(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
589 return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer);
592 static BOOL match_apple_nonr500ati(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
594 if (!match_apple(gl_info, gl_renderer)) return FALSE;
595 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
596 if (gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
600 static BOOL match_fglrx(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
602 if (gl_info->gl_vendor != VENDOR_ATI) return FALSE;
603 if (match_apple(gl_info, gl_renderer)) return FALSE;
604 if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
608 static BOOL match_dx10_capable(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
610 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
611 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
612 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
613 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
616 * dx10 cards usually have 64 varyings */
617 return gl_info->max_glsl_varyings > 44;
620 /* A GL context is provided by the caller */
621 static BOOL match_allows_spec_alpha(const WineD3D_GL_Info *gl_info, const char *gl_renderer)
626 if(!GL_SUPPORT(EXT_SECONDARY_COLOR)) return FALSE;
630 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
631 error = glGetError();
634 if(error == GL_NO_ERROR)
636 TRACE("GL Implementation accepts 4 component specular color pointers\n");
641 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
642 debug_glerror(error));
647 static void quirk_arb_constants(WineD3D_GL_Info *gl_info)
649 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->vs_arb_constantsF);
650 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
651 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->ps_arb_constantsF);
652 gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
655 static void quirk_apple_glsl_constants(WineD3D_GL_Info *gl_info)
657 quirk_arb_constants(gl_info);
658 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
659 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
660 * allow 48 different offsets or other helper immediate values. */
661 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
662 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
665 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
666 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
667 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
668 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
669 * most games, but avoids the crash
671 * A more sophisticated way would be to find all units that need texture coordinates and enable
672 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
673 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
675 * Note that disabling the extension entirely does not gain predictability because there is no point
676 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
677 static void quirk_one_point_sprite(WineD3D_GL_Info *gl_info)
679 if (gl_info->supported[ARB_POINT_SPRITE])
681 TRACE("Limiting point sprites to one texture unit.\n");
682 gl_info->max_point_sprite_units = 1;
686 static void quirk_ati_dx9(WineD3D_GL_Info *gl_info)
688 quirk_arb_constants(gl_info);
690 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
691 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
692 * If real NP2 textures are used, the driver falls back to software. We could just remove the
693 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
694 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
695 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
696 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
698 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
699 * has this extension promoted to core. The extension loading code sets this extension supported
700 * due to that, so this code works on fglrx as well. */
701 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
702 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
703 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
705 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
706 * it is generally more efficient. Reserve just 8 constants. */
707 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
708 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
711 static void quirk_no_np2(WineD3D_GL_Info *gl_info)
713 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
714 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
715 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
716 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
717 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
718 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
720 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
721 * triggering the software fallback. There is not much we can do here apart from disabling the
722 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
723 * in IWineD3DImpl_FillGLCaps).
724 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
725 * post-processing effects in the game "Max Payne 2").
726 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
727 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
728 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
729 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
732 static void quirk_texcoord_w(WineD3D_GL_Info *gl_info)
734 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
735 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
736 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
737 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
738 * according to the spec.
740 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
741 * makes the shader slower and eats instruction slots which should be available to the d3d app.
743 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
744 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
745 * this workaround is activated on cards that do not need it, it won't break things, just affect
746 * performance negatively. */
747 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
748 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
751 static void quirk_clip_varying(WineD3D_GL_Info *gl_info)
753 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
756 static void quirk_allows_specular_alpha(WineD3D_GL_Info *gl_info)
758 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
763 BOOL (*match)(const WineD3D_GL_Info *gl_info, const char *gl_renderer);
764 void (*apply)(WineD3D_GL_Info *gl_info);
765 const char *description;
768 struct driver_quirk quirk_table[] =
771 match_ati_r300_to_500,
773 "ATI GLSL constant and normalized texrect quirk"
775 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
776 * used it falls back to software. While the compiler can detect if the shader uses all declared
777 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
778 * using relative addressing falls back to software.
780 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
783 quirk_apple_glsl_constants,
784 "Apple GLSL uniform override"
789 "Geforce 5 NP2 disable"
794 "Init texcoord .w for Apple Intel GPU driver"
797 match_apple_nonr500ati,
799 "Init texcoord .w for Apple ATI >= r600 GPU driver"
803 quirk_one_point_sprite,
804 "Fglrx point sprite crash workaround"
809 "Reserved varying for gl_ClipPos"
812 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
813 * GL implementations accept it. The Mac GL is the only implementation known to
816 * If we can pass 4 component specular colors, do it, because (a) we don't have
817 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
818 * passes specular alpha to the pixel shader if any is used. Otherwise the
819 * specular alpha is used to pass the fog coordinate, which we pass to opengl
820 * via GL_EXT_fog_coord.
822 match_allows_spec_alpha,
823 quirk_allows_specular_alpha,
824 "Allow specular alpha quirk"
828 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
829 * reporting a driver version is moot because we are not the Windows driver, and we have different
830 * bugs, features, etc.
832 * If a card is not found in this table, the GL driver version is reported. */
833 struct driver_version_information
835 WORD vendor; /* reported PCI card vendor ID */
836 WORD card; /* reported PCI card device ID */
837 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
838 WORD hipart_hi, hipart_lo; /* driver hiword to report */
839 WORD lopart_hi, lopart_lo; /* driver loword to report */
842 static const struct driver_version_information driver_version_table[] =
844 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
845 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
846 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
847 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
849 * All version numbers used below are from the Linux nvidia drivers. */
850 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
851 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
852 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
853 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
854 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
855 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 10, 9371 },
856 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 10, 9371 },
857 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 10, 9371 },
858 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7516 },
859 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7516 },
860 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7516 },
861 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8618 },
862 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8618 },
863 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8618 },
864 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8585 },
865 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8585 },
866 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8618 },
867 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8618 },
868 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8618 },
869 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8618 },
870 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8585 },
871 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8618 },
872 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8618 },
873 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8618 },
874 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8618 },
875 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8618 },
876 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8618 },
877 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8618 },
878 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8618 },
879 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8618 },
881 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
882 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
883 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
884 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
885 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
886 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
887 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
888 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 6, 14, 10, 6764 },
889 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 6, 14, 10, 6764 },
890 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 6, 14, 10, 6764 },
891 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 6, 14, 10, 6764 },
893 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
896 /* Context activation is done by the caller. */
897 static void fixup_extensions(WineD3D_GL_Info *gl_info, const char *gl_renderer)
901 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
903 if (!quirk_table[i].match(gl_info, gl_renderer)) continue;
904 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
905 quirk_table[i].apply(gl_info);
908 /* Find out if PBOs work as they are supposed to. */
909 test_pbo_functionality(gl_info);
911 /* Fixup the driver version */
912 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
914 if (gl_info->gl_vendor == driver_version_table[i].vendor
915 && gl_info->gl_card == driver_version_table[i].card)
917 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB.\n",
918 gl_info->gl_vendor, gl_info->gl_card);
920 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
921 driver_version_table[i].lopart_lo);
922 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
923 driver_version_table[i].hipart_lo);
924 gl_info->driver_description = driver_version_table[i].description;
930 /* Context activation is done by the caller. */
931 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
932 const char *GL_Extensions = NULL;
933 const char *WGL_Extensions = NULL;
934 const char *gl_string = NULL;
935 const char *gl_string_cursor = NULL;
937 GLfloat gl_floatv[2];
938 int major = 1, minor = 0;
941 unsigned int vidmem=0;
946 TRACE_(d3d_caps)("(%p)\n", gl_info);
950 gl_string = (const char *)glGetString(GL_RENDERER);
951 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", gl_string);
954 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
958 len = strlen(gl_string) + 1;
959 gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
962 ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
965 memcpy(gl_renderer, gl_string, len);
967 gl_string = (const char *)glGetString(GL_VENDOR);
968 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", gl_string);
971 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
972 HeapFree(GetProcessHeap(), 0, gl_renderer);
976 /* Fill in the GL vendor */
977 if (strstr(gl_string, "NVIDIA"))
979 gl_info->gl_vendor = VENDOR_NVIDIA;
981 else if (strstr(gl_string, "ATI"))
983 gl_info->gl_vendor = VENDOR_ATI;
985 else if (strstr(gl_string, "Intel(R)")
986 || strstr(gl_renderer, "Intel(R)")
987 || strstr(gl_string, "Intel Inc."))
989 gl_info->gl_vendor = VENDOR_INTEL;
991 else if (strstr(gl_string, "Mesa"))
993 gl_info->gl_vendor = VENDOR_MESA;
997 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Setting VENDOR_WINE.\n", gl_string);
998 gl_info->gl_vendor = VENDOR_WINE;
1000 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
1002 /* Parse the GL_VERSION field into major and minor information */
1003 gl_string = (const char *)glGetString(GL_VERSION);
1004 TRACE_(d3d_caps)("GL_VERSION: %s.\n", gl_string);
1007 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
1008 HeapFree(GetProcessHeap(), 0, gl_renderer);
1012 /* First, parse the generic opengl version. This is supposed not to be
1013 * convoluted with driver specific information. */
1014 gl_string_cursor = gl_string;
1016 major = atoi(gl_string_cursor);
1017 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1018 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
1019 if (*gl_string_cursor++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_string));
1021 minor = atoi(gl_string_cursor);
1022 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1023 gl_version = MAKEDWORD_VERSION(major, minor);
1025 /* Now parse the driver specific string which we'll report to the app. */
1026 switch (gl_info->gl_vendor)
1029 gl_string_cursor = strstr(gl_string, "NVIDIA");
1030 if (!gl_string_cursor)
1032 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1036 gl_string_cursor = strstr(gl_string_cursor, " ");
1037 if (!gl_string_cursor)
1039 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1043 while (*gl_string_cursor == ' ') ++gl_string_cursor;
1045 if (!*gl_string_cursor)
1047 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1051 major = atoi(gl_string_cursor);
1052 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
1054 if (*gl_string_cursor++ != '.')
1056 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
1060 minor = atoi(gl_string_cursor);
1061 minor = major * 100 + minor;
1067 gl_string_cursor = strchr(gl_string, '-');
1068 if (gl_string_cursor)
1072 /* Check if version number is of the form x.y.z. */
1073 if (*gl_string_cursor < '0' || *gl_string_cursor > '9'
1074 || gl_string_cursor[1] != '.'
1075 || gl_string_cursor[2] < '0' || gl_string_cursor[2] > '9'
1076 || gl_string_cursor[3] != '.'
1077 || gl_string_cursor[4] < '0' || gl_string_cursor[4] > '9')
1078 /* Mark version number as malformed. */
1079 gl_string_cursor = 0;
1082 if (!gl_string_cursor)
1084 WARN_(d3d_caps)("malformed GL_VERSION (%s).\n", debugstr_a(gl_string));
1088 major = *gl_string_cursor - '0';
1089 minor = (gl_string_cursor[2] - '0') * 256 + (gl_string_cursor[4] - '0');
1094 /* Apple and Mesa version strings look differently, but both provide intel drivers. */
1095 if (strstr(gl_string, "APPLE"))
1097 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
1098 * We only need the first part, and use the APPLE as identification
1099 * "1.2 APPLE-1.4.56". */
1100 gl_string_cursor = gl_string;
1101 major = atoi(gl_string_cursor);
1102 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
1104 if (*gl_string_cursor++ != '.')
1106 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s.\n", debugstr_a(gl_string));
1110 minor = atoi(gl_string_cursor);
1116 gl_string_cursor = strstr(gl_string, "Mesa");
1117 gl_string_cursor = strstr(gl_string_cursor, " ");
1118 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
1119 if (*gl_string_cursor)
1124 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0')
1126 tmp[cursor++] = *gl_string_cursor;
1132 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s).\n", debugstr_a(gl_string));
1136 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0')
1138 tmp[cursor++] = *gl_string_cursor;
1152 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
1153 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x).\n",
1154 debugstr_a(gl_string), major, minor, gl_info->driver_version);
1155 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version). */
1156 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
1159 * Initialize openGL extension related variables
1160 * with Default values
1162 memset(gl_info->supported, 0, sizeof(gl_info->supported));
1163 gl_info->max_buffers = 1;
1164 gl_info->max_textures = 1;
1165 gl_info->max_texture_stages = 1;
1166 gl_info->max_fragment_samplers = 1;
1167 gl_info->max_vertex_samplers = 0;
1168 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
1169 gl_info->max_sampler_stages = 1;
1170 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
1171 gl_info->ps_arb_max_temps = 0;
1172 gl_info->ps_arb_max_instructions = 0;
1173 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
1174 gl_info->vs_arb_max_temps = 0;
1175 gl_info->vs_arb_max_instructions = 0;
1176 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
1177 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
1178 gl_info->vs_glsl_constantsF = 0;
1179 gl_info->ps_glsl_constantsF = 0;
1180 gl_info->vs_arb_constantsF = 0;
1181 gl_info->ps_arb_constantsF = 0;
1182 gl_info->ps_arb_max_local_constants = 0;
1184 /* Retrieve opengl defaults */
1185 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1186 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1187 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1189 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1190 gl_info->max_lights = gl_max;
1191 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1193 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1194 gl_info->max_texture_size = gl_max;
1195 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1197 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1198 gl_info->max_pointsizemin = gl_floatv[0];
1199 gl_info->max_pointsize = gl_floatv[1];
1200 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1202 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1203 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1206 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1207 HeapFree(GetProcessHeap(), 0, gl_renderer);
1211 TRACE_(d3d_caps)("GL_Extensions reported:\n");
1213 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1215 while (*GL_Extensions)
1218 char current_ext[256];
1220 while (isspace(*GL_Extensions)) ++GL_Extensions;
1221 start = GL_Extensions;
1222 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1224 len = GL_Extensions - start;
1225 if (!len || len >= sizeof(current_ext)) continue;
1227 memcpy(current_ext, start, len);
1228 current_ext[len] = '\0';
1229 TRACE_(d3d_caps)("- %s\n", current_ext);
1231 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1233 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1235 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1236 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1244 /* Now work out what GL support this card really has */
1245 #define USE_GL_FUNC(type, pfn, ext, replace) \
1247 DWORD ver = ver_for_ext(ext); \
1248 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1249 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1250 else gl_info->pfn = NULL; \
1255 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1261 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1262 * loading the functions, otherwise the code above will load the extension entry points instead of the
1263 * core functions, which may not work. */
1264 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1266 if (!gl_info->supported[EXTENSION_MAP[i].extension]
1267 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1269 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1270 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1274 if (gl_info->supported[APPLE_FENCE])
1276 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1277 * The apple extension interacts with some other apple exts. Disable the NV
1278 * extension if the apple one is support to prevent confusion in other parts
1280 gl_info->supported[NV_FENCE] = FALSE;
1282 if (gl_info->supported[APPLE_FLOAT_PIXELS])
1284 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1286 * The enums are the same:
1287 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
1288 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
1289 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
1290 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
1291 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
1293 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1295 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1296 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1298 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1300 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1301 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1304 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1306 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1307 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1309 if (gl_info->supported[NV_TEXTURE_SHADER2])
1311 if (gl_info->supported[NV_REGISTER_COMBINERS])
1313 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1314 * are supported. The nv extensions provide the same functionality as the
1315 * ATI one, and a bit more(signed pixelformats). */
1316 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1319 if (gl_info->supported[ARB_DRAW_BUFFERS])
1321 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1322 gl_info->max_buffers = gl_max;
1323 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1325 if (gl_info->supported[ARB_MULTITEXTURE])
1327 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1328 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
1329 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->max_textures);
1331 if (gl_info->supported[NV_REGISTER_COMBINERS])
1334 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
1335 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
1339 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
1341 TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->max_texture_stages);
1343 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1346 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1347 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1351 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
1353 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->max_fragment_samplers);
1355 if (gl_info->supported[ARB_VERTEX_SHADER])
1358 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1359 gl_info->max_vertex_samplers = tmp;
1360 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1361 gl_info->max_combined_samplers = tmp;
1363 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1364 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1365 * an issue because then the sampler setup only depends on the two shaders. If a pixel
1366 * shader is used with fixed function vertex processing we're fine too because fixed function
1367 * vertex processing doesn't use any samplers. If fixed function fragment processing is
1368 * used we have to make sure that all vertex sampler setups are valid together with all
1369 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1370 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1371 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1372 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1373 * a fixed function pipeline anymore.
1375 * So this is just a check to check that our assumption holds true. If not, write a warning
1376 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1377 if (gl_info->max_vertex_samplers && gl_info->max_combined_samplers < 12
1378 && MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers)
1380 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1381 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
1382 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1383 if (gl_info->max_combined_samplers > MAX_TEXTURES)
1384 gl_info->max_vertex_samplers = gl_info->max_combined_samplers - MAX_TEXTURES;
1386 gl_info->max_vertex_samplers = 0;
1391 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
1393 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->max_vertex_samplers);
1394 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->max_combined_samplers);
1396 if (gl_info->supported[ARB_VERTEX_BLEND])
1398 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1399 gl_info->max_blends = gl_max;
1400 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->max_blends);
1402 if (gl_info->supported[EXT_TEXTURE3D])
1404 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1405 gl_info->max_texture3d_size = gl_max;
1406 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->max_texture3d_size);
1408 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
1410 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
1411 gl_info->max_anisotropy = gl_max;
1412 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->max_anisotropy);
1414 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1416 gl_info->ps_arb_version = PS_VERSION_11;
1417 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1418 gl_info->ps_arb_constantsF = gl_max;
1419 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->ps_arb_constantsF);
1420 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1421 gl_info->ps_arb_max_temps = gl_max;
1422 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->ps_arb_max_temps);
1423 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1424 gl_info->ps_arb_max_instructions = gl_max;
1425 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->ps_arb_max_instructions);
1427 if (gl_info->supported[ARB_VERTEX_PROGRAM])
1429 gl_info->vs_arb_version = VS_VERSION_11;
1430 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1431 gl_info->vs_arb_constantsF = gl_max;
1432 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->vs_arb_constantsF);
1433 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1434 gl_info->vs_arb_max_temps = gl_max;
1435 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->vs_arb_max_temps);
1436 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1437 gl_info->vs_arb_max_instructions = gl_max;
1438 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->vs_arb_max_instructions);
1440 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
1442 if (gl_info->supported[ARB_VERTEX_SHADER])
1444 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
1445 gl_info->vs_glsl_constantsF = gl_max / 4;
1446 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->vs_glsl_constantsF);
1448 if (gl_info->supported[ARB_FRAGMENT_SHADER])
1450 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
1451 gl_info->ps_glsl_constantsF = gl_max / 4;
1452 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->ps_glsl_constantsF);
1453 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
1454 gl_info->max_glsl_varyings = gl_max;
1455 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
1457 if (gl_info->supported[EXT_VERTEX_SHADER])
1459 gl_info->vs_ati_version = VS_VERSION_11;
1461 if (gl_info->supported[NV_VERTEX_PROGRAM3])
1463 gl_info->vs_nv_version = VS_VERSION_30;
1465 else if (gl_info->supported[NV_VERTEX_PROGRAM2])
1467 gl_info->vs_nv_version = VS_VERSION_20;
1469 else if (gl_info->supported[NV_VERTEX_PROGRAM1_1])
1471 gl_info->vs_nv_version = VS_VERSION_11;
1473 else if (gl_info->supported[NV_VERTEX_PROGRAM])
1475 gl_info->vs_nv_version = VS_VERSION_10;
1477 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
1479 gl_info->ps_nv_version = PS_VERSION_30;
1481 else if (gl_info->supported[NV_FRAGMENT_PROGRAM])
1483 gl_info->ps_nv_version = PS_VERSION_20;
1485 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
1487 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
1491 gl_info->max_shininess = 128.0f;
1493 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1495 /* If we have full NP2 texture support, disable
1496 * GL_ARB_texture_rectangle because we will never use it.
1497 * This saves a few redundant glDisable calls. */
1498 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1500 if (gl_info->supported[ATI_FRAGMENT_SHADER])
1502 /* Disable NV_register_combiners and fragment shader if this is supported.
1503 * generally the NV extensions are preferred over the ATI ones, and this
1504 * extension is disabled if register_combiners and texture_shader2 are both
1505 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1506 * fragment processing support. */
1507 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1508 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1509 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1510 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1511 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1513 if (gl_info->supported[NV_HALF_FLOAT])
1515 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
1516 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
1518 if (gl_info->supported[ARB_POINT_SPRITE])
1520 gl_info->max_point_sprite_units = gl_info->max_textures;
1524 gl_info->max_point_sprite_units = 0;
1526 checkGLcall("extension detection");
1528 /* In some cases the number of texture stages can be larger than the number
1529 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1530 * shaders), but 8 texture stages (register combiners). */
1531 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1533 /* We can only use ORM_FBO when the hardware supports it. */
1534 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1535 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to backbuffer offscreen rendering mode.\n");
1536 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1539 /* MRTs are currently only supported when FBOs are used. */
1540 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1541 gl_info->max_buffers = 1;
1544 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1545 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1546 * in case of the latest videocards in the number of pixel/vertex pipelines.
1548 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1549 * rendering. Various games use this information to get a rough estimation of the features of the card
1550 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1551 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1552 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1555 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1556 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1557 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1558 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1559 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1560 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1561 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1564 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1565 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1566 * similar 3d features.
1568 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1569 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1570 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1571 * won't pass we return a default card. This way is better than maintaining a full card database as even
1572 * without a full database we can return a card with similar features. Second the size of the database
1573 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1574 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1575 * to distinguishes between different models from that family.
1577 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1578 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1579 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1580 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1581 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1582 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1583 * memory behind our backs if really needed.
1584 * Note that the amount of video memory can be overruled using a registry setting.
1586 switch (gl_info->gl_vendor) {
1588 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1589 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1591 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1592 /* Geforce 200 - highend */
1593 if (strstr(gl_renderer, "GTX 280")
1594 || strstr(gl_renderer, "GTX 285")
1595 || strstr(gl_renderer, "GTX 295"))
1597 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1600 /* Geforce 200 - midend high */
1601 else if (strstr(gl_renderer, "GTX 275"))
1603 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1606 /* Geforce 200 - midend */
1607 else if (strstr(gl_renderer, "GTX 260"))
1609 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
1612 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1613 else if (strstr(gl_renderer, "9800")
1614 || strstr(gl_renderer, "GTS 150")
1615 || strstr(gl_renderer, "GTS 250"))
1617 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1620 /* Geforce9 - midend */
1621 else if (strstr(gl_renderer, "9600"))
1623 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1624 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1626 /* Geforce9 - midend low / Geforce 200 - low*/
1627 else if (strstr(gl_renderer, "9500")
1628 || strstr(gl_renderer, "GT 120")
1629 || strstr(gl_renderer, "GT 130"))
1631 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
1632 vidmem = 256; /* The 9500GT has 256-1024MB */
1634 /* Geforce9 - lowend */
1635 else if (strstr(gl_renderer, "9400"))
1637 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
1638 vidmem = 256; /* The 9400GT has 256-1024MB */
1640 /* Geforce9 - lowend low */
1641 else if (strstr(gl_renderer, "9100")
1642 || strstr(gl_renderer, "9200")
1643 || strstr(gl_renderer, "9300")
1644 || strstr(gl_renderer, "G 100"))
1646 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
1647 vidmem = 256; /* The 9100-9300 cards have 256MB */
1649 /* Geforce8 - highend */
1650 else if (strstr(gl_renderer, "8800"))
1652 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1653 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1655 /* Geforce8 - midend mobile */
1656 else if (strstr(gl_renderer, "8600 M"))
1658 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1661 /* Geforce8 - midend */
1662 else if (strstr(gl_renderer, "8600")
1663 || strstr(gl_renderer, "8700"))
1665 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1668 /* Geforce8 - lowend */
1669 else if (strstr(gl_renderer, "8300")
1670 || strstr(gl_renderer, "8400")
1671 || strstr(gl_renderer, "8500"))
1673 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1674 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1676 /* Geforce7 - highend */
1677 else if (strstr(gl_renderer, "7800")
1678 || strstr(gl_renderer, "7900")
1679 || strstr(gl_renderer, "7950")
1680 || strstr(gl_renderer, "Quadro FX 4")
1681 || strstr(gl_renderer, "Quadro FX 5"))
1683 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1684 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1686 /* Geforce7 midend */
1687 else if (strstr(gl_renderer, "7600")
1688 || strstr(gl_renderer, "7700"))
1690 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1691 vidmem = 256; /* The 7600 uses 256-512MB */
1692 /* Geforce7 lower medium */
1694 else if (strstr(gl_renderer, "7400"))
1696 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1697 vidmem = 256; /* The 7400 uses 256-512MB */
1699 /* Geforce7 lowend */
1700 else if (strstr(gl_renderer, "7300"))
1702 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1703 vidmem = 256; /* Mac Pros with this card have 256 MB */
1705 /* Geforce6 highend */
1706 else if (strstr(gl_renderer, "6800"))
1708 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1709 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1711 /* Geforce6 - midend */
1712 else if (strstr(gl_renderer, "6600")
1713 || strstr(gl_renderer, "6610")
1714 || strstr(gl_renderer, "6700"))
1716 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1717 vidmem = 128; /* A 6600GT has 128-256MB */
1719 /* Geforce6/7 lowend */
1721 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1724 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1725 /* GeforceFX - highend */
1726 if (strstr(gl_renderer, "5800")
1727 || strstr(gl_renderer, "5900")
1728 || strstr(gl_renderer, "5950")
1729 || strstr(gl_renderer, "Quadro FX"))
1731 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1732 vidmem = 256; /* 5800-5900 cards use 256MB */
1734 /* GeforceFX - midend */
1735 else if (strstr(gl_renderer, "5600")
1736 || strstr(gl_renderer, "5650")
1737 || strstr(gl_renderer, "5700")
1738 || strstr(gl_renderer, "5750"))
1740 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1741 vidmem = 128; /* A 5600 uses 128-256MB */
1743 /* GeforceFX - lowend */
1745 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1746 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1748 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1749 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1751 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1752 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1756 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1757 vidmem = 64; /* Geforce3 cards have 64-128MB */
1759 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1760 if (strstr(gl_renderer, "GeForce4 MX"))
1762 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1763 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1765 else if(strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1767 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1768 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1770 else if(strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1772 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1773 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1777 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1778 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1781 if (strstr(gl_renderer, "TNT2"))
1783 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1784 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1788 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1789 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1794 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1796 * beware: renderer string do not match exact card model,
1797 * eg HD 4800 is returned for multiple card, even for RV790 based one
1799 if(WINE_D3D9_CAPABLE(gl_info)) {
1800 /* Radeon R7xx HD4800 - highend */
1801 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1802 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1803 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1804 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1805 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1807 gl_info->gl_card = CARD_ATI_RADEON_HD4800;
1808 vidmem = 512; /* note: HD4890 cards use 1024MB */
1810 /* Radeon R740 HD4700 - midend */
1811 else if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1812 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1814 gl_info->gl_card = CARD_ATI_RADEON_HD4700;
1817 /* Radeon R730 HD4600 - midend */
1818 else if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1819 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1820 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1822 gl_info->gl_card = CARD_ATI_RADEON_HD4600;
1825 /* Radeon R710 HD4500/HD4350 - lowend */
1826 else if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1827 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1829 gl_info->gl_card = CARD_ATI_RADEON_HD4350;
1832 /* Radeon R6xx HD2900/HD3800 - highend */
1833 else if (strstr(gl_renderer, "HD 2900")
1834 || strstr(gl_renderer, "HD 3870")
1835 || strstr(gl_renderer, "HD 3850"))
1837 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1838 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1840 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1841 else if (strstr(gl_renderer, "HD 2600")
1842 || strstr(gl_renderer, "HD 3830")
1843 || strstr(gl_renderer, "HD 3690")
1844 || strstr(gl_renderer, "HD 3650"))
1846 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1847 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1849 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1850 else if (strstr(gl_renderer, "HD 2300")
1851 || strstr(gl_renderer, "HD 2400")
1852 || strstr(gl_renderer, "HD 3470")
1853 || strstr(gl_renderer, "HD 3450")
1854 || strstr(gl_renderer, "HD 3430")
1855 || strstr(gl_renderer, "HD 3400"))
1857 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1858 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1860 /* Radeon R6xx/R7xx integrated */
1861 else if (strstr(gl_renderer, "HD 3100")
1862 || strstr(gl_renderer, "HD 3200")
1863 || strstr(gl_renderer, "HD 3300"))
1865 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1866 vidmem = 128; /* 128MB */
1869 else if (strstr(gl_renderer, "X1600")
1870 || strstr(gl_renderer, "X1650")
1871 || strstr(gl_renderer, "X1800")
1872 || strstr(gl_renderer, "X1900")
1873 || strstr(gl_renderer, "X1950"))
1875 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1876 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1878 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1879 else if(strstr(gl_renderer, "X700")
1880 || strstr(gl_renderer, "X800")
1881 || strstr(gl_renderer, "X850")
1882 || strstr(gl_renderer, "X1300")
1883 || strstr(gl_renderer, "X1400")
1884 || strstr(gl_renderer, "X1450")
1885 || strstr(gl_renderer, "X1550"))
1887 gl_info->gl_card = CARD_ATI_RADEON_X700;
1888 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1890 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1891 else if(strstr(gl_renderer, "Radeon Xpress"))
1893 gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1894 vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1898 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1899 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1901 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1902 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1903 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1904 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1905 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1906 vidmem = 32; /* There are models with up to 64MB */
1908 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1909 vidmem = 16; /* There are 16-32MB models */
1913 if(strstr(gl_renderer, "X3100"))
1915 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1916 gl_info->gl_card = CARD_INTEL_X3100;
1919 else if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1921 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1922 gl_info->gl_card = CARD_INTEL_I945GM;
1925 else if (strstr(gl_renderer, "915GM"))
1927 gl_info->gl_card = CARD_INTEL_I915GM;
1929 else if (strstr(gl_renderer, "915G"))
1931 gl_info->gl_card = CARD_INTEL_I915G;
1933 else if (strstr(gl_renderer, "865G"))
1935 gl_info->gl_card = CARD_INTEL_I865G;
1937 else if (strstr(gl_renderer, "855G"))
1939 gl_info->gl_card = CARD_INTEL_I855G;
1941 else if (strstr(gl_renderer, "830G"))
1943 gl_info->gl_card = CARD_INTEL_I830G;
1945 gl_info->gl_card = CARD_INTEL_I915G;
1951 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1952 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1953 * them a good generic choice.
1955 gl_info->gl_vendor = VENDOR_NVIDIA;
1956 if(WINE_D3D9_CAPABLE(gl_info))
1957 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1958 else if(WINE_D3D8_CAPABLE(gl_info))
1959 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1960 else if(WINE_D3D7_CAPABLE(gl_info))
1961 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1962 else if(WINE_D3D6_CAPABLE(gl_info))
1963 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1965 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1967 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1969 /* If we have an estimate use it, else default to 64MB; */
1971 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1973 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1975 /* Load all the lookup tables */
1976 for (i = 0; i < MAX_LOOKUPS; i++) {
1977 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1980 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1981 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1982 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1983 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1984 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1985 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1986 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1987 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1988 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1989 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1991 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1992 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1993 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1994 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1995 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1998 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1999 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
2000 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
2001 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
2002 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
2003 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
2004 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
2005 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
2006 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
2007 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
2008 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
2009 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
2010 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
2011 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
2012 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
2014 /* TODO: config lookups */
2016 /* Make sure there's an active HDC else the WGL extensions will fail */
2017 hdc = pwglGetCurrentDC();
2019 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2020 if(GL_EXTCALL(wglGetExtensionsStringARB))
2021 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2023 if (NULL == WGL_Extensions) {
2024 ERR(" WGL_Extensions returns NULL\n");
2026 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2027 while (*WGL_Extensions != 0x00) {
2031 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2032 Start = WGL_Extensions;
2033 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2037 len = WGL_Extensions - Start;
2038 if (len == 0 || len >= sizeof(ThisExtn))
2041 memcpy(ThisExtn, Start, len);
2042 ThisExtn[len] = '\0';
2043 TRACE_(d3d_caps)("- %s\n", ThisExtn);
2045 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2046 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2047 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2049 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2050 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2051 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2053 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2054 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2055 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2062 fixup_extensions(gl_info, gl_renderer);
2063 add_gl_compat_wrappers(gl_info);
2065 HeapFree(GetProcessHeap(), 0, gl_renderer);
2069 /**********************************************************
2070 * IWineD3D implementation follows
2071 **********************************************************/
2073 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2074 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2076 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2078 return This->adapter_count;
2081 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
2082 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2083 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
2087 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2088 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2090 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2092 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2096 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2099 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2100 of the same bpp but different resolutions */
2102 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2103 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2104 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2105 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2107 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2111 /* TODO: Store modes per adapter and read it from the adapter structure */
2112 if (Adapter == 0) { /* Display */
2117 memset(&mode, 0, sizeof(mode));
2118 mode.dmSize = sizeof(mode);
2120 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2125 case WINED3DFMT_UNKNOWN:
2126 /* This is for D3D8, do not enumerate P8 here */
2127 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2130 case WINED3DFMT_X8R8G8B8:
2131 if (mode.dmBitsPerPel == 32) ++i;
2134 case WINED3DFMT_R5G6B5:
2135 if (mode.dmBitsPerPel == 16) ++i;
2139 if (mode.dmBitsPerPel == 8) ++i;
2143 /* Skip other modes as they do not match the requested format */
2148 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2151 FIXME_(d3d_caps)("Adapter not primary display\n");
2156 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2157 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2158 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2159 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2161 /* Validate the parameters as much as possible */
2162 if (NULL == pMode ||
2163 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2164 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2165 return WINED3DERR_INVALIDCALL;
2168 /* TODO: Store modes per adapter and read it from the adapter structure */
2176 ZeroMemory(&DevModeW, sizeof(DevModeW));
2177 DevModeW.dmSize = sizeof(DevModeW);
2179 /* If we are filtering to a specific format (D3D9), then need to skip
2180 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2181 just count through the ones with valid bit depths */
2182 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
2185 case WINED3DFMT_UNKNOWN:
2186 /* This is D3D8. Do not enumerate P8 here */
2187 if (DevModeW.dmBitsPerPel == 32 ||
2188 DevModeW.dmBitsPerPel == 16) i++;
2190 case WINED3DFMT_X8R8G8B8:
2191 if (DevModeW.dmBitsPerPel == 32) i++;
2193 case WINED3DFMT_R5G6B5:
2194 if (DevModeW.dmBitsPerPel == 16) i++;
2197 if (DevModeW.dmBitsPerPel == 8) i++;
2200 /* Modes that don't match what we support can get an early-out */
2201 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
2202 return WINED3DERR_INVALIDCALL;
2207 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2208 return WINED3DERR_INVALIDCALL;
2212 /* Now get the display mode via the calculated index */
2213 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2214 pMode->Width = DevModeW.dmPelsWidth;
2215 pMode->Height = DevModeW.dmPelsHeight;
2216 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
2217 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2218 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2220 if (Format == WINED3DFMT_UNKNOWN) {
2221 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2223 pMode->Format = Format;
2226 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2227 return WINED3DERR_INVALIDCALL;
2230 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2231 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2232 DevModeW.dmBitsPerPel);
2237 FIXME_(d3d_caps)("Adapter not primary display\n");
2243 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
2244 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2245 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
2247 if (NULL == pMode ||
2248 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2249 return WINED3DERR_INVALIDCALL;
2252 if (Adapter == 0) { /* Display */
2256 ZeroMemory(&DevModeW, sizeof(DevModeW));
2257 DevModeW.dmSize = sizeof(DevModeW);
2259 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2260 pMode->Width = DevModeW.dmPelsWidth;
2261 pMode->Height = DevModeW.dmPelsHeight;
2262 bpp = DevModeW.dmBitsPerPel;
2263 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
2264 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2266 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2269 pMode->Format = pixelformat_for_depth(bpp);
2271 FIXME_(d3d_caps)("Adapter not primary display\n");
2274 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2275 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2279 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2280 and fields being inserted in the middle, a new structure is used in place */
2281 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2282 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2283 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2286 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2288 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2289 return WINED3DERR_INVALIDCALL;
2292 /* Return the information requested */
2293 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2295 if (pIdentifier->driver_size)
2297 len = min(strlen(This->adapters[Adapter].driver), pIdentifier->driver_size - 1);
2298 memcpy(pIdentifier->driver, This->adapters[Adapter].driver, len);
2299 pIdentifier->driver[len] = '\0';
2302 if (pIdentifier->description_size)
2304 const char *description;
2306 if (This->adapters[Adapter].gl_info.driver_description)
2307 description = This->adapters[Adapter].gl_info.driver_description;
2309 description = This->adapters[Adapter].description;
2311 len = min(strlen(description), pIdentifier->description_size - 1);
2312 memcpy(pIdentifier->description, description, len);
2313 pIdentifier->description[len] = '\0';
2316 /* Note that d3d8 doesn't supply a device name. */
2317 if (pIdentifier->device_name_size)
2319 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2321 len = strlen(device_name);
2322 if (len >= pIdentifier->device_name_size)
2324 ERR("Device name size too small.\n");
2325 return WINED3DERR_INVALIDCALL;
2328 memcpy(pIdentifier->device_name, device_name, len);
2329 pIdentifier->device_name[len] = '\0';
2332 pIdentifier->driver_version.u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
2333 pIdentifier->driver_version.u.LowPart = This->adapters[Adapter].gl_info.driver_version;
2334 pIdentifier->vendor_id = This->adapters[Adapter].gl_info.gl_vendor;
2335 pIdentifier->device_id = This->adapters[Adapter].gl_info.gl_card;
2336 pIdentifier->subsystem_id = 0;
2337 pIdentifier->revision = 0;
2338 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2340 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
2342 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
2343 pIdentifier->device_id = wined3d_settings.pci_device_id;
2346 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
2348 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
2349 pIdentifier->vendor_id = wined3d_settings.pci_vendor_id;
2352 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2357 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
2358 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2360 short redSize, greenSize, blueSize, alphaSize, colorBits;
2365 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2366 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2368 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2372 if(cfg->redSize < redSize)
2375 if(cfg->greenSize < greenSize)
2378 if(cfg->blueSize < blueSize)
2381 if(cfg->alphaSize < alphaSize)
2385 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2386 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2387 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2388 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2389 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2390 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2391 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2392 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2393 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2394 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2395 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2396 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2397 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2399 /* Probably a color index mode */
2406 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
2407 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2409 short depthSize, stencilSize;
2410 BOOL lockable = FALSE;
2415 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2417 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2421 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
2424 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2425 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2426 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2427 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2430 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2431 * allow more stencil bits than requested. */
2432 if(cfg->stencilSize < stencilSize)
2438 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2439 WINED3DFORMAT AdapterFormat,
2440 WINED3DFORMAT RenderTargetFormat,
2441 WINED3DFORMAT DepthStencilFormat) {
2442 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2444 const WineD3D_PixelFormat *cfgs;
2445 const struct WineD3DAdapter *adapter;
2446 const struct GlPixelFormatDesc *rt_format_desc;
2447 const struct GlPixelFormatDesc *ds_format_desc;
2450 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2452 DeviceType, debug_d3ddevicetype(DeviceType),
2453 AdapterFormat, debug_d3dformat(AdapterFormat),
2454 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2455 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2457 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2458 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2459 return WINED3DERR_INVALIDCALL;
2462 adapter = &This->adapters[Adapter];
2463 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2464 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2465 cfgs = adapter->cfgs;
2466 nCfgs = adapter->nCfgs;
2467 for (it = 0; it < nCfgs; ++it) {
2468 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2470 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2472 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2477 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2479 return WINED3DERR_NOTAVAILABLE;
2482 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2483 WINED3DFORMAT SurfaceFormat,
2484 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
2486 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2487 const struct GlPixelFormatDesc *glDesc;
2488 const struct WineD3DAdapter *adapter;
2490 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2493 DeviceType, debug_d3ddevicetype(DeviceType),
2494 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2499 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2500 return WINED3DERR_INVALIDCALL;
2503 /* TODO: handle Windowed, add more quality levels */
2505 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2506 if(pQualityLevels) *pQualityLevels = 1;
2510 /* By default multisampling is disabled right now as it causes issues
2511 * on some Nvidia driver versions and it doesn't work well in combination
2513 if(!wined3d_settings.allow_multisampling)
2514 return WINED3DERR_NOTAVAILABLE;
2516 adapter = &This->adapters[Adapter];
2517 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2518 if (!glDesc) return WINED3DERR_INVALIDCALL;
2520 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2522 const WineD3D_PixelFormat *cfgs;
2524 cfgs = adapter->cfgs;
2525 nCfgs = adapter->nCfgs;
2526 for(i=0; i<nCfgs; i++) {
2527 if(cfgs[i].numSamples != MultiSampleType)
2530 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2533 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2536 *pQualityLevels = 1; /* Guess at a value! */
2540 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2541 short redSize, greenSize, blueSize, alphaSize, colorBits;
2543 const WineD3D_PixelFormat *cfgs;
2545 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2547 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2548 return WINED3DERR_NOTAVAILABLE;
2551 cfgs = adapter->cfgs;
2552 nCfgs = adapter->nCfgs;
2553 for(i=0; i<nCfgs; i++) {
2554 if(cfgs[i].numSamples != MultiSampleType)
2556 if(cfgs[i].redSize != redSize)
2558 if(cfgs[i].greenSize != greenSize)
2560 if(cfgs[i].blueSize != blueSize)
2562 if(cfgs[i].alphaSize != alphaSize)
2565 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2568 *pQualityLevels = 1; /* Guess at a value! */
2572 return WINED3DERR_NOTAVAILABLE;
2575 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2576 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
2578 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2579 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2582 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
2585 DeviceType, debug_d3ddevicetype(DeviceType),
2586 DisplayFormat, debug_d3dformat(DisplayFormat),
2587 BackBufferFormat, debug_d3dformat(BackBufferFormat),
2590 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2591 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2592 return WINED3DERR_INVALIDCALL;
2595 /* The task of this function is to check whether a certain display / backbuffer format
2596 * combination is available on the given adapter. In fullscreen mode microsoft specified
2597 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2598 * and display format should match exactly.
2599 * In windowed mode format conversion can occur and this depends on the driver. When format
2600 * conversion is done, this function should nevertheless fail and applications need to use
2601 * CheckDeviceFormatConversion.
2602 * At the moment we assume that fullscreen and windowed have the same capabilities */
2604 /* There are only 4 display formats */
2605 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
2606 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
2607 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
2608 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
2610 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2611 return WINED3DERR_NOTAVAILABLE;
2614 /* If the requested DisplayFormat is not available, don't continue */
2615 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2617 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2618 return WINED3DERR_NOTAVAILABLE;
2621 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2622 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2623 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2624 return WINED3DERR_NOTAVAILABLE;
2627 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2628 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2629 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2630 return WINED3DERR_NOTAVAILABLE;
2633 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2634 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2635 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2636 return WINED3DERR_NOTAVAILABLE;
2639 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2640 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2641 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2642 return WINED3DERR_NOTAVAILABLE;
2645 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2646 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2647 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2648 return WINED3DERR_NOTAVAILABLE;
2651 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2652 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2654 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2660 /* Check if we support bumpmapping for a format */
2661 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2662 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2664 const struct fragment_pipeline *fp;
2666 switch(format_desc->format)
2668 case WINED3DFMT_R8G8_SNORM:
2669 case WINED3DFMT_R16G16_SNORM:
2670 case WINED3DFMT_L6V5U5:
2671 case WINED3DFMT_X8L8V8U8:
2672 case WINED3DFMT_R8G8B8A8_SNORM:
2673 /* Ask the fixed function pipeline implementation if it can deal
2674 * with the conversion. If we've got a GL extension giving native
2675 * support this will be an identity conversion. */
2676 fp = select_fragment_implementation(adapter, DeviceType);
2677 if (fp->color_fixup_supported(format_desc->color_fixup))
2679 TRACE_(d3d_caps)("[OK]\n");
2682 TRACE_(d3d_caps)("[FAILED]\n");
2686 TRACE_(d3d_caps)("[FAILED]\n");
2691 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2692 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2693 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2697 /* Only allow depth/stencil formats */
2698 if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2700 /* Walk through all WGL pixel formats to find a match */
2701 for (it = 0; it < adapter->nCfgs; ++it)
2703 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2704 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2706 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2716 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2718 /* The flags entry of a format contains the filtering capability */
2719 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2724 /* Check the render target capabilities of a format */
2725 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2726 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2728 /* Filter out non-RT formats */
2729 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2731 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2732 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2734 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2735 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2737 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2738 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2740 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2741 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2742 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2743 TRACE_(d3d_caps)("[FAILED]\n");
2747 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2748 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2749 for (it = 0; it < adapter->nCfgs; ++it)
2751 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2752 &cfgs[it], check_format_desc))
2754 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2755 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2759 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2760 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2761 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2764 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2765 for (it = 0; it < adapter->nCfgs; ++it)
2767 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2768 &cfgs[it], check_format_desc))
2770 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2771 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2775 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2776 /* For now return TRUE for FBOs until we have some proper checks.
2777 * Note that this function will only be called when the format is around for texturing. */
2783 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2785 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2787 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2788 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2789 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2793 switch (format_desc->format)
2795 case WINED3DFMT_A8R8G8B8:
2796 case WINED3DFMT_X8R8G8B8:
2797 case WINED3DFMT_A4R4G4B4:
2799 case WINED3DFMT_A8L8:
2800 case WINED3DFMT_DXT1:
2801 case WINED3DFMT_DXT2:
2802 case WINED3DFMT_DXT3:
2803 case WINED3DFMT_DXT4:
2804 case WINED3DFMT_DXT5:
2805 TRACE_(d3d_caps)("[OK]\n");
2809 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2815 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2816 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2818 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2819 * doing the color fixup in shaders.
2820 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2821 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2823 int vs_selected_mode;
2824 int ps_selected_mode;
2825 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2827 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2828 TRACE_(d3d_caps)("[OK]\n");
2833 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2837 /* Check if a format support blending in combination with pixel shaders */
2838 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2839 const struct GlPixelFormatDesc *format_desc)
2841 /* The flags entry of a format contains the post pixel shader blending capability */
2842 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2847 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2849 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2850 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2851 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2852 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2853 * capability anyway.
2855 * For now lets report this on all formats, but in the future we may want to
2856 * restrict it to some should games need that
2861 /* Check if a texture format is supported on the given adapter */
2862 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2863 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2865 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2866 const shader_backend_t *shader_backend;
2867 const struct fragment_pipeline *fp;
2869 switch (format_desc->format)
2872 * supported: RGB(A) formats
2874 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2875 case WINED3DFMT_A8R8G8B8:
2876 case WINED3DFMT_X8R8G8B8:
2877 case WINED3DFMT_R5G6B5:
2878 case WINED3DFMT_X1R5G5B5:
2879 case WINED3DFMT_A1R5G5B5:
2880 case WINED3DFMT_A4R4G4B4:
2881 case WINED3DFMT_A8_UNORM:
2882 case WINED3DFMT_X4R4G4B4:
2883 case WINED3DFMT_R8G8B8A8_UNORM:
2884 case WINED3DFMT_X8B8G8R8:
2885 case WINED3DFMT_A2R10G10B10:
2886 case WINED3DFMT_R10G10B10A2_UNORM:
2887 case WINED3DFMT_R16G16_UNORM:
2888 TRACE_(d3d_caps)("[OK]\n");
2891 case WINED3DFMT_R3G3B2:
2892 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2896 * supported: Palettized
2899 TRACE_(d3d_caps)("[OK]\n");
2901 /* No Windows driver offers A8P8, so don't offer it either */
2902 case WINED3DFMT_A8P8:
2906 * Supported: (Alpha)-Luminance
2909 case WINED3DFMT_A8L8:
2910 case WINED3DFMT_L16:
2911 TRACE_(d3d_caps)("[OK]\n");
2914 /* Not supported on Windows, thus disabled */
2915 case WINED3DFMT_A4L4:
2916 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2920 * Supported: Depth/Stencil formats
2922 case WINED3DFMT_D16_LOCKABLE:
2923 case WINED3DFMT_D16_UNORM:
2924 case WINED3DFMT_D15S1:
2925 case WINED3DFMT_D24X8:
2926 case WINED3DFMT_D24X4S4:
2927 case WINED3DFMT_D24S8:
2928 case WINED3DFMT_D24FS8:
2929 case WINED3DFMT_D32:
2930 case WINED3DFMT_D32F_LOCKABLE:
2934 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2935 * GL_NV_texture_shader). Emulated by shaders
2937 case WINED3DFMT_R8G8_SNORM:
2938 case WINED3DFMT_X8L8V8U8:
2939 case WINED3DFMT_L6V5U5:
2940 case WINED3DFMT_R8G8B8A8_SNORM:
2941 case WINED3DFMT_R16G16_SNORM:
2942 /* Ask the shader backend if it can deal with the conversion. If
2943 * we've got a GL extension giving native support this will be an
2944 * identity conversion. */
2945 shader_backend = select_shader_backend(adapter, DeviceType);
2946 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2948 TRACE_(d3d_caps)("[OK]\n");
2951 TRACE_(d3d_caps)("[FAILED]\n");
2954 case WINED3DFMT_DXT1:
2955 case WINED3DFMT_DXT2:
2956 case WINED3DFMT_DXT3:
2957 case WINED3DFMT_DXT4:
2958 case WINED3DFMT_DXT5:
2959 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2960 TRACE_(d3d_caps)("[OK]\n");
2963 TRACE_(d3d_caps)("[FAILED]\n");
2968 * Odd formats - not supported
2970 case WINED3DFMT_VERTEXDATA:
2971 case WINED3DFMT_R16_UINT:
2972 case WINED3DFMT_R32_UINT:
2973 case WINED3DFMT_R16G16B16A16_SNORM:
2974 case WINED3DFMT_A2W10V10U10:
2975 case WINED3DFMT_W11V11U10:
2976 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2980 * WINED3DFMT_CxV8U8: Not supported right now
2982 case WINED3DFMT_CxV8U8:
2983 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2987 case WINED3DFMT_UYVY:
2988 case WINED3DFMT_YUY2:
2989 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2990 TRACE_(d3d_caps)("[OK]\n");
2993 TRACE_(d3d_caps)("[FAILED]\n");
2995 case WINED3DFMT_YV12:
2996 TRACE_(d3d_caps)("[FAILED]\n");
3000 case WINED3DFMT_R16G16B16A16_UNORM:
3001 case WINED3DFMT_A8R3G3B2:
3002 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3005 /* Floating point formats */
3006 case WINED3DFMT_R16_FLOAT:
3007 case WINED3DFMT_R16G16_FLOAT:
3008 case WINED3DFMT_R16G16B16A16_FLOAT:
3009 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
3010 TRACE_(d3d_caps)("[OK]\n");
3013 TRACE_(d3d_caps)("[FAILED]\n");
3016 case WINED3DFMT_R32_FLOAT:
3017 case WINED3DFMT_R32G32_FLOAT:
3018 case WINED3DFMT_R32G32B32A32_FLOAT:
3019 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3020 TRACE_(d3d_caps)("[OK]\n");
3023 TRACE_(d3d_caps)("[FAILED]\n");
3026 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3027 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3028 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3029 * We can do instancing with all shader versions, but we need vertex shaders.
3031 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3032 * to enable instancing. WineD3D doesn't need that and just ignores it.
3034 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3036 case WINEMAKEFOURCC('I','N','S','T'):
3037 TRACE("ATI Instancing check hack\n");
3038 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
3039 TRACE_(d3d_caps)("[OK]\n");
3042 TRACE_(d3d_caps)("[FAILED]\n");
3045 /* Some weird FOURCC formats */
3046 case WINED3DFMT_R8G8_B8G8:
3047 case WINED3DFMT_G8R8_G8B8:
3048 case WINED3DFMT_MULTI2_ARGB8:
3049 TRACE_(d3d_caps)("[FAILED]\n");
3052 /* Vendor specific formats */
3053 case WINED3DFMT_ATI2N:
3054 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
3055 shader_backend = select_shader_backend(adapter, DeviceType);
3056 fp = select_fragment_implementation(adapter, DeviceType);
3057 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3058 && fp->color_fixup_supported(format_desc->color_fixup))
3060 TRACE_(d3d_caps)("[OK]\n");
3064 TRACE_(d3d_caps)("[OK]\n");
3067 TRACE_(d3d_caps)("[FAILED]\n");
3070 case WINED3DFMT_NVHU:
3071 case WINED3DFMT_NVHS:
3072 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3073 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3074 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3075 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3076 * Applications have to deal with not having NVHS and NVHU.
3078 TRACE_(d3d_caps)("[FAILED]\n");
3081 case WINED3DFMT_UNKNOWN:
3085 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3091 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3092 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3094 const struct blit_shader *blitter;
3096 if(SurfaceType == SURFACE_GDI) {
3097 switch(check_format_desc->format)
3099 case WINED3DFMT_R8G8B8:
3100 case WINED3DFMT_A8R8G8B8:
3101 case WINED3DFMT_X8R8G8B8:
3102 case WINED3DFMT_R5G6B5:
3103 case WINED3DFMT_X1R5G5B5:
3104 case WINED3DFMT_A1R5G5B5:
3105 case WINED3DFMT_A4R4G4B4:
3106 case WINED3DFMT_R3G3B2:
3107 case WINED3DFMT_A8_UNORM:
3108 case WINED3DFMT_A8R3G3B2:
3109 case WINED3DFMT_X4R4G4B4:
3110 case WINED3DFMT_R10G10B10A2_UNORM:
3111 case WINED3DFMT_R8G8B8A8_UNORM:
3112 case WINED3DFMT_X8B8G8R8:
3113 case WINED3DFMT_R16G16_UNORM:
3114 case WINED3DFMT_A2R10G10B10:
3115 case WINED3DFMT_R16G16B16A16_UNORM:
3117 TRACE_(d3d_caps)("[OK]\n");
3120 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3125 /* All format that are supported for textures are supported for surfaces as well */
3126 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3127 /* All depth stencil formats are supported on surfaces */
3128 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3130 /* If opengl can't process the format natively, the blitter may be able to convert it */
3131 blitter = select_blit_implementation(adapter, DeviceType);
3132 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3134 TRACE_(d3d_caps)("[OK]\n");
3138 /* Reject other formats */
3139 TRACE_(d3d_caps)("[FAILED]\n");
3143 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
3145 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3147 if (!GL_LIMITS(vertex_samplers)) {
3148 TRACE_(d3d_caps)("[FAILED]\n");
3152 switch (format_desc->format)
3154 case WINED3DFMT_R32G32B32A32_FLOAT:
3155 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
3156 TRACE_(d3d_caps)("[FAILED]\n");
3159 TRACE_(d3d_caps)("[OK]\n");
3163 TRACE_(d3d_caps)("[FAILED]\n");
3169 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3170 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3171 WINED3DSURFTYPE SurfaceType) {
3172 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3173 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3174 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3175 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3176 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3177 DWORD UsageCaps = 0;
3179 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3182 DeviceType, debug_d3ddevicetype(DeviceType),
3183 AdapterFormat, debug_d3dformat(AdapterFormat),
3184 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3185 RType, debug_d3dresourcetype(RType),
3186 CheckFormat, debug_d3dformat(CheckFormat));
3188 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3189 return WINED3DERR_INVALIDCALL;
3192 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3194 if(SurfaceType != SURFACE_OPENGL) {
3195 TRACE("[FAILED]\n");
3196 return WINED3DERR_NOTAVAILABLE;
3199 /* Cubetexture allows:
3200 * - D3DUSAGE_AUTOGENMIPMAP
3201 * - D3DUSAGE_DEPTHSTENCIL
3202 * - D3DUSAGE_DYNAMIC
3203 * - D3DUSAGE_NONSECURE (d3d9ex)
3204 * - D3DUSAGE_RENDERTARGET
3205 * - D3DUSAGE_SOFTWAREPROCESSING
3206 * - D3DUSAGE_QUERY_WRAPANDMIP
3208 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3209 /* Check if the texture format is around */
3210 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3212 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3213 /* Check for automatic mipmap generation support */
3214 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3215 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3217 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3218 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3222 /* Always report dynamic locking */
3223 if(Usage & WINED3DUSAGE_DYNAMIC)
3224 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3226 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3227 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3229 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3231 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3232 return WINED3DERR_NOTAVAILABLE;
3236 /* Always report software processing */
3237 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3238 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3240 /* Check QUERY_FILTER support */
3241 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3242 if (CheckFilterCapability(adapter, format_desc))
3244 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3246 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3247 return WINED3DERR_NOTAVAILABLE;
3251 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3252 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3253 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3255 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3257 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3258 return WINED3DERR_NOTAVAILABLE;
3262 /* Check QUERY_SRGBREAD support */
3263 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3264 if (CheckSrgbReadCapability(adapter, format_desc))
3266 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3268 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3269 return WINED3DERR_NOTAVAILABLE;
3273 /* Check QUERY_SRGBWRITE support */
3274 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3275 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3277 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3279 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3280 return WINED3DERR_NOTAVAILABLE;
3284 /* Check QUERY_VERTEXTEXTURE support */
3285 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3286 if (CheckVertexTextureCapability(adapter, format_desc))
3288 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3290 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3291 return WINED3DERR_NOTAVAILABLE;
3295 /* Check QUERY_WRAPANDMIP support */
3296 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3297 if (CheckWrapAndMipCapability(adapter, format_desc))
3299 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3301 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3302 return WINED3DERR_NOTAVAILABLE;
3306 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3307 return WINED3DERR_NOTAVAILABLE;
3310 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3311 return WINED3DERR_NOTAVAILABLE;
3313 } else if(RType == WINED3DRTYPE_SURFACE) {
3315 * - D3DUSAGE_DEPTHSTENCIL
3316 * - D3DUSAGE_NONSECURE (d3d9ex)
3317 * - D3DUSAGE_RENDERTARGET
3320 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3322 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3323 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3325 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3327 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3328 return WINED3DERR_NOTAVAILABLE;
3332 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3333 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3335 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3337 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3338 return WINED3DERR_NOTAVAILABLE;
3342 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3343 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3344 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3346 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3348 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3349 return WINED3DERR_NOTAVAILABLE;
3353 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3354 return WINED3DERR_NOTAVAILABLE;
3357 } else if(RType == WINED3DRTYPE_TEXTURE) {
3359 * - D3DUSAGE_AUTOGENMIPMAP
3360 * - D3DUSAGE_DEPTHSTENCIL
3362 * - D3DUSAGE_DYNAMIC
3363 * - D3DUSAGE_NONSECURE (d3d9ex)
3364 * - D3DUSAGE_RENDERTARGET
3365 * - D3DUSAGE_SOFTWAREPROCESSING
3366 * - D3DUSAGE_TEXTAPI (d3d9ex)
3367 * - D3DUSAGE_QUERY_WRAPANDMIP
3370 if(SurfaceType != SURFACE_OPENGL) {
3371 TRACE("[FAILED]\n");
3372 return WINED3DERR_NOTAVAILABLE;
3375 /* Check if the texture format is around */
3376 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3378 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3379 /* Check for automatic mipmap generation support */
3380 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3381 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3383 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3384 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3388 /* Always report dynamic locking */
3389 if(Usage & WINED3DUSAGE_DYNAMIC)
3390 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3392 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3393 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3395 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3397 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3398 return WINED3DERR_NOTAVAILABLE;
3402 /* Always report software processing */
3403 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3404 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3406 /* Check QUERY_FILTER support */
3407 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3408 if (CheckFilterCapability(adapter, format_desc))
3410 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3412 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3413 return WINED3DERR_NOTAVAILABLE;
3417 /* Check QUERY_LEGACYBUMPMAP support */
3418 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3419 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3421 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3423 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3424 return WINED3DERR_NOTAVAILABLE;
3428 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3429 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3430 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3432 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3434 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3435 return WINED3DERR_NOTAVAILABLE;
3439 /* Check QUERY_SRGBREAD support */
3440 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3441 if (CheckSrgbReadCapability(adapter, format_desc))
3443 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3445 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3446 return WINED3DERR_NOTAVAILABLE;
3450 /* Check QUERY_SRGBWRITE support */
3451 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3452 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3454 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3456 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3457 return WINED3DERR_NOTAVAILABLE;
3461 /* Check QUERY_VERTEXTEXTURE support */
3462 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3463 if (CheckVertexTextureCapability(adapter, format_desc))
3465 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3467 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3468 return WINED3DERR_NOTAVAILABLE;
3472 /* Check QUERY_WRAPANDMIP support */
3473 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3474 if (CheckWrapAndMipCapability(adapter, format_desc))
3476 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3478 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3479 return WINED3DERR_NOTAVAILABLE;
3483 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3484 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3486 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3488 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3489 return WINED3DERR_NOTAVAILABLE;
3493 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3494 return WINED3DERR_NOTAVAILABLE;
3496 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3497 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3498 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3500 * Volumetexture allows:
3501 * - D3DUSAGE_DYNAMIC
3502 * - D3DUSAGE_NONSECURE (d3d9ex)
3503 * - D3DUSAGE_SOFTWAREPROCESSING
3504 * - D3DUSAGE_QUERY_WRAPANDMIP
3507 if(SurfaceType != SURFACE_OPENGL) {
3508 TRACE("[FAILED]\n");
3509 return WINED3DERR_NOTAVAILABLE;
3512 /* Check volume texture and volume usage caps */
3513 if(GL_SUPPORT(EXT_TEXTURE3D)) {
3514 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3516 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3517 return WINED3DERR_NOTAVAILABLE;
3520 /* Always report dynamic locking */
3521 if(Usage & WINED3DUSAGE_DYNAMIC)
3522 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3524 /* Always report software processing */
3525 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3526 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3528 /* Check QUERY_FILTER support */
3529 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3530 if (CheckFilterCapability(adapter, format_desc))
3532 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3534 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3535 return WINED3DERR_NOTAVAILABLE;
3539 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3540 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3541 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3543 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3545 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3546 return WINED3DERR_NOTAVAILABLE;
3550 /* Check QUERY_SRGBREAD support */
3551 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3552 if (CheckSrgbReadCapability(adapter, format_desc))
3554 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3556 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3557 return WINED3DERR_NOTAVAILABLE;
3561 /* Check QUERY_SRGBWRITE support */
3562 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3563 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3565 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3567 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3568 return WINED3DERR_NOTAVAILABLE;
3572 /* Check QUERY_VERTEXTEXTURE support */
3573 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3574 if (CheckVertexTextureCapability(adapter, format_desc))
3576 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3578 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3579 return WINED3DERR_NOTAVAILABLE;
3583 /* Check QUERY_WRAPANDMIP support */
3584 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3585 if (CheckWrapAndMipCapability(adapter, format_desc))
3587 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3589 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3590 return WINED3DERR_NOTAVAILABLE;
3594 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3595 return WINED3DERR_NOTAVAILABLE;
3598 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3599 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3600 * app needing one of those formats, don't advertize them to avoid leading apps into
3601 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3604 switch(CheckFormat) {
3606 case WINED3DFMT_A4L4:
3607 case WINED3DFMT_R32_FLOAT:
3608 case WINED3DFMT_R16_FLOAT:
3609 case WINED3DFMT_X8L8V8U8:
3610 case WINED3DFMT_L6V5U5:
3611 case WINED3DFMT_R16G16_UNORM:
3612 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3613 return WINED3DERR_NOTAVAILABLE;
3615 case WINED3DFMT_R8G8B8A8_SNORM:
3616 case WINED3DFMT_R16G16_SNORM:
3617 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3618 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3619 return WINED3DERR_NOTAVAILABLE;
3623 case WINED3DFMT_R8G8_SNORM:
3624 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3625 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3626 return WINED3DERR_NOTAVAILABLE;
3630 case WINED3DFMT_DXT1:
3631 case WINED3DFMT_DXT2:
3632 case WINED3DFMT_DXT3:
3633 case WINED3DFMT_DXT4:
3634 case WINED3DFMT_DXT5:
3635 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3636 * compressed texture results in an error. While the D3D refrast does
3637 * support s3tc volumes, at least the nvidia windows driver does not, so
3638 * we're free not to support this format.
3640 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3641 return WINED3DERR_NOTAVAILABLE;
3644 /* Do nothing, continue with checking the format below */
3647 } else if(RType == WINED3DRTYPE_BUFFER){
3648 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3649 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3650 return WINED3DERR_NOTAVAILABLE;
3653 /* This format is nothing special and it is supported perfectly.
3654 * However, ati and nvidia driver on windows do not mark this format as
3655 * supported (tested with the dxCapsViewer) and pretending to
3656 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3657 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3658 * Enable it on dx7. It will need additional checking on dx10 when we support it.
3660 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3661 TRACE_(d3d_caps)("[FAILED]\n");
3662 return WINED3DERR_NOTAVAILABLE;
3665 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3666 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3667 * usage flags match. */
3668 if(UsageCaps == Usage) {
3670 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3671 return WINED3DOK_NOAUTOGEN;
3673 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
3674 return WINED3DERR_NOTAVAILABLE;
3678 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3679 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3680 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3682 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3685 DeviceType, debug_d3ddevicetype(DeviceType),
3686 SourceFormat, debug_d3dformat(SourceFormat),
3687 TargetFormat, debug_d3dformat(TargetFormat));
3691 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3693 const shader_backend_t *ret;
3694 int vs_selected_mode;
3695 int ps_selected_mode;
3697 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3698 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3699 ret = &glsl_shader_backend;
3700 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3701 ret = &arb_program_shader_backend;
3703 ret = &none_shader_backend;
3708 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3709 WINED3DDEVTYPE DeviceType)
3711 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3712 int vs_selected_mode;
3713 int ps_selected_mode;
3715 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3716 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3717 return &arbfp_fragment_pipeline;
3718 } else if(ps_selected_mode == SHADER_ATI) {
3719 return &atifs_fragment_pipeline;
3720 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3721 return &nvts_fragment_pipeline;
3722 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3723 return &nvrc_fragment_pipeline;
3725 return &ffp_fragment_pipeline;
3729 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3731 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3732 int vs_selected_mode;
3733 int ps_selected_mode;
3735 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3736 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3743 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3744 subset of a D3DCAPS9 structure. However, it has to come via a void *
3745 as the d3d8 interface cannot import the d3d9 header */
3746 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3748 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3749 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3750 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3751 int vs_selected_mode;
3752 int ps_selected_mode;
3753 struct shader_caps shader_caps;
3754 struct fragment_caps fragment_caps;
3755 const shader_backend_t *shader_backend;
3756 const struct fragment_pipeline *frag_pipeline = NULL;
3757 DWORD ckey_caps, blit_caps, fx_caps;
3759 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3761 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3762 return WINED3DERR_INVALIDCALL;
3765 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3767 /* This function should *not* be modifying GL caps
3768 * TODO: move the functionality where it belongs */
3769 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3771 /* ------------------------------------------------
3772 The following fields apply to both d3d8 and d3d9
3773 ------------------------------------------------ */
3774 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3775 pCaps->AdapterOrdinal = Adapter;
3778 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3779 WINED3DCAPS2_FULLSCREENGAMMA |
3780 WINED3DCAPS2_DYNAMICTEXTURES;
3781 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3782 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3785 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3786 WINED3DCAPS3_COPY_TO_VIDMEM |
3787 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3789 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3790 WINED3DPRESENT_INTERVAL_ONE;
3792 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3793 WINED3DCURSORCAPS_LOWRES;
3795 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3796 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3797 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3798 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3799 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3800 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3801 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3802 WINED3DDEVCAPS_PUREDEVICE |
3803 WINED3DDEVCAPS_HWRASTERIZATION |
3804 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3805 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3806 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3807 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3808 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3809 WINED3DDEVCAPS_RTPATCHES;
3811 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3812 WINED3DPMISCCAPS_CULLCCW |
3813 WINED3DPMISCCAPS_CULLCW |
3814 WINED3DPMISCCAPS_COLORWRITEENABLE |
3815 WINED3DPMISCCAPS_CLIPTLVERTS |
3816 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3817 WINED3DPMISCCAPS_MASKZ |
3818 WINED3DPMISCCAPS_BLENDOP |
3819 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3821 WINED3DPMISCCAPS_NULLREFERENCE
3822 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3823 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3824 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3825 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3827 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3828 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3830 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3831 WINED3DPRASTERCAPS_PAT |
3832 WINED3DPRASTERCAPS_WFOG |
3833 WINED3DPRASTERCAPS_ZFOG |
3834 WINED3DPRASTERCAPS_FOGVERTEX |
3835 WINED3DPRASTERCAPS_FOGTABLE |
3836 WINED3DPRASTERCAPS_STIPPLE |
3837 WINED3DPRASTERCAPS_SUBPIXEL |
3838 WINED3DPRASTERCAPS_ZTEST |
3839 WINED3DPRASTERCAPS_SCISSORTEST |
3840 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3841 WINED3DPRASTERCAPS_DEPTHBIAS;
3843 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3844 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3845 WINED3DPRASTERCAPS_ZBIAS |
3846 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3848 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3849 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3852 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3853 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3854 WINED3DPRASTERCAPS_ANTIALIASEDGES
3855 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3856 WINED3DPRASTERCAPS_WBUFFER */
3858 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3859 WINED3DPCMPCAPS_EQUAL |
3860 WINED3DPCMPCAPS_GREATER |
3861 WINED3DPCMPCAPS_GREATEREQUAL |
3862 WINED3DPCMPCAPS_LESS |
3863 WINED3DPCMPCAPS_LESSEQUAL |
3864 WINED3DPCMPCAPS_NEVER |
3865 WINED3DPCMPCAPS_NOTEQUAL;
3867 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3868 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3869 WINED3DPBLENDCAPS_DESTALPHA |
3870 WINED3DPBLENDCAPS_DESTCOLOR |
3871 WINED3DPBLENDCAPS_INVDESTALPHA |
3872 WINED3DPBLENDCAPS_INVDESTCOLOR |
3873 WINED3DPBLENDCAPS_INVSRCALPHA |
3874 WINED3DPBLENDCAPS_INVSRCCOLOR |
3875 WINED3DPBLENDCAPS_ONE |
3876 WINED3DPBLENDCAPS_SRCALPHA |
3877 WINED3DPBLENDCAPS_SRCALPHASAT |
3878 WINED3DPBLENDCAPS_SRCCOLOR |
3879 WINED3DPBLENDCAPS_ZERO;
3881 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3882 WINED3DPBLENDCAPS_DESTCOLOR |
3883 WINED3DPBLENDCAPS_INVDESTALPHA |
3884 WINED3DPBLENDCAPS_INVDESTCOLOR |
3885 WINED3DPBLENDCAPS_INVSRCALPHA |
3886 WINED3DPBLENDCAPS_INVSRCCOLOR |
3887 WINED3DPBLENDCAPS_ONE |
3888 WINED3DPBLENDCAPS_SRCALPHA |
3889 WINED3DPBLENDCAPS_SRCCOLOR |
3890 WINED3DPBLENDCAPS_ZERO;
3891 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3892 * according to the glBlendFunc manpage
3894 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3895 * legacy settings for srcblend only
3898 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3899 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3900 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3904 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3905 WINED3DPCMPCAPS_EQUAL |
3906 WINED3DPCMPCAPS_GREATER |
3907 WINED3DPCMPCAPS_GREATEREQUAL |
3908 WINED3DPCMPCAPS_LESS |
3909 WINED3DPCMPCAPS_LESSEQUAL |
3910 WINED3DPCMPCAPS_NEVER |
3911 WINED3DPCMPCAPS_NOTEQUAL;
3913 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3914 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3915 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3916 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3917 WINED3DPSHADECAPS_COLORFLATRGB |
3918 WINED3DPSHADECAPS_FOGFLAT |
3919 WINED3DPSHADECAPS_FOGGOURAUD |
3920 WINED3DPSHADECAPS_SPECULARFLATRGB;
3922 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3923 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3924 WINED3DPTEXTURECAPS_TRANSPARENCY |
3925 WINED3DPTEXTURECAPS_BORDER |
3926 WINED3DPTEXTURECAPS_MIPMAP |
3927 WINED3DPTEXTURECAPS_PROJECTED |
3928 WINED3DPTEXTURECAPS_PERSPECTIVE;
3930 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3931 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3932 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3935 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3936 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3937 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3938 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3941 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3942 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3943 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3944 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3948 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3949 WINED3DPTFILTERCAPS_MAGFPOINT |
3950 WINED3DPTFILTERCAPS_MINFLINEAR |
3951 WINED3DPTFILTERCAPS_MINFPOINT |
3952 WINED3DPTFILTERCAPS_MIPFLINEAR |
3953 WINED3DPTFILTERCAPS_MIPFPOINT |
3954 WINED3DPTFILTERCAPS_LINEAR |
3955 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3956 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3957 WINED3DPTFILTERCAPS_MIPLINEAR |
3958 WINED3DPTFILTERCAPS_MIPNEAREST |
3959 WINED3DPTFILTERCAPS_NEAREST;
3961 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3962 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3963 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3966 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3967 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3968 WINED3DPTFILTERCAPS_MAGFPOINT |
3969 WINED3DPTFILTERCAPS_MINFLINEAR |
3970 WINED3DPTFILTERCAPS_MINFPOINT |
3971 WINED3DPTFILTERCAPS_MIPFLINEAR |
3972 WINED3DPTFILTERCAPS_MIPFPOINT |
3973 WINED3DPTFILTERCAPS_LINEAR |
3974 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3975 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3976 WINED3DPTFILTERCAPS_MIPLINEAR |
3977 WINED3DPTFILTERCAPS_MIPNEAREST |
3978 WINED3DPTFILTERCAPS_NEAREST;
3980 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3981 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3982 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3985 pCaps->CubeTextureFilterCaps = 0;
3987 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3988 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3989 WINED3DPTFILTERCAPS_MAGFPOINT |
3990 WINED3DPTFILTERCAPS_MINFLINEAR |
3991 WINED3DPTFILTERCAPS_MINFPOINT |
3992 WINED3DPTFILTERCAPS_MIPFLINEAR |
3993 WINED3DPTFILTERCAPS_MIPFPOINT |
3994 WINED3DPTFILTERCAPS_LINEAR |
3995 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3996 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3997 WINED3DPTFILTERCAPS_MIPLINEAR |
3998 WINED3DPTFILTERCAPS_MIPNEAREST |
3999 WINED3DPTFILTERCAPS_NEAREST;
4001 pCaps->VolumeTextureFilterCaps = 0;
4003 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4004 WINED3DPTADDRESSCAPS_CLAMP |
4005 WINED3DPTADDRESSCAPS_WRAP;
4007 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
4008 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4010 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
4011 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4013 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
4014 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4017 if (GL_SUPPORT(EXT_TEXTURE3D)) {
4018 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4019 WINED3DPTADDRESSCAPS_CLAMP |
4020 WINED3DPTADDRESSCAPS_WRAP;
4021 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
4022 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4024 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
4025 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4027 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
4028 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4031 pCaps->VolumeTextureAddressCaps = 0;
4033 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4034 WINED3DLINECAPS_ZTEST |
4035 WINED3DLINECAPS_BLEND |
4036 WINED3DLINECAPS_ALPHACMP |
4037 WINED3DLINECAPS_FOG;
4038 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4039 * idea how generating the smoothing alpha values works; the result is different
4042 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
4043 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
4045 if(GL_SUPPORT(EXT_TEXTURE3D))
4046 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
4048 pCaps->MaxVolumeExtent = 0;
4050 pCaps->MaxTextureRepeat = 32768;
4051 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
4052 pCaps->MaxVertexW = 1.0f;
4054 pCaps->GuardBandLeft = 0.0f;
4055 pCaps->GuardBandTop = 0.0f;
4056 pCaps->GuardBandRight = 0.0f;
4057 pCaps->GuardBandBottom = 0.0f;
4059 pCaps->ExtentsAdjust = 0.0f;
4061 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4062 WINED3DSTENCILCAPS_INCRSAT |
4063 WINED3DSTENCILCAPS_INVERT |
4064 WINED3DSTENCILCAPS_KEEP |
4065 WINED3DSTENCILCAPS_REPLACE |
4066 WINED3DSTENCILCAPS_ZERO;
4067 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
4068 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4069 WINED3DSTENCILCAPS_INCR;
4071 if ( This->dxVersion > 8 &&
4072 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
4073 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
4074 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4077 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4079 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
4080 pCaps->MaxActiveLights = GL_LIMITS(lights);
4082 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
4083 pCaps->MaxVertexBlendMatrixIndex = 0;
4085 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
4086 pCaps->MaxPointSize = GL_LIMITS(pointsize);
4089 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4090 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4091 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4092 WINED3DVTXPCAPS_LOCALVIEWER |
4093 WINED3DVTXPCAPS_VERTEXFOG |
4094 WINED3DVTXPCAPS_TEXGEN;
4096 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4098 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4099 pCaps->MaxVertexIndex = 0xFFFFF;
4100 pCaps->MaxStreams = MAX_STREAMS;
4101 pCaps->MaxStreamStride = 1024;
4103 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4104 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4105 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4106 pCaps->MaxNpatchTessellationLevel = 0;
4107 pCaps->MasterAdapterOrdinal = 0;
4108 pCaps->AdapterOrdinalInGroup = 0;
4109 pCaps->NumberOfAdaptersInGroup = 1;
4111 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
4113 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4114 WINED3DPTFILTERCAPS_MAGFPOINT |
4115 WINED3DPTFILTERCAPS_MINFLINEAR |
4116 WINED3DPTFILTERCAPS_MAGFLINEAR;
4117 pCaps->VertexTextureFilterCaps = 0;
4119 memset(&shader_caps, 0, sizeof(shader_caps));
4120 shader_backend = select_shader_backend(adapter, DeviceType);
4121 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4123 memset(&fragment_caps, 0, sizeof(fragment_caps));
4124 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4125 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4127 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4128 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4130 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4131 * Ignore shader model capabilities if disabled in config
4133 if(vs_selected_mode == SHADER_NONE) {
4134 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4135 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4136 pCaps->MaxVertexShaderConst = 0;
4138 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4139 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4142 if(ps_selected_mode == SHADER_NONE) {
4143 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4144 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4145 pCaps->PixelShader1xMaxValue = 0.0f;
4147 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4148 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4151 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4152 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4153 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4155 pCaps->VS20Caps = shader_caps.VS20Caps;
4156 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4157 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4158 pCaps->PS20Caps = shader_caps.PS20Caps;
4159 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4160 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4162 /* The following caps are shader specific, but they are things we cannot detect, or which
4163 * are the same among all shader models. So to avoid code duplication set the shader version
4164 * specific, but otherwise constant caps here
4166 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4167 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4168 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4169 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4170 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4171 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
4172 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4174 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4175 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
4176 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
4177 pCaps->VS20Caps.Caps = 0;
4178 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4179 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
4180 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4182 pCaps->MaxVShaderInstructionsExecuted = 65535;
4183 pCaps->MaxVertexShader30InstructionSlots = 0;
4184 } else { /* VS 1.x */
4185 pCaps->VS20Caps.Caps = 0;
4186 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4187 pCaps->VS20Caps.NumTemps = 0;
4188 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4190 pCaps->MaxVShaderInstructionsExecuted = 0;
4191 pCaps->MaxVertexShader30InstructionSlots = 0;
4194 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4195 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4196 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4198 /* 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 */
4199 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4200 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4201 WINED3DPS20CAPS_PREDICATION |
4202 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4203 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4204 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4205 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
4206 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4207 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4209 pCaps->MaxPShaderInstructionsExecuted = 65535;
4210 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
4211 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
4212 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4213 pCaps->PS20Caps.Caps = 0;
4214 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4215 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
4216 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4217 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4219 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4220 pCaps->MaxPixelShader30InstructionSlots = 0;
4221 } else { /* PS 1.x */
4222 pCaps->PS20Caps.Caps = 0;
4223 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4224 pCaps->PS20Caps.NumTemps = 0;
4225 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4226 pCaps->PS20Caps.NumInstructionSlots = 0;
4228 pCaps->MaxPShaderInstructionsExecuted = 0;
4229 pCaps->MaxPixelShader30InstructionSlots = 0;
4232 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4233 /* OpenGL supports all the formats below, perhaps not always
4234 * without conversion, but it supports them.
4235 * Further GLSL doesn't seem to have an official unsigned type so
4236 * don't advertise it yet as I'm not sure how we handle it.
4237 * We might need to add some clamping in the shader engine to
4239 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4240 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4241 WINED3DDTCAPS_UBYTE4N |
4242 WINED3DDTCAPS_SHORT2N |
4243 WINED3DDTCAPS_SHORT4N;
4244 if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
4245 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4246 WINED3DDTCAPS_FLOAT16_4;
4249 pCaps->DeclTypes = 0;
4251 /* Set DirectDraw helper Caps */
4252 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4253 WINEDDCKEYCAPS_SRCBLT;
4254 fx_caps = WINEDDFXCAPS_BLTALPHA |
4255 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4256 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4257 WINEDDFXCAPS_BLTROTATION90 |
4258 WINEDDFXCAPS_BLTSHRINKX |
4259 WINEDDFXCAPS_BLTSHRINKXN |
4260 WINEDDFXCAPS_BLTSHRINKY |
4261 WINEDDFXCAPS_BLTSHRINKXN |
4262 WINEDDFXCAPS_BLTSTRETCHX |
4263 WINEDDFXCAPS_BLTSTRETCHXN |
4264 WINEDDFXCAPS_BLTSTRETCHY |
4265 WINEDDFXCAPS_BLTSTRETCHYN;
4266 blit_caps = WINEDDCAPS_BLT |
4267 WINEDDCAPS_BLTCOLORFILL |
4268 WINEDDCAPS_BLTDEPTHFILL |
4269 WINEDDCAPS_BLTSTRETCH |
4270 WINEDDCAPS_CANBLTSYSMEM |
4271 WINEDDCAPS_CANCLIP |
4272 WINEDDCAPS_CANCLIPSTRETCHED |
4273 WINEDDCAPS_COLORKEY |
4274 WINEDDCAPS_COLORKEYHWASSIST |
4275 WINEDDCAPS_ALIGNBOUNDARYSRC;
4277 /* Fill the ddraw caps structure */
4278 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4279 WINEDDCAPS_PALETTE |
4281 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4282 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4283 WINEDDCAPS2_PRIMARYGAMMA |
4284 WINEDDCAPS2_WIDESURFACES |
4285 WINEDDCAPS2_CANRENDERWINDOWED;
4286 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4287 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4288 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4289 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4290 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4291 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4292 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4293 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4294 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4296 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4297 WINEDDSCAPS_BACKBUFFER |
4299 WINEDDSCAPS_FRONTBUFFER |
4300 WINEDDSCAPS_OFFSCREENPLAIN |
4301 WINEDDSCAPS_PALETTE |
4302 WINEDDSCAPS_PRIMARYSURFACE |
4303 WINEDDSCAPS_SYSTEMMEMORY |
4304 WINEDDSCAPS_VIDEOMEMORY |
4305 WINEDDSCAPS_VISIBLE;
4306 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4308 /* Set D3D caps if OpenGL is available. */
4309 if (adapter->opengl)
4311 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4312 WINEDDSCAPS_MIPMAP |
4313 WINEDDSCAPS_TEXTURE |
4314 WINEDDSCAPS_ZBUFFER;
4315 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4321 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
4322 and fields being inserted in the middle, a new structure is used in place */
4323 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
4324 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
4325 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
4327 IWineD3DDeviceImpl *object = NULL;
4328 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4329 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
4330 WINED3DDISPLAYMODE mode;
4331 const struct fragment_pipeline *frag_pipeline = NULL;
4333 struct fragment_caps ffp_caps;
4334 struct shader_caps shader_caps;
4337 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4338 * number and create a device without a 3D adapter for 2D only operation.
4340 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
4341 return WINED3DERR_INVALIDCALL;
4344 /* Create a WineD3DDevice object */
4345 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
4346 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
4347 TRACE("Created WineD3DDevice object @ %p\n", object);
4348 if (NULL == object) {
4349 return WINED3DERR_OUTOFVIDEOMEMORY;
4352 /* Set up initial COM information */
4353 object->lpVtbl = &IWineD3DDevice_Vtbl;
4355 object->wineD3D = iface;
4356 object->adapter = This->adapter_count ? adapter : NULL;
4357 IWineD3D_AddRef(object->wineD3D);
4358 object->parent = parent;
4359 object->device_parent = device_parent;
4360 list_init(&object->resources);
4361 list_init(&object->shaders);
4363 if(This->dxVersion == 7) {
4364 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
4366 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
4368 object->posFixup[0] = 1.0f; /* This is needed to get the x coord unmodified through a MAD. */
4370 /* Set the state up as invalid until the device is fully created */
4371 object->state = WINED3DERR_DRIVERINTERNALERROR;
4373 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
4374 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
4376 /* Save the creation parameters */
4377 object->createParms.AdapterOrdinal = Adapter;
4378 object->createParms.DeviceType = DeviceType;
4379 object->createParms.hFocusWindow = hFocusWindow;
4380 object->createParms.BehaviorFlags = BehaviourFlags;
4382 /* Initialize other useful values */
4383 object->adapterNo = Adapter;
4384 object->devType = DeviceType;
4386 select_shader_mode(&adapter->gl_info, DeviceType,
4387 &object->ps_selected_mode, &object->vs_selected_mode);
4388 object->shader_backend = select_shader_backend(adapter, DeviceType);
4390 memset(&shader_caps, 0, sizeof(shader_caps));
4391 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4392 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
4393 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
4394 object->vs_clipping = shader_caps.VSClipping;
4396 memset(&ffp_caps, 0, sizeof(ffp_caps));
4397 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4398 object->frag_pipe = frag_pipeline;
4399 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
4400 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
4401 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
4402 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
4403 ffp_vertexstate_template, frag_pipeline, misc_state_template);
4406 IWineD3D_Release(object->wineD3D);
4407 HeapFree(GetProcessHeap(), 0, object);
4412 object->blitter = select_blit_implementation(adapter, DeviceType);
4414 /* set the state of the device to valid */
4415 object->state = WINED3D_OK;
4417 /* Get the initial screen setup for ddraw */
4418 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
4420 object->ddraw_width = mode.Width;
4421 object->ddraw_height = mode.Height;
4422 object->ddraw_format = mode.Format;
4424 for(i = 0; i < PATCHMAP_SIZE; i++) {
4425 list_init(&object->patches[i]);
4428 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
4433 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4434 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4435 IUnknown_AddRef(This->parent);
4436 *pParent = This->parent;
4440 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
4441 IUnknown* surfaceParent;
4442 TRACE("(%p) call back\n", pSurface);
4444 /* Now, release the parent, which will take care of cleaning up the surface for us */
4445 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
4446 IUnknown_Release(surfaceParent);
4447 return IUnknown_Release(surfaceParent);
4450 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
4451 IUnknown* volumeParent;
4452 TRACE("(%p) call back\n", pVolume);
4454 /* Now, release the parent, which will take care of cleaning up the volume for us */
4455 IWineD3DVolume_GetParent(pVolume, &volumeParent);
4456 IUnknown_Release(volumeParent);
4457 return IUnknown_Release(volumeParent);
4460 static void WINE_GLAPI invalid_func(const void *data)
4462 ERR("Invalid vertex attribute function called\n");
4466 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4468 ERR("Invalid texcoord function called\n");
4472 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4473 * the extension detection and are used in drawStridedSlow
4475 static void WINE_GLAPI position_d3dcolor(const void *data)
4477 DWORD pos = *((const DWORD *)data);
4479 FIXME("Add a test for fixed function position from d3dcolor type\n");
4480 glVertex4s(D3DCOLOR_B_R(pos),
4486 static void WINE_GLAPI position_float4(const void *data)
4488 const GLfloat *pos = data;
4490 if (pos[3] != 0.0f && pos[3] != 1.0f)
4492 float w = 1.0f / pos[3];
4494 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4502 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4504 DWORD diffuseColor = *((const DWORD *)data);
4506 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4507 D3DCOLOR_B_G(diffuseColor),
4508 D3DCOLOR_B_B(diffuseColor),
4509 D3DCOLOR_B_A(diffuseColor));
4512 static void WINE_GLAPI specular_d3dcolor(const void *data)
4514 DWORD specularColor = *((const DWORD *)data);
4515 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4516 D3DCOLOR_B_G(specularColor),
4517 D3DCOLOR_B_B(specularColor)};
4519 specular_func_3ubv(d);
4522 static void WINE_GLAPI warn_no_specular_func(const void *data)
4524 WARN("GL_EXT_secondary_color not supported\n");
4527 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4529 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4530 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4531 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4532 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4533 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4534 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4535 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4536 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4537 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4538 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4539 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4540 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4541 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4542 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4543 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4544 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4545 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4547 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4548 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4549 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4550 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4551 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4552 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4553 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4554 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4555 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4556 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4557 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4558 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4559 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4560 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4561 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4562 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4563 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4565 /* No 4 component entry points here */
4566 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4567 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4568 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4569 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4571 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4573 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4574 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4575 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4576 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4578 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4580 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4581 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4582 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4583 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4584 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4585 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4586 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4587 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4588 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4589 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4590 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4591 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4593 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4594 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4596 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4597 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4598 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4599 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4600 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4601 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4602 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4603 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4604 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4605 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4606 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4607 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4608 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4609 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4610 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4611 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4612 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4614 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4615 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4616 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4617 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4618 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4619 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4620 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4621 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4622 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4623 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4624 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4625 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4626 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4627 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4628 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4629 if (GL_SUPPORT(NV_HALF_FLOAT))
4631 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4632 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4633 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4635 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4636 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4640 BOOL InitAdapters(IWineD3DImpl *This)
4642 static HMODULE mod_gl;
4644 int ps_selected_mode, vs_selected_mode;
4646 /* No need to hold any lock. The calling library makes sure only one thread calls
4647 * wined3d simultaneously
4650 TRACE("Initializing adapters\n");
4653 #ifdef USE_WIN32_OPENGL
4654 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4655 mod_gl = LoadLibraryA("opengl32.dll");
4657 ERR("Can't load opengl32.dll!\n");
4661 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4662 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4663 mod_gl = GetModuleHandleA("gdi32.dll");
4667 /* Load WGL core functions from opengl32.dll */
4668 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4672 if(!pwglGetProcAddress) {
4673 ERR("Unable to load wglGetProcAddress!\n");
4677 /* Dynamically load all GL core functions */
4681 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4682 * otherwise because we have to use winex11.drv's override
4684 #ifdef USE_WIN32_OPENGL
4685 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4686 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4688 glFinish = (void*)pwglGetProcAddress("wglFinish");
4689 glFlush = (void*)pwglGetProcAddress("wglFlush");
4692 glEnableWINE = glEnable;
4693 glDisableWINE = glDisable;
4695 /* For now only one default adapter */
4697 struct WineD3DAdapter *adapter = &This->adapters[0];
4698 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4699 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4703 WineD3D_PixelFormat *cfgs;
4704 DISPLAY_DEVICEW DisplayDevice;
4707 TRACE("Initializing default adapter\n");
4709 adapter->monitorPoint.x = -1;
4710 adapter->monitorPoint.y = -1;
4712 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4714 ERR("Failed to get a gl context for default adapter\n");
4718 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4720 ERR("Failed to initialize gl caps for default adapter\n");
4721 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4724 ret = initPixelFormats(&adapter->gl_info);
4726 ERR("Failed to init gl formats\n");
4727 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4731 hdc = fake_gl_ctx.dc;
4733 adapter->driver = "Display";
4734 adapter->description = "Direct3D HAL";
4736 /* Use the VideoRamSize registry setting when set */
4737 if(wined3d_settings.emulated_textureram)
4738 adapter->TextureRam = wined3d_settings.emulated_textureram;
4740 adapter->TextureRam = adapter->gl_info.vidmem;
4741 adapter->UsedTextureRam = 0;
4742 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4744 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4745 DisplayDevice.cb = sizeof(DisplayDevice);
4746 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4747 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4748 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4750 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4757 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4758 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4760 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4761 cfgs = adapter->cfgs;
4762 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4763 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4764 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4765 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4766 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4767 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4768 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4769 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4770 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4771 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4773 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4775 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4780 /* Cache the pixel format */
4781 cfgs->iPixelFormat = iPixelFormat;
4782 cfgs->redSize = values[0];
4783 cfgs->greenSize = values[1];
4784 cfgs->blueSize = values[2];
4785 cfgs->alphaSize = values[3];
4786 cfgs->depthSize = values[4];
4787 cfgs->stencilSize = values[5];
4788 cfgs->windowDrawable = values[6];
4789 cfgs->iPixelType = values[7];
4790 cfgs->doubleBuffer = values[8];
4791 cfgs->auxBuffers = values[9];
4793 cfgs->pbufferDrawable = FALSE;
4794 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4795 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4796 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4798 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4799 cfgs->pbufferDrawable = value;
4802 cfgs->numSamples = 0;
4803 /* Check multisample support */
4804 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4805 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4807 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4808 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4809 * value[1] = number of multi sample buffers*/
4811 cfgs->numSamples = value[1];
4815 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4821 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4822 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4823 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4825 cfgs = adapter->cfgs;
4826 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4828 PIXELFORMATDESCRIPTOR ppfd;
4830 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4834 /* We only want HW acceleration using an OpenGL ICD driver.
4835 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4836 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4838 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4840 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4844 cfgs->iPixelFormat = iPixelFormat;
4845 cfgs->redSize = ppfd.cRedBits;
4846 cfgs->greenSize = ppfd.cGreenBits;
4847 cfgs->blueSize = ppfd.cBlueBits;
4848 cfgs->alphaSize = ppfd.cAlphaBits;
4849 cfgs->depthSize = ppfd.cDepthBits;
4850 cfgs->stencilSize = ppfd.cStencilBits;
4851 cfgs->pbufferDrawable = 0;
4852 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4853 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4854 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4855 cfgs->auxBuffers = ppfd.cAuxBuffers;
4856 cfgs->numSamples = 0;
4858 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4863 /* 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 */
4866 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4868 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4869 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4874 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4875 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4876 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4877 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4878 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4879 * driver is allowed to consume more bits EXCEPT for stencil bits.
4881 * Mark an adapter with this broken stencil behavior.
4883 adapter->brokenStencil = TRUE;
4884 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4886 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4887 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4888 adapter->brokenStencil = FALSE;
4893 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4895 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4896 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4897 fillGLAttribFuncs(&adapter->gl_info);
4898 adapter->opengl = TRUE;
4900 This->adapter_count = 1;
4901 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4906 /* Initialize an adapter for ddraw-only memory counting */
4907 memset(This->adapters, 0, sizeof(This->adapters));
4908 This->adapters[0].num = 0;
4909 This->adapters[0].opengl = FALSE;
4910 This->adapters[0].monitorPoint.x = -1;
4911 This->adapters[0].monitorPoint.y = -1;
4913 This->adapters[0].driver = "Display";
4914 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4915 if(wined3d_settings.emulated_textureram) {
4916 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4918 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4921 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4923 This->adapter_count = 1;
4927 /**********************************************************
4928 * IWineD3D VTbl follows
4929 **********************************************************/
4931 const IWineD3DVtbl IWineD3D_Vtbl =
4934 IWineD3DImpl_QueryInterface,
4935 IWineD3DImpl_AddRef,
4936 IWineD3DImpl_Release,
4938 IWineD3DImpl_GetParent,
4939 IWineD3DImpl_GetAdapterCount,
4940 IWineD3DImpl_RegisterSoftwareDevice,
4941 IWineD3DImpl_GetAdapterMonitor,
4942 IWineD3DImpl_GetAdapterModeCount,
4943 IWineD3DImpl_EnumAdapterModes,
4944 IWineD3DImpl_GetAdapterDisplayMode,
4945 IWineD3DImpl_GetAdapterIdentifier,
4946 IWineD3DImpl_CheckDeviceMultiSampleType,
4947 IWineD3DImpl_CheckDepthStencilMatch,
4948 IWineD3DImpl_CheckDeviceType,
4949 IWineD3DImpl_CheckDeviceFormat,
4950 IWineD3DImpl_CheckDeviceFormatConversion,
4951 IWineD3DImpl_GetDeviceCaps,
4952 IWineD3DImpl_CreateDevice