2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define GLINFO_LOCATION (*gl_info)
34 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
39 /* Extension detection */
41 const char *extension_string;
42 GL_SupportedExt extension;
46 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
47 {"GL_APPLE_fence", APPLE_FENCE, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
49 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
50 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
51 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
54 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
56 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
57 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
58 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
59 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
60 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
61 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
62 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
63 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
64 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
67 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
68 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
69 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
70 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
71 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
72 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
73 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
74 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
75 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
76 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
90 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
91 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
92 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
93 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
96 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
97 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
98 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
99 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
100 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
103 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
104 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
105 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
106 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
107 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
108 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
109 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
110 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
111 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
112 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
113 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
114 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
115 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
116 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
117 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
118 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
119 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
120 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
121 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
122 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
123 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
124 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
125 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
126 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
127 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
128 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
129 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
130 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
133 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
134 {"GL_NV_fence", NV_FENCE, 0 },
135 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
136 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
137 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
138 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
139 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
140 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
141 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
142 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
143 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
144 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
145 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
146 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
147 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
148 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
149 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
150 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
151 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
154 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
157 /**********************************************************
158 * Utility functions follow
159 **********************************************************/
161 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
248 PIXELFORMATDESCRIPTOR pfd;
251 TRACE("getting context...\n");
253 ctx->restore_dc = pwglGetCurrentDC();
254 ctx->restore_gl_ctx = pwglGetCurrentContext();
256 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
257 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
258 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261 ERR_(d3d_caps)("Failed to create a window.\n");
265 ctx->dc = GetDC(ctx->wnd);
268 ERR_(d3d_caps)("Failed to get a DC.\n");
272 /* PixelFormat selection */
273 ZeroMemory(&pfd, sizeof(pfd));
274 pfd.nSize = sizeof(pfd);
276 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
277 pfd.iPixelType = PFD_TYPE_RGBA;
279 pfd.iLayerType = PFD_MAIN_PLANE;
281 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
285 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
289 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
291 /* Create a GL context. */
292 ctx->gl_ctx = pwglCreateContext(ctx->dc);
295 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
299 /* Make it the current GL context. */
300 if (!context_set_current(NULL))
302 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
307 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
314 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
316 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
318 if (ctx->wnd) DestroyWindow(ctx->wnd);
320 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
322 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
328 /* Adjust the amount of used texture memory */
329 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, long glram)
331 struct wined3d_adapter *adapter = device->adapter;
333 adapter->UsedTextureRam += glram;
334 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
335 return adapter->UsedTextureRam;
338 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
340 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
341 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 /**********************************************************
345 * IUnknown parts follows
346 **********************************************************/
348 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
350 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
352 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
353 if (IsEqualGUID(riid, &IID_IUnknown)
354 || IsEqualGUID(riid, &IID_IWineD3DBase)
355 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
356 IUnknown_AddRef(iface);
361 return E_NOINTERFACE;
364 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
365 IWineD3DImpl *This = (IWineD3DImpl *)iface;
366 ULONG refCount = InterlockedIncrement(&This->ref);
368 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
372 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
373 IWineD3DImpl *This = (IWineD3DImpl *)iface;
375 TRACE("(%p) : Releasing from %d\n", This, This->ref);
376 ref = InterlockedDecrement(&This->ref);
380 for (i = 0; i < This->adapter_count; ++i)
382 wined3d_adapter_cleanup(&This->adapters[i]);
384 HeapFree(GetProcessHeap(), 0, This);
390 /**********************************************************
391 * IWineD3D parts follows
392 **********************************************************/
394 /* GL locking is done by the caller */
395 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
399 const char *testcode =
401 "PARAM C[66] = { program.env[0..65] };\n"
403 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
404 "ARL A0.x, zero.x;\n"
405 "MOV result.position, C[A0.x + 65];\n"
409 GL_EXTCALL(glGenProgramsARB(1, &prog));
411 ERR("Failed to create an ARB offset limit test program\n");
413 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
414 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
415 strlen(testcode), testcode));
416 if(glGetError() != 0) {
417 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
418 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
420 } else TRACE("OpenGL implementation allows offsets > 63\n");
422 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
423 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
424 checkGLcall("ARB vp offset limit test cleanup");
429 static DWORD ver_for_ext(GL_SupportedExt ext)
432 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
433 if(EXTENSION_MAP[i].extension == ext) {
434 return EXTENSION_MAP[i].version;
440 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
441 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
443 if (card_vendor != HW_VENDOR_ATI) return FALSE;
444 if (device == CARD_ATI_RADEON_9500) return TRUE;
445 if (device == CARD_ATI_RADEON_X700) return TRUE;
446 if (device == CARD_ATI_RADEON_X1600) return TRUE;
450 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
451 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
453 if (card_vendor == HW_VENDOR_NVIDIA)
455 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
463 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
466 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
467 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
468 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
470 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
471 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
472 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
473 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
474 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
475 * the chance that other implementations support them is rather small since Win32 QuickTime uses
476 * DirectDraw, not OpenGL.
478 * This test has been moved into wined3d_guess_gl_vendor()
480 if (gl_vendor == GL_VENDOR_APPLE)
487 /* Context activation is done by the caller. */
488 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
490 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
491 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
492 * all the texture. This function detects this bug by its symptom and disables PBOs
495 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
496 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
497 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
498 * read back is compared to the original. If they are equal PBOs are assumed to work,
499 * otherwise the PBO extension is disabled. */
501 static const unsigned int pattern[] =
503 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
504 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
505 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
506 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
508 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
510 /* No PBO -> No point in testing them. */
511 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
515 while (glGetError());
516 glGenTextures(1, &texture);
517 glBindTexture(GL_TEXTURE_2D, texture);
519 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
520 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
521 checkGLcall("Specifying the PBO test texture");
523 GL_EXTCALL(glGenBuffersARB(1, &pbo));
524 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
525 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
526 checkGLcall("Specifying the PBO test pbo");
528 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
529 checkGLcall("Loading the PBO test texture");
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
534 wglFinish(); /* just to be sure */
536 memset(check, 0, sizeof(check));
538 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
539 checkGLcall("Reading back the PBO test texture");
541 glDeleteTextures(1, &texture);
542 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
543 checkGLcall("PBO test cleanup");
547 if (memcmp(check, pattern, sizeof(check)))
549 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
550 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
551 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
555 TRACE_(d3d_caps)("PBO test successful.\n");
559 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
560 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
562 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
565 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
566 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
568 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
569 if (card_vendor != HW_VENDOR_ATI) return FALSE;
570 if (device == CARD_ATI_RADEON_X1600) return FALSE;
574 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
575 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
577 return gl_vendor == GL_VENDOR_FGLRX;
581 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
584 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
585 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
586 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
587 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
590 * dx10 cards usually have 64 varyings */
591 return gl_info->limits.glsl_varyings > 44;
594 /* A GL context is provided by the caller */
595 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
596 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
601 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
605 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
606 error = glGetError();
609 if(error == GL_NO_ERROR)
611 TRACE("GL Implementation accepts 4 component specular color pointers\n");
616 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
617 debug_glerror(error));
622 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
623 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
625 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
626 return gl_info->supported[NV_TEXTURE_SHADER];
629 /* A GL context is provided by the caller */
630 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
631 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
636 const char *testcode =
638 "OPTION NV_vertex_program2;\n"
639 "MOV result.clip[0], 0.0;\n"
640 "MOV result.position, 0.0;\n"
643 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
648 GL_EXTCALL(glGenProgramsARB(1, &prog));
651 ERR("Failed to create the NVvp clip test program\n");
655 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
656 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
657 strlen(testcode), testcode));
658 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
661 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
662 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
666 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
668 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
669 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
670 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
676 /* Context activation is done by the caller. */
677 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
678 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
680 char data[4 * 4 * 4];
684 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
686 memset(data, 0xcc, sizeof(data));
690 glGenTextures(1, &tex);
691 glBindTexture(GL_TEXTURE_2D, tex);
692 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
693 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
694 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
695 checkGLcall("glTexImage2D");
697 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
698 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
699 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
700 checkGLcall("glFramebufferTexture2D");
702 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
703 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
704 checkGLcall("glCheckFramebufferStatus");
706 memset(data, 0x11, sizeof(data));
707 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
708 checkGLcall("glTexSubImage2D");
710 glClearColor(0.996, 0.729, 0.745, 0.792);
711 glClear(GL_COLOR_BUFFER_BIT);
712 checkGLcall("glClear");
714 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715 checkGLcall("glGetTexImage");
717 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
718 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
719 glBindTexture(GL_TEXTURE_2D, 0);
720 checkGLcall("glBindTexture");
722 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
723 glDeleteTextures(1, &tex);
724 checkGLcall("glDeleteTextures");
728 return *(DWORD *)data == 0x11111111;
731 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
733 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
734 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
735 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
736 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
739 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
741 quirk_arb_constants(gl_info);
742 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
743 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
744 * allow 48 different offsets or other helper immediate values. */
745 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
746 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
749 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
750 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
751 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
752 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
753 * most games, but avoids the crash
755 * A more sophisticated way would be to find all units that need texture coordinates and enable
756 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
757 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
759 * Note that disabling the extension entirely does not gain predictability because there is no point
760 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
761 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
763 if (gl_info->supported[ARB_POINT_SPRITE])
765 TRACE("Limiting point sprites to one texture unit.\n");
766 gl_info->limits.point_sprite_units = 1;
770 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
772 quirk_arb_constants(gl_info);
774 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
775 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
776 * If real NP2 textures are used, the driver falls back to software. We could just remove the
777 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
778 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
779 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
780 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
782 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
783 * has this extension promoted to core. The extension loading code sets this extension supported
784 * due to that, so this code works on fglrx as well. */
785 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
787 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
788 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
789 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
792 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
793 * it is generally more efficient. Reserve just 8 constants. */
794 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
795 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
798 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
800 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
801 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
802 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
803 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
804 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
805 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
807 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
808 * triggering the software fallback. There is not much we can do here apart from disabling the
809 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
810 * in IWineD3DImpl_FillGLCaps).
811 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
812 * post-processing effects in the game "Max Payne 2").
813 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
814 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
815 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
816 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
819 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
821 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
822 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
823 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
824 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
825 * according to the spec.
827 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
828 * makes the shader slower and eats instruction slots which should be available to the d3d app.
830 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
831 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
832 * this workaround is activated on cards that do not need it, it won't break things, just affect
833 * performance negatively. */
834 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
835 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
838 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
840 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
843 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
845 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
848 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
850 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
851 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
854 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
856 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
859 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
861 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
866 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
867 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
868 void (*apply)(struct wined3d_gl_info *gl_info);
869 const char *description;
872 static const struct driver_quirk quirk_table[] =
875 match_ati_r300_to_500,
877 "ATI GLSL constant and normalized texrect quirk"
879 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
880 * used it falls back to software. While the compiler can detect if the shader uses all declared
881 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
882 * using relative addressing falls back to software.
884 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
887 quirk_apple_glsl_constants,
888 "Apple GLSL uniform override"
893 "Geforce 5 NP2 disable"
898 "Init texcoord .w for Apple Intel GPU driver"
901 match_apple_nonr500ati,
903 "Init texcoord .w for Apple ATI >= r600 GPU driver"
907 quirk_one_point_sprite,
908 "Fglrx point sprite crash workaround"
913 "Reserved varying for gl_ClipPos"
916 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
917 * GL implementations accept it. The Mac GL is the only implementation known to
920 * If we can pass 4 component specular colors, do it, because (a) we don't have
921 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
922 * passes specular alpha to the pixel shader if any is used. Otherwise the
923 * specular alpha is used to pass the fog coordinate, which we pass to opengl
924 * via GL_EXT_fog_coord.
926 match_allows_spec_alpha,
927 quirk_allows_specular_alpha,
928 "Allow specular alpha quirk"
931 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
936 "Apple NV_texture_shader disable"
939 match_broken_nv_clip,
940 quirk_disable_nvvp_clip,
941 "Apple NV_vertex_program clip bug quirk"
944 match_fbo_tex_update,
945 quirk_fbo_tex_update,
946 "FBO rebind for attachment updates"
950 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
951 * reporting a driver version is moot because we are not the Windows driver, and we have different
952 * bugs, features, etc.
954 * The driver version has the form "x.y.z.w".
956 * "x" is the Windows version the driver is meant for:
963 * "y" is the Direct3D level the driver supports:
970 * "z" is unknown, possibly vendor specific.
972 * "w" is the vendor specific driver version.
974 struct driver_version_information
976 WORD vendor; /* reported PCI card vendor ID */
977 WORD card; /* reported PCI card device ID */
978 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
979 WORD d3d_level; /* driver hiword to report */
980 WORD lopart_hi, lopart_lo; /* driver loword to report */
983 static const struct driver_version_information driver_version_table[] =
985 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
986 * 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
987 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
988 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
990 * All version numbers used below are from the Linux nvidia drivers. */
991 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
992 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
993 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
994 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
995 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
996 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
997 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
998 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
999 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
1000 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
1001 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
1002 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
1003 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
1004 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
1005 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
1006 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
1007 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
1008 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
1009 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
1010 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
1011 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
1012 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
1013 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
1014 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
1019 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
1020 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
1021 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 },
1023 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1024 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1025 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1026 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1027 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", 14, 10, 6764 },
1028 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1029 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1030 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1031 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1032 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1033 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1034 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1035 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1037 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1040 static void init_driver_info(struct wined3d_driver_info *driver_info,
1041 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1043 OSVERSIONINFOW os_version;
1044 WORD driver_os_version;
1047 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1049 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1050 vendor = wined3d_settings.pci_vendor_id;
1052 driver_info->vendor = vendor;
1054 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1056 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1057 device = wined3d_settings.pci_device_id;
1059 driver_info->device = device;
1064 driver_info->name = "ati2dvag.dll";
1067 case HW_VENDOR_NVIDIA:
1068 driver_info->name = "nv4_disp.dll";
1071 case HW_VENDOR_INTEL:
1073 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1074 driver_info->name = "Display";
1078 memset(&os_version, 0, sizeof(os_version));
1079 os_version.dwOSVersionInfoSize = sizeof(os_version);
1080 if (!GetVersionExW(&os_version))
1082 ERR("Failed to get OS version, reporting 2000/XP.\n");
1083 driver_os_version = 6;
1087 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1088 switch (os_version.dwMajorVersion)
1091 driver_os_version = 4;
1095 driver_os_version = 6;
1099 if (os_version.dwMinorVersion == 0)
1101 driver_os_version = 7;
1105 if (os_version.dwMinorVersion > 1)
1107 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1108 os_version.dwMajorVersion, os_version.dwMinorVersion);
1110 driver_os_version = 8;
1115 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1116 os_version.dwMajorVersion, os_version.dwMinorVersion);
1117 driver_os_version = 6;
1122 driver_info->description = "Direct3D HAL";
1123 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1124 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1126 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1128 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1130 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1132 driver_info->description = driver_version_table[i].description;
1133 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1134 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1135 driver_version_table[i].lopart_lo);
1140 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1141 driver_info->version_high, driver_info->version_low);
1144 /* Context activation is done by the caller. */
1145 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1146 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1150 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1152 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1153 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1154 quirk_table[i].apply(gl_info);
1157 /* Find out if PBOs work as they are supposed to. */
1158 test_pbo_functionality(gl_info);
1161 static DWORD wined3d_parse_gl_version(const char *gl_version)
1163 const char *ptr = gl_version;
1167 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1169 while (isdigit(*ptr)) ++ptr;
1170 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1174 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1176 return MAKEDWORD_VERSION(major, minor);
1179 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1182 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1183 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1184 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1186 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1187 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1188 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1189 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1190 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1191 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1192 * DirectDraw, not OpenGL. */
1193 if (gl_info->supported[APPLE_FENCE]
1194 && gl_info->supported[APPLE_CLIENT_STORAGE]
1195 && gl_info->supported[APPLE_FLUSH_RENDER]
1196 && gl_info->supported[APPLE_YCBCR_422])
1197 return GL_VENDOR_APPLE;
1199 if (strstr(gl_vendor_string, "NVIDIA"))
1200 return GL_VENDOR_NVIDIA;
1202 if (strstr(gl_vendor_string, "ATI"))
1203 return GL_VENDOR_FGLRX;
1205 if (strstr(gl_vendor_string, "Intel(R)")
1206 || strstr(gl_renderer, "Intel(R)")
1207 || strstr(gl_vendor_string, "Intel Inc."))
1208 return GL_VENDOR_INTEL;
1210 if (strstr(gl_vendor_string, "Mesa")
1211 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1212 || strstr(gl_vendor_string, "DRI R300 Project")
1213 || strstr(gl_vendor_string, "X.Org R300 Project")
1214 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1215 || strstr(gl_vendor_string, "VMware, Inc.")
1216 || strstr(gl_renderer, "Mesa")
1217 || strstr(gl_renderer, "Gallium"))
1218 return GL_VENDOR_MESA;
1220 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1221 debugstr_a(gl_vendor_string));
1223 return GL_VENDOR_UNKNOWN;
1226 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1228 if (strstr(gl_vendor_string, "NVIDIA"))
1229 return HW_VENDOR_NVIDIA;
1231 if (strstr(gl_vendor_string, "ATI")
1232 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1233 || strstr(gl_vendor_string, "X.Org R300 Project")
1234 || strstr(gl_vendor_string, "DRI R300 Project"))
1235 return HW_VENDOR_ATI;
1237 if (strstr(gl_vendor_string, "Intel(R)")
1238 || strstr(gl_renderer, "Intel(R)")
1239 || strstr(gl_vendor_string, "Intel Inc."))
1240 return HW_VENDOR_INTEL;
1242 if (strstr(gl_vendor_string, "Mesa")
1243 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1244 || strstr(gl_vendor_string, "VMware, Inc."))
1245 return HW_VENDOR_SOFTWARE;
1247 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1249 return HW_VENDOR_NVIDIA;
1254 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1255 const char *gl_renderer, unsigned int *vidmem)
1257 if (WINE_D3D10_CAPABLE(gl_info))
1259 /* Geforce 200 - highend */
1260 if (strstr(gl_renderer, "GTX 280")
1261 || strstr(gl_renderer, "GTX 285")
1262 || strstr(gl_renderer, "GTX 295"))
1265 return CARD_NVIDIA_GEFORCE_GTX280;
1268 /* Geforce 200 - midend high */
1269 if (strstr(gl_renderer, "GTX 275"))
1272 return CARD_NVIDIA_GEFORCE_GTX275;
1275 /* Geforce 200 - midend */
1276 if (strstr(gl_renderer, "GTX 260"))
1279 return CARD_NVIDIA_GEFORCE_GTX260;
1281 /* Geforce 200 - midend */
1282 if (strstr(gl_renderer, "GT 240"))
1285 return CARD_NVIDIA_GEFORCE_GT240;
1288 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1289 if (strstr(gl_renderer, "9800")
1290 || strstr(gl_renderer, "GTS 150")
1291 || strstr(gl_renderer, "GTS 250"))
1294 return CARD_NVIDIA_GEFORCE_9800GT;
1297 /* Geforce9 - midend */
1298 if (strstr(gl_renderer, "9600"))
1300 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1301 return CARD_NVIDIA_GEFORCE_9600GT;
1304 /* Geforce9 - midend low / Geforce 200 - low */
1305 if (strstr(gl_renderer, "9500")
1306 || strstr(gl_renderer, "GT 120")
1307 || strstr(gl_renderer, "GT 130"))
1309 *vidmem = 256; /* The 9500GT has 256-1024MB */
1310 return CARD_NVIDIA_GEFORCE_9500GT;
1313 /* Geforce9 - lowend */
1314 if (strstr(gl_renderer, "9400"))
1316 *vidmem = 256; /* The 9400GT has 256-1024MB */
1317 return CARD_NVIDIA_GEFORCE_9400GT;
1320 /* Geforce9 - lowend low */
1321 if (strstr(gl_renderer, "9100")
1322 || strstr(gl_renderer, "9200")
1323 || strstr(gl_renderer, "9300")
1324 || strstr(gl_renderer, "G 100"))
1326 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1327 return CARD_NVIDIA_GEFORCE_9200;
1330 /* Geforce8 - highend */
1331 if (strstr(gl_renderer, "8800"))
1333 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1334 return CARD_NVIDIA_GEFORCE_8800GTS;
1337 /* Geforce8 - midend mobile */
1338 if (strstr(gl_renderer, "8600 M"))
1341 return CARD_NVIDIA_GEFORCE_8600MGT;
1344 /* Geforce8 - midend */
1345 if (strstr(gl_renderer, "8600")
1346 || strstr(gl_renderer, "8700"))
1349 return CARD_NVIDIA_GEFORCE_8600GT;
1352 /* Geforce8 - lowend */
1353 if (strstr(gl_renderer, "8100")
1354 || strstr(gl_renderer, "8200")
1355 || strstr(gl_renderer, "8300")
1356 || strstr(gl_renderer, "8400")
1357 || strstr(gl_renderer, "8500"))
1359 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1360 return CARD_NVIDIA_GEFORCE_8300GS;
1363 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1365 return CARD_NVIDIA_GEFORCE_8300GS;
1368 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1369 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1371 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1373 /* Geforce7 - highend */
1374 if (strstr(gl_renderer, "7800")
1375 || strstr(gl_renderer, "7900")
1376 || strstr(gl_renderer, "7950")
1377 || strstr(gl_renderer, "Quadro FX 4")
1378 || strstr(gl_renderer, "Quadro FX 5"))
1380 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1381 return CARD_NVIDIA_GEFORCE_7800GT;
1384 /* Geforce7 midend */
1385 if (strstr(gl_renderer, "7600")
1386 || strstr(gl_renderer, "7700"))
1388 *vidmem = 256; /* The 7600 uses 256-512MB */
1389 return CARD_NVIDIA_GEFORCE_7600;
1392 /* Geforce7 lower medium */
1393 if (strstr(gl_renderer, "7400"))
1395 *vidmem = 256; /* The 7400 uses 256-512MB */
1396 return CARD_NVIDIA_GEFORCE_7400;
1399 /* Geforce7 lowend */
1400 if (strstr(gl_renderer, "7300"))
1402 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1403 return CARD_NVIDIA_GEFORCE_7300;
1406 /* Geforce6 highend */
1407 if (strstr(gl_renderer, "6800"))
1409 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1410 return CARD_NVIDIA_GEFORCE_6800;
1413 /* Geforce6 - midend */
1414 if (strstr(gl_renderer, "6600")
1415 || strstr(gl_renderer, "6610")
1416 || strstr(gl_renderer, "6700"))
1418 *vidmem = 128; /* A 6600GT has 128-256MB */
1419 return CARD_NVIDIA_GEFORCE_6600GT;
1422 /* Geforce6/7 lowend */
1424 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1427 if (WINE_D3D9_CAPABLE(gl_info))
1429 /* GeforceFX - highend */
1430 if (strstr(gl_renderer, "5800")
1431 || strstr(gl_renderer, "5900")
1432 || strstr(gl_renderer, "5950")
1433 || strstr(gl_renderer, "Quadro FX"))
1435 *vidmem = 256; /* 5800-5900 cards use 256MB */
1436 return CARD_NVIDIA_GEFORCEFX_5800;
1439 /* GeforceFX - midend */
1440 if (strstr(gl_renderer, "5600")
1441 || strstr(gl_renderer, "5650")
1442 || strstr(gl_renderer, "5700")
1443 || strstr(gl_renderer, "5750"))
1445 *vidmem = 128; /* A 5600 uses 128-256MB */
1446 return CARD_NVIDIA_GEFORCEFX_5600;
1449 /* GeforceFX - lowend */
1450 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1451 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1454 if (WINE_D3D8_CAPABLE(gl_info))
1456 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1458 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1459 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1462 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1463 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1466 if (WINE_D3D7_CAPABLE(gl_info))
1468 if (strstr(gl_renderer, "GeForce4 MX"))
1470 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1471 * early models had 32MB but most have 64MB or even 128MB. */
1473 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1476 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1478 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1479 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1482 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1484 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1485 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1488 /* Most Geforce1 cards have 32MB, there are also some rare 16
1489 * and 64MB (Dell) models. */
1491 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1494 if (strstr(gl_renderer, "TNT2"))
1496 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1497 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1500 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1501 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1505 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1506 const char *gl_renderer, unsigned int *vidmem)
1508 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1510 * Beware: renderer string do not match exact card model,
1511 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1512 if (WINE_D3D10_CAPABLE(gl_info))
1514 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1515 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1516 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1517 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1519 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1520 return CARD_ATI_RADEON_HD5800;
1523 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1524 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1525 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1526 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1528 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1529 return CARD_ATI_RADEON_HD5700;
1532 /* Radeon R7xx HD4800 - highend */
1533 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1534 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1535 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1536 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1537 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1539 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1540 return CARD_ATI_RADEON_HD4800;
1543 /* Radeon R740 HD4700 - midend */
1544 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1545 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1548 return CARD_ATI_RADEON_HD4700;
1551 /* Radeon R730 HD4600 - midend */
1552 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1553 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1554 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1557 return CARD_ATI_RADEON_HD4600;
1560 /* Radeon R710 HD4500/HD4350 - lowend */
1561 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1562 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1565 return CARD_ATI_RADEON_HD4350;
1568 /* Radeon R6xx HD2900/HD3800 - highend */
1569 if (strstr(gl_renderer, "HD 2900")
1570 || strstr(gl_renderer, "HD 3870")
1571 || strstr(gl_renderer, "HD 3850"))
1573 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1574 return CARD_ATI_RADEON_HD2900;
1577 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1578 if (strstr(gl_renderer, "HD 2600")
1579 || strstr(gl_renderer, "HD 3830")
1580 || strstr(gl_renderer, "HD 3690")
1581 || strstr(gl_renderer, "HD 3650"))
1583 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1584 return CARD_ATI_RADEON_HD2600;
1587 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1588 * Note HD2300=DX9, HD2350=DX10 */
1589 if (strstr(gl_renderer, "HD 2350")
1590 || strstr(gl_renderer, "HD 2400")
1591 || strstr(gl_renderer, "HD 3470")
1592 || strstr(gl_renderer, "HD 3450")
1593 || strstr(gl_renderer, "HD 3430")
1594 || strstr(gl_renderer, "HD 3400"))
1596 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1597 return CARD_ATI_RADEON_HD2350;
1600 /* Radeon R6xx/R7xx integrated */
1601 if (strstr(gl_renderer, "HD 3100")
1602 || strstr(gl_renderer, "HD 3200")
1603 || strstr(gl_renderer, "HD 3300"))
1605 *vidmem = 128; /* 128MB */
1606 return CARD_ATI_RADEON_HD3200;
1609 /* Default for when no GPU has been found */
1610 *vidmem = 128; /* 128MB */
1611 return CARD_ATI_RADEON_HD3200;
1614 if (WINE_D3D8_CAPABLE(gl_info))
1617 if (strstr(gl_renderer, "X1600")
1618 || strstr(gl_renderer, "X1650")
1619 || strstr(gl_renderer, "X1800")
1620 || strstr(gl_renderer, "X1900")
1621 || strstr(gl_renderer, "X1950"))
1623 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1624 return CARD_ATI_RADEON_X1600;
1627 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1628 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1629 if (strstr(gl_renderer, "X700")
1630 || strstr(gl_renderer, "X800")
1631 || strstr(gl_renderer, "X850")
1632 || strstr(gl_renderer, "X1300")
1633 || strstr(gl_renderer, "X1400")
1634 || strstr(gl_renderer, "X1450")
1635 || strstr(gl_renderer, "X1550")
1636 || strstr(gl_renderer, "X2300")
1637 || strstr(gl_renderer, "X2500")
1638 || strstr(gl_renderer, "HD 2300")
1641 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1642 return CARD_ATI_RADEON_X700;
1645 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1646 if (strstr(gl_renderer, "Radeon Xpress"))
1648 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1649 return CARD_ATI_RADEON_XPRESS_200M;
1653 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1654 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1657 if (WINE_D3D8_CAPABLE(gl_info))
1659 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1660 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1663 if (WINE_D3D7_CAPABLE(gl_info))
1665 *vidmem = 32; /* There are models with up to 64MB */
1666 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1669 *vidmem = 16; /* There are 16-32MB models */
1670 return CARD_ATI_RAGE_128PRO;
1674 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1675 const char *gl_renderer, unsigned int *vidmem)
1677 if (strstr(gl_renderer, "X3100"))
1679 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1681 return CARD_INTEL_X3100;
1684 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1686 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1688 return CARD_INTEL_I945GM;
1691 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1692 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1693 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1694 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1695 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1696 return CARD_INTEL_I915G;
1700 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1701 const char *gl_renderer, unsigned int *vidmem)
1703 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1705 * Beware: renderer string do not match exact card model,
1706 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1707 if (strstr(gl_renderer, "Gallium"))
1709 /* Radeon R7xx HD4800 - highend */
1710 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1711 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1712 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1714 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1715 return CARD_ATI_RADEON_HD4800;
1718 /* Radeon R740 HD4700 - midend */
1719 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1722 return CARD_ATI_RADEON_HD4700;
1725 /* Radeon R730 HD4600 - midend */
1726 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1729 return CARD_ATI_RADEON_HD4600;
1732 /* Radeon R710 HD4500/HD4350 - lowend */
1733 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1736 return CARD_ATI_RADEON_HD4350;
1739 /* Radeon R6xx HD2900/HD3800 - highend */
1740 if (strstr(gl_renderer, "R600")
1741 || strstr(gl_renderer, "RV670")
1742 || strstr(gl_renderer, "R680"))
1744 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1745 return CARD_ATI_RADEON_HD2900;
1748 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1749 if (strstr(gl_renderer, "RV630")
1750 || strstr(gl_renderer, "RV635"))
1752 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1753 return CARD_ATI_RADEON_HD2600;
1756 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1757 if (strstr(gl_renderer, "RV610")
1758 || strstr(gl_renderer, "RV620"))
1760 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1761 return CARD_ATI_RADEON_HD2350;
1764 /* Radeon R6xx/R7xx integrated */
1765 if (strstr(gl_renderer, "RS780")
1766 || strstr(gl_renderer, "RS880"))
1768 *vidmem = 128; /* 128MB */
1769 return CARD_ATI_RADEON_HD3200;
1773 if (strstr(gl_renderer, "RV530")
1774 || strstr(gl_renderer, "RV535")
1775 || strstr(gl_renderer, "RV560")
1776 || strstr(gl_renderer, "R520")
1777 || strstr(gl_renderer, "RV570")
1778 || strstr(gl_renderer, "R580"))
1780 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1781 return CARD_ATI_RADEON_X1600;
1784 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1785 if (strstr(gl_renderer, "R410")
1786 || strstr(gl_renderer, "R420")
1787 || strstr(gl_renderer, "R423")
1788 || strstr(gl_renderer, "R430")
1789 || strstr(gl_renderer, "R480")
1790 || strstr(gl_renderer, "R481")
1791 || strstr(gl_renderer, "RV410")
1792 || strstr(gl_renderer, "RV515")
1793 || strstr(gl_renderer, "RV516"))
1795 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1796 return CARD_ATI_RADEON_X700;
1799 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1800 if (strstr(gl_renderer, "RS400")
1801 || strstr(gl_renderer, "RS480")
1802 || strstr(gl_renderer, "RS482")
1803 || strstr(gl_renderer, "RS485")
1804 || strstr(gl_renderer, "RS600")
1805 || strstr(gl_renderer, "RS690")
1806 || strstr(gl_renderer, "RS740"))
1808 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1809 return CARD_ATI_RADEON_XPRESS_200M;
1813 if (strstr(gl_renderer, "R300")
1814 || strstr(gl_renderer, "RV350")
1815 || strstr(gl_renderer, "RV351")
1816 || strstr(gl_renderer, "RV360")
1817 || strstr(gl_renderer, "RV370")
1818 || strstr(gl_renderer, "R350")
1819 || strstr(gl_renderer, "R360"))
1821 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1822 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1826 if (WINE_D3D9_CAPABLE(gl_info))
1828 /* Radeon R7xx HD4800 - highend */
1829 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1830 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1831 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1833 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1834 return CARD_ATI_RADEON_HD4800;
1837 /* Radeon R740 HD4700 - midend */
1838 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1841 return CARD_ATI_RADEON_HD4700;
1844 /* Radeon R730 HD4600 - midend */
1845 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1848 return CARD_ATI_RADEON_HD4600;
1851 /* Radeon R710 HD4500/HD4350 - lowend */
1852 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1855 return CARD_ATI_RADEON_HD4350;
1858 /* Radeon R6xx HD2900/HD3800 - highend */
1859 if (strstr(gl_renderer, "(R600")
1860 || strstr(gl_renderer, "(RV670")
1861 || strstr(gl_renderer, "(R680"))
1863 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1864 return CARD_ATI_RADEON_HD2900;
1867 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1868 if (strstr(gl_renderer, "(RV630")
1869 || strstr(gl_renderer, "(RV635"))
1871 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1872 return CARD_ATI_RADEON_HD2600;
1875 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1876 if (strstr(gl_renderer, "(RV610")
1877 || strstr(gl_renderer, "(RV620"))
1879 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1880 return CARD_ATI_RADEON_HD2350;
1883 /* Radeon R6xx/R7xx integrated */
1884 if (strstr(gl_renderer, "(RS780")
1885 || strstr(gl_renderer, "(RS880"))
1887 *vidmem = 128; /* 128MB */
1888 return CARD_ATI_RADEON_HD3200;
1892 if (WINE_D3D8_CAPABLE(gl_info))
1894 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1895 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1898 if (WINE_D3D7_CAPABLE(gl_info))
1900 *vidmem = 32; /* There are models with up to 64MB */
1901 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1904 *vidmem = 16; /* There are 16-32MB models */
1905 return CARD_ATI_RAGE_128PRO;
1909 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1910 const char *gl_renderer, unsigned int *vidmem)
1912 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1913 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1914 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1915 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1916 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1917 return CARD_NVIDIA_RIVA_128;
1920 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1921 const char *gl_renderer, unsigned int *vidmem)
1923 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1924 return CARD_INTEL_I915G;
1928 struct vendor_card_selection
1930 enum wined3d_gl_vendor gl_vendor;
1931 enum wined3d_pci_vendor card_vendor;
1932 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1933 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1934 unsigned int *vidmem );
1937 static const struct vendor_card_selection vendor_card_select_table[] =
1939 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1940 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1941 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1942 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1943 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1944 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1945 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1946 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
1950 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1951 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1953 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1954 * different GPUs with roughly the same features. In most cases GPUs from a
1955 * certain family differ in clockspeeds, the amount of video memory and the
1956 * number of shader pipelines.
1958 * A Direct3D device object contains the PCI id (vendor + device) of the
1959 * videocard which is used for rendering. Various applications use this
1960 * information to get a rough estimation of the features of the card and
1961 * some might use it for enabling 3d effects only on certain types of
1962 * videocards. In some cases games might even use it to work around bugs
1963 * which happen on certain videocards/driver combinations. The problem is
1964 * that OpenGL only exposes a rendering string containing the name of the
1965 * videocard and not the PCI id.
1967 * Various games depend on the PCI id, so somehow we need to provide one.
1968 * A simple option is to parse the renderer string and translate this to
1969 * the right PCI id. This is a lot of work because there are more than 200
1970 * GPUs just for Nvidia. Various cards share the same renderer string, so
1971 * the amount of code might be 'small' but there are quite a number of
1972 * exceptions which would make this a pain to maintain. Another way would
1973 * be to query the PCI id from the operating system (assuming this is the
1974 * videocard which is used for rendering which is not always the case).
1975 * This would work but it is not very portable. Second it would not work
1976 * well in, let's say, a remote X situation in which the amount of 3d
1977 * features which can be used is limited.
1979 * As said most games only use the PCI id to get an indication of the
1980 * capabilities of the card. It doesn't really matter if the given id is
1981 * the correct one if we return the id of a card with similar 3d features.
1983 * The code below checks the OpenGL capabilities of a videocard and matches
1984 * that to a certain level of Direct3D functionality. Once a card passes
1985 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1986 * least a GeforceFX. To give a better estimate we do a basic check on the
1987 * renderer string but if that won't pass we return a default card. This
1988 * way is better than maintaining a full card database as even without a
1989 * full database we can return a card with similar features. Second the
1990 * size of the database can be made quite small because when you know what
1991 * type of 3d functionality a card has, you know to which GPU family the
1992 * GPU must belong. Because of this you only have to check a small part of
1993 * the renderer string to distinguishes between different models from that
1996 * The code also selects a default amount of video memory which we will
1997 * use for an estimation of the amount of free texture memory. In case of
1998 * real D3D the amount of texture memory includes video memory and system
1999 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2000 * HyperMemory). We don't know how much system memory can be addressed by
2001 * the system but we can make a reasonable estimation about the amount of
2002 * video memory. If the value is slightly wrong it doesn't matter as we
2003 * didn't include AGP-like memory which makes the amount of addressable
2004 * memory higher and second OpenGL isn't that critical it moves to system
2005 * memory behind our backs if really needed. Note that the amount of video
2006 * memory can be overruled using a registry setting. */
2010 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2012 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2013 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2015 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2016 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2019 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2020 *gl_vendor, *card_vendor);
2022 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2023 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2024 * them a good generic choice. */
2025 *card_vendor = HW_VENDOR_NVIDIA;
2026 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2027 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2028 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2029 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2030 return CARD_NVIDIA_RIVA_128;
2033 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2035 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2036 int vs_selected_mode, ps_selected_mode;
2038 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2039 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2040 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2041 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2042 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2043 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2044 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2045 else return &ffp_fragment_pipeline;
2048 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2050 int vs_selected_mode, ps_selected_mode;
2052 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2053 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2054 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2055 return &none_shader_backend;
2058 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2060 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2061 int vs_selected_mode, ps_selected_mode;
2063 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2064 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2065 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2066 else return &ffp_blit;
2069 /* Context activation is done by the caller. */
2070 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2072 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2073 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2074 const char *GL_Extensions = NULL;
2075 const char *WGL_Extensions = NULL;
2076 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2077 struct fragment_caps fragment_caps;
2078 enum wined3d_gl_vendor gl_vendor;
2079 enum wined3d_pci_vendor card_vendor;
2080 enum wined3d_pci_device device;
2082 GLfloat gl_floatv[2];
2085 unsigned int vidmem=0;
2089 TRACE_(d3d_caps)("(%p)\n", gl_info);
2093 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2094 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2095 if (!gl_renderer_str)
2098 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2102 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2103 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2107 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2111 /* Parse the GL_VERSION field into major and minor information */
2112 gl_version_str = (const char *)glGetString(GL_VERSION);
2113 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2114 if (!gl_version_str)
2117 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2120 gl_version = wined3d_parse_gl_version(gl_version_str);
2123 * Initialize openGL extension related variables
2124 * with Default values
2126 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2127 gl_info->limits.blends = 1;
2128 gl_info->limits.buffers = 1;
2129 gl_info->limits.textures = 1;
2130 gl_info->limits.fragment_samplers = 1;
2131 gl_info->limits.vertex_samplers = 0;
2132 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2133 gl_info->limits.sampler_stages = 1;
2134 gl_info->limits.glsl_vs_float_constants = 0;
2135 gl_info->limits.glsl_ps_float_constants = 0;
2136 gl_info->limits.arb_vs_float_constants = 0;
2137 gl_info->limits.arb_vs_native_constants = 0;
2138 gl_info->limits.arb_vs_instructions = 0;
2139 gl_info->limits.arb_vs_temps = 0;
2140 gl_info->limits.arb_ps_float_constants = 0;
2141 gl_info->limits.arb_ps_local_constants = 0;
2142 gl_info->limits.arb_ps_instructions = 0;
2143 gl_info->limits.arb_ps_temps = 0;
2145 /* Retrieve opengl defaults */
2146 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2147 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2148 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2150 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2151 gl_info->limits.lights = gl_max;
2152 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2154 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2155 gl_info->limits.texture_size = gl_max;
2156 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2158 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2159 gl_info->limits.pointsize_min = gl_floatv[0];
2160 gl_info->limits.pointsize_max = gl_floatv[1];
2161 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2163 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2164 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2168 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2174 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2176 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2178 while (*GL_Extensions)
2181 char current_ext[256];
2183 while (isspace(*GL_Extensions)) ++GL_Extensions;
2184 start = GL_Extensions;
2185 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2187 len = GL_Extensions - start;
2188 if (!len || len >= sizeof(current_ext)) continue;
2190 memcpy(current_ext, start, len);
2191 current_ext[len] = '\0';
2192 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2194 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2196 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2198 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2199 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2205 /* Now work out what GL support this card really has */
2206 #define USE_GL_FUNC(type, pfn, ext, replace) \
2208 DWORD ver = ver_for_ext(ext); \
2209 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2210 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2211 else gl_info->pfn = NULL; \
2216 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2222 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2223 * loading the functions, otherwise the code above will load the extension entry points instead of the
2224 * core functions, which may not work. */
2225 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2227 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2228 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2230 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2231 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2235 if (gl_info->supported[APPLE_FENCE])
2237 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2238 * The apple extension interacts with some other apple exts. Disable the NV
2239 * extension if the apple one is support to prevent confusion in other parts
2241 gl_info->supported[NV_FENCE] = FALSE;
2243 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2245 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2247 * The enums are the same:
2248 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2249 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2250 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2251 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2252 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2254 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2256 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2257 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2259 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2261 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2262 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2265 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2267 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2268 * functionality. Prefer the ARB extension */
2269 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2271 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2273 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2274 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2276 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2278 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2279 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2281 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2283 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2284 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2286 if (gl_info->supported[NV_TEXTURE_SHADER2])
2288 if (gl_info->supported[NV_REGISTER_COMBINERS])
2290 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2291 * are supported. The nv extensions provide the same functionality as the
2292 * ATI one, and a bit more(signed pixelformats). */
2293 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2297 if (gl_info->supported[NV_REGISTER_COMBINERS])
2299 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2300 gl_info->limits.general_combiners = gl_max;
2301 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2303 if (gl_info->supported[ARB_DRAW_BUFFERS])
2305 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2306 gl_info->limits.buffers = gl_max;
2307 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2309 if (gl_info->supported[ARB_MULTITEXTURE])
2311 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2312 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2313 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2315 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2318 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2319 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2323 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2325 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2327 if (gl_info->supported[ARB_VERTEX_SHADER])
2330 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2331 gl_info->limits.vertex_samplers = tmp;
2332 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2333 gl_info->limits.combined_samplers = tmp;
2335 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2336 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2337 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2338 * shader is used with fixed function vertex processing we're fine too because fixed function
2339 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2340 * used we have to make sure that all vertex sampler setups are valid together with all
2341 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2342 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2343 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2344 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2345 * a fixed function pipeline anymore.
2347 * So this is just a check to check that our assumption holds true. If not, write a warning
2348 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2349 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2350 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2352 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2353 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2354 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2355 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2356 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2358 gl_info->limits.vertex_samplers = 0;
2363 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2365 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2366 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2368 if (gl_info->supported[ARB_VERTEX_BLEND])
2370 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2371 gl_info->limits.blends = gl_max;
2372 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2374 if (gl_info->supported[EXT_TEXTURE3D])
2376 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2377 gl_info->limits.texture3d_size = gl_max;
2378 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2380 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2382 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2383 gl_info->limits.anisotropy = gl_max;
2384 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2386 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2388 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2389 gl_info->limits.arb_ps_float_constants = gl_max;
2390 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2391 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2392 gl_info->limits.arb_ps_native_constants = gl_max;
2393 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2394 gl_info->limits.arb_ps_native_constants);
2395 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2396 gl_info->limits.arb_ps_temps = gl_max;
2397 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2398 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2399 gl_info->limits.arb_ps_instructions = gl_max;
2400 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2401 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2402 gl_info->limits.arb_ps_local_constants = gl_max;
2403 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2405 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2407 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2408 gl_info->limits.arb_vs_float_constants = gl_max;
2409 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2410 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2411 gl_info->limits.arb_vs_native_constants = gl_max;
2412 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2413 gl_info->limits.arb_vs_native_constants);
2414 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2415 gl_info->limits.arb_vs_temps = gl_max;
2416 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2417 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2418 gl_info->limits.arb_vs_instructions = gl_max;
2419 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2421 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2423 if (gl_info->supported[ARB_VERTEX_SHADER])
2425 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2426 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2427 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2429 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2431 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2432 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2433 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2434 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2435 gl_info->limits.glsl_varyings = gl_max;
2436 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2438 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2440 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2441 unsigned int major, minor;
2443 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2445 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2446 sscanf(str, "%u.%u", &major, &minor);
2447 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2449 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2451 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2455 gl_info->limits.shininess = 128.0f;
2457 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2459 /* If we have full NP2 texture support, disable
2460 * GL_ARB_texture_rectangle because we will never use it.
2461 * This saves a few redundant glDisable calls. */
2462 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2464 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2466 /* Disable NV_register_combiners and fragment shader if this is supported.
2467 * generally the NV extensions are preferred over the ATI ones, and this
2468 * extension is disabled if register_combiners and texture_shader2 are both
2469 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2470 * fragment processing support. */
2471 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2472 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2473 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2474 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2476 if (gl_info->supported[NV_HALF_FLOAT])
2478 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2479 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2481 if (gl_info->supported[ARB_POINT_SPRITE])
2483 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2487 gl_info->limits.point_sprite_units = 0;
2489 checkGLcall("extension detection");
2493 adapter->fragment_pipe = select_fragment_implementation(adapter);
2494 adapter->shader_backend = select_shader_backend(adapter);
2495 adapter->blitter = select_blit_implementation(adapter);
2497 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2498 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2499 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2501 /* In some cases the number of texture stages can be larger than the number
2502 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2503 * shaders), but 8 texture stages (register combiners). */
2504 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2506 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2508 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2509 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2510 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2511 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2512 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2513 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2514 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2515 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2516 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2517 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2518 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2519 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2520 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2521 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2522 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2523 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2524 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2525 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2526 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2530 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2532 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2533 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2534 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2535 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2536 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2537 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2538 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2539 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2540 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2541 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2542 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2543 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2544 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2545 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2546 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2547 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2548 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2550 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2552 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2553 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2555 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2557 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2559 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2561 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2565 /* MRTs are currently only supported when FBOs are used. */
2566 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2568 gl_info->limits.buffers = 1;
2571 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2572 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2573 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2575 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2576 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2578 /* If we have an estimate use it, else default to 64MB; */
2580 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2582 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2584 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2585 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2586 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2587 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2588 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2589 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2590 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2591 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2593 /* Make sure there's an active HDC else the WGL extensions will fail */
2594 hdc = pwglGetCurrentDC();
2596 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2597 if(GL_EXTCALL(wglGetExtensionsStringARB))
2598 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2600 if (NULL == WGL_Extensions) {
2601 ERR(" WGL_Extensions returns NULL\n");
2603 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2604 while (*WGL_Extensions != 0x00) {
2608 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2609 Start = WGL_Extensions;
2610 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2614 len = WGL_Extensions - Start;
2615 if (len == 0 || len >= sizeof(ThisExtn))
2618 memcpy(ThisExtn, Start, len);
2619 ThisExtn[len] = '\0';
2620 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2622 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2623 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2624 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2626 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2627 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2628 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2634 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2635 init_driver_info(driver_info, card_vendor, device);
2636 add_gl_compat_wrappers(gl_info);
2641 /**********************************************************
2642 * IWineD3D implementation follows
2643 **********************************************************/
2645 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2646 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2648 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2650 return This->adapter_count;
2653 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2655 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2660 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2661 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2663 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2665 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2669 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2672 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2673 of the same bpp but different resolutions */
2675 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2676 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2677 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2678 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2680 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2684 /* TODO: Store modes per adapter and read it from the adapter structure */
2685 if (Adapter == 0) { /* Display */
2686 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2687 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2692 memset(&mode, 0, sizeof(mode));
2693 mode.dmSize = sizeof(mode);
2695 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2699 if (Format == WINED3DFMT_UNKNOWN)
2701 /* This is for D3D8, do not enumerate P8 here */
2702 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2704 else if (mode.dmBitsPerPel == format_bits)
2710 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2713 FIXME_(d3d_caps)("Adapter not primary display\n");
2718 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2719 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2720 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2721 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2723 /* Validate the parameters as much as possible */
2724 if (NULL == pMode ||
2725 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2726 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2727 return WINED3DERR_INVALIDCALL;
2730 /* TODO: Store modes per adapter and read it from the adapter structure */
2733 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2734 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2740 ZeroMemory(&DevModeW, sizeof(DevModeW));
2741 DevModeW.dmSize = sizeof(DevModeW);
2743 /* If we are filtering to a specific format (D3D9), then need to skip
2744 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2745 just count through the ones with valid bit depths */
2746 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2748 if (Format == WINED3DFMT_UNKNOWN)
2750 /* This is for D3D8, do not enumerate P8 here */
2751 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2753 else if (DevModeW.dmBitsPerPel == format_bits)
2760 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2761 return WINED3DERR_INVALIDCALL;
2765 /* Now get the display mode via the calculated index */
2766 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2767 pMode->Width = DevModeW.dmPelsWidth;
2768 pMode->Height = DevModeW.dmPelsHeight;
2769 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2770 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2771 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2773 if (Format == WINED3DFMT_UNKNOWN) {
2774 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2776 pMode->Format = Format;
2779 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2780 return WINED3DERR_INVALIDCALL;
2783 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2784 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2785 DevModeW.dmBitsPerPel);
2790 FIXME_(d3d_caps)("Adapter not primary display\n");
2796 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2798 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2800 if (NULL == pMode ||
2801 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2802 return WINED3DERR_INVALIDCALL;
2805 if (Adapter == 0) { /* Display */
2809 ZeroMemory(&DevModeW, sizeof(DevModeW));
2810 DevModeW.dmSize = sizeof(DevModeW);
2812 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2813 pMode->Width = DevModeW.dmPelsWidth;
2814 pMode->Height = DevModeW.dmPelsHeight;
2815 bpp = DevModeW.dmBitsPerPel;
2816 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2817 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2819 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2822 pMode->Format = pixelformat_for_depth(bpp);
2824 FIXME_(d3d_caps)("Adapter not primary display\n");
2827 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2828 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2832 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2833 and fields being inserted in the middle, a new structure is used in place */
2834 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2835 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2836 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2837 struct wined3d_adapter *adapter;
2840 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2842 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2843 return WINED3DERR_INVALIDCALL;
2846 adapter = &This->adapters[Adapter];
2848 /* Return the information requested */
2849 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2851 if (pIdentifier->driver_size)
2853 const char *name = adapter->driver_info.name;
2854 len = min(strlen(name), pIdentifier->driver_size - 1);
2855 memcpy(pIdentifier->driver, name, len);
2856 pIdentifier->driver[len] = '\0';
2859 if (pIdentifier->description_size)
2861 const char *description = adapter->driver_info.description;
2862 len = min(strlen(description), pIdentifier->description_size - 1);
2863 memcpy(pIdentifier->description, description, len);
2864 pIdentifier->description[len] = '\0';
2867 /* Note that d3d8 doesn't supply a device name. */
2868 if (pIdentifier->device_name_size)
2870 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2872 len = strlen(device_name);
2873 if (len >= pIdentifier->device_name_size)
2875 ERR("Device name size too small.\n");
2876 return WINED3DERR_INVALIDCALL;
2879 memcpy(pIdentifier->device_name, device_name, len);
2880 pIdentifier->device_name[len] = '\0';
2883 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2884 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2885 pIdentifier->vendor_id = adapter->driver_info.vendor;
2886 pIdentifier->device_id = adapter->driver_info.device;
2887 pIdentifier->subsystem_id = 0;
2888 pIdentifier->revision = 0;
2889 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2890 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2891 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2892 pIdentifier->video_memory = adapter->TextureRam;
2897 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2898 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2900 short redSize, greenSize, blueSize, alphaSize, colorBits;
2905 /* Float formats need FBOs. If FBOs are used this function isn't called */
2906 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2908 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2909 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2911 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2915 if(cfg->redSize < redSize)
2918 if(cfg->greenSize < greenSize)
2921 if(cfg->blueSize < blueSize)
2924 if(cfg->alphaSize < alphaSize)
2930 /* Probably a RGBA_float or color index mode */
2934 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2935 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2937 short depthSize, stencilSize;
2938 BOOL lockable = FALSE;
2943 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2945 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2949 /* Float formats need FBOs. If FBOs are used this function isn't called */
2950 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2952 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2955 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2956 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2957 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2958 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2961 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2962 * allow more stencil bits than requested. */
2963 if(cfg->stencilSize < stencilSize)
2969 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2970 WINED3DFORMAT AdapterFormat,
2971 WINED3DFORMAT RenderTargetFormat,
2972 WINED3DFORMAT DepthStencilFormat) {
2973 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2975 const WineD3D_PixelFormat *cfgs;
2976 const struct wined3d_adapter *adapter;
2977 const struct wined3d_format_desc *rt_format_desc;
2978 const struct wined3d_format_desc *ds_format_desc;
2981 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2983 DeviceType, debug_d3ddevicetype(DeviceType),
2984 AdapterFormat, debug_d3dformat(AdapterFormat),
2985 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2986 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2988 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2989 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2990 return WINED3DERR_INVALIDCALL;
2993 adapter = &This->adapters[Adapter];
2994 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2995 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2996 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2998 if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
2999 (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
3000 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3006 cfgs = adapter->cfgs;
3007 nCfgs = adapter->nCfgs;
3008 for (it = 0; it < nCfgs; ++it) {
3009 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3011 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3013 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3019 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3021 return WINED3DERR_NOTAVAILABLE;
3024 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3025 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3027 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3028 const struct wined3d_format_desc *glDesc;
3029 const struct wined3d_adapter *adapter;
3031 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3034 DeviceType, debug_d3ddevicetype(DeviceType),
3035 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3040 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3041 return WINED3DERR_INVALIDCALL;
3044 /* TODO: handle Windowed, add more quality levels */
3046 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3047 if(pQualityLevels) *pQualityLevels = 1;
3051 /* By default multisampling is disabled right now as it causes issues
3052 * on some Nvidia driver versions and it doesn't work well in combination
3054 if(!wined3d_settings.allow_multisampling)
3055 return WINED3DERR_NOTAVAILABLE;
3057 adapter = &This->adapters[Adapter];
3058 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3059 if (!glDesc) return WINED3DERR_INVALIDCALL;
3061 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3063 const WineD3D_PixelFormat *cfgs;
3065 cfgs = adapter->cfgs;
3066 nCfgs = adapter->nCfgs;
3067 for(i=0; i<nCfgs; i++) {
3068 if(cfgs[i].numSamples != MultiSampleType)
3071 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3074 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3077 *pQualityLevels = 1; /* Guess at a value! */
3081 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3082 short redSize, greenSize, blueSize, alphaSize, colorBits;
3084 const WineD3D_PixelFormat *cfgs;
3086 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3088 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3089 return WINED3DERR_NOTAVAILABLE;
3092 cfgs = adapter->cfgs;
3093 nCfgs = adapter->nCfgs;
3094 for(i=0; i<nCfgs; i++) {
3095 if(cfgs[i].numSamples != MultiSampleType)
3097 if(cfgs[i].redSize != redSize)
3099 if(cfgs[i].greenSize != greenSize)
3101 if(cfgs[i].blueSize != blueSize)
3103 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3104 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3106 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3109 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3112 *pQualityLevels = 1; /* Guess at a value! */
3116 return WINED3DERR_NOTAVAILABLE;
3119 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3120 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3122 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3125 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3126 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3127 debug_d3dformat(BackBufferFormat), Windowed);
3129 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3130 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3131 return WINED3DERR_INVALIDCALL;
3134 /* The task of this function is to check whether a certain display / backbuffer format
3135 * combination is available on the given adapter. In fullscreen mode microsoft specified
3136 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3137 * and display format should match exactly.
3138 * In windowed mode format conversion can occur and this depends on the driver. When format
3139 * conversion is done, this function should nevertheless fail and applications need to use
3140 * CheckDeviceFormatConversion.
3141 * At the moment we assume that fullscreen and windowed have the same capabilities */
3143 /* There are only 4 display formats */
3144 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3145 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3146 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3147 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3149 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3150 return WINED3DERR_NOTAVAILABLE;
3153 /* If the requested DisplayFormat is not available, don't continue */
3154 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3156 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3157 return WINED3DERR_NOTAVAILABLE;
3160 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3161 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3162 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3163 return WINED3DERR_NOTAVAILABLE;
3166 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3167 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3169 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3170 return WINED3DERR_NOTAVAILABLE;
3173 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3174 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3175 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3177 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3178 return WINED3DERR_NOTAVAILABLE;
3181 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3182 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3183 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3185 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3186 return WINED3DERR_NOTAVAILABLE;
3189 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3190 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3191 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3193 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3194 return WINED3DERR_NOTAVAILABLE;
3197 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3198 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3200 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3206 /* Check if we support bumpmapping for a format */
3207 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3209 /* Ask the fixed function pipeline implementation if it can deal
3210 * with the conversion. If we've got a GL extension giving native
3211 * support this will be an identity conversion. */
3212 return (format_desc->Flags & WINED3DFMT_FLAG_BUMPMAP)
3213 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup);
3216 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3217 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3218 const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3222 /* Only allow depth/stencil formats */
3223 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3225 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3227 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3228 if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3232 /* Walk through all WGL pixel formats to find a match */
3233 for (it = 0; it < adapter->nCfgs; ++it)
3235 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3236 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3238 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3249 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3251 /* The flags entry of a format contains the filtering capability */
3252 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3257 /* Check the render target capabilities of a format */
3258 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3259 const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3261 /* Filter out non-RT formats */
3262 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3263 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3264 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3266 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3267 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3269 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3270 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3272 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3273 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3274 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3275 TRACE_(d3d_caps)("[FAILED]\n");
3279 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3280 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3281 for (it = 0; it < adapter->nCfgs; ++it)
3283 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3284 &cfgs[it], check_format_desc))
3286 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3287 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3292 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3294 /* For now return TRUE for FBOs until we have some proper checks.
3295 * Note that this function will only be called when the format is around for texturing. */
3301 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3303 return adapter->gl_info.supported[EXT_TEXTURE_SRGB]
3304 && (format_desc->Flags & WINED3DFMT_FLAG_SRGB_READ);
3307 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3309 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3310 * doing the color fixup in shaders.
3311 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3312 if (format_desc->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3314 int vs_selected_mode;
3315 int ps_selected_mode;
3316 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3318 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3319 TRACE_(d3d_caps)("[OK]\n");
3324 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3328 /* Check if a format support blending in combination with pixel shaders */
3329 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3330 const struct wined3d_format_desc *format_desc)
3332 /* The flags entry of a format contains the post pixel shader blending capability */
3333 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3338 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3340 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3341 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3342 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3343 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3344 * capability anyway.
3346 * For now lets report this on all formats, but in the future we may want to
3347 * restrict it to some should games need that
3352 /* Check if a texture format is supported on the given adapter */
3353 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3355 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3357 switch (format_desc->format)
3360 * supported: RGB(A) formats
3362 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3363 case WINED3DFMT_B8G8R8A8_UNORM:
3364 case WINED3DFMT_B8G8R8X8_UNORM:
3365 case WINED3DFMT_B5G6R5_UNORM:
3366 case WINED3DFMT_B5G5R5X1_UNORM:
3367 case WINED3DFMT_B5G5R5A1_UNORM:
3368 case WINED3DFMT_B4G4R4A4_UNORM:
3369 case WINED3DFMT_A8_UNORM:
3370 case WINED3DFMT_B4G4R4X4_UNORM:
3371 case WINED3DFMT_R8G8B8A8_UNORM:
3372 case WINED3DFMT_R8G8B8X8_UNORM:
3373 case WINED3DFMT_B10G10R10A2_UNORM:
3374 case WINED3DFMT_R10G10B10A2_UNORM:
3375 case WINED3DFMT_R16G16_UNORM:
3376 TRACE_(d3d_caps)("[OK]\n");
3379 case WINED3DFMT_B2G3R3_UNORM:
3380 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3384 * Not supported: Palettized
3385 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3386 * Since it is not widely available, don't offer it. Further no Windows driver offers
3387 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3389 case WINED3DFMT_P8_UINT:
3390 case WINED3DFMT_P8_UINT_A8_UNORM:
3394 * Supported: (Alpha)-Luminance
3396 case WINED3DFMT_L8_UNORM:
3397 case WINED3DFMT_L8A8_UNORM:
3398 case WINED3DFMT_L16_UNORM:
3399 TRACE_(d3d_caps)("[OK]\n");
3402 /* Not supported on Windows, thus disabled */
3403 case WINED3DFMT_L4A4_UNORM:
3404 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3408 * Supported: Depth/Stencil formats
3410 case WINED3DFMT_D16_LOCKABLE:
3411 case WINED3DFMT_D16_UNORM:
3412 case WINED3DFMT_S1_UINT_D15_UNORM:
3413 case WINED3DFMT_X8D24_UNORM:
3414 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3415 case WINED3DFMT_D24_UNORM_S8_UINT:
3416 case WINED3DFMT_S8_UINT_D24_FLOAT:
3417 case WINED3DFMT_D32_UNORM:
3418 case WINED3DFMT_D32_FLOAT:
3422 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3423 * GL_NV_texture_shader). Emulated by shaders
3425 case WINED3DFMT_R8G8_SNORM:
3426 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3427 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3428 case WINED3DFMT_R8G8B8A8_SNORM:
3429 case WINED3DFMT_R16G16_SNORM:
3430 /* Ask the shader backend if it can deal with the conversion. If
3431 * we've got a GL extension giving native support this will be an
3432 * identity conversion. */
3433 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3435 TRACE_(d3d_caps)("[OK]\n");
3438 TRACE_(d3d_caps)("[FAILED]\n");
3441 case WINED3DFMT_DXT1:
3442 case WINED3DFMT_DXT2:
3443 case WINED3DFMT_DXT3:
3444 case WINED3DFMT_DXT4:
3445 case WINED3DFMT_DXT5:
3446 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3448 TRACE_(d3d_caps)("[OK]\n");
3451 TRACE_(d3d_caps)("[FAILED]\n");
3456 * Odd formats - not supported
3458 case WINED3DFMT_VERTEXDATA:
3459 case WINED3DFMT_R16_UINT:
3460 case WINED3DFMT_R32_UINT:
3461 case WINED3DFMT_R16G16B16A16_SNORM:
3462 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3463 case WINED3DFMT_R10G11B11_SNORM:
3464 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3468 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3470 case WINED3DFMT_R8G8_SNORM_Cx:
3471 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3475 case WINED3DFMT_UYVY:
3476 case WINED3DFMT_YUY2:
3477 if (gl_info->supported[APPLE_YCBCR_422])
3479 TRACE_(d3d_caps)("[OK]\n");
3482 TRACE_(d3d_caps)("[FAILED]\n");
3484 case WINED3DFMT_YV12:
3485 TRACE_(d3d_caps)("[FAILED]\n");
3489 case WINED3DFMT_R16G16B16A16_UNORM:
3490 case WINED3DFMT_B2G3R3A8_UNORM:
3491 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3494 /* Floating point formats */
3495 case WINED3DFMT_R16_FLOAT:
3496 case WINED3DFMT_R16G16_FLOAT:
3497 case WINED3DFMT_R16G16B16A16_FLOAT:
3498 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3500 TRACE_(d3d_caps)("[OK]\n");
3503 TRACE_(d3d_caps)("[FAILED]\n");
3506 case WINED3DFMT_R32_FLOAT:
3507 case WINED3DFMT_R32G32_FLOAT:
3508 case WINED3DFMT_R32G32B32A32_FLOAT:
3509 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3511 TRACE_(d3d_caps)("[OK]\n");
3514 TRACE_(d3d_caps)("[FAILED]\n");
3517 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3518 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3519 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3520 * We can do instancing with all shader versions, but we need vertex shaders.
3522 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3523 * to enable instancing. WineD3D doesn't need that and just ignores it.
3525 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3527 case WINED3DFMT_INST:
3528 TRACE("ATI Instancing check hack\n");
3529 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3531 TRACE_(d3d_caps)("[OK]\n");
3534 TRACE_(d3d_caps)("[FAILED]\n");
3537 /* Some weird FOURCC formats */
3538 case WINED3DFMT_R8G8_B8G8:
3539 case WINED3DFMT_G8R8_G8B8:
3540 case WINED3DFMT_MULTI2_ARGB8:
3541 TRACE_(d3d_caps)("[FAILED]\n");
3544 /* Vendor specific formats */
3545 case WINED3DFMT_ATI2N:
3546 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3547 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3549 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3550 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3552 TRACE_(d3d_caps)("[OK]\n");
3556 TRACE_(d3d_caps)("[OK]\n");
3559 TRACE_(d3d_caps)("[FAILED]\n");
3562 case WINED3DFMT_NVHU:
3563 case WINED3DFMT_NVHS:
3564 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3565 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3566 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3567 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3568 * Applications have to deal with not having NVHS and NVHU.
3570 TRACE_(d3d_caps)("[FAILED]\n");
3573 case WINED3DFMT_UNKNOWN:
3577 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3583 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3584 const struct wined3d_format_desc *adapter_format_desc,
3585 const struct wined3d_format_desc *check_format_desc,
3586 WINED3DSURFTYPE SurfaceType)
3588 if(SurfaceType == SURFACE_GDI) {
3589 switch(check_format_desc->format)
3591 case WINED3DFMT_B8G8R8_UNORM:
3592 case WINED3DFMT_B8G8R8A8_UNORM:
3593 case WINED3DFMT_B8G8R8X8_UNORM:
3594 case WINED3DFMT_B5G6R5_UNORM:
3595 case WINED3DFMT_B5G5R5X1_UNORM:
3596 case WINED3DFMT_B5G5R5A1_UNORM:
3597 case WINED3DFMT_B4G4R4A4_UNORM:
3598 case WINED3DFMT_B2G3R3_UNORM:
3599 case WINED3DFMT_A8_UNORM:
3600 case WINED3DFMT_B2G3R3A8_UNORM:
3601 case WINED3DFMT_B4G4R4X4_UNORM:
3602 case WINED3DFMT_R10G10B10A2_UNORM:
3603 case WINED3DFMT_R8G8B8A8_UNORM:
3604 case WINED3DFMT_R8G8B8X8_UNORM:
3605 case WINED3DFMT_R16G16_UNORM:
3606 case WINED3DFMT_B10G10R10A2_UNORM:
3607 case WINED3DFMT_R16G16B16A16_UNORM:
3608 case WINED3DFMT_P8_UINT:
3609 TRACE_(d3d_caps)("[OK]\n");
3612 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3617 /* All format that are supported for textures are supported for surfaces as well */
3618 if (CheckTextureCapability(adapter, check_format_desc)) return TRUE;
3619 /* All depth stencil formats are supported on surfaces */
3620 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3622 /* If opengl can't process the format natively, the blitter may be able to convert it */
3623 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3624 NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3625 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3627 TRACE_(d3d_caps)("[OK]\n");
3631 /* Reject other formats */
3632 TRACE_(d3d_caps)("[FAILED]\n");
3636 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3637 const struct wined3d_format_desc *format_desc)
3639 return adapter->gl_info.limits.vertex_samplers
3640 && (format_desc->Flags & WINED3DFMT_FLAG_VTF);
3643 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3644 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3645 WINED3DSURFTYPE SurfaceType)
3647 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3648 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3649 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3650 const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3651 const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3652 DWORD UsageCaps = 0;
3654 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3657 DeviceType, debug_d3ddevicetype(DeviceType),
3658 AdapterFormat, debug_d3dformat(AdapterFormat),
3659 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3660 RType, debug_d3dresourcetype(RType),
3661 CheckFormat, debug_d3dformat(CheckFormat));
3663 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3664 return WINED3DERR_INVALIDCALL;
3669 case WINED3DRTYPE_CUBETEXTURE:
3670 /* Cubetexture allows:
3671 * - WINED3DUSAGE_AUTOGENMIPMAP
3672 * - WINED3DUSAGE_DEPTHSTENCIL
3673 * - WINED3DUSAGE_DYNAMIC
3674 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3675 * - WINED3DUSAGE_RENDERTARGET
3676 * - WINED3DUSAGE_SOFTWAREPROCESSING
3677 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3679 if (SurfaceType != SURFACE_OPENGL)
3681 TRACE_(d3d_caps)("[FAILED]\n");
3682 return WINED3DERR_NOTAVAILABLE;
3685 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3687 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3688 return WINED3DERR_NOTAVAILABLE;
3691 if (!CheckTextureCapability(adapter, format_desc))
3693 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3694 return WINED3DERR_NOTAVAILABLE;
3697 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3699 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3700 /* When autogenmipmap isn't around continue and return
3701 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3702 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3704 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3707 /* Always report dynamic locking. */
3708 if (Usage & WINED3DUSAGE_DYNAMIC)
3709 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3711 if (Usage & WINED3DUSAGE_RENDERTARGET)
3713 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3715 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3716 return WINED3DERR_NOTAVAILABLE;
3718 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3721 /* Always report software processing. */
3722 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3723 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3725 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3727 if (!CheckFilterCapability(adapter, format_desc))
3729 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3730 return WINED3DERR_NOTAVAILABLE;
3732 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3735 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3737 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3739 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3740 return WINED3DERR_NOTAVAILABLE;
3742 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3745 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3747 if (!CheckSrgbReadCapability(adapter, format_desc))
3749 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3750 return WINED3DERR_NOTAVAILABLE;
3752 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3755 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3757 if (!CheckSrgbWriteCapability(adapter, format_desc))
3759 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3760 return WINED3DERR_NOTAVAILABLE;
3762 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3765 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3767 if (!CheckVertexTextureCapability(adapter, format_desc))
3769 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3770 return WINED3DERR_NOTAVAILABLE;
3772 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3775 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3777 if (!CheckWrapAndMipCapability(adapter, format_desc))
3779 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3780 return WINED3DERR_NOTAVAILABLE;
3782 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3786 case WINED3DRTYPE_SURFACE:
3788 * - WINED3DUSAGE_DEPTHSTENCIL
3789 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3790 * - WINED3DUSAGE_RENDERTARGET
3792 if (!CheckSurfaceCapability(adapter, adapter_format_desc, format_desc, SurfaceType))
3794 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3795 return WINED3DERR_NOTAVAILABLE;
3798 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3800 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3802 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3803 return WINED3DERR_NOTAVAILABLE;
3805 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3808 if (Usage & WINED3DUSAGE_RENDERTARGET)
3810 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3812 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3813 return WINED3DERR_NOTAVAILABLE;
3815 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3818 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3820 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3822 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3823 return WINED3DERR_NOTAVAILABLE;
3825 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3829 case WINED3DRTYPE_TEXTURE:
3831 * - WINED3DUSAGE_AUTOGENMIPMAP
3832 * - WINED3DUSAGE_DEPTHSTENCIL
3833 * - WINED3DUSAGE_DMAP
3834 * - WINED3DUSAGE_DYNAMIC
3835 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3836 * - WINED3DUSAGE_RENDERTARGET
3837 * - WINED3DUSAGE_SOFTWAREPROCESSING
3838 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3839 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3841 if (SurfaceType != SURFACE_OPENGL)
3843 TRACE_(d3d_caps)("[FAILED]\n");
3844 return WINED3DERR_NOTAVAILABLE;
3847 if (!CheckTextureCapability(adapter, format_desc))
3849 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3850 return WINED3DERR_NOTAVAILABLE;
3853 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3855 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3856 /* When autogenmipmap isn't around continue and return
3857 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3858 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3860 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3863 /* Always report dynamic locking. */
3864 if (Usage & WINED3DUSAGE_DYNAMIC)
3865 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3867 if (Usage & WINED3DUSAGE_RENDERTARGET)
3869 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3871 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3872 return WINED3DERR_NOTAVAILABLE;
3874 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3877 /* Always report software processing. */
3878 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3879 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3881 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3883 if (!CheckFilterCapability(adapter, format_desc))
3885 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3886 return WINED3DERR_NOTAVAILABLE;
3888 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3891 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3893 if (!CheckBumpMapCapability(adapter, format_desc))
3895 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3896 return WINED3DERR_NOTAVAILABLE;
3898 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3901 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3903 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3905 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3906 return WINED3DERR_NOTAVAILABLE;
3908 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3911 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3913 if (!CheckSrgbReadCapability(adapter, format_desc))
3915 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3916 return WINED3DERR_NOTAVAILABLE;
3918 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3921 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3923 if (!CheckSrgbWriteCapability(adapter, format_desc))
3925 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3926 return WINED3DERR_NOTAVAILABLE;
3928 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3931 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3933 if (!CheckVertexTextureCapability(adapter, format_desc))
3935 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3936 return WINED3DERR_NOTAVAILABLE;
3938 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3941 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3943 if (!CheckWrapAndMipCapability(adapter, format_desc))
3945 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3946 return WINED3DERR_NOTAVAILABLE;
3948 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3951 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3953 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3955 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3956 return WINED3DERR_NOTAVAILABLE;
3958 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3962 case WINED3DRTYPE_VOLUMETEXTURE:
3963 case WINED3DRTYPE_VOLUME:
3964 /* Volume is to VolumeTexture what Surface is to Texture, but its
3965 * usage caps are not documented. Most driver seem to offer
3966 * (nearly) the same on Volume and VolumeTexture, so do that too.
3968 * Volumetexture allows:
3969 * - D3DUSAGE_DYNAMIC
3970 * - D3DUSAGE_NONSECURE (d3d9ex)
3971 * - D3DUSAGE_SOFTWAREPROCESSING
3972 * - D3DUSAGE_QUERY_WRAPANDMIP
3974 if (SurfaceType != SURFACE_OPENGL)
3976 TRACE_(d3d_caps)("[FAILED]\n");
3977 return WINED3DERR_NOTAVAILABLE;
3980 if (!gl_info->supported[EXT_TEXTURE3D])
3982 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3983 return WINED3DERR_NOTAVAILABLE;
3986 if (!CheckTextureCapability(adapter, format_desc))
3988 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3989 return WINED3DERR_NOTAVAILABLE;
3992 /* Filter formats that need conversion; For one part, this
3993 * conversion is unimplemented, and volume textures are huge, so
3994 * it would be a big performance hit. Unless we hit an application
3995 * needing one of those formats, don't advertize them to avoid
3996 * leading applications into temptation. The windows drivers don't
3997 * support most of those formats on volumes anyway, except for
3998 * WINED3DFMT_R32_FLOAT. */
3999 switch (CheckFormat)
4001 case WINED3DFMT_P8_UINT:
4002 case WINED3DFMT_L4A4_UNORM:
4003 case WINED3DFMT_R32_FLOAT:
4004 case WINED3DFMT_R16_FLOAT:
4005 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4006 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4007 case WINED3DFMT_R16G16_UNORM:
4008 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4009 return WINED3DERR_NOTAVAILABLE;
4011 case WINED3DFMT_R8G8B8A8_SNORM:
4012 case WINED3DFMT_R16G16_SNORM:
4013 if (!gl_info->supported[NV_TEXTURE_SHADER])
4015 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4016 return WINED3DERR_NOTAVAILABLE;
4020 case WINED3DFMT_R8G8_SNORM:
4021 if (!gl_info->supported[NV_TEXTURE_SHADER])
4023 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4024 return WINED3DERR_NOTAVAILABLE;
4028 case WINED3DFMT_DXT1:
4029 case WINED3DFMT_DXT2:
4030 case WINED3DFMT_DXT3:
4031 case WINED3DFMT_DXT4:
4032 case WINED3DFMT_DXT5:
4033 /* The GL_EXT_texture_compression_s3tc spec requires that
4034 * loading an s3tc compressed texture results in an error.
4035 * While the D3D refrast does support s3tc volumes, at
4036 * least the nvidia windows driver does not, so we're free
4037 * not to support this format. */
4038 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4039 return WINED3DERR_NOTAVAILABLE;
4042 /* Do nothing, continue with checking the format below */
4046 /* Always report dynamic locking. */
4047 if (Usage & WINED3DUSAGE_DYNAMIC)
4048 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4050 /* Always report software processing. */
4051 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4052 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4054 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4056 if (!CheckFilterCapability(adapter, format_desc))
4058 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4059 return WINED3DERR_NOTAVAILABLE;
4061 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4064 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4066 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4068 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4069 return WINED3DERR_NOTAVAILABLE;
4071 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4074 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4076 if (!CheckSrgbReadCapability(adapter, format_desc))
4078 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4079 return WINED3DERR_NOTAVAILABLE;
4081 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4084 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4086 if (!CheckSrgbWriteCapability(adapter, format_desc))
4088 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4089 return WINED3DERR_NOTAVAILABLE;
4091 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4094 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4096 if (!CheckVertexTextureCapability(adapter, format_desc))
4098 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4099 return WINED3DERR_NOTAVAILABLE;
4101 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4104 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4106 if (!CheckWrapAndMipCapability(adapter, format_desc))
4108 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4109 return WINED3DERR_NOTAVAILABLE;
4111 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4116 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4117 return WINED3DERR_NOTAVAILABLE;
4120 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4121 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4122 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4123 if (UsageCaps == Usage)
4125 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4126 return WINED3DOK_NOAUTOGEN;
4128 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4129 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4131 return WINED3DERR_NOTAVAILABLE;
4134 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4135 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4137 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4138 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4139 debug_d3dformat(dst_format));
4144 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4145 subset of a D3DCAPS9 structure. However, it has to come via a void *
4146 as the d3d8 interface cannot import the d3d9 header */
4147 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4149 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4150 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4151 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4152 int vs_selected_mode;
4153 int ps_selected_mode;
4154 struct shader_caps shader_caps;
4155 struct fragment_caps fragment_caps;
4156 DWORD ckey_caps, blit_caps, fx_caps;
4158 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4160 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4161 return WINED3DERR_INVALIDCALL;
4164 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4166 /* ------------------------------------------------
4167 The following fields apply to both d3d8 and d3d9
4168 ------------------------------------------------ */
4169 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4170 pCaps->AdapterOrdinal = Adapter;
4173 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4174 WINED3DCAPS2_FULLSCREENGAMMA |
4175 WINED3DCAPS2_DYNAMICTEXTURES;
4176 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4178 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4181 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4182 WINED3DCAPS3_COPY_TO_VIDMEM |
4183 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4185 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4186 WINED3DPRESENT_INTERVAL_ONE;
4188 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4189 WINED3DCURSORCAPS_LOWRES;
4191 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4192 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4193 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4194 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4195 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4196 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4197 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4198 WINED3DDEVCAPS_PUREDEVICE |
4199 WINED3DDEVCAPS_HWRASTERIZATION |
4200 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4201 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4202 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4203 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4204 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4205 WINED3DDEVCAPS_RTPATCHES;
4207 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4208 WINED3DPMISCCAPS_CULLCCW |
4209 WINED3DPMISCCAPS_CULLCW |
4210 WINED3DPMISCCAPS_COLORWRITEENABLE |
4211 WINED3DPMISCCAPS_CLIPTLVERTS |
4212 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4213 WINED3DPMISCCAPS_MASKZ |
4214 WINED3DPMISCCAPS_BLENDOP |
4215 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4217 WINED3DPMISCCAPS_NULLREFERENCE
4218 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4219 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4220 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4222 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4223 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4224 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4225 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4227 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4228 WINED3DPRASTERCAPS_PAT |
4229 WINED3DPRASTERCAPS_WFOG |
4230 WINED3DPRASTERCAPS_ZFOG |
4231 WINED3DPRASTERCAPS_FOGVERTEX |
4232 WINED3DPRASTERCAPS_FOGTABLE |
4233 WINED3DPRASTERCAPS_STIPPLE |
4234 WINED3DPRASTERCAPS_SUBPIXEL |
4235 WINED3DPRASTERCAPS_ZTEST |
4236 WINED3DPRASTERCAPS_SCISSORTEST |
4237 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4238 WINED3DPRASTERCAPS_DEPTHBIAS;
4240 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4242 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4243 WINED3DPRASTERCAPS_ZBIAS |
4244 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4246 if (gl_info->supported[NV_FOG_DISTANCE])
4248 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4251 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4252 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4253 WINED3DPRASTERCAPS_ANTIALIASEDGES
4254 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4255 WINED3DPRASTERCAPS_WBUFFER */
4257 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4258 WINED3DPCMPCAPS_EQUAL |
4259 WINED3DPCMPCAPS_GREATER |
4260 WINED3DPCMPCAPS_GREATEREQUAL |
4261 WINED3DPCMPCAPS_LESS |
4262 WINED3DPCMPCAPS_LESSEQUAL |
4263 WINED3DPCMPCAPS_NEVER |
4264 WINED3DPCMPCAPS_NOTEQUAL;
4266 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4267 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4268 WINED3DPBLENDCAPS_DESTALPHA |
4269 WINED3DPBLENDCAPS_DESTCOLOR |
4270 WINED3DPBLENDCAPS_INVDESTALPHA |
4271 WINED3DPBLENDCAPS_INVDESTCOLOR |
4272 WINED3DPBLENDCAPS_INVSRCALPHA |
4273 WINED3DPBLENDCAPS_INVSRCCOLOR |
4274 WINED3DPBLENDCAPS_ONE |
4275 WINED3DPBLENDCAPS_SRCALPHA |
4276 WINED3DPBLENDCAPS_SRCALPHASAT |
4277 WINED3DPBLENDCAPS_SRCCOLOR |
4278 WINED3DPBLENDCAPS_ZERO;
4280 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4281 WINED3DPBLENDCAPS_DESTCOLOR |
4282 WINED3DPBLENDCAPS_INVDESTALPHA |
4283 WINED3DPBLENDCAPS_INVDESTCOLOR |
4284 WINED3DPBLENDCAPS_INVSRCALPHA |
4285 WINED3DPBLENDCAPS_INVSRCCOLOR |
4286 WINED3DPBLENDCAPS_ONE |
4287 WINED3DPBLENDCAPS_SRCALPHA |
4288 WINED3DPBLENDCAPS_SRCCOLOR |
4289 WINED3DPBLENDCAPS_ZERO;
4290 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4291 * according to the glBlendFunc manpage
4293 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4294 * legacy settings for srcblend only
4297 if (gl_info->supported[EXT_BLEND_COLOR])
4299 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4300 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4304 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4305 WINED3DPCMPCAPS_EQUAL |
4306 WINED3DPCMPCAPS_GREATER |
4307 WINED3DPCMPCAPS_GREATEREQUAL |
4308 WINED3DPCMPCAPS_LESS |
4309 WINED3DPCMPCAPS_LESSEQUAL |
4310 WINED3DPCMPCAPS_NEVER |
4311 WINED3DPCMPCAPS_NOTEQUAL;
4313 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4314 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4315 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4316 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4317 WINED3DPSHADECAPS_COLORFLATRGB |
4318 WINED3DPSHADECAPS_FOGFLAT |
4319 WINED3DPSHADECAPS_FOGGOURAUD |
4320 WINED3DPSHADECAPS_SPECULARFLATRGB;
4322 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4323 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4324 WINED3DPTEXTURECAPS_TRANSPARENCY |
4325 WINED3DPTEXTURECAPS_BORDER |
4326 WINED3DPTEXTURECAPS_MIPMAP |
4327 WINED3DPTEXTURECAPS_PROJECTED |
4328 WINED3DPTEXTURECAPS_PERSPECTIVE;
4330 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4332 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4333 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4336 if (gl_info->supported[EXT_TEXTURE3D])
4338 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4339 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4340 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4343 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4345 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4346 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4347 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4351 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4352 WINED3DPTFILTERCAPS_MAGFPOINT |
4353 WINED3DPTFILTERCAPS_MINFLINEAR |
4354 WINED3DPTFILTERCAPS_MINFPOINT |
4355 WINED3DPTFILTERCAPS_MIPFLINEAR |
4356 WINED3DPTFILTERCAPS_MIPFPOINT |
4357 WINED3DPTFILTERCAPS_LINEAR |
4358 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4359 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4360 WINED3DPTFILTERCAPS_MIPLINEAR |
4361 WINED3DPTFILTERCAPS_MIPNEAREST |
4362 WINED3DPTFILTERCAPS_NEAREST;
4364 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4366 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4367 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4370 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4372 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4373 WINED3DPTFILTERCAPS_MAGFPOINT |
4374 WINED3DPTFILTERCAPS_MINFLINEAR |
4375 WINED3DPTFILTERCAPS_MINFPOINT |
4376 WINED3DPTFILTERCAPS_MIPFLINEAR |
4377 WINED3DPTFILTERCAPS_MIPFPOINT |
4378 WINED3DPTFILTERCAPS_LINEAR |
4379 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4380 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4381 WINED3DPTFILTERCAPS_MIPLINEAR |
4382 WINED3DPTFILTERCAPS_MIPNEAREST |
4383 WINED3DPTFILTERCAPS_NEAREST;
4385 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4387 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4388 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4391 pCaps->CubeTextureFilterCaps = 0;
4393 if (gl_info->supported[EXT_TEXTURE3D])
4395 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4396 WINED3DPTFILTERCAPS_MAGFPOINT |
4397 WINED3DPTFILTERCAPS_MINFLINEAR |
4398 WINED3DPTFILTERCAPS_MINFPOINT |
4399 WINED3DPTFILTERCAPS_MIPFLINEAR |
4400 WINED3DPTFILTERCAPS_MIPFPOINT |
4401 WINED3DPTFILTERCAPS_LINEAR |
4402 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4403 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4404 WINED3DPTFILTERCAPS_MIPLINEAR |
4405 WINED3DPTFILTERCAPS_MIPNEAREST |
4406 WINED3DPTFILTERCAPS_NEAREST;
4408 pCaps->VolumeTextureFilterCaps = 0;
4410 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4411 WINED3DPTADDRESSCAPS_CLAMP |
4412 WINED3DPTADDRESSCAPS_WRAP;
4414 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4416 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4418 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4420 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4422 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4424 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4427 if (gl_info->supported[EXT_TEXTURE3D])
4429 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4430 WINED3DPTADDRESSCAPS_CLAMP |
4431 WINED3DPTADDRESSCAPS_WRAP;
4432 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4434 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4436 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4438 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4440 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4442 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4445 pCaps->VolumeTextureAddressCaps = 0;
4447 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4448 WINED3DLINECAPS_ZTEST |
4449 WINED3DLINECAPS_BLEND |
4450 WINED3DLINECAPS_ALPHACMP |
4451 WINED3DLINECAPS_FOG;
4452 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4453 * idea how generating the smoothing alpha values works; the result is different
4456 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4457 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4459 if (gl_info->supported[EXT_TEXTURE3D])
4460 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4462 pCaps->MaxVolumeExtent = 0;
4464 pCaps->MaxTextureRepeat = 32768;
4465 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4466 pCaps->MaxVertexW = 1.0f;
4468 pCaps->GuardBandLeft = 0.0f;
4469 pCaps->GuardBandTop = 0.0f;
4470 pCaps->GuardBandRight = 0.0f;
4471 pCaps->GuardBandBottom = 0.0f;
4473 pCaps->ExtentsAdjust = 0.0f;
4475 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4476 WINED3DSTENCILCAPS_INCRSAT |
4477 WINED3DSTENCILCAPS_INVERT |
4478 WINED3DSTENCILCAPS_KEEP |
4479 WINED3DSTENCILCAPS_REPLACE |
4480 WINED3DSTENCILCAPS_ZERO;
4481 if (gl_info->supported[EXT_STENCIL_WRAP])
4483 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4484 WINED3DSTENCILCAPS_INCR;
4486 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4488 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4491 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4493 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4494 pCaps->MaxActiveLights = gl_info->limits.lights;
4496 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4497 pCaps->MaxVertexBlendMatrixIndex = 0;
4499 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4500 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4503 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4504 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4505 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4506 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4507 WINED3DVTXPCAPS_LOCALVIEWER |
4508 WINED3DVTXPCAPS_VERTEXFOG |
4509 WINED3DVTXPCAPS_TEXGEN;
4511 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4512 pCaps->MaxVertexIndex = 0xFFFFF;
4513 pCaps->MaxStreams = MAX_STREAMS;
4514 pCaps->MaxStreamStride = 1024;
4516 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4517 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4518 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4519 pCaps->MaxNpatchTessellationLevel = 0;
4520 pCaps->MasterAdapterOrdinal = 0;
4521 pCaps->AdapterOrdinalInGroup = 0;
4522 pCaps->NumberOfAdaptersInGroup = 1;
4524 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4526 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4527 WINED3DPTFILTERCAPS_MAGFPOINT |
4528 WINED3DPTFILTERCAPS_MINFLINEAR |
4529 WINED3DPTFILTERCAPS_MAGFLINEAR;
4530 pCaps->VertexTextureFilterCaps = 0;
4532 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4533 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4535 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4536 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4538 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4539 * Ignore shader model capabilities if disabled in config
4541 if(vs_selected_mode == SHADER_NONE) {
4542 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4543 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4544 pCaps->MaxVertexShaderConst = 0;
4546 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4547 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4550 if(ps_selected_mode == SHADER_NONE) {
4551 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4552 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4553 pCaps->PixelShader1xMaxValue = 0.0f;
4555 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4556 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4559 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4560 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4561 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4563 /* The following caps are shader specific, but they are things we cannot detect, or which
4564 * are the same among all shader models. So to avoid code duplication set the shader version
4565 * specific, but otherwise constant caps here
4567 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4568 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4569 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4570 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4571 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4572 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4573 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4575 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4576 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4578 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4580 pCaps->VS20Caps.Caps = 0;
4581 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4582 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4583 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4585 pCaps->MaxVShaderInstructionsExecuted = 65535;
4586 pCaps->MaxVertexShader30InstructionSlots = 0;
4587 } else { /* VS 1.x */
4588 pCaps->VS20Caps.Caps = 0;
4589 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4590 pCaps->VS20Caps.NumTemps = 0;
4591 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4593 pCaps->MaxVShaderInstructionsExecuted = 0;
4594 pCaps->MaxVertexShader30InstructionSlots = 0;
4597 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4598 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4599 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4601 /* 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 */
4602 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4603 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4604 WINED3DPS20CAPS_PREDICATION |
4605 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4606 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4607 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4608 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4609 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4610 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4612 pCaps->MaxPShaderInstructionsExecuted = 65535;
4613 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4614 adapter->gl_info.limits.arb_ps_instructions);
4616 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4618 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4619 pCaps->PS20Caps.Caps = 0;
4620 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4621 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4622 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4623 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4625 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4626 pCaps->MaxPixelShader30InstructionSlots = 0;
4627 } else { /* PS 1.x */
4628 pCaps->PS20Caps.Caps = 0;
4629 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4630 pCaps->PS20Caps.NumTemps = 0;
4631 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4632 pCaps->PS20Caps.NumInstructionSlots = 0;
4634 pCaps->MaxPShaderInstructionsExecuted = 0;
4635 pCaps->MaxPixelShader30InstructionSlots = 0;
4638 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4639 /* OpenGL supports all the formats below, perhaps not always
4640 * without conversion, but it supports them.
4641 * Further GLSL doesn't seem to have an official unsigned type so
4642 * don't advertise it yet as I'm not sure how we handle it.
4643 * We might need to add some clamping in the shader engine to
4645 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4646 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4647 WINED3DDTCAPS_UBYTE4N |
4648 WINED3DDTCAPS_SHORT2N |
4649 WINED3DDTCAPS_SHORT4N;
4650 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4652 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4653 WINED3DDTCAPS_FLOAT16_4;
4656 pCaps->DeclTypes = 0;
4658 /* Set DirectDraw helper Caps */
4659 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4660 WINEDDCKEYCAPS_SRCBLT;
4661 fx_caps = WINEDDFXCAPS_BLTALPHA |
4662 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4663 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4664 WINEDDFXCAPS_BLTROTATION90 |
4665 WINEDDFXCAPS_BLTSHRINKX |
4666 WINEDDFXCAPS_BLTSHRINKXN |
4667 WINEDDFXCAPS_BLTSHRINKY |
4668 WINEDDFXCAPS_BLTSHRINKXN |
4669 WINEDDFXCAPS_BLTSTRETCHX |
4670 WINEDDFXCAPS_BLTSTRETCHXN |
4671 WINEDDFXCAPS_BLTSTRETCHY |
4672 WINEDDFXCAPS_BLTSTRETCHYN;
4673 blit_caps = WINEDDCAPS_BLT |
4674 WINEDDCAPS_BLTCOLORFILL |
4675 WINEDDCAPS_BLTDEPTHFILL |
4676 WINEDDCAPS_BLTSTRETCH |
4677 WINEDDCAPS_CANBLTSYSMEM |
4678 WINEDDCAPS_CANCLIP |
4679 WINEDDCAPS_CANCLIPSTRETCHED |
4680 WINEDDCAPS_COLORKEY |
4681 WINEDDCAPS_COLORKEYHWASSIST |
4682 WINEDDCAPS_ALIGNBOUNDARYSRC;
4684 /* Fill the ddraw caps structure */
4685 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4686 WINEDDCAPS_PALETTE |
4688 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4689 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4690 WINEDDCAPS2_PRIMARYGAMMA |
4691 WINEDDCAPS2_WIDESURFACES |
4692 WINEDDCAPS2_CANRENDERWINDOWED;
4693 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4694 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4695 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4696 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4697 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4698 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4699 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4700 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4701 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4703 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4704 WINEDDSCAPS_BACKBUFFER |
4706 WINEDDSCAPS_FRONTBUFFER |
4707 WINEDDSCAPS_OFFSCREENPLAIN |
4708 WINEDDSCAPS_PALETTE |
4709 WINEDDSCAPS_PRIMARYSURFACE |
4710 WINEDDSCAPS_SYSTEMMEMORY |
4711 WINEDDSCAPS_VIDEOMEMORY |
4712 WINEDDSCAPS_VISIBLE;
4713 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4715 /* Set D3D caps if OpenGL is available. */
4716 if (adapter->opengl)
4718 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4719 WINEDDSCAPS_MIPMAP |
4720 WINEDDSCAPS_TEXTURE |
4721 WINEDDSCAPS_ZBUFFER;
4722 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4728 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4729 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4730 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4732 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4733 IWineD3DDeviceImpl *object;
4736 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4737 "parent %p, device_parent %p, device %p.\n",
4738 iface, adapter_idx, device_type, focus_window, flags,
4739 parent, device_parent, device);
4741 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4742 * number and create a device without a 3D adapter for 2D only operation. */
4743 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4745 return WINED3DERR_INVALIDCALL;
4748 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4751 ERR("Failed to allocate device memory.\n");
4752 return E_OUTOFMEMORY;
4755 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4758 WARN("Failed to initialize device, hr %#x.\n", hr);
4759 HeapFree(GetProcessHeap(), 0, object);
4763 TRACE("Created device %p.\n", object);
4764 *device = (IWineD3DDevice *)object;
4766 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4771 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4772 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4773 IUnknown_AddRef(This->parent);
4774 *pParent = This->parent;
4778 static void WINE_GLAPI invalid_func(const void *data)
4780 ERR("Invalid vertex attribute function called\n");
4784 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4786 ERR("Invalid texcoord function called\n");
4790 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4791 * the extension detection and are used in drawStridedSlow
4793 static void WINE_GLAPI position_d3dcolor(const void *data)
4795 DWORD pos = *((const DWORD *)data);
4797 FIXME("Add a test for fixed function position from d3dcolor type\n");
4798 glVertex4s(D3DCOLOR_B_R(pos),
4804 static void WINE_GLAPI position_float4(const void *data)
4806 const GLfloat *pos = data;
4808 if (pos[3] != 0.0f && pos[3] != 1.0f)
4810 float w = 1.0f / pos[3];
4812 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4820 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4822 DWORD diffuseColor = *((const DWORD *)data);
4824 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4825 D3DCOLOR_B_G(diffuseColor),
4826 D3DCOLOR_B_B(diffuseColor),
4827 D3DCOLOR_B_A(diffuseColor));
4830 static void WINE_GLAPI specular_d3dcolor(const void *data)
4832 DWORD specularColor = *((const DWORD *)data);
4833 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4834 D3DCOLOR_B_G(specularColor),
4835 D3DCOLOR_B_B(specularColor)};
4837 specular_func_3ubv(d);
4840 static void WINE_GLAPI warn_no_specular_func(const void *data)
4842 WARN("GL_EXT_secondary_color not supported\n");
4845 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4847 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4848 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4849 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4850 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4851 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4852 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4853 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4854 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4855 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4856 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4857 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4858 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4859 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4860 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4861 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4862 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4863 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4865 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4866 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4867 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4868 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4869 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4870 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4871 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4872 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4873 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4874 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4875 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4876 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4877 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4878 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4879 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4880 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4881 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4883 /* No 4 component entry points here */
4884 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4885 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4886 if (gl_info->supported[EXT_SECONDARY_COLOR])
4888 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4892 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4894 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4895 if (gl_info->supported[EXT_SECONDARY_COLOR])
4897 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4898 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4902 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4904 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4905 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4906 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4907 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4908 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4909 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4910 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4911 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4912 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4913 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4914 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4915 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4917 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4918 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4920 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4921 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4922 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4923 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4924 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4925 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4926 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4927 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4928 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4929 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4930 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4931 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4932 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4933 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4934 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4935 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4936 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4938 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4939 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4940 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4941 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4942 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4943 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4944 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4945 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4946 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4947 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4948 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4949 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4950 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4951 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4952 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4953 if (gl_info->supported[NV_HALF_FLOAT])
4955 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4956 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4957 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4959 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4960 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4964 static BOOL InitAdapters(IWineD3DImpl *This)
4966 static HMODULE mod_gl;
4968 int ps_selected_mode, vs_selected_mode;
4970 /* No need to hold any lock. The calling library makes sure only one thread calls
4971 * wined3d simultaneously
4974 TRACE("Initializing adapters\n");
4977 #ifdef USE_WIN32_OPENGL
4978 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4979 mod_gl = LoadLibraryA("opengl32.dll");
4981 ERR("Can't load opengl32.dll!\n");
4985 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4986 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4987 mod_gl = GetModuleHandleA("gdi32.dll");
4991 /* Load WGL core functions from opengl32.dll */
4992 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4996 if(!pwglGetProcAddress) {
4997 ERR("Unable to load wglGetProcAddress!\n");
5001 /* Dynamically load all GL core functions */
5005 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5006 * otherwise because we have to use winex11.drv's override
5008 #ifdef USE_WIN32_OPENGL
5009 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5010 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5012 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5013 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5016 glEnableWINE = glEnable;
5017 glDisableWINE = glDisable;
5019 /* For now only one default adapter */
5021 struct wined3d_adapter *adapter = &This->adapters[0];
5022 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5023 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5027 WineD3D_PixelFormat *cfgs;
5028 DISPLAY_DEVICEW DisplayDevice;
5031 TRACE("Initializing default adapter\n");
5032 adapter->ordinal = 0;
5033 adapter->monitorPoint.x = -1;
5034 adapter->monitorPoint.y = -1;
5036 if (!AllocateLocallyUniqueId(&adapter->luid))
5038 DWORD err = GetLastError();
5039 ERR("Failed to set adapter LUID (%#x).\n", err);
5042 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5043 adapter->luid.HighPart, adapter->luid.LowPart);
5045 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5047 ERR("Failed to get a gl context for default adapter\n");
5051 ret = IWineD3DImpl_FillGLCaps(adapter);
5053 ERR("Failed to initialize gl caps for default adapter\n");
5054 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5057 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5059 ERR("Failed to init gl formats\n");
5060 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5064 hdc = fake_gl_ctx.dc;
5066 /* Use the VideoRamSize registry setting when set */
5067 if(wined3d_settings.emulated_textureram)
5068 adapter->TextureRam = wined3d_settings.emulated_textureram;
5070 adapter->TextureRam = adapter->gl_info.vidmem;
5071 adapter->UsedTextureRam = 0;
5072 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5074 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5075 DisplayDevice.cb = sizeof(DisplayDevice);
5076 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5077 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5078 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5080 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5087 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5088 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5090 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5091 cfgs = adapter->cfgs;
5092 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5093 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5094 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5095 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5096 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5097 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5098 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5099 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5100 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5101 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5102 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5104 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5106 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5111 /* Cache the pixel format */
5112 cfgs->iPixelFormat = iPixelFormat;
5113 cfgs->redSize = values[0];
5114 cfgs->greenSize = values[1];
5115 cfgs->blueSize = values[2];
5116 cfgs->alphaSize = values[3];
5117 cfgs->colorSize = values[4];
5118 cfgs->depthSize = values[5];
5119 cfgs->stencilSize = values[6];
5120 cfgs->windowDrawable = values[7];
5121 cfgs->iPixelType = values[8];
5122 cfgs->doubleBuffer = values[9];
5123 cfgs->auxBuffers = values[10];
5125 cfgs->numSamples = 0;
5126 /* Check multisample support */
5127 if (gl_info->supported[ARB_MULTISAMPLE])
5129 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5131 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5132 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5133 * value[1] = number of multi sample buffers*/
5135 cfgs->numSamples = value[1];
5139 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5140 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5141 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5142 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5143 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5149 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5150 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5151 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5153 cfgs = adapter->cfgs;
5154 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5156 PIXELFORMATDESCRIPTOR ppfd;
5158 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5162 /* We only want HW acceleration using an OpenGL ICD driver.
5163 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5164 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5166 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5168 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5172 cfgs->iPixelFormat = iPixelFormat;
5173 cfgs->redSize = ppfd.cRedBits;
5174 cfgs->greenSize = ppfd.cGreenBits;
5175 cfgs->blueSize = ppfd.cBlueBits;
5176 cfgs->alphaSize = ppfd.cAlphaBits;
5177 cfgs->colorSize = ppfd.cColorBits;
5178 cfgs->depthSize = ppfd.cDepthBits;
5179 cfgs->stencilSize = ppfd.cStencilBits;
5180 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5181 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5182 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5183 cfgs->auxBuffers = ppfd.cAuxBuffers;
5184 cfgs->numSamples = 0;
5186 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5187 "depth=%d, stencil=%d, windowDrawable=%d\n",
5188 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5189 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5190 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5195 /* 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 */
5198 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5200 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5201 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5206 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5207 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5208 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5209 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5210 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5211 * driver is allowed to consume more bits EXCEPT for stencil bits.
5213 * Mark an adapter with this broken stencil behavior.
5215 adapter->brokenStencil = TRUE;
5216 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5218 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5219 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5220 adapter->brokenStencil = FALSE;
5225 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5227 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5228 fillGLAttribFuncs(&adapter->gl_info);
5229 adapter->opengl = TRUE;
5231 This->adapter_count = 1;
5232 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5237 /* Initialize an adapter for ddraw-only memory counting */
5238 memset(This->adapters, 0, sizeof(This->adapters));
5239 This->adapters[0].ordinal = 0;
5240 This->adapters[0].opengl = FALSE;
5241 This->adapters[0].monitorPoint.x = -1;
5242 This->adapters[0].monitorPoint.y = -1;
5244 This->adapters[0].driver_info.name = "Display";
5245 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5246 if(wined3d_settings.emulated_textureram) {
5247 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5249 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5252 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5254 This->adapter_count = 1;
5258 /**********************************************************
5259 * IWineD3D VTbl follows
5260 **********************************************************/
5262 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5265 IWineD3DImpl_QueryInterface,
5266 IWineD3DImpl_AddRef,
5267 IWineD3DImpl_Release,
5269 IWineD3DImpl_GetParent,
5270 IWineD3DImpl_GetAdapterCount,
5271 IWineD3DImpl_RegisterSoftwareDevice,
5272 IWineD3DImpl_GetAdapterMonitor,
5273 IWineD3DImpl_GetAdapterModeCount,
5274 IWineD3DImpl_EnumAdapterModes,
5275 IWineD3DImpl_GetAdapterDisplayMode,
5276 IWineD3DImpl_GetAdapterIdentifier,
5277 IWineD3DImpl_CheckDeviceMultiSampleType,
5278 IWineD3DImpl_CheckDepthStencilMatch,
5279 IWineD3DImpl_CheckDeviceType,
5280 IWineD3DImpl_CheckDeviceFormat,
5281 IWineD3DImpl_CheckDeviceFormatConversion,
5282 IWineD3DImpl_GetDeviceCaps,
5283 IWineD3DImpl_CreateDevice
5286 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5288 const struct wined3d_parent_ops wined3d_null_parent_ops =
5290 wined3d_null_wined3d_object_destroyed,
5293 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5295 wined3d->lpVtbl = &IWineD3D_Vtbl;
5296 wined3d->dxVersion = version;
5298 wined3d->parent = parent;
5300 if (!InitAdapters(wined3d))
5302 WARN("Failed to initialize adapters.\n");
5305 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);