2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
40 const char *extension_string;
41 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
109 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
110 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
111 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
112 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
113 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
114 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
115 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
116 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
117 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
118 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
119 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
120 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
121 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
122 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
123 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
124 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
125 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
126 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
127 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
128 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
129 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
130 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
131 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
134 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
135 {"GL_NV_fence", NV_FENCE, 0 },
136 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
137 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
138 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
139 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
140 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
141 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
142 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
143 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
144 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
145 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
146 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
147 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
148 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
149 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
150 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
151 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
152 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
153 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
156 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
159 /**********************************************************
160 * Utility functions follow
161 **********************************************************/
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 /* Do not call while under the GL lock. */
247 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 PIXELFORMATDESCRIPTOR pfd;
252 TRACE("getting context...\n");
254 ctx->restore_dc = pwglGetCurrentDC();
255 ctx->restore_gl_ctx = pwglGetCurrentContext();
257 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
258 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
259 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
262 ERR_(d3d_caps)("Failed to create a window.\n");
266 ctx->dc = GetDC(ctx->wnd);
269 ERR_(d3d_caps)("Failed to get a DC.\n");
273 /* PixelFormat selection */
274 ZeroMemory(&pfd, sizeof(pfd));
275 pfd.nSize = sizeof(pfd);
277 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
278 pfd.iPixelType = PFD_TYPE_RGBA;
280 pfd.iLayerType = PFD_MAIN_PLANE;
282 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
285 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
286 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
289 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
290 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292 /* Create a GL context. */
293 ctx->gl_ctx = pwglCreateContext(ctx->dc);
296 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
300 /* Make it the current GL context. */
301 if (!context_set_current(NULL))
303 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
306 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
315 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319 if (ctx->wnd) DestroyWindow(ctx->wnd);
321 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
329 /* Adjust the amount of used texture memory */
330 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 struct wined3d_adapter *adapter = device->adapter;
334 adapter->UsedTextureRam += glram;
335 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
336 return adapter->UsedTextureRam;
339 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
342 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
345 /**********************************************************
346 * IUnknown parts follows
347 **********************************************************/
349 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
354 if (IsEqualGUID(riid, &IID_IUnknown)
355 || IsEqualGUID(riid, &IID_IWineD3DBase)
356 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
357 IUnknown_AddRef(iface);
362 return E_NOINTERFACE;
365 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
366 IWineD3DImpl *This = (IWineD3DImpl *)iface;
367 ULONG refCount = InterlockedIncrement(&This->ref);
369 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
373 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
374 IWineD3DImpl *This = (IWineD3DImpl *)iface;
376 TRACE("(%p) : Releasing from %d\n", This, This->ref);
377 ref = InterlockedDecrement(&This->ref);
383 for (i = 0; i < This->adapter_count; ++i)
385 wined3d_adapter_cleanup(&This->adapters[i]);
387 HeapFree(GetProcessHeap(), 0, This);
393 /**********************************************************
394 * IWineD3D parts follows
395 **********************************************************/
397 /* GL locking is done by the caller */
398 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
402 const char *testcode =
404 "PARAM C[66] = { program.env[0..65] };\n"
406 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
407 "ARL A0.x, zero.x;\n"
408 "MOV result.position, C[A0.x + 65];\n"
412 GL_EXTCALL(glGenProgramsARB(1, &prog));
414 ERR("Failed to create an ARB offset limit test program\n");
416 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
417 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
418 strlen(testcode), testcode));
421 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
422 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
424 } else TRACE("OpenGL implementation allows offsets > 63\n");
426 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
427 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
428 checkGLcall("ARB vp offset limit test cleanup");
433 static DWORD ver_for_ext(GL_SupportedExt ext)
436 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
437 if(EXTENSION_MAP[i].extension == ext) {
438 return EXTENSION_MAP[i].version;
444 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
445 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
447 if (card_vendor != HW_VENDOR_ATI) return FALSE;
448 if (device == CARD_ATI_RADEON_9500) return TRUE;
449 if (device == CARD_ATI_RADEON_X700) return TRUE;
450 if (device == CARD_ATI_RADEON_X1600) return TRUE;
454 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
455 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
457 if (card_vendor == HW_VENDOR_NVIDIA)
459 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
460 device == CARD_NVIDIA_GEFORCEFX_5600 ||
461 device == CARD_NVIDIA_GEFORCEFX_5800)
469 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
470 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
472 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
473 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
474 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
476 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
477 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
478 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
479 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
480 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
481 * the chance that other implementations support them is rather small since Win32 QuickTime uses
482 * DirectDraw, not OpenGL.
484 * This test has been moved into wined3d_guess_gl_vendor()
486 if (gl_vendor == GL_VENDOR_APPLE)
493 /* Context activation is done by the caller. */
494 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
496 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
497 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
498 * all the texture. This function detects this bug by its symptom and disables PBOs
501 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
502 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
503 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
504 * read back is compared to the original. If they are equal PBOs are assumed to work,
505 * otherwise the PBO extension is disabled. */
507 static const unsigned int pattern[] =
509 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
510 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
511 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
512 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
514 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
516 /* No PBO -> No point in testing them. */
517 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
521 while (glGetError());
522 glGenTextures(1, &texture);
523 glBindTexture(GL_TEXTURE_2D, texture);
525 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
526 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
527 checkGLcall("Specifying the PBO test texture");
529 GL_EXTCALL(glGenBuffersARB(1, &pbo));
530 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
531 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
532 checkGLcall("Specifying the PBO test pbo");
534 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
535 checkGLcall("Loading the PBO test texture");
537 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
540 wglFinish(); /* just to be sure */
542 memset(check, 0, sizeof(check));
544 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
545 checkGLcall("Reading back the PBO test texture");
547 glDeleteTextures(1, &texture);
548 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
549 checkGLcall("PBO test cleanup");
553 if (memcmp(check, pattern, sizeof(check)))
555 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
556 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
557 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
561 TRACE_(d3d_caps)("PBO test successful.\n");
565 static BOOL match_apple_intel(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 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
571 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
572 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
574 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
575 if (card_vendor != HW_VENDOR_ATI) return FALSE;
576 if (device == CARD_ATI_RADEON_X1600) return FALSE;
580 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
581 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
583 return gl_vendor == GL_VENDOR_FGLRX;
587 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
588 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
590 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
591 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
592 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
593 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
596 * dx10 cards usually have 64 varyings */
597 return gl_info->limits.glsl_varyings > 44;
600 /* A GL context is provided by the caller */
601 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
602 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
607 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
611 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
612 error = glGetError();
615 if(error == GL_NO_ERROR)
617 TRACE("GL Implementation accepts 4 component specular color pointers\n");
622 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
623 debug_glerror(error));
628 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
629 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
631 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
632 return gl_info->supported[NV_TEXTURE_SHADER];
635 /* A GL context is provided by the caller */
636 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
637 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
642 const char *testcode =
644 "OPTION NV_vertex_program2;\n"
645 "MOV result.clip[0], 0.0;\n"
646 "MOV result.position, 0.0;\n"
649 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
654 GL_EXTCALL(glGenProgramsARB(1, &prog));
657 ERR("Failed to create the NVvp clip test program\n");
661 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
662 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
663 strlen(testcode), testcode));
664 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
667 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
668 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
672 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
674 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
675 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
676 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
682 /* Context activation is done by the caller. */
683 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
684 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
686 char data[4 * 4 * 4];
690 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
692 memset(data, 0xcc, sizeof(data));
696 glGenTextures(1, &tex);
697 glBindTexture(GL_TEXTURE_2D, tex);
698 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
700 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
701 checkGLcall("glTexImage2D");
703 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
704 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
705 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
706 checkGLcall("glFramebufferTexture2D");
708 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
709 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
710 checkGLcall("glCheckFramebufferStatus");
712 memset(data, 0x11, sizeof(data));
713 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
714 checkGLcall("glTexSubImage2D");
716 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
717 glClear(GL_COLOR_BUFFER_BIT);
718 checkGLcall("glClear");
720 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
721 checkGLcall("glGetTexImage");
723 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
724 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
725 glBindTexture(GL_TEXTURE_2D, 0);
726 checkGLcall("glBindTexture");
728 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
729 glDeleteTextures(1, &tex);
730 checkGLcall("glDeleteTextures");
734 return *(DWORD *)data == 0x11111111;
737 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
739 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
740 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
741 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
742 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
745 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
747 quirk_arb_constants(gl_info);
748 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
749 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
750 * allow 48 different offsets or other helper immediate values. */
751 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
752 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
755 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
756 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
757 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
758 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
759 * most games, but avoids the crash
761 * A more sophisticated way would be to find all units that need texture coordinates and enable
762 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
763 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
765 * Note that disabling the extension entirely does not gain predictability because there is no point
766 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
767 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
769 if (gl_info->supported[ARB_POINT_SPRITE])
771 TRACE("Limiting point sprites to one texture unit.\n");
772 gl_info->limits.point_sprite_units = 1;
776 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
778 quirk_arb_constants(gl_info);
780 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
781 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
782 * If real NP2 textures are used, the driver falls back to software. We could just remove the
783 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
784 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
785 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
786 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
788 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
789 * has this extension promoted to core. The extension loading code sets this extension supported
790 * due to that, so this code works on fglrx as well. */
791 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
793 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
794 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
795 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
798 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
799 * it is generally more efficient. Reserve just 8 constants. */
800 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
801 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
804 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
806 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
807 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
808 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
809 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
810 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
811 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
813 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
814 * triggering the software fallback. There is not much we can do here apart from disabling the
815 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
816 * in IWineD3DImpl_FillGLCaps).
817 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
818 * post-processing effects in the game "Max Payne 2").
819 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
820 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
821 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
822 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
825 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
827 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
828 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
829 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
830 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
831 * according to the spec.
833 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
834 * makes the shader slower and eats instruction slots which should be available to the d3d app.
836 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
837 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
838 * this workaround is activated on cards that do not need it, it won't break things, just affect
839 * performance negatively. */
840 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
841 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
844 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
846 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
849 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
851 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
854 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
856 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
857 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
860 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
862 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
865 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
867 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
872 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
873 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
874 void (*apply)(struct wined3d_gl_info *gl_info);
875 const char *description;
878 static const struct driver_quirk quirk_table[] =
881 match_ati_r300_to_500,
883 "ATI GLSL constant and normalized texrect quirk"
885 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
886 * used it falls back to software. While the compiler can detect if the shader uses all declared
887 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
888 * using relative addressing falls back to software.
890 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
893 quirk_apple_glsl_constants,
894 "Apple GLSL uniform override"
899 "Geforce 5 NP2 disable"
904 "Init texcoord .w for Apple Intel GPU driver"
907 match_apple_nonr500ati,
909 "Init texcoord .w for Apple ATI >= r600 GPU driver"
913 quirk_one_point_sprite,
914 "Fglrx point sprite crash workaround"
919 "Reserved varying for gl_ClipPos"
922 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
923 * GL implementations accept it. The Mac GL is the only implementation known to
926 * If we can pass 4 component specular colors, do it, because (a) we don't have
927 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
928 * passes specular alpha to the pixel shader if any is used. Otherwise the
929 * specular alpha is used to pass the fog coordinate, which we pass to opengl
930 * via GL_EXT_fog_coord.
932 match_allows_spec_alpha,
933 quirk_allows_specular_alpha,
934 "Allow specular alpha quirk"
937 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
942 "Apple NV_texture_shader disable"
945 match_broken_nv_clip,
946 quirk_disable_nvvp_clip,
947 "Apple NV_vertex_program clip bug quirk"
950 match_fbo_tex_update,
951 quirk_fbo_tex_update,
952 "FBO rebind for attachment updates"
956 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
957 * reporting a driver version is moot because we are not the Windows driver, and we have different
958 * bugs, features, etc.
960 * The driver version has the form "x.y.z.w".
962 * "x" is the Windows version the driver is meant for:
969 * "y" is the maximum Direct3D version the driver supports.
970 * y -> d3d version mapping:
979 * "z" is the subversion number.
981 * "w" is the vendor specific driver build number.
984 struct driver_version_information
986 enum wined3d_display_driver driver;
987 enum wined3d_driver_model driver_model;
988 const char *driver_name; /* name of Windows driver */
989 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
990 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
991 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
994 /* The driver version table contains driver information for different devices on several OS versions. */
995 static const struct driver_version_information driver_version_table[] =
998 * - Radeon HD2x00 (R600) and up supported by current drivers.
999 * - Radeon 9500 (R300) - X1*00 (R5xx) supported upto Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1000 * - Radeon 7xxx (R100) - 9250 (RV250) supported upto Catalyst 6.11 (XP)
1001 * - Rage 128 supported upto XP, latest official build 6.13.3279 dated October 2001 */
1002 {DRIVER_ATI_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1003 {DRIVER_ATI_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1004 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1005 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1006 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1007 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1010 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1011 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1012 * igxprd32.dll but the GMA800 driver was never updated. */
1013 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1014 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1015 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1016 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1017 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1018 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1021 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1022 * - GeforceFX support is up to 173.x on <= XP
1023 * - Geforce2MX/3/4 up to 96.x on <= XP
1024 * - TNT/Geforce1/2 up to 71.x on <= XP
1025 * All version numbers used below are from the Linux nvidia drivers. */
1026 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1027 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1028 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1029 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1030 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1033 struct gpu_description
1035 WORD vendor; /* reported PCI card vendor ID */
1036 WORD card; /* reported PCI card device ID */
1037 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1038 enum wined3d_display_driver driver;
1039 unsigned int vidmem;
1042 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1043 * found on a board containing a specific GPU. */
1044 static const struct gpu_description gpu_description_table[] =
1047 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1081 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1082 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1083 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1084 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1085 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1086 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1087 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1089 {HW_VENDOR_ATI, CARD_ATI_RAGE_128PRO, "ATI Rage Fury", DRIVER_ATI_RAGE_128PRO, 16 },
1090 {HW_VENDOR_ATI, CARD_ATI_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_ATI_R100, 32 },
1091 {HW_VENDOR_ATI, CARD_ATI_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_ATI_R100, 64 },
1092 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, 64 },
1093 {HW_VENDOR_ATI, CARD_ATI_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_ATI_R300, 64 },
1094 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, 128 },
1095 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, 128 },
1096 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, 256 },
1097 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, 256 },
1098 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, 512 },
1099 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, 256 },
1100 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, 512 },
1101 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, 512 },
1102 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, 512 },
1103 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, 512 },
1104 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, 1024},
1106 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1107 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1108 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1109 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1110 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1111 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1112 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128}
1115 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1116 enum wined3d_driver_model driver_model)
1120 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1121 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1123 const struct driver_version_information *entry = &driver_version_table[i];
1125 if (entry->driver == driver && entry->driver_model == driver_model)
1127 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1128 entry->driver_name, entry->version, entry->subversion, entry->build);
1136 static void init_driver_info(struct wined3d_driver_info *driver_info,
1137 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1139 OSVERSIONINFOW os_version;
1140 WORD driver_os_version;
1142 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1143 enum wined3d_driver_model driver_model;
1144 const struct driver_version_information *version_info;
1146 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1148 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1149 vendor = wined3d_settings.pci_vendor_id;
1151 driver_info->vendor = vendor;
1153 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1155 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1156 device = wined3d_settings.pci_device_id;
1158 driver_info->device = device;
1160 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1161 * overrides the pci ids to a card which is not in our database. */
1162 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1164 memset(&os_version, 0, sizeof(os_version));
1165 os_version.dwOSVersionInfoSize = sizeof(os_version);
1166 if (!GetVersionExW(&os_version))
1168 ERR("Failed to get OS version, reporting 2000/XP.\n");
1169 driver_os_version = 6;
1170 driver_model = DRIVER_MODEL_NT5X;
1174 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1175 switch (os_version.dwMajorVersion)
1178 /* If needed we could distinguish between 9x and NT4, but this code won't make
1179 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1181 driver_os_version = 4;
1182 driver_model = DRIVER_MODEL_WIN9X;
1186 driver_os_version = 6;
1187 driver_model = DRIVER_MODEL_NT5X;
1191 if (os_version.dwMinorVersion == 0)
1193 driver_os_version = 7;
1194 driver_model = DRIVER_MODEL_NT6X;
1198 if (os_version.dwMinorVersion > 1)
1200 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1201 os_version.dwMajorVersion, os_version.dwMinorVersion);
1203 driver_os_version = 8;
1204 driver_model = DRIVER_MODEL_NT6X;
1209 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1210 os_version.dwMajorVersion, os_version.dwMinorVersion);
1211 driver_os_version = 6;
1212 driver_model = DRIVER_MODEL_NT5X;
1217 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1218 * This means that unless the ids are overriden, we will always find a GPU description. */
1219 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1221 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1223 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1225 driver_info->description = gpu_description_table[i].description;
1226 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1227 driver = gpu_description_table[i].driver;
1232 if (wined3d_settings.emulated_textureram)
1234 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1235 driver_info->vidmem = wined3d_settings.emulated_textureram;
1238 /* Try to obtain driver version information for the current Windows version. This fails in
1240 * - the gpu is not available on the currently selected OS version:
1241 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1242 * version information for the current Windows version is returned instead of faked info.
1243 * We do the same and assume the default Windows version to emulate is WinXP.
1245 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1246 * For now return the XP driver info. Perhaps later on we should return VESA.
1248 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1249 * This could be an indication that our database is not up to date, so this should be fixed.
1251 version_info = get_driver_version_info(driver, driver_model);
1254 driver_info->name = version_info->driver_name;
1255 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1256 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1260 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1263 driver_info->name = version_info->driver_name;
1264 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1265 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1269 driver_info->description = "Direct3D HAL";
1270 driver_info->name = "Display";
1271 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1272 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1274 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1275 vendor, device, driver_model);
1279 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1280 driver_info->version_high, driver_info->version_low);
1283 /* Context activation is done by the caller. */
1284 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1285 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1289 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1291 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1292 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1293 quirk_table[i].apply(gl_info);
1296 /* Find out if PBOs work as they are supposed to. */
1297 test_pbo_functionality(gl_info);
1300 static DWORD wined3d_parse_gl_version(const char *gl_version)
1302 const char *ptr = gl_version;
1306 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1308 while (isdigit(*ptr)) ++ptr;
1309 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1313 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1315 return MAKEDWORD_VERSION(major, minor);
1318 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1321 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1322 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1323 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1325 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1326 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1327 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1328 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1329 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1330 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1331 * DirectDraw, not OpenGL. */
1332 if (gl_info->supported[APPLE_FENCE]
1333 && gl_info->supported[APPLE_CLIENT_STORAGE]
1334 && gl_info->supported[APPLE_FLUSH_RENDER]
1335 && gl_info->supported[APPLE_YCBCR_422])
1336 return GL_VENDOR_APPLE;
1338 if (strstr(gl_vendor_string, "NVIDIA"))
1339 return GL_VENDOR_NVIDIA;
1341 if (strstr(gl_vendor_string, "ATI"))
1342 return GL_VENDOR_FGLRX;
1344 if (strstr(gl_vendor_string, "Intel(R)")
1345 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1346 || strstr(gl_renderer, "Intel")
1347 || strstr(gl_vendor_string, "Intel Inc."))
1348 return GL_VENDOR_INTEL;
1350 if (strstr(gl_vendor_string, "Mesa")
1351 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1352 || strstr(gl_vendor_string, "DRI R300 Project")
1353 || strstr(gl_vendor_string, "X.Org R300 Project")
1354 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1355 || strstr(gl_vendor_string, "VMware, Inc.")
1356 || strstr(gl_renderer, "Mesa")
1357 || strstr(gl_renderer, "Gallium"))
1358 return GL_VENDOR_MESA;
1360 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1361 debugstr_a(gl_vendor_string));
1363 return GL_VENDOR_UNKNOWN;
1366 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1368 if (strstr(gl_vendor_string, "NVIDIA"))
1369 return HW_VENDOR_NVIDIA;
1371 if (strstr(gl_vendor_string, "ATI")
1372 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1373 || strstr(gl_vendor_string, "X.Org R300 Project")
1374 || strstr(gl_renderer, "R100")
1375 || strstr(gl_renderer, "R200")
1376 || strstr(gl_renderer, "R300")
1377 || strstr(gl_renderer, "R600")
1378 || strstr(gl_renderer, "R700"))
1379 return HW_VENDOR_ATI;
1381 if (strstr(gl_vendor_string, "Intel(R)")
1382 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1383 || strstr(gl_renderer, "Intel")
1384 || strstr(gl_vendor_string, "Intel Inc."))
1385 return HW_VENDOR_INTEL;
1387 if (strstr(gl_vendor_string, "Mesa")
1388 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1389 || strstr(gl_vendor_string, "VMware, Inc."))
1390 return HW_VENDOR_SOFTWARE;
1392 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1394 return HW_VENDOR_NVIDIA;
1399 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1400 const char *gl_renderer)
1402 if (WINE_D3D10_CAPABLE(gl_info))
1404 /* Geforce 400 - highend */
1405 if (strstr(gl_renderer, "GTX 480"))
1407 return CARD_NVIDIA_GEFORCE_GTX480;
1410 /* Geforce 400 - midend high */
1411 if (strstr(gl_renderer, "GTX 470"))
1413 return CARD_NVIDIA_GEFORCE_GTX470;
1416 /* Geforce 400 - midend */
1417 if (strstr(gl_renderer, "GTX 465"))
1419 return CARD_NVIDIA_GEFORCE_GTX465;
1422 /* Geforce 400 - midend */
1423 if (strstr(gl_renderer, "GTX 460"))
1425 return CARD_NVIDIA_GEFORCE_GTX460;
1428 /* Geforce 300 highend mobile */
1429 if (strstr(gl_renderer, "GTS 350M")
1430 || strstr(gl_renderer, "GTS 360M"))
1432 return CARD_NVIDIA_GEFORCE_GTS350M;
1435 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1436 if (strstr(gl_renderer, "GT 325M")
1437 || strstr(gl_renderer, "GT 330M"))
1439 return CARD_NVIDIA_GEFORCE_GT325M;
1442 /* Geforce 200 - highend */
1443 if (strstr(gl_renderer, "GTX 280")
1444 || strstr(gl_renderer, "GTX 285")
1445 || strstr(gl_renderer, "GTX 295"))
1447 return CARD_NVIDIA_GEFORCE_GTX280;
1450 /* Geforce 200 - midend high */
1451 if (strstr(gl_renderer, "GTX 275"))
1453 return CARD_NVIDIA_GEFORCE_GTX275;
1456 /* Geforce 200 - midend */
1457 if (strstr(gl_renderer, "GTX 260"))
1459 return CARD_NVIDIA_GEFORCE_GTX260;
1461 /* Geforce 200 - midend */
1462 if (strstr(gl_renderer, "GT 240"))
1464 return CARD_NVIDIA_GEFORCE_GT240;
1467 /* Geforce 200 lowend */
1468 if (strstr(gl_renderer, "GT 220"))
1470 return CARD_NVIDIA_GEFORCE_GT220;
1472 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1473 if (strstr(gl_renderer, "Geforce 210")
1474 || strstr(gl_renderer, "G 210")
1475 || strstr(gl_renderer, "Geforce 305")
1476 || strstr(gl_renderer, "Geforce 310"))
1478 return CARD_NVIDIA_GEFORCE_210;
1481 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1482 if (strstr(gl_renderer, "9800")
1483 || strstr(gl_renderer, "GTS 150")
1484 || strstr(gl_renderer, "GTS 250"))
1486 return CARD_NVIDIA_GEFORCE_9800GT;
1489 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1490 if (strstr(gl_renderer, "9600")
1491 || strstr(gl_renderer, "GT 140"))
1493 return CARD_NVIDIA_GEFORCE_9600GT;
1496 /* Geforce9 - midend low / Geforce 200 - low */
1497 if (strstr(gl_renderer, "9500")
1498 || strstr(gl_renderer, "GT 120")
1499 || strstr(gl_renderer, "GT 130"))
1501 return CARD_NVIDIA_GEFORCE_9500GT;
1504 /* Geforce9 - lowend */
1505 if (strstr(gl_renderer, "9400"))
1507 return CARD_NVIDIA_GEFORCE_9400GT;
1510 /* Geforce9 - lowend low */
1511 if (strstr(gl_renderer, "9100")
1512 || strstr(gl_renderer, "9200")
1513 || strstr(gl_renderer, "9300")
1514 || strstr(gl_renderer, "G 100"))
1516 return CARD_NVIDIA_GEFORCE_9200;
1519 /* Geforce8 - highend high*/
1520 if (strstr(gl_renderer, "8800 GTX"))
1522 return CARD_NVIDIA_GEFORCE_8800GTX;
1525 /* Geforce8 - highend */
1526 if (strstr(gl_renderer, "8800"))
1528 return CARD_NVIDIA_GEFORCE_8800GTS;
1531 /* Geforce8 - midend mobile */
1532 if (strstr(gl_renderer, "8600 M"))
1534 return CARD_NVIDIA_GEFORCE_8600MGT;
1537 /* Geforce8 - midend */
1538 if (strstr(gl_renderer, "8600")
1539 || strstr(gl_renderer, "8700"))
1541 return CARD_NVIDIA_GEFORCE_8600GT;
1544 /* Geforce8 - mid-lowend */
1545 if (strstr(gl_renderer, "8400")
1546 || strstr(gl_renderer, "8500"))
1548 return CARD_NVIDIA_GEFORCE_8400GS;
1551 /* Geforce8 - lowend */
1552 if (strstr(gl_renderer, "8100")
1553 || strstr(gl_renderer, "8200")
1554 || strstr(gl_renderer, "8300"))
1556 return CARD_NVIDIA_GEFORCE_8300GS;
1559 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1560 return CARD_NVIDIA_GEFORCE_8300GS;
1563 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1564 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1566 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1568 /* Geforce7 - highend */
1569 if (strstr(gl_renderer, "7800")
1570 || strstr(gl_renderer, "7900")
1571 || strstr(gl_renderer, "7950")
1572 || strstr(gl_renderer, "Quadro FX 4")
1573 || strstr(gl_renderer, "Quadro FX 5"))
1575 return CARD_NVIDIA_GEFORCE_7800GT;
1578 /* Geforce7 midend */
1579 if (strstr(gl_renderer, "7600")
1580 || strstr(gl_renderer, "7700"))
1582 return CARD_NVIDIA_GEFORCE_7600;
1585 /* Geforce7 lower medium */
1586 if (strstr(gl_renderer, "7400"))
1588 return CARD_NVIDIA_GEFORCE_7400;
1591 /* Geforce7 lowend */
1592 if (strstr(gl_renderer, "7300"))
1594 return CARD_NVIDIA_GEFORCE_7300;
1597 /* Geforce6 highend */
1598 if (strstr(gl_renderer, "6800"))
1600 return CARD_NVIDIA_GEFORCE_6800;
1603 /* Geforce6 - midend */
1604 if (strstr(gl_renderer, "6600")
1605 || strstr(gl_renderer, "6610")
1606 || strstr(gl_renderer, "6700"))
1608 return CARD_NVIDIA_GEFORCE_6600GT;
1611 /* Geforce6/7 lowend */
1612 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1615 if (WINE_D3D9_CAPABLE(gl_info))
1617 /* GeforceFX - highend */
1618 if (strstr(gl_renderer, "5800")
1619 || strstr(gl_renderer, "5900")
1620 || strstr(gl_renderer, "5950")
1621 || strstr(gl_renderer, "Quadro FX"))
1623 return CARD_NVIDIA_GEFORCEFX_5800;
1626 /* GeforceFX - midend */
1627 if (strstr(gl_renderer, "5600")
1628 || strstr(gl_renderer, "5650")
1629 || strstr(gl_renderer, "5700")
1630 || strstr(gl_renderer, "5750"))
1632 return CARD_NVIDIA_GEFORCEFX_5600;
1635 /* GeforceFX - lowend */
1636 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1639 if (WINE_D3D8_CAPABLE(gl_info))
1641 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1643 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1646 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1649 if (WINE_D3D7_CAPABLE(gl_info))
1651 if (strstr(gl_renderer, "GeForce4 MX"))
1653 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1656 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1658 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1661 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1663 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1666 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1669 if (strstr(gl_renderer, "TNT2"))
1671 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1674 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1677 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1678 const char *gl_renderer)
1680 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1682 * Beware: renderer string do not match exact card model,
1683 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1684 if (WINE_D3D10_CAPABLE(gl_info))
1686 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1687 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1688 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1689 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1691 return CARD_ATI_RADEON_HD5800;
1694 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1695 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1696 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1697 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1699 return CARD_ATI_RADEON_HD5700;
1702 /* Radeon R7xx HD4800 - highend */
1703 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1704 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1705 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1706 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1707 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1709 return CARD_ATI_RADEON_HD4800;
1712 /* Radeon R740 HD4700 - midend */
1713 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1714 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1716 return CARD_ATI_RADEON_HD4700;
1719 /* Radeon R730 HD4600 - midend */
1720 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1721 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1722 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1724 return CARD_ATI_RADEON_HD4600;
1727 /* Radeon R710 HD4500/HD4350 - lowend */
1728 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1729 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1731 return CARD_ATI_RADEON_HD4350;
1734 /* Radeon R6xx HD2900/HD3800 - highend */
1735 if (strstr(gl_renderer, "HD 2900")
1736 || strstr(gl_renderer, "HD 3870")
1737 || strstr(gl_renderer, "HD 3850"))
1739 return CARD_ATI_RADEON_HD2900;
1742 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1743 if (strstr(gl_renderer, "HD 2600")
1744 || strstr(gl_renderer, "HD 3830")
1745 || strstr(gl_renderer, "HD 3690")
1746 || strstr(gl_renderer, "HD 3650"))
1748 return CARD_ATI_RADEON_HD2600;
1751 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1752 * Note HD2300=DX9, HD2350=DX10 */
1753 if (strstr(gl_renderer, "HD 2350")
1754 || strstr(gl_renderer, "HD 2400")
1755 || strstr(gl_renderer, "HD 3470")
1756 || strstr(gl_renderer, "HD 3450")
1757 || strstr(gl_renderer, "HD 3430")
1758 || strstr(gl_renderer, "HD 3400"))
1760 return CARD_ATI_RADEON_HD2350;
1763 /* Radeon R6xx/R7xx integrated */
1764 if (strstr(gl_renderer, "HD 3100")
1765 || strstr(gl_renderer, "HD 3200")
1766 || strstr(gl_renderer, "HD 3300"))
1768 return CARD_ATI_RADEON_HD3200;
1771 /* Default for when no GPU has been found */
1772 return CARD_ATI_RADEON_HD3200;
1775 if (WINE_D3D8_CAPABLE(gl_info))
1778 if (strstr(gl_renderer, "X1600")
1779 || strstr(gl_renderer, "X1650")
1780 || strstr(gl_renderer, "X1800")
1781 || strstr(gl_renderer, "X1900")
1782 || strstr(gl_renderer, "X1950"))
1784 return CARD_ATI_RADEON_X1600;
1787 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1788 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1789 if (strstr(gl_renderer, "X700")
1790 || strstr(gl_renderer, "X800")
1791 || strstr(gl_renderer, "X850")
1792 || strstr(gl_renderer, "X1300")
1793 || strstr(gl_renderer, "X1400")
1794 || strstr(gl_renderer, "X1450")
1795 || strstr(gl_renderer, "X1550")
1796 || strstr(gl_renderer, "X2300")
1797 || strstr(gl_renderer, "X2500")
1798 || strstr(gl_renderer, "HD 2300")
1801 return CARD_ATI_RADEON_X700;
1804 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1805 if (strstr(gl_renderer, "Radeon Xpress"))
1807 return CARD_ATI_RADEON_XPRESS_200M;
1811 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1814 if (WINE_D3D8_CAPABLE(gl_info))
1816 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1819 if (WINE_D3D7_CAPABLE(gl_info))
1821 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1824 return CARD_ATI_RAGE_128PRO;
1827 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1828 const char *gl_renderer)
1830 if (strstr(gl_renderer, "X3100"))
1832 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1833 return CARD_INTEL_X3100;
1836 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1838 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1839 return CARD_INTEL_I945GM;
1842 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1843 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1844 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1845 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1846 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1847 return CARD_INTEL_I915G;
1851 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1852 const char *gl_renderer)
1854 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1856 * Beware: renderer string do not match exact card model,
1857 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1858 if (strstr(gl_renderer, "Gallium"))
1860 /* Radeon R7xx HD4800 - highend */
1861 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1862 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1863 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1865 return CARD_ATI_RADEON_HD4800;
1868 /* Radeon R740 HD4700 - midend */
1869 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1871 return CARD_ATI_RADEON_HD4700;
1874 /* Radeon R730 HD4600 - midend */
1875 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1877 return CARD_ATI_RADEON_HD4600;
1880 /* Radeon R710 HD4500/HD4350 - lowend */
1881 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1883 return CARD_ATI_RADEON_HD4350;
1886 /* Radeon R6xx HD2900/HD3800 - highend */
1887 if (strstr(gl_renderer, "R600")
1888 || strstr(gl_renderer, "RV670")
1889 || strstr(gl_renderer, "R680"))
1891 return CARD_ATI_RADEON_HD2900;
1894 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1895 if (strstr(gl_renderer, "RV630")
1896 || strstr(gl_renderer, "RV635"))
1898 return CARD_ATI_RADEON_HD2600;
1901 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1902 if (strstr(gl_renderer, "RV610")
1903 || strstr(gl_renderer, "RV620"))
1905 return CARD_ATI_RADEON_HD2350;
1908 /* Radeon R6xx/R7xx integrated */
1909 if (strstr(gl_renderer, "RS780")
1910 || strstr(gl_renderer, "RS880"))
1912 return CARD_ATI_RADEON_HD3200;
1916 if (strstr(gl_renderer, "RV530")
1917 || strstr(gl_renderer, "RV535")
1918 || strstr(gl_renderer, "RV560")
1919 || strstr(gl_renderer, "R520")
1920 || strstr(gl_renderer, "RV570")
1921 || strstr(gl_renderer, "R580"))
1923 return CARD_ATI_RADEON_X1600;
1926 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1927 if (strstr(gl_renderer, "R410")
1928 || strstr(gl_renderer, "R420")
1929 || strstr(gl_renderer, "R423")
1930 || strstr(gl_renderer, "R430")
1931 || strstr(gl_renderer, "R480")
1932 || strstr(gl_renderer, "R481")
1933 || strstr(gl_renderer, "RV410")
1934 || strstr(gl_renderer, "RV515")
1935 || strstr(gl_renderer, "RV516"))
1937 return CARD_ATI_RADEON_X700;
1940 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1941 if (strstr(gl_renderer, "RS400")
1942 || strstr(gl_renderer, "RS480")
1943 || strstr(gl_renderer, "RS482")
1944 || strstr(gl_renderer, "RS485")
1945 || strstr(gl_renderer, "RS600")
1946 || strstr(gl_renderer, "RS690")
1947 || strstr(gl_renderer, "RS740"))
1949 return CARD_ATI_RADEON_XPRESS_200M;
1953 if (strstr(gl_renderer, "R300")
1954 || strstr(gl_renderer, "RV350")
1955 || strstr(gl_renderer, "RV351")
1956 || strstr(gl_renderer, "RV360")
1957 || strstr(gl_renderer, "RV370")
1958 || strstr(gl_renderer, "R350")
1959 || strstr(gl_renderer, "R360"))
1961 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1965 if (WINE_D3D9_CAPABLE(gl_info))
1967 /* Radeon R7xx HD4800 - highend */
1968 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1969 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1970 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1972 return CARD_ATI_RADEON_HD4800;
1975 /* Radeon R740 HD4700 - midend */
1976 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1978 return CARD_ATI_RADEON_HD4700;
1981 /* Radeon R730 HD4600 - midend */
1982 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1984 return CARD_ATI_RADEON_HD4600;
1987 /* Radeon R710 HD4500/HD4350 - lowend */
1988 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1990 return CARD_ATI_RADEON_HD4350;
1993 /* Radeon R6xx HD2900/HD3800 - highend */
1994 if (strstr(gl_renderer, "(R600")
1995 || strstr(gl_renderer, "(RV670")
1996 || strstr(gl_renderer, "(R680"))
1998 return CARD_ATI_RADEON_HD2900;
2001 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
2002 if (strstr(gl_renderer, "(RV630")
2003 || strstr(gl_renderer, "(RV635"))
2005 return CARD_ATI_RADEON_HD2600;
2008 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
2009 if (strstr(gl_renderer, "(RV610")
2010 || strstr(gl_renderer, "(RV620"))
2012 return CARD_ATI_RADEON_HD2350;
2015 /* Radeon R6xx/R7xx integrated */
2016 if (strstr(gl_renderer, "(RS780")
2017 || strstr(gl_renderer, "(RS880"))
2019 return CARD_ATI_RADEON_HD3200;
2023 if (WINE_D3D8_CAPABLE(gl_info))
2025 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2028 if (WINE_D3D7_CAPABLE(gl_info))
2030 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2033 return CARD_ATI_RAGE_128PRO;
2036 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2037 const char *gl_renderer)
2039 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2040 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2041 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2042 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2043 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2044 return CARD_NVIDIA_RIVA_128;
2047 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
2048 const char *gl_renderer)
2050 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
2051 return CARD_INTEL_I915G;
2055 struct vendor_card_selection
2057 enum wined3d_gl_vendor gl_vendor;
2058 enum wined3d_pci_vendor card_vendor;
2059 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2060 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2063 static const struct vendor_card_selection vendor_card_select_table[] =
2065 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2066 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2067 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
2068 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
2069 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2070 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2071 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2072 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
2073 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
2077 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2078 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2080 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2081 * different GPUs with roughly the same features. In most cases GPUs from a
2082 * certain family differ in clockspeeds, the amount of video memory and the
2083 * number of shader pipelines.
2085 * A Direct3D device object contains the PCI id (vendor + device) of the
2086 * videocard which is used for rendering. Various applications use this
2087 * information to get a rough estimation of the features of the card and
2088 * some might use it for enabling 3d effects only on certain types of
2089 * videocards. In some cases games might even use it to work around bugs
2090 * which happen on certain videocards/driver combinations. The problem is
2091 * that OpenGL only exposes a rendering string containing the name of the
2092 * videocard and not the PCI id.
2094 * Various games depend on the PCI id, so somehow we need to provide one.
2095 * A simple option is to parse the renderer string and translate this to
2096 * the right PCI id. This is a lot of work because there are more than 200
2097 * GPUs just for Nvidia. Various cards share the same renderer string, so
2098 * the amount of code might be 'small' but there are quite a number of
2099 * exceptions which would make this a pain to maintain. Another way would
2100 * be to query the PCI id from the operating system (assuming this is the
2101 * videocard which is used for rendering which is not always the case).
2102 * This would work but it is not very portable. Second it would not work
2103 * well in, let's say, a remote X situation in which the amount of 3d
2104 * features which can be used is limited.
2106 * As said most games only use the PCI id to get an indication of the
2107 * capabilities of the card. It doesn't really matter if the given id is
2108 * the correct one if we return the id of a card with similar 3d features.
2110 * The code below checks the OpenGL capabilities of a videocard and matches
2111 * that to a certain level of Direct3D functionality. Once a card passes
2112 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2113 * least a GeforceFX. To give a better estimate we do a basic check on the
2114 * renderer string but if that won't pass we return a default card. This
2115 * way is better than maintaining a full card database as even without a
2116 * full database we can return a card with similar features. Second the
2117 * size of the database can be made quite small because when you know what
2118 * type of 3d functionality a card has, you know to which GPU family the
2119 * GPU must belong. Because of this you only have to check a small part of
2120 * the renderer string to distinguishes between different models from that
2123 * The code also selects a default amount of video memory which we will
2124 * use for an estimation of the amount of free texture memory. In case of
2125 * real D3D the amount of texture memory includes video memory and system
2126 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2127 * HyperMemory). We don't know how much system memory can be addressed by
2128 * the system but we can make a reasonable estimation about the amount of
2129 * video memory. If the value is slightly wrong it doesn't matter as we
2130 * didn't include AGP-like memory which makes the amount of addressable
2131 * memory higher and second OpenGL isn't that critical it moves to system
2132 * memory behind our backs if really needed. Note that the amount of video
2133 * memory can be overruled using a registry setting. */
2137 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2139 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2140 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2142 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2143 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2146 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2147 *gl_vendor, *card_vendor);
2149 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2150 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2151 * them a good generic choice. */
2152 *card_vendor = HW_VENDOR_NVIDIA;
2153 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2154 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2155 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2156 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2157 return CARD_NVIDIA_RIVA_128;
2160 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2162 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2163 int vs_selected_mode, ps_selected_mode;
2165 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2166 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2167 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2168 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2169 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2170 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2171 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2172 else return &ffp_fragment_pipeline;
2175 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2177 int vs_selected_mode, ps_selected_mode;
2179 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2180 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2181 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2182 return &none_shader_backend;
2185 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2187 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2188 int vs_selected_mode, ps_selected_mode;
2190 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2191 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2192 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2193 else return &ffp_blit;
2196 /* Context activation is done by the caller. */
2197 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2199 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2200 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2201 const char *GL_Extensions = NULL;
2202 const char *WGL_Extensions = NULL;
2203 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2204 struct fragment_caps fragment_caps;
2205 enum wined3d_gl_vendor gl_vendor;
2206 enum wined3d_pci_vendor card_vendor;
2207 enum wined3d_pci_device device;
2209 GLfloat gl_floatv[2];
2215 TRACE_(d3d_caps)("(%p)\n", gl_info);
2219 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2220 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2221 if (!gl_renderer_str)
2224 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2228 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2229 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2233 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2237 /* Parse the GL_VERSION field into major and minor information */
2238 gl_version_str = (const char *)glGetString(GL_VERSION);
2239 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2240 if (!gl_version_str)
2243 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2246 gl_version = wined3d_parse_gl_version(gl_version_str);
2249 * Initialize openGL extension related variables
2250 * with Default values
2252 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2253 gl_info->limits.blends = 1;
2254 gl_info->limits.buffers = 1;
2255 gl_info->limits.textures = 1;
2256 gl_info->limits.fragment_samplers = 1;
2257 gl_info->limits.vertex_samplers = 0;
2258 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2259 gl_info->limits.sampler_stages = 1;
2260 gl_info->limits.glsl_vs_float_constants = 0;
2261 gl_info->limits.glsl_ps_float_constants = 0;
2262 gl_info->limits.arb_vs_float_constants = 0;
2263 gl_info->limits.arb_vs_native_constants = 0;
2264 gl_info->limits.arb_vs_instructions = 0;
2265 gl_info->limits.arb_vs_temps = 0;
2266 gl_info->limits.arb_ps_float_constants = 0;
2267 gl_info->limits.arb_ps_local_constants = 0;
2268 gl_info->limits.arb_ps_instructions = 0;
2269 gl_info->limits.arb_ps_temps = 0;
2271 /* Retrieve opengl defaults */
2272 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2273 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2274 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2276 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2277 gl_info->limits.lights = gl_max;
2278 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2280 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2281 gl_info->limits.texture_size = gl_max;
2282 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2284 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2285 gl_info->limits.pointsize_min = gl_floatv[0];
2286 gl_info->limits.pointsize_max = gl_floatv[1];
2287 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2289 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2290 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2294 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2300 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2302 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2304 while (*GL_Extensions)
2308 while (isspace(*GL_Extensions)) ++GL_Extensions;
2309 start = GL_Extensions;
2310 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2312 len = GL_Extensions - start;
2315 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2317 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2319 if (len == strlen(EXTENSION_MAP[i].extension_string)
2320 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2322 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2323 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2329 /* Now work out what GL support this card really has */
2330 #define USE_GL_FUNC(type, pfn, ext, replace) \
2332 DWORD ver = ver_for_ext(ext); \
2333 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2334 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2335 else gl_info->pfn = NULL; \
2340 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2346 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2347 * loading the functions, otherwise the code above will load the extension entry points instead of the
2348 * core functions, which may not work. */
2349 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2351 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2352 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2354 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2355 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2359 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2361 if (gl_info->supported[APPLE_FENCE])
2363 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2364 * The apple extension interacts with some other apple exts. Disable the NV
2365 * extension if the apple one is support to prevent confusion in other parts
2367 gl_info->supported[NV_FENCE] = FALSE;
2369 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2371 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2373 * The enums are the same:
2374 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2375 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2376 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2377 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2378 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2380 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2382 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2383 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2385 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2387 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2388 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2391 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2393 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2394 * functionality. Prefer the ARB extension */
2395 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2397 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2399 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2400 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2402 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2404 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2405 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2407 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2409 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2410 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2412 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2414 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2415 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2417 if (gl_info->supported[NV_TEXTURE_SHADER2])
2419 if (gl_info->supported[NV_REGISTER_COMBINERS])
2421 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2422 * are supported. The nv extensions provide the same functionality as the
2423 * ATI one, and a bit more(signed pixelformats). */
2424 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2428 if (gl_info->supported[NV_REGISTER_COMBINERS])
2430 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2431 gl_info->limits.general_combiners = gl_max;
2432 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2434 if (gl_info->supported[ARB_DRAW_BUFFERS])
2436 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2437 gl_info->limits.buffers = gl_max;
2438 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2440 if (gl_info->supported[ARB_MULTITEXTURE])
2442 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2443 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2444 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2446 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2449 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2450 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2454 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2456 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2458 if (gl_info->supported[ARB_VERTEX_SHADER])
2461 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2462 gl_info->limits.vertex_samplers = tmp;
2463 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2464 gl_info->limits.combined_samplers = tmp;
2466 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2467 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2468 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2469 * shader is used with fixed function vertex processing we're fine too because fixed function
2470 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2471 * used we have to make sure that all vertex sampler setups are valid together with all
2472 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2473 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2474 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2475 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2476 * a fixed function pipeline anymore.
2478 * So this is just a check to check that our assumption holds true. If not, write a warning
2479 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2480 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2481 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2483 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2484 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2485 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2486 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2487 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2489 gl_info->limits.vertex_samplers = 0;
2494 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2496 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2497 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2499 if (gl_info->supported[ARB_VERTEX_BLEND])
2501 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2502 gl_info->limits.blends = gl_max;
2503 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2505 if (gl_info->supported[EXT_TEXTURE3D])
2507 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2508 gl_info->limits.texture3d_size = gl_max;
2509 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2511 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2513 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2514 gl_info->limits.anisotropy = gl_max;
2515 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2517 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2519 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2520 gl_info->limits.arb_ps_float_constants = gl_max;
2521 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2522 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2523 gl_info->limits.arb_ps_native_constants = gl_max;
2524 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2525 gl_info->limits.arb_ps_native_constants);
2526 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2527 gl_info->limits.arb_ps_temps = gl_max;
2528 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2529 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2530 gl_info->limits.arb_ps_instructions = gl_max;
2531 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2532 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2533 gl_info->limits.arb_ps_local_constants = gl_max;
2534 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2536 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2538 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2539 gl_info->limits.arb_vs_float_constants = gl_max;
2540 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2541 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2542 gl_info->limits.arb_vs_native_constants = gl_max;
2543 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2544 gl_info->limits.arb_vs_native_constants);
2545 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2546 gl_info->limits.arb_vs_temps = gl_max;
2547 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2548 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2549 gl_info->limits.arb_vs_instructions = gl_max;
2550 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2552 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2554 if (gl_info->supported[ARB_VERTEX_SHADER])
2556 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2557 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2558 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2560 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2562 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2563 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2564 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2565 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2566 gl_info->limits.glsl_varyings = gl_max;
2567 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2569 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2571 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2572 unsigned int major, minor;
2574 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2576 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2577 sscanf(str, "%u.%u", &major, &minor);
2578 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2580 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2582 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2586 gl_info->limits.shininess = 128.0f;
2588 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2590 /* If we have full NP2 texture support, disable
2591 * GL_ARB_texture_rectangle because we will never use it.
2592 * This saves a few redundant glDisable calls. */
2593 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2595 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2597 /* Disable NV_register_combiners and fragment shader if this is supported.
2598 * generally the NV extensions are preferred over the ATI ones, and this
2599 * extension is disabled if register_combiners and texture_shader2 are both
2600 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2601 * fragment processing support. */
2602 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2603 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2604 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2605 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2607 if (gl_info->supported[NV_HALF_FLOAT])
2609 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2610 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2612 if (gl_info->supported[ARB_POINT_SPRITE])
2614 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2618 gl_info->limits.point_sprite_units = 0;
2620 checkGLcall("extension detection");
2624 adapter->fragment_pipe = select_fragment_implementation(adapter);
2625 adapter->shader_backend = select_shader_backend(adapter);
2626 adapter->blitter = select_blit_implementation(adapter);
2628 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2629 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2630 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2632 /* In some cases the number of texture stages can be larger than the number
2633 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2634 * shaders), but 8 texture stages (register combiners). */
2635 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2637 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2639 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2640 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2641 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2642 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2643 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2644 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2645 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2646 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2647 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2648 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2649 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2650 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2651 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2652 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2653 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2654 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2655 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2656 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2657 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2661 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2663 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2664 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2665 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2666 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2667 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2668 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2669 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2670 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2671 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2672 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2673 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2674 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2675 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2676 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2677 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2678 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2679 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2681 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2683 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2684 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2686 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2688 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2690 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2692 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2696 /* MRTs are currently only supported when FBOs are used. */
2697 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2699 gl_info->limits.buffers = 1;
2702 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2703 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2704 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2706 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2707 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2709 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2710 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2711 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2712 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2713 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2714 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2715 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2716 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2718 /* Make sure there's an active HDC else the WGL extensions will fail */
2719 hdc = pwglGetCurrentDC();
2721 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2722 if(GL_EXTCALL(wglGetExtensionsStringARB))
2723 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2725 if (!WGL_Extensions)
2727 ERR(" WGL_Extensions returns NULL\n");
2731 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2732 while (*WGL_Extensions)
2737 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2738 Start = WGL_Extensions;
2739 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2741 len = WGL_Extensions - Start;
2742 if (!len || len >= sizeof(ThisExtn))
2745 memcpy(ThisExtn, Start, len);
2746 ThisExtn[len] = '\0';
2747 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2749 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2750 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2751 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2753 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2754 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2755 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2761 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2762 init_driver_info(driver_info, card_vendor, device);
2763 add_gl_compat_wrappers(gl_info);
2768 /**********************************************************
2769 * IWineD3D implementation follows
2770 **********************************************************/
2772 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2773 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2775 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2777 return This->adapter_count;
2780 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2782 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2787 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2788 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2790 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2792 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2796 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2799 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2800 of the same bpp but different resolutions */
2802 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2803 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2805 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2807 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2809 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2813 /* TODO: Store modes per adapter and read it from the adapter structure */
2816 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2817 UINT format_bits = format->byte_count * CHAR_BIT;
2822 memset(&mode, 0, sizeof(mode));
2823 mode.dmSize = sizeof(mode);
2825 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2829 if (format_id == WINED3DFMT_UNKNOWN)
2831 /* This is for D3D8, do not enumerate P8 here */
2832 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2834 else if (mode.dmBitsPerPel == format_bits)
2840 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2843 FIXME_(d3d_caps)("Adapter not primary display\n");
2848 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2849 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2850 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2852 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2854 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2855 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2857 /* Validate the parameters as much as possible */
2858 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2859 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2861 return WINED3DERR_INVALIDCALL;
2864 /* TODO: Store modes per adapter and read it from the adapter structure */
2867 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2868 UINT format_bits = format->byte_count * CHAR_BIT;
2874 ZeroMemory(&DevModeW, sizeof(DevModeW));
2875 DevModeW.dmSize = sizeof(DevModeW);
2877 /* If we are filtering to a specific format (D3D9), then need to skip
2878 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2879 just count through the ones with valid bit depths */
2880 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2882 if (format_id == WINED3DFMT_UNKNOWN)
2884 /* This is for D3D8, do not enumerate P8 here */
2885 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2887 else if (DevModeW.dmBitsPerPel == format_bits)
2895 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2896 return WINED3DERR_INVALIDCALL;
2900 /* Now get the display mode via the calculated index */
2901 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2902 pMode->Width = DevModeW.dmPelsWidth;
2903 pMode->Height = DevModeW.dmPelsHeight;
2904 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2905 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2906 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2908 if (format_id == WINED3DFMT_UNKNOWN)
2909 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2911 pMode->Format = format_id;
2915 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2916 return WINED3DERR_INVALIDCALL;
2919 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2920 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2921 DevModeW.dmBitsPerPel);
2926 FIXME_(d3d_caps)("Adapter not primary display\n");
2932 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2934 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2936 if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2937 return WINED3DERR_INVALIDCALL;
2939 if (Adapter == 0) { /* Display */
2943 ZeroMemory(&DevModeW, sizeof(DevModeW));
2944 DevModeW.dmSize = sizeof(DevModeW);
2946 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2947 pMode->Width = DevModeW.dmPelsWidth;
2948 pMode->Height = DevModeW.dmPelsHeight;
2949 bpp = DevModeW.dmBitsPerPel;
2950 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2951 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2953 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2956 pMode->Format = pixelformat_for_depth(bpp);
2958 FIXME_(d3d_caps)("Adapter not primary display\n");
2961 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2962 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2966 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2967 and fields being inserted in the middle, a new structure is used in place */
2968 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2969 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2970 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2971 struct wined3d_adapter *adapter;
2974 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2976 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2977 return WINED3DERR_INVALIDCALL;
2980 adapter = &This->adapters[Adapter];
2982 /* Return the information requested */
2983 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2985 if (pIdentifier->driver_size)
2987 const char *name = adapter->driver_info.name;
2988 len = min(strlen(name), pIdentifier->driver_size - 1);
2989 memcpy(pIdentifier->driver, name, len);
2990 pIdentifier->driver[len] = '\0';
2993 if (pIdentifier->description_size)
2995 const char *description = adapter->driver_info.description;
2996 len = min(strlen(description), pIdentifier->description_size - 1);
2997 memcpy(pIdentifier->description, description, len);
2998 pIdentifier->description[len] = '\0';
3001 /* Note that d3d8 doesn't supply a device name. */
3002 if (pIdentifier->device_name_size)
3004 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3006 len = strlen(device_name);
3007 if (len >= pIdentifier->device_name_size)
3009 ERR("Device name size too small.\n");
3010 return WINED3DERR_INVALIDCALL;
3013 memcpy(pIdentifier->device_name, device_name, len);
3014 pIdentifier->device_name[len] = '\0';
3017 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3018 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3019 pIdentifier->vendor_id = adapter->driver_info.vendor;
3020 pIdentifier->device_id = adapter->driver_info.device;
3021 pIdentifier->subsystem_id = 0;
3022 pIdentifier->revision = 0;
3023 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3024 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3025 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3026 pIdentifier->video_memory = adapter->TextureRam;
3031 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3032 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3034 short redSize, greenSize, blueSize, alphaSize, colorBits;
3039 /* Float formats need FBOs. If FBOs are used this function isn't called */
3040 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3042 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3043 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3045 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3049 if(cfg->redSize < redSize)
3052 if(cfg->greenSize < greenSize)
3055 if(cfg->blueSize < blueSize)
3058 if(cfg->alphaSize < alphaSize)
3064 /* Probably a RGBA_float or color index mode */
3068 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3069 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3071 short depthSize, stencilSize;
3072 BOOL lockable = FALSE;
3077 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3079 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3083 /* Float formats need FBOs. If FBOs are used this function isn't called */
3084 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3086 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3089 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3090 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3091 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3092 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3095 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3096 * allow more stencil bits than requested. */
3097 if(cfg->stencilSize < stencilSize)
3103 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3104 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3105 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3107 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3109 const WineD3D_PixelFormat *cfgs;
3110 const struct wined3d_adapter *adapter;
3111 const struct wined3d_format *rt_format;
3112 const struct wined3d_format *ds_format;
3115 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3117 DeviceType, debug_d3ddevicetype(DeviceType),
3118 AdapterFormat, debug_d3dformat(AdapterFormat),
3119 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3120 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3122 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3123 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3124 return WINED3DERR_INVALIDCALL;
3127 adapter = &This->adapters[Adapter];
3128 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3129 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3130 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3132 if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3133 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3135 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3141 cfgs = adapter->cfgs;
3142 nCfgs = adapter->nCfgs;
3143 for (it = 0; it < nCfgs; ++it)
3145 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3147 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3149 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3155 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3157 return WINED3DERR_NOTAVAILABLE;
3160 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3161 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3162 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3164 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3165 const struct wined3d_adapter *adapter;
3166 const struct wined3d_format *format;
3168 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3171 DeviceType, debug_d3ddevicetype(DeviceType),
3172 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3177 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3178 return WINED3DERR_INVALIDCALL;
3181 /* TODO: handle Windowed, add more quality levels */
3183 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3184 if(pQualityLevels) *pQualityLevels = 1;
3188 /* By default multisampling is disabled right now as it causes issues
3189 * on some Nvidia driver versions and it doesn't work well in combination
3191 if(!wined3d_settings.allow_multisampling)
3192 return WINED3DERR_NOTAVAILABLE;
3194 adapter = &This->adapters[Adapter];
3195 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3196 if (!format) return WINED3DERR_INVALIDCALL;
3198 if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3201 const WineD3D_PixelFormat *cfgs;
3203 cfgs = adapter->cfgs;
3204 nCfgs = adapter->nCfgs;
3205 for(i=0; i<nCfgs; i++) {
3206 if(cfgs[i].numSamples != MultiSampleType)
3209 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3212 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3215 *pQualityLevels = 1; /* Guess at a value! */
3219 else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3221 short redSize, greenSize, blueSize, alphaSize, colorBits;
3223 const WineD3D_PixelFormat *cfgs;
3225 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3227 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3228 return WINED3DERR_NOTAVAILABLE;
3231 cfgs = adapter->cfgs;
3232 nCfgs = adapter->nCfgs;
3233 for(i=0; i<nCfgs; i++) {
3234 if(cfgs[i].numSamples != MultiSampleType)
3236 if(cfgs[i].redSize != redSize)
3238 if(cfgs[i].greenSize != greenSize)
3240 if(cfgs[i].blueSize != blueSize)
3242 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3243 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3245 if (cfgs[i].colorSize != (format->byte_count << 3))
3248 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3251 *pQualityLevels = 1; /* Guess at a value! */
3255 return WINED3DERR_NOTAVAILABLE;
3258 /* Check if we support bumpmapping for a format */
3259 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3261 /* Ask the fixed function pipeline implementation if it can deal
3262 * with the conversion. If we've got a GL extension giving native
3263 * support this will be an identity conversion. */
3264 return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3265 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3268 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3269 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3270 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3274 /* Only allow depth/stencil formats */
3275 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3277 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3279 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3280 if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3284 /* Walk through all WGL pixel formats to find a match */
3285 for (it = 0; it < adapter->nCfgs; ++it)
3287 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3288 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3290 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3301 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3303 /* The flags entry of a format contains the filtering capability */
3304 if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3309 /* Check the render target capabilities of a format */
3310 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3311 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3313 /* Filter out non-RT formats */
3314 if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3315 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3317 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3319 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3320 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3322 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3323 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3325 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3326 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3327 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3328 TRACE_(d3d_caps)("[FAILED]\n");
3332 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3333 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3334 for (it = 0; it < adapter->nCfgs; ++it)
3336 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3337 &cfgs[it], check_format))
3339 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3340 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3345 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3347 /* For now return TRUE for FBOs until we have some proper checks.
3348 * Note that this function will only be called when the format is around for texturing. */
3354 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3356 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3359 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3361 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3362 * doing the color fixup in shaders.
3363 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3364 if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3366 int vs_selected_mode;
3367 int ps_selected_mode;
3368 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3370 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3371 TRACE_(d3d_caps)("[OK]\n");
3376 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3380 /* Check if a format support blending in combination with pixel shaders */
3381 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3382 const struct wined3d_format *format)
3384 /* The flags entry of a format contains the post pixel shader blending capability */
3385 if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3390 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3392 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3393 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3394 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3395 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3396 * capability anyway.
3398 * For now lets report this on all formats, but in the future we may want to
3399 * restrict it to some should games need that
3404 /* Check if a texture format is supported on the given adapter */
3405 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3407 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3412 * supported: RGB(A) formats
3414 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3415 case WINED3DFMT_B8G8R8A8_UNORM:
3416 case WINED3DFMT_B8G8R8X8_UNORM:
3417 case WINED3DFMT_B5G6R5_UNORM:
3418 case WINED3DFMT_B5G5R5X1_UNORM:
3419 case WINED3DFMT_B5G5R5A1_UNORM:
3420 case WINED3DFMT_B4G4R4A4_UNORM:
3421 case WINED3DFMT_A8_UNORM:
3422 case WINED3DFMT_B4G4R4X4_UNORM:
3423 case WINED3DFMT_R8G8B8A8_UNORM:
3424 case WINED3DFMT_R8G8B8X8_UNORM:
3425 case WINED3DFMT_B10G10R10A2_UNORM:
3426 case WINED3DFMT_R10G10B10A2_UNORM:
3427 case WINED3DFMT_R16G16_UNORM:
3428 TRACE_(d3d_caps)("[OK]\n");
3431 case WINED3DFMT_B2G3R3_UNORM:
3432 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3436 * Not supported: Palettized
3437 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3438 * Since it is not widely available, don't offer it. Further no Windows driver offers
3439 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3441 case WINED3DFMT_P8_UINT:
3442 case WINED3DFMT_P8_UINT_A8_UNORM:
3446 * Supported: (Alpha)-Luminance
3448 case WINED3DFMT_L8_UNORM:
3449 case WINED3DFMT_L8A8_UNORM:
3450 case WINED3DFMT_L16_UNORM:
3451 TRACE_(d3d_caps)("[OK]\n");
3454 /* Not supported on Windows, thus disabled */
3455 case WINED3DFMT_L4A4_UNORM:
3456 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3460 * Supported: Depth/Stencil formats
3462 case WINED3DFMT_D16_LOCKABLE:
3463 case WINED3DFMT_D16_UNORM:
3464 case WINED3DFMT_S1_UINT_D15_UNORM:
3465 case WINED3DFMT_X8D24_UNORM:
3466 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3467 case WINED3DFMT_D24_UNORM_S8_UINT:
3468 case WINED3DFMT_S8_UINT_D24_FLOAT:
3469 case WINED3DFMT_D32_UNORM:
3470 case WINED3DFMT_D32_FLOAT:
3474 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3475 * GL_NV_texture_shader). Emulated by shaders
3477 case WINED3DFMT_R8G8_SNORM:
3478 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3479 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3480 case WINED3DFMT_R8G8B8A8_SNORM:
3481 case WINED3DFMT_R16G16_SNORM:
3482 /* Ask the shader backend if it can deal with the conversion. If
3483 * we've got a GL extension giving native support this will be an
3484 * identity conversion. */
3485 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3487 TRACE_(d3d_caps)("[OK]\n");
3490 TRACE_(d3d_caps)("[FAILED]\n");
3493 case WINED3DFMT_DXT1:
3494 case WINED3DFMT_DXT2:
3495 case WINED3DFMT_DXT3:
3496 case WINED3DFMT_DXT4:
3497 case WINED3DFMT_DXT5:
3498 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3500 TRACE_(d3d_caps)("[OK]\n");
3503 TRACE_(d3d_caps)("[FAILED]\n");
3508 * Odd formats - not supported
3510 case WINED3DFMT_VERTEXDATA:
3511 case WINED3DFMT_R16_UINT:
3512 case WINED3DFMT_R32_UINT:
3513 case WINED3DFMT_R16G16B16A16_SNORM:
3514 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3515 case WINED3DFMT_R10G11B11_SNORM:
3516 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3520 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3522 case WINED3DFMT_R8G8_SNORM_Cx:
3523 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3527 case WINED3DFMT_UYVY:
3528 case WINED3DFMT_YUY2:
3529 if (gl_info->supported[APPLE_YCBCR_422])
3531 TRACE_(d3d_caps)("[OK]\n");
3534 TRACE_(d3d_caps)("[FAILED]\n");
3536 case WINED3DFMT_YV12:
3537 TRACE_(d3d_caps)("[FAILED]\n");
3541 case WINED3DFMT_R16G16B16A16_UNORM:
3542 case WINED3DFMT_B2G3R3A8_UNORM:
3543 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3546 /* Floating point formats */
3547 case WINED3DFMT_R16_FLOAT:
3548 case WINED3DFMT_R16G16_FLOAT:
3549 case WINED3DFMT_R16G16B16A16_FLOAT:
3550 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3552 TRACE_(d3d_caps)("[OK]\n");
3555 TRACE_(d3d_caps)("[FAILED]\n");
3558 case WINED3DFMT_R32_FLOAT:
3559 case WINED3DFMT_R32G32_FLOAT:
3560 case WINED3DFMT_R32G32B32A32_FLOAT:
3561 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3563 TRACE_(d3d_caps)("[OK]\n");
3566 TRACE_(d3d_caps)("[FAILED]\n");
3569 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3570 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3571 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3572 * We can do instancing with all shader versions, but we need vertex shaders.
3574 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3575 * to enable instancing. WineD3D doesn't need that and just ignores it.
3577 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3579 case WINED3DFMT_INST:
3580 TRACE("ATI Instancing check hack\n");
3581 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3583 TRACE_(d3d_caps)("[OK]\n");
3586 TRACE_(d3d_caps)("[FAILED]\n");
3589 /* Some weird FOURCC formats */
3590 case WINED3DFMT_R8G8_B8G8:
3591 case WINED3DFMT_G8R8_G8B8:
3592 case WINED3DFMT_MULTI2_ARGB8:
3593 TRACE_(d3d_caps)("[FAILED]\n");
3596 /* Vendor specific formats */
3597 case WINED3DFMT_ATI2N:
3598 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3599 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3601 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3602 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3604 TRACE_(d3d_caps)("[OK]\n");
3608 TRACE_(d3d_caps)("[OK]\n");
3611 TRACE_(d3d_caps)("[FAILED]\n");
3614 case WINED3DFMT_NVHU:
3615 case WINED3DFMT_NVHS:
3616 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3617 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3618 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3619 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3620 * Applications have to deal with not having NVHS and NVHU.
3622 TRACE_(d3d_caps)("[FAILED]\n");
3625 case WINED3DFMT_UNKNOWN:
3629 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3635 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3636 const struct wined3d_format *adapter_format,
3637 const struct wined3d_format *check_format,
3638 WINED3DSURFTYPE SurfaceType)
3640 if (SurfaceType == SURFACE_GDI)
3642 switch (check_format->id)
3644 case WINED3DFMT_B8G8R8_UNORM:
3645 case WINED3DFMT_B8G8R8A8_UNORM:
3646 case WINED3DFMT_B8G8R8X8_UNORM:
3647 case WINED3DFMT_B5G6R5_UNORM:
3648 case WINED3DFMT_B5G5R5X1_UNORM:
3649 case WINED3DFMT_B5G5R5A1_UNORM:
3650 case WINED3DFMT_B4G4R4A4_UNORM:
3651 case WINED3DFMT_B2G3R3_UNORM:
3652 case WINED3DFMT_A8_UNORM:
3653 case WINED3DFMT_B2G3R3A8_UNORM:
3654 case WINED3DFMT_B4G4R4X4_UNORM:
3655 case WINED3DFMT_R10G10B10A2_UNORM:
3656 case WINED3DFMT_R8G8B8A8_UNORM:
3657 case WINED3DFMT_R8G8B8X8_UNORM:
3658 case WINED3DFMT_R16G16_UNORM:
3659 case WINED3DFMT_B10G10R10A2_UNORM:
3660 case WINED3DFMT_R16G16B16A16_UNORM:
3661 case WINED3DFMT_P8_UINT:
3662 TRACE_(d3d_caps)("[OK]\n");
3665 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3670 /* All format that are supported for textures are supported for surfaces as well */
3671 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3672 /* All depth stencil formats are supported on surfaces */
3673 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3675 /* If opengl can't process the format natively, the blitter may be able to convert it */
3676 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3677 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3678 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3680 TRACE_(d3d_caps)("[OK]\n");
3684 /* Reject other formats */
3685 TRACE_(d3d_caps)("[FAILED]\n");
3689 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3690 const struct wined3d_format *format)
3692 return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3695 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3696 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3697 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3699 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3700 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3701 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3702 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3703 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3704 DWORD UsageCaps = 0;
3706 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3709 DeviceType, debug_d3ddevicetype(DeviceType),
3710 AdapterFormat, debug_d3dformat(AdapterFormat),
3711 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3712 RType, debug_d3dresourcetype(RType),
3713 CheckFormat, debug_d3dformat(CheckFormat));
3715 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3716 return WINED3DERR_INVALIDCALL;
3721 case WINED3DRTYPE_CUBETEXTURE:
3722 /* Cubetexture allows:
3723 * - WINED3DUSAGE_AUTOGENMIPMAP
3724 * - WINED3DUSAGE_DEPTHSTENCIL
3725 * - WINED3DUSAGE_DYNAMIC
3726 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3727 * - WINED3DUSAGE_RENDERTARGET
3728 * - WINED3DUSAGE_SOFTWAREPROCESSING
3729 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3731 if (SurfaceType != SURFACE_OPENGL)
3733 TRACE_(d3d_caps)("[FAILED]\n");
3734 return WINED3DERR_NOTAVAILABLE;
3737 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3739 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3740 return WINED3DERR_NOTAVAILABLE;
3743 if (!CheckTextureCapability(adapter, format))
3745 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3746 return WINED3DERR_NOTAVAILABLE;
3749 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3751 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3752 /* When autogenmipmap isn't around continue and return
3753 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3754 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3756 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3759 /* Always report dynamic locking. */
3760 if (Usage & WINED3DUSAGE_DYNAMIC)
3761 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3763 if (Usage & WINED3DUSAGE_RENDERTARGET)
3765 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3767 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3768 return WINED3DERR_NOTAVAILABLE;
3770 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3773 /* Always report software processing. */
3774 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3775 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3777 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3779 if (!CheckFilterCapability(adapter, format))
3781 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3782 return WINED3DERR_NOTAVAILABLE;
3784 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3787 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3789 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3791 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3792 return WINED3DERR_NOTAVAILABLE;
3794 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3797 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3799 if (!CheckSrgbReadCapability(adapter, format))
3801 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3802 return WINED3DERR_NOTAVAILABLE;
3804 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3807 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3809 if (!CheckSrgbWriteCapability(adapter, format))
3811 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3812 return WINED3DERR_NOTAVAILABLE;
3814 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3817 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3819 if (!CheckVertexTextureCapability(adapter, format))
3821 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3822 return WINED3DERR_NOTAVAILABLE;
3824 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3827 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3829 if (!CheckWrapAndMipCapability(adapter, format))
3831 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3832 return WINED3DERR_NOTAVAILABLE;
3834 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3838 case WINED3DRTYPE_SURFACE:
3840 * - WINED3DUSAGE_DEPTHSTENCIL
3841 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3842 * - WINED3DUSAGE_RENDERTARGET
3844 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3846 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3847 return WINED3DERR_NOTAVAILABLE;
3850 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3852 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3854 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3855 return WINED3DERR_NOTAVAILABLE;
3857 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3860 if (Usage & WINED3DUSAGE_RENDERTARGET)
3862 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3864 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3865 return WINED3DERR_NOTAVAILABLE;
3867 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3870 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3872 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3874 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3875 return WINED3DERR_NOTAVAILABLE;
3877 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3881 case WINED3DRTYPE_TEXTURE:
3883 * - WINED3DUSAGE_AUTOGENMIPMAP
3884 * - WINED3DUSAGE_DEPTHSTENCIL
3885 * - WINED3DUSAGE_DMAP
3886 * - WINED3DUSAGE_DYNAMIC
3887 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3888 * - WINED3DUSAGE_RENDERTARGET
3889 * - WINED3DUSAGE_SOFTWAREPROCESSING
3890 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3891 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3893 if (SurfaceType != SURFACE_OPENGL)
3895 TRACE_(d3d_caps)("[FAILED]\n");
3896 return WINED3DERR_NOTAVAILABLE;
3899 if (!CheckTextureCapability(adapter, format))
3901 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3902 return WINED3DERR_NOTAVAILABLE;
3905 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3907 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3908 /* When autogenmipmap isn't around continue and return
3909 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3910 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3912 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3915 /* Always report dynamic locking. */
3916 if (Usage & WINED3DUSAGE_DYNAMIC)
3917 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3919 if (Usage & WINED3DUSAGE_RENDERTARGET)
3921 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3923 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3924 return WINED3DERR_NOTAVAILABLE;
3926 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3929 /* Always report software processing. */
3930 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3931 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3933 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3935 if (!CheckFilterCapability(adapter, format))
3937 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3938 return WINED3DERR_NOTAVAILABLE;
3940 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3943 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3945 if (!CheckBumpMapCapability(adapter, format))
3947 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3948 return WINED3DERR_NOTAVAILABLE;
3950 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3953 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3955 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3957 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3958 return WINED3DERR_NOTAVAILABLE;
3960 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3963 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3965 if (!CheckSrgbReadCapability(adapter, format))
3967 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3968 return WINED3DERR_NOTAVAILABLE;
3970 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3973 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3975 if (!CheckSrgbWriteCapability(adapter, format))
3977 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3978 return WINED3DERR_NOTAVAILABLE;
3980 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3983 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3985 if (!CheckVertexTextureCapability(adapter, format))
3987 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3988 return WINED3DERR_NOTAVAILABLE;
3990 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3993 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3995 if (!CheckWrapAndMipCapability(adapter, format))
3997 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3998 return WINED3DERR_NOTAVAILABLE;
4000 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4003 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4005 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4007 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4008 return WINED3DERR_NOTAVAILABLE;
4010 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4012 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4013 return WINED3DERR_NOTAVAILABLE;
4015 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4019 case WINED3DRTYPE_VOLUMETEXTURE:
4020 case WINED3DRTYPE_VOLUME:
4021 /* Volume is to VolumeTexture what Surface is to Texture, but its
4022 * usage caps are not documented. Most driver seem to offer
4023 * (nearly) the same on Volume and VolumeTexture, so do that too.
4025 * Volumetexture allows:
4026 * - D3DUSAGE_DYNAMIC
4027 * - D3DUSAGE_NONSECURE (d3d9ex)
4028 * - D3DUSAGE_SOFTWAREPROCESSING
4029 * - D3DUSAGE_QUERY_WRAPANDMIP
4031 if (SurfaceType != SURFACE_OPENGL)
4033 TRACE_(d3d_caps)("[FAILED]\n");
4034 return WINED3DERR_NOTAVAILABLE;
4037 if (!gl_info->supported[EXT_TEXTURE3D])
4039 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4040 return WINED3DERR_NOTAVAILABLE;
4043 if (!CheckTextureCapability(adapter, format))
4045 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4046 return WINED3DERR_NOTAVAILABLE;
4049 /* Filter formats that need conversion; For one part, this
4050 * conversion is unimplemented, and volume textures are huge, so
4051 * it would be a big performance hit. Unless we hit an application
4052 * needing one of those formats, don't advertize them to avoid
4053 * leading applications into temptation. The windows drivers don't
4054 * support most of those formats on volumes anyway, except for
4055 * WINED3DFMT_R32_FLOAT. */
4056 switch (CheckFormat)
4058 case WINED3DFMT_P8_UINT:
4059 case WINED3DFMT_L4A4_UNORM:
4060 case WINED3DFMT_R32_FLOAT:
4061 case WINED3DFMT_R16_FLOAT:
4062 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4063 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4064 case WINED3DFMT_R16G16_UNORM:
4065 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4066 return WINED3DERR_NOTAVAILABLE;
4068 case WINED3DFMT_R8G8B8A8_SNORM:
4069 case WINED3DFMT_R16G16_SNORM:
4070 if (!gl_info->supported[NV_TEXTURE_SHADER])
4072 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4073 return WINED3DERR_NOTAVAILABLE;
4077 case WINED3DFMT_R8G8_SNORM:
4078 if (!gl_info->supported[NV_TEXTURE_SHADER])
4080 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4081 return WINED3DERR_NOTAVAILABLE;
4085 case WINED3DFMT_DXT1:
4086 case WINED3DFMT_DXT2:
4087 case WINED3DFMT_DXT3:
4088 case WINED3DFMT_DXT4:
4089 case WINED3DFMT_DXT5:
4090 /* The GL_EXT_texture_compression_s3tc spec requires that
4091 * loading an s3tc compressed texture results in an error.
4092 * While the D3D refrast does support s3tc volumes, at
4093 * least the nvidia windows driver does not, so we're free
4094 * not to support this format. */
4095 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4096 return WINED3DERR_NOTAVAILABLE;
4099 /* Do nothing, continue with checking the format below */
4103 /* Always report dynamic locking. */
4104 if (Usage & WINED3DUSAGE_DYNAMIC)
4105 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4107 /* Always report software processing. */
4108 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4109 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4111 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4113 if (!CheckFilterCapability(adapter, format))
4115 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4116 return WINED3DERR_NOTAVAILABLE;
4118 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4121 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4123 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4125 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4126 return WINED3DERR_NOTAVAILABLE;
4128 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4131 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4133 if (!CheckSrgbReadCapability(adapter, format))
4135 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4136 return WINED3DERR_NOTAVAILABLE;
4138 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4141 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4143 if (!CheckSrgbWriteCapability(adapter, format))
4145 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4146 return WINED3DERR_NOTAVAILABLE;
4148 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4151 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4153 if (!CheckVertexTextureCapability(adapter, format))
4155 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4156 return WINED3DERR_NOTAVAILABLE;
4158 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4161 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4163 if (!CheckWrapAndMipCapability(adapter, format))
4165 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4166 return WINED3DERR_NOTAVAILABLE;
4168 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4173 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4174 return WINED3DERR_NOTAVAILABLE;
4177 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4178 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4179 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4180 if (UsageCaps == Usage)
4182 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4183 return WINED3DOK_NOAUTOGEN;
4185 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4186 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4188 return WINED3DERR_NOTAVAILABLE;
4191 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4192 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4194 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4195 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4196 debug_d3dformat(dst_format));
4201 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4202 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4207 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4208 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4209 debug_d3dformat(backbuffer_format), windowed);
4211 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4213 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4214 return WINED3DERR_INVALIDCALL;
4217 /* The task of this function is to check whether a certain display / backbuffer format
4218 * combination is available on the given adapter. In fullscreen mode microsoft specified
4219 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4220 * and display format should match exactly.
4221 * In windowed mode format conversion can occur and this depends on the driver. When format
4222 * conversion is done, this function should nevertheless fail and applications need to use
4223 * CheckDeviceFormatConversion.
4224 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4226 /* There are only 4 display formats. */
4227 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4228 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4229 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4230 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4232 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4233 return WINED3DERR_NOTAVAILABLE;
4236 /* If the requested display format is not available, don't continue. */
4237 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4240 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4241 return WINED3DERR_NOTAVAILABLE;
4244 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4245 * it means 'reuse' the display format for the backbuffer. */
4246 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4248 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4249 return WINED3DERR_NOTAVAILABLE;
4252 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4253 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4254 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4256 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4257 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4258 return WINED3DERR_NOTAVAILABLE;
4261 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4262 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4263 * WINED3DFMT_B5G5R5A1_UNORM. */
4264 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4265 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4267 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4268 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4269 return WINED3DERR_NOTAVAILABLE;
4272 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4273 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4274 * WINED3DFMT_B8G8R8A8_UNORM. */
4275 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4276 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4278 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4279 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4280 return WINED3DERR_NOTAVAILABLE;
4283 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4284 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4285 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4286 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4288 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4289 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4290 return WINED3DERR_NOTAVAILABLE;
4293 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4294 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4295 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4297 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4298 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4303 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4304 subset of a D3DCAPS9 structure. However, it has to come via a void *
4305 as the d3d8 interface cannot import the d3d9 header */
4306 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4308 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4309 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4310 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4311 int vs_selected_mode;
4312 int ps_selected_mode;
4313 struct shader_caps shader_caps;
4314 struct fragment_caps fragment_caps;
4315 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4317 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4319 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4320 return WINED3DERR_INVALIDCALL;
4323 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4325 /* ------------------------------------------------
4326 The following fields apply to both d3d8 and d3d9
4327 ------------------------------------------------ */
4328 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4329 pCaps->AdapterOrdinal = Adapter;
4332 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4333 WINED3DCAPS2_FULLSCREENGAMMA |
4334 WINED3DCAPS2_DYNAMICTEXTURES;
4335 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4337 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4340 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4341 WINED3DCAPS3_COPY_TO_VIDMEM |
4342 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4344 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4345 WINED3DPRESENT_INTERVAL_ONE;
4347 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4348 WINED3DCURSORCAPS_LOWRES;
4350 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4351 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4352 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4353 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4354 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4355 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4356 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4357 WINED3DDEVCAPS_PUREDEVICE |
4358 WINED3DDEVCAPS_HWRASTERIZATION |
4359 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4360 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4361 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4362 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4363 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4364 WINED3DDEVCAPS_RTPATCHES;
4366 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4367 WINED3DPMISCCAPS_CULLCCW |
4368 WINED3DPMISCCAPS_CULLCW |
4369 WINED3DPMISCCAPS_COLORWRITEENABLE |
4370 WINED3DPMISCCAPS_CLIPTLVERTS |
4371 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4372 WINED3DPMISCCAPS_MASKZ |
4373 WINED3DPMISCCAPS_BLENDOP |
4374 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4376 WINED3DPMISCCAPS_NULLREFERENCE
4377 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4378 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4379 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4381 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4382 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4383 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4384 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4386 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4387 WINED3DPRASTERCAPS_PAT |
4388 WINED3DPRASTERCAPS_WFOG |
4389 WINED3DPRASTERCAPS_ZFOG |
4390 WINED3DPRASTERCAPS_FOGVERTEX |
4391 WINED3DPRASTERCAPS_FOGTABLE |
4392 WINED3DPRASTERCAPS_STIPPLE |
4393 WINED3DPRASTERCAPS_SUBPIXEL |
4394 WINED3DPRASTERCAPS_ZTEST |
4395 WINED3DPRASTERCAPS_SCISSORTEST |
4396 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4397 WINED3DPRASTERCAPS_DEPTHBIAS;
4399 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4401 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4402 WINED3DPRASTERCAPS_ZBIAS |
4403 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4405 if (gl_info->supported[NV_FOG_DISTANCE])
4407 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4410 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4411 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4412 WINED3DPRASTERCAPS_ANTIALIASEDGES
4413 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4414 WINED3DPRASTERCAPS_WBUFFER */
4416 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4417 WINED3DPCMPCAPS_EQUAL |
4418 WINED3DPCMPCAPS_GREATER |
4419 WINED3DPCMPCAPS_GREATEREQUAL |
4420 WINED3DPCMPCAPS_LESS |
4421 WINED3DPCMPCAPS_LESSEQUAL |
4422 WINED3DPCMPCAPS_NEVER |
4423 WINED3DPCMPCAPS_NOTEQUAL;
4425 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4426 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4427 WINED3DPBLENDCAPS_DESTALPHA |
4428 WINED3DPBLENDCAPS_DESTCOLOR |
4429 WINED3DPBLENDCAPS_INVDESTALPHA |
4430 WINED3DPBLENDCAPS_INVDESTCOLOR |
4431 WINED3DPBLENDCAPS_INVSRCALPHA |
4432 WINED3DPBLENDCAPS_INVSRCCOLOR |
4433 WINED3DPBLENDCAPS_ONE |
4434 WINED3DPBLENDCAPS_SRCALPHA |
4435 WINED3DPBLENDCAPS_SRCALPHASAT |
4436 WINED3DPBLENDCAPS_SRCCOLOR |
4437 WINED3DPBLENDCAPS_ZERO;
4439 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4440 WINED3DPBLENDCAPS_DESTCOLOR |
4441 WINED3DPBLENDCAPS_INVDESTALPHA |
4442 WINED3DPBLENDCAPS_INVDESTCOLOR |
4443 WINED3DPBLENDCAPS_INVSRCALPHA |
4444 WINED3DPBLENDCAPS_INVSRCCOLOR |
4445 WINED3DPBLENDCAPS_ONE |
4446 WINED3DPBLENDCAPS_SRCALPHA |
4447 WINED3DPBLENDCAPS_SRCCOLOR |
4448 WINED3DPBLENDCAPS_ZERO;
4449 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4450 * according to the glBlendFunc manpage
4452 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4453 * legacy settings for srcblend only
4456 if (gl_info->supported[EXT_BLEND_COLOR])
4458 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4459 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4463 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4464 WINED3DPCMPCAPS_EQUAL |
4465 WINED3DPCMPCAPS_GREATER |
4466 WINED3DPCMPCAPS_GREATEREQUAL |
4467 WINED3DPCMPCAPS_LESS |
4468 WINED3DPCMPCAPS_LESSEQUAL |
4469 WINED3DPCMPCAPS_NEVER |
4470 WINED3DPCMPCAPS_NOTEQUAL;
4472 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4473 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4474 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4475 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4476 WINED3DPSHADECAPS_COLORFLATRGB |
4477 WINED3DPSHADECAPS_FOGFLAT |
4478 WINED3DPSHADECAPS_FOGGOURAUD |
4479 WINED3DPSHADECAPS_SPECULARFLATRGB;
4481 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4482 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4483 WINED3DPTEXTURECAPS_TRANSPARENCY |
4484 WINED3DPTEXTURECAPS_BORDER |
4485 WINED3DPTEXTURECAPS_MIPMAP |
4486 WINED3DPTEXTURECAPS_PROJECTED |
4487 WINED3DPTEXTURECAPS_PERSPECTIVE;
4489 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4491 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4492 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4495 if (gl_info->supported[EXT_TEXTURE3D])
4497 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4498 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4499 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4502 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4504 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4505 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4506 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4510 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4511 WINED3DPTFILTERCAPS_MAGFPOINT |
4512 WINED3DPTFILTERCAPS_MINFLINEAR |
4513 WINED3DPTFILTERCAPS_MINFPOINT |
4514 WINED3DPTFILTERCAPS_MIPFLINEAR |
4515 WINED3DPTFILTERCAPS_MIPFPOINT |
4516 WINED3DPTFILTERCAPS_LINEAR |
4517 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4518 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4519 WINED3DPTFILTERCAPS_MIPLINEAR |
4520 WINED3DPTFILTERCAPS_MIPNEAREST |
4521 WINED3DPTFILTERCAPS_NEAREST;
4523 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4525 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4526 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4529 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4531 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4532 WINED3DPTFILTERCAPS_MAGFPOINT |
4533 WINED3DPTFILTERCAPS_MINFLINEAR |
4534 WINED3DPTFILTERCAPS_MINFPOINT |
4535 WINED3DPTFILTERCAPS_MIPFLINEAR |
4536 WINED3DPTFILTERCAPS_MIPFPOINT |
4537 WINED3DPTFILTERCAPS_LINEAR |
4538 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4539 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4540 WINED3DPTFILTERCAPS_MIPLINEAR |
4541 WINED3DPTFILTERCAPS_MIPNEAREST |
4542 WINED3DPTFILTERCAPS_NEAREST;
4544 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4546 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4547 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4550 pCaps->CubeTextureFilterCaps = 0;
4552 if (gl_info->supported[EXT_TEXTURE3D])
4554 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4555 WINED3DPTFILTERCAPS_MAGFPOINT |
4556 WINED3DPTFILTERCAPS_MINFLINEAR |
4557 WINED3DPTFILTERCAPS_MINFPOINT |
4558 WINED3DPTFILTERCAPS_MIPFLINEAR |
4559 WINED3DPTFILTERCAPS_MIPFPOINT |
4560 WINED3DPTFILTERCAPS_LINEAR |
4561 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4562 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4563 WINED3DPTFILTERCAPS_MIPLINEAR |
4564 WINED3DPTFILTERCAPS_MIPNEAREST |
4565 WINED3DPTFILTERCAPS_NEAREST;
4567 pCaps->VolumeTextureFilterCaps = 0;
4569 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4570 WINED3DPTADDRESSCAPS_CLAMP |
4571 WINED3DPTADDRESSCAPS_WRAP;
4573 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4575 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4577 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4579 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4581 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4583 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4586 if (gl_info->supported[EXT_TEXTURE3D])
4588 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4589 WINED3DPTADDRESSCAPS_CLAMP |
4590 WINED3DPTADDRESSCAPS_WRAP;
4591 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4593 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4595 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4597 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4599 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4601 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4604 pCaps->VolumeTextureAddressCaps = 0;
4606 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4607 WINED3DLINECAPS_ZTEST |
4608 WINED3DLINECAPS_BLEND |
4609 WINED3DLINECAPS_ALPHACMP |
4610 WINED3DLINECAPS_FOG;
4611 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4612 * idea how generating the smoothing alpha values works; the result is different
4615 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4616 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4618 if (gl_info->supported[EXT_TEXTURE3D])
4619 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4621 pCaps->MaxVolumeExtent = 0;
4623 pCaps->MaxTextureRepeat = 32768;
4624 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4625 pCaps->MaxVertexW = 1.0f;
4627 pCaps->GuardBandLeft = 0.0f;
4628 pCaps->GuardBandTop = 0.0f;
4629 pCaps->GuardBandRight = 0.0f;
4630 pCaps->GuardBandBottom = 0.0f;
4632 pCaps->ExtentsAdjust = 0.0f;
4634 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4635 WINED3DSTENCILCAPS_INCRSAT |
4636 WINED3DSTENCILCAPS_INVERT |
4637 WINED3DSTENCILCAPS_KEEP |
4638 WINED3DSTENCILCAPS_REPLACE |
4639 WINED3DSTENCILCAPS_ZERO;
4640 if (gl_info->supported[EXT_STENCIL_WRAP])
4642 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4643 WINED3DSTENCILCAPS_INCR;
4645 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4647 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4650 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4652 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4653 pCaps->MaxActiveLights = gl_info->limits.lights;
4655 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4656 pCaps->MaxVertexBlendMatrixIndex = 0;
4658 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4659 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4662 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4663 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4664 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4665 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4666 WINED3DVTXPCAPS_LOCALVIEWER |
4667 WINED3DVTXPCAPS_VERTEXFOG |
4668 WINED3DVTXPCAPS_TEXGEN;
4670 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4671 pCaps->MaxVertexIndex = 0xFFFFF;
4672 pCaps->MaxStreams = MAX_STREAMS;
4673 pCaps->MaxStreamStride = 1024;
4675 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4676 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4677 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4678 pCaps->MaxNpatchTessellationLevel = 0;
4679 pCaps->MasterAdapterOrdinal = 0;
4680 pCaps->AdapterOrdinalInGroup = 0;
4681 pCaps->NumberOfAdaptersInGroup = 1;
4683 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4685 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4686 WINED3DPTFILTERCAPS_MAGFPOINT |
4687 WINED3DPTFILTERCAPS_MINFLINEAR |
4688 WINED3DPTFILTERCAPS_MAGFLINEAR;
4689 pCaps->VertexTextureFilterCaps = 0;
4691 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4692 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4694 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4695 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4697 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4698 * Ignore shader model capabilities if disabled in config
4700 if(vs_selected_mode == SHADER_NONE) {
4701 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4702 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4703 pCaps->MaxVertexShaderConst = 0;
4705 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4706 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4709 if(ps_selected_mode == SHADER_NONE) {
4710 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4711 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4712 pCaps->PixelShader1xMaxValue = 0.0f;
4714 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4715 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4718 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4719 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4720 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4722 /* The following caps are shader specific, but they are things we cannot detect, or which
4723 * are the same among all shader models. So to avoid code duplication set the shader version
4724 * specific, but otherwise constant caps here
4726 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4727 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4728 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4729 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4730 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4731 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4732 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4734 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4735 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4737 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4739 pCaps->VS20Caps.Caps = 0;
4740 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4741 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4742 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4744 pCaps->MaxVShaderInstructionsExecuted = 65535;
4745 pCaps->MaxVertexShader30InstructionSlots = 0;
4746 } else { /* VS 1.x */
4747 pCaps->VS20Caps.Caps = 0;
4748 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4749 pCaps->VS20Caps.NumTemps = 0;
4750 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4752 pCaps->MaxVShaderInstructionsExecuted = 0;
4753 pCaps->MaxVertexShader30InstructionSlots = 0;
4756 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4757 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4758 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4760 /* 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 */
4761 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4762 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4763 WINED3DPS20CAPS_PREDICATION |
4764 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4765 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4766 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4767 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4768 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4769 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4771 pCaps->MaxPShaderInstructionsExecuted = 65535;
4772 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4773 adapter->gl_info.limits.arb_ps_instructions);
4775 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4777 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4778 pCaps->PS20Caps.Caps = 0;
4779 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4780 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4781 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4782 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4784 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4785 pCaps->MaxPixelShader30InstructionSlots = 0;
4786 } else { /* PS 1.x */
4787 pCaps->PS20Caps.Caps = 0;
4788 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4789 pCaps->PS20Caps.NumTemps = 0;
4790 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4791 pCaps->PS20Caps.NumInstructionSlots = 0;
4793 pCaps->MaxPShaderInstructionsExecuted = 0;
4794 pCaps->MaxPixelShader30InstructionSlots = 0;
4797 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4798 /* OpenGL supports all the formats below, perhaps not always
4799 * without conversion, but it supports them.
4800 * Further GLSL doesn't seem to have an official unsigned type so
4801 * don't advertise it yet as I'm not sure how we handle it.
4802 * We might need to add some clamping in the shader engine to
4804 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4805 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4806 WINED3DDTCAPS_UBYTE4N |
4807 WINED3DDTCAPS_SHORT2N |
4808 WINED3DDTCAPS_SHORT4N;
4809 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4811 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4812 WINED3DDTCAPS_FLOAT16_4;
4815 pCaps->DeclTypes = 0;
4817 /* Set DirectDraw helper Caps */
4818 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4819 WINEDDCKEYCAPS_SRCBLT;
4820 fx_caps = WINEDDFXCAPS_BLTALPHA |
4821 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4822 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4823 WINEDDFXCAPS_BLTROTATION90 |
4824 WINEDDFXCAPS_BLTSHRINKX |
4825 WINEDDFXCAPS_BLTSHRINKXN |
4826 WINEDDFXCAPS_BLTSHRINKY |
4827 WINEDDFXCAPS_BLTSHRINKXN |
4828 WINEDDFXCAPS_BLTSTRETCHX |
4829 WINEDDFXCAPS_BLTSTRETCHXN |
4830 WINEDDFXCAPS_BLTSTRETCHY |
4831 WINEDDFXCAPS_BLTSTRETCHYN;
4832 blit_caps = WINEDDCAPS_BLT |
4833 WINEDDCAPS_BLTCOLORFILL |
4834 WINEDDCAPS_BLTDEPTHFILL |
4835 WINEDDCAPS_BLTSTRETCH |
4836 WINEDDCAPS_CANBLTSYSMEM |
4837 WINEDDCAPS_CANCLIP |
4838 WINEDDCAPS_CANCLIPSTRETCHED |
4839 WINEDDCAPS_COLORKEY |
4840 WINEDDCAPS_COLORKEYHWASSIST |
4841 WINEDDCAPS_ALIGNBOUNDARYSRC;
4842 pal_caps = WINEDDPCAPS_8BIT |
4843 WINEDDPCAPS_PRIMARYSURFACE;
4845 /* Fill the ddraw caps structure */
4846 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4847 WINEDDCAPS_PALETTE |
4849 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4850 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4851 WINEDDCAPS2_PRIMARYGAMMA |
4852 WINEDDCAPS2_WIDESURFACES |
4853 WINEDDCAPS2_CANRENDERWINDOWED;
4854 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4855 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4856 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4857 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4858 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4859 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4860 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4861 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4862 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4863 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4864 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4865 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4867 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4868 WINEDDSCAPS_BACKBUFFER |
4870 WINEDDSCAPS_FRONTBUFFER |
4871 WINEDDSCAPS_OFFSCREENPLAIN |
4872 WINEDDSCAPS_PALETTE |
4873 WINEDDSCAPS_PRIMARYSURFACE |
4874 WINEDDSCAPS_SYSTEMMEMORY |
4875 WINEDDSCAPS_VIDEOMEMORY |
4876 WINEDDSCAPS_VISIBLE;
4877 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4879 /* Set D3D caps if OpenGL is available. */
4880 if (adapter->opengl)
4882 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4883 WINEDDSCAPS_MIPMAP |
4884 WINEDDSCAPS_TEXTURE |
4885 WINEDDSCAPS_ZBUFFER;
4886 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4892 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4893 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4895 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4896 IWineD3DDeviceImpl *object;
4899 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4900 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4902 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4903 * number and create a device without a 3D adapter for 2D only operation. */
4904 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4906 return WINED3DERR_INVALIDCALL;
4909 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4912 ERR("Failed to allocate device memory.\n");
4913 return E_OUTOFMEMORY;
4916 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4919 WARN("Failed to initialize device, hr %#x.\n", hr);
4920 HeapFree(GetProcessHeap(), 0, object);
4924 TRACE("Created device %p.\n", object);
4925 *device = (IWineD3DDevice *)object;
4927 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4932 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4934 TRACE("iface %p.\n", iface);
4936 return ((IWineD3DImpl *)iface)->parent;
4939 static void WINE_GLAPI invalid_func(const void *data)
4941 ERR("Invalid vertex attribute function called\n");
4945 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4947 ERR("Invalid texcoord function called\n");
4951 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4952 * the extension detection and are used in drawStridedSlow
4954 static void WINE_GLAPI position_d3dcolor(const void *data)
4956 DWORD pos = *((const DWORD *)data);
4958 FIXME("Add a test for fixed function position from d3dcolor type\n");
4959 glVertex4s(D3DCOLOR_B_R(pos),
4965 static void WINE_GLAPI position_float4(const void *data)
4967 const GLfloat *pos = data;
4969 if (pos[3] != 0.0f && pos[3] != 1.0f)
4971 float w = 1.0f / pos[3];
4973 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4981 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4983 DWORD diffuseColor = *((const DWORD *)data);
4985 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4986 D3DCOLOR_B_G(diffuseColor),
4987 D3DCOLOR_B_B(diffuseColor),
4988 D3DCOLOR_B_A(diffuseColor));
4991 static void WINE_GLAPI specular_d3dcolor(const void *data)
4993 DWORD specularColor = *((const DWORD *)data);
4994 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4995 D3DCOLOR_B_G(specularColor),
4996 D3DCOLOR_B_B(specularColor)};
4998 specular_func_3ubv(d);
5001 static void WINE_GLAPI warn_no_specular_func(const void *data)
5003 WARN("GL_EXT_secondary_color not supported\n");
5006 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5008 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5009 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5010 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
5011 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5012 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5013 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5014 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5015 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
5016 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5017 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5018 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5019 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5020 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5021 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5022 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5023 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5024 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5026 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5027 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5028 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
5029 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
5030 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5031 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5032 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5033 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5034 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
5035 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5036 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
5037 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5038 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
5039 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5040 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5041 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5042 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5044 /* No 4 component entry points here */
5045 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5046 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5047 if (gl_info->supported[EXT_SECONDARY_COLOR])
5049 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5053 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5055 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5056 if (gl_info->supported[EXT_SECONDARY_COLOR])
5058 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5059 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5063 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5065 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5066 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5067 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5068 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5069 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5070 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5071 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5072 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5073 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5074 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5075 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5076 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5078 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5079 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5081 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5082 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5083 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5084 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5085 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5086 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5087 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5088 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5089 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5090 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5091 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5092 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5093 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5094 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5095 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5096 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5097 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5099 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5100 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5101 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5102 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5103 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5104 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5105 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5106 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5107 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5108 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5109 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5110 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5111 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5112 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5113 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5114 if (gl_info->supported[NV_HALF_FLOAT])
5116 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5117 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5118 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5120 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5121 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5125 /* Do not call while under the GL lock. */
5126 static BOOL InitAdapters(IWineD3DImpl *This)
5128 static HMODULE mod_gl;
5130 int ps_selected_mode, vs_selected_mode;
5132 /* No need to hold any lock. The calling library makes sure only one thread calls
5133 * wined3d simultaneously
5136 TRACE("Initializing adapters\n");
5139 #ifdef USE_WIN32_OPENGL
5140 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5141 mod_gl = LoadLibraryA("opengl32.dll");
5143 ERR("Can't load opengl32.dll!\n");
5147 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5148 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5149 mod_gl = GetModuleHandleA("gdi32.dll");
5153 /* Load WGL core functions from opengl32.dll */
5154 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5158 if(!pwglGetProcAddress) {
5159 ERR("Unable to load wglGetProcAddress!\n");
5163 /* Dynamically load all GL core functions */
5167 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5168 * otherwise because we have to use winex11.drv's override
5170 #ifdef USE_WIN32_OPENGL
5171 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5172 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5174 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5175 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5178 glEnableWINE = glEnable;
5179 glDisableWINE = glDisable;
5181 /* For now only one default adapter */
5183 struct wined3d_adapter *adapter = &This->adapters[0];
5184 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5185 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5189 WineD3D_PixelFormat *cfgs;
5190 DISPLAY_DEVICEW DisplayDevice;
5193 TRACE("Initializing default adapter\n");
5194 adapter->ordinal = 0;
5195 adapter->monitorPoint.x = -1;
5196 adapter->monitorPoint.y = -1;
5198 if (!AllocateLocallyUniqueId(&adapter->luid))
5200 DWORD err = GetLastError();
5201 ERR("Failed to set adapter LUID (%#x).\n", err);
5204 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5205 adapter->luid.HighPart, adapter->luid.LowPart);
5207 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5209 ERR("Failed to get a gl context for default adapter\n");
5213 ret = IWineD3DImpl_FillGLCaps(adapter);
5215 ERR("Failed to initialize gl caps for default adapter\n");
5216 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5219 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5221 ERR("Failed to init gl formats\n");
5222 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5226 hdc = fake_gl_ctx.dc;
5228 adapter->TextureRam = adapter->driver_info.vidmem;
5229 adapter->UsedTextureRam = 0;
5230 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5232 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5233 DisplayDevice.cb = sizeof(DisplayDevice);
5234 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5235 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5236 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5238 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5245 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5246 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5248 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5249 cfgs = adapter->cfgs;
5250 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5251 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5252 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5253 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5254 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5255 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5256 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5257 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5258 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5259 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5260 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5262 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5264 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5269 /* Cache the pixel format */
5270 cfgs->iPixelFormat = iPixelFormat;
5271 cfgs->redSize = values[0];
5272 cfgs->greenSize = values[1];
5273 cfgs->blueSize = values[2];
5274 cfgs->alphaSize = values[3];
5275 cfgs->colorSize = values[4];
5276 cfgs->depthSize = values[5];
5277 cfgs->stencilSize = values[6];
5278 cfgs->windowDrawable = values[7];
5279 cfgs->iPixelType = values[8];
5280 cfgs->doubleBuffer = values[9];
5281 cfgs->auxBuffers = values[10];
5283 cfgs->numSamples = 0;
5284 /* Check multisample support */
5285 if (gl_info->supported[ARB_MULTISAMPLE])
5287 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5289 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5290 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5291 * value[1] = number of multi sample buffers*/
5293 cfgs->numSamples = value[1];
5297 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5298 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5299 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5300 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5301 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5307 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5308 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5309 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5311 cfgs = adapter->cfgs;
5312 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5314 PIXELFORMATDESCRIPTOR ppfd;
5316 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5320 /* We only want HW acceleration using an OpenGL ICD driver.
5321 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5322 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5324 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5326 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5330 cfgs->iPixelFormat = iPixelFormat;
5331 cfgs->redSize = ppfd.cRedBits;
5332 cfgs->greenSize = ppfd.cGreenBits;
5333 cfgs->blueSize = ppfd.cBlueBits;
5334 cfgs->alphaSize = ppfd.cAlphaBits;
5335 cfgs->colorSize = ppfd.cColorBits;
5336 cfgs->depthSize = ppfd.cDepthBits;
5337 cfgs->stencilSize = ppfd.cStencilBits;
5338 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5339 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5340 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5341 cfgs->auxBuffers = ppfd.cAuxBuffers;
5342 cfgs->numSamples = 0;
5344 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5345 "depth=%d, stencil=%d, windowDrawable=%d\n",
5346 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5347 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5348 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5353 /* 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 */
5356 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5358 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5359 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5364 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5365 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5366 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5367 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5368 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5369 * driver is allowed to consume more bits EXCEPT for stencil bits.
5371 * Mark an adapter with this broken stencil behavior.
5373 adapter->brokenStencil = TRUE;
5374 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5376 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5377 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5378 adapter->brokenStencil = FALSE;
5383 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5385 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5386 fillGLAttribFuncs(&adapter->gl_info);
5387 adapter->opengl = TRUE;
5389 This->adapter_count = 1;
5390 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5395 /* Initialize an adapter for ddraw-only memory counting */
5396 memset(This->adapters, 0, sizeof(This->adapters));
5397 This->adapters[0].ordinal = 0;
5398 This->adapters[0].opengl = FALSE;
5399 This->adapters[0].monitorPoint.x = -1;
5400 This->adapters[0].monitorPoint.y = -1;
5402 This->adapters[0].driver_info.name = "Display";
5403 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5404 if(wined3d_settings.emulated_textureram) {
5405 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5407 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5410 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5412 This->adapter_count = 1;
5416 /**********************************************************
5417 * IWineD3D VTbl follows
5418 **********************************************************/
5420 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5423 IWineD3DImpl_QueryInterface,
5424 IWineD3DImpl_AddRef,
5425 IWineD3DImpl_Release,
5427 IWineD3DImpl_GetParent,
5428 IWineD3DImpl_GetAdapterCount,
5429 IWineD3DImpl_RegisterSoftwareDevice,
5430 IWineD3DImpl_GetAdapterMonitor,
5431 IWineD3DImpl_GetAdapterModeCount,
5432 IWineD3DImpl_EnumAdapterModes,
5433 IWineD3DImpl_GetAdapterDisplayMode,
5434 IWineD3DImpl_GetAdapterIdentifier,
5435 IWineD3DImpl_CheckDeviceMultiSampleType,
5436 IWineD3DImpl_CheckDepthStencilMatch,
5437 IWineD3DImpl_CheckDeviceType,
5438 IWineD3DImpl_CheckDeviceFormat,
5439 IWineD3DImpl_CheckDeviceFormatConversion,
5440 IWineD3DImpl_GetDeviceCaps,
5441 IWineD3DImpl_CreateDevice
5444 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5446 const struct wined3d_parent_ops wined3d_null_parent_ops =
5448 wined3d_null_wined3d_object_destroyed,
5451 /* Do not call while under the GL lock. */
5452 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5454 wined3d->lpVtbl = &IWineD3D_Vtbl;
5455 wined3d->dxVersion = version;
5457 wined3d->parent = parent;
5459 if (!InitAdapters(wined3d))
5461 WARN("Failed to initialize adapters.\n");
5464 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);