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
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 /* Compile time diagnostics: */
26 /* Uncomment this to force only a single display mode to be exposed: */
27 /*#define DEBUG_SINGLE_MODE*/
31 #include "wined3d_private.h"
33 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
34 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
35 #define GLINFO_LOCATION This->gl_info
37 /**********************************************************
38 * Utility functions follow
39 **********************************************************/
41 /* x11drv GDI escapes */
42 #define X11DRV_ESCAPE 6789
43 enum x11drv_escape_codes
45 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
46 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
47 X11DRV_GET_FONT, /* get current X font for a DC */
50 /* retrieve the X display to use on a given DC */
51 inline static Display *get_display( HDC hdc )
54 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
56 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
57 sizeof(display), (LPSTR)&display )) display = NULL;
62 int minLookup[MAX_LOOKUPS];
63 int maxLookup[MAX_LOOKUPS];
64 DWORD *stateLookup[MAX_LOOKUPS];
66 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
71 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
72 * ie there is no GL Context - Get a default rendering context to enable the
73 * function query some info from GL
75 static WineD3D_Context* WineD3D_CreateFakeGLContext(void) {
76 static WineD3D_Context ctx = { NULL, NULL, NULL, 0, 0 };
77 WineD3D_Context* ret = NULL;
79 if (glXGetCurrentContext() == NULL) {
80 BOOL gotContext = FALSE;
87 XWindowAttributes win_attr;
89 TRACE_(d3d_caps)("Creating Fake GL Context\n");
91 ctx.drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window");
94 device_context = GetDC(0);
95 ctx.display = get_display(device_context);
96 ReleaseDC(0, device_context);
98 /* Get the X visual */
100 if (XGetWindowAttributes(ctx.display, ctx.drawable, &win_attr)) {
101 visual = win_attr.visual;
103 visual = DefaultVisual(ctx.display, DefaultScreen(ctx.display));
105 template.visualid = XVisualIDFromVisual(visual);
106 ctx.visInfo = XGetVisualInfo(ctx.display, VisualIDMask, &template, &num);
107 if (ctx.visInfo == NULL) {
109 WARN_(d3d_caps)("Error creating visual info for capabilities initialization\n");
113 /* Create a GL context */
115 ctx.glCtx = glXCreateContext(ctx.display, ctx.visInfo, NULL, GL_TRUE);
117 if (ctx.glCtx == NULL) {
119 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
124 /* Make it the current GL context */
125 if (!failed && glXMakeCurrent(ctx.display, ctx.drawable, ctx.glCtx) == False) {
126 glXDestroyContext(ctx.display, ctx.glCtx);
128 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
132 /* It worked! Wow... */
142 if (ctx.ref > 0) ret = &ctx;
145 if (NULL != ret) InterlockedIncrement(&ret->ref);
149 static void WineD3D_ReleaseFakeGLContext(WineD3D_Context* ctx) {
150 /* If we created a dummy context, throw it away */
152 if (0 == InterlockedDecrement(&ctx->ref)) {
153 glXMakeCurrent(ctx->display, None, NULL);
154 glXDestroyContext(ctx->display, ctx->glCtx);
162 /**********************************************************
163 * IUnknown parts follows
164 **********************************************************/
166 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
168 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
170 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
171 if (IsEqualGUID(riid, &IID_IUnknown)
172 || IsEqualGUID(riid, &IID_IWineD3DBase)
173 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
174 IUnknown_AddRef(iface);
179 return E_NOINTERFACE;
182 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
183 IWineD3DImpl *This = (IWineD3DImpl *)iface;
184 ULONG refCount = InterlockedIncrement(&This->ref);
186 TRACE("(%p) : AddRef increasing from %ld\n", This, refCount - 1);
190 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
191 IWineD3DImpl *This = (IWineD3DImpl *)iface;
193 TRACE("(%p) : Releasing from %ld\n", This, This->ref);
194 ref = InterlockedDecrement(&This->ref);
196 HeapFree(GetProcessHeap(), 0, This);
202 /* Set the shader type for this device, depending on the given capabilities,
203 * the device type, and the user preferences in wined3d_settings */
205 static void select_shader_mode(
206 WineD3D_GL_Info *gl_info,
207 WINED3DDEVTYPE DeviceType,
211 /* Give priority to user disable/emulation request.
212 * Then respect REF device for software.
213 * Then check capabilities for hardware, and fallback to software */
215 if (wined3d_settings.vs_mode == VS_NONE) {
216 *vs_selected = SHADER_NONE;
217 } else if (DeviceType == WINED3DDEVTYPE_REF || wined3d_settings.vs_mode == VS_SW) {
218 *vs_selected = SHADER_SW;
219 } else if (gl_info->supported[ARB_SHADING_LANGUAGE_100] && wined3d_settings.glslRequested) {
220 *vs_selected = SHADER_GLSL;
221 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
222 *vs_selected = SHADER_ARB;
224 *vs_selected = SHADER_SW;
227 /* Fallback to SHADER_NONE where software pixel shaders should be used */
228 if (wined3d_settings.ps_mode == PS_NONE) {
229 *ps_selected = SHADER_NONE;
230 } else if (DeviceType == WINED3DDEVTYPE_REF) {
231 *ps_selected = SHADER_NONE;
232 } else if (gl_info->supported[ARB_SHADING_LANGUAGE_100] && wined3d_settings.glslRequested) {
233 *ps_selected = SHADER_GLSL;
234 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
235 *ps_selected = SHADER_ARB;
237 *ps_selected = SHADER_NONE;
241 /** Select the number of report maximum shader constants based on the selected shader modes */
242 void select_shader_max_constants(WineD3D_GL_Info *gl_info) {
244 switch (wined3d_settings.vs_selected_mode) {
246 /* Subtract the other potential uniforms from the max available (bools & ints) */
247 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - MAX_CONST_B - MAX_CONST_I;
250 /* ARB shaders seem to have an implicit PARAM when fog is used, so we need to subtract 1 from the total available */
251 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 1;
254 gl_info->max_vshader_constantsF = 96; /* TODO: Fixup software shaders */
257 gl_info->max_vshader_constantsF = 0;
261 switch (wined3d_settings.ps_selected_mode) {
263 /* Subtract the other potential uniforms from the max available (bools & ints) */
264 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - MAX_CONST_B - MAX_CONST_I;
267 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
270 gl_info->max_pshader_constantsF = 96; /* TODO: Fixup software shaders */
273 gl_info->max_pshader_constantsF = 0;
278 /**********************************************************
279 * IWineD3D parts follows
280 **********************************************************/
282 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display) {
283 IWineD3DImpl *This = (IWineD3DImpl *)iface;
284 WineD3D_GL_Info *gl_info = &This->gl_info;
286 const char *GL_Extensions = NULL;
287 const char *GLX_Extensions = NULL;
288 const char *gl_string = NULL;
289 const char *gl_string_cursor = NULL;
294 WineD3D_Context *fake_ctx = NULL;
295 BOOL gotContext = FALSE;
298 /* Make sure that we've got a context */
299 if (glXGetCurrentContext() == NULL) {
300 /* TODO: CreateFakeGLContext should really take a display as a parameter */
301 fake_ctx = WineD3D_CreateFakeGLContext();
302 if (NULL != fake_ctx) gotContext = TRUE;
307 TRACE_(d3d_caps)("(%p, %p)\n", gl_info, display);
309 gl_string = (const char *) glGetString(GL_RENDERER);
310 strcpy(gl_info->gl_renderer, gl_string);
312 /* Fill in the GL info retrievable depending on the display */
313 if (NULL != display) {
314 test = glXQueryVersion(display, &major, &minor);
315 gl_info->glx_version = ((major & 0x0000FFFF) << 16) | (minor & 0x0000FFFF);
317 FIXME("Display must not be NULL, use glXGetCurrentDisplay or getAdapterDisplay()\n");
319 gl_string = (const char *) glGetString(GL_VENDOR);
321 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
322 if (gl_string != NULL) {
323 /* Fill in the GL vendor */
324 if (strstr(gl_string, "NVIDIA")) {
325 gl_info->gl_vendor = VENDOR_NVIDIA;
326 } else if (strstr(gl_string, "ATI")) {
327 gl_info->gl_vendor = VENDOR_ATI;
328 } else if (strstr(gl_string, "Intel(R)") ||
329 strstr(gl_info->gl_renderer, "Intel(R)")) {
330 gl_info->gl_vendor = VENDOR_INTEL;
331 } else if (strstr(gl_string, "Mesa")) {
332 gl_info->gl_vendor = VENDOR_MESA;
334 gl_info->gl_vendor = VENDOR_WINE;
337 gl_info->gl_vendor = VENDOR_WINE;
341 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
343 /* Parse the GL_VERSION field into major and minor information */
344 gl_string = (const char *) glGetString(GL_VERSION);
345 if (gl_string != NULL) {
347 switch (gl_info->gl_vendor) {
349 gl_string_cursor = strstr(gl_string, "NVIDIA");
350 if (!gl_string_cursor) {
351 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
355 gl_string_cursor = strstr(gl_string_cursor, " ");
356 if (!gl_string_cursor) {
357 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
361 while (*gl_string_cursor == ' ') {
365 if (!*gl_string_cursor) {
366 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
370 major = atoi(gl_string_cursor);
371 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
375 if (*gl_string_cursor++ != '.') {
376 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
380 minor = atoi(gl_string_cursor);
381 minor = major*100+minor;
388 gl_string_cursor = strchr(gl_string, '-');
389 if (gl_string_cursor) {
393 /* Check if version number is of the form x.y.z */
394 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
396 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
398 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
400 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
403 /* Mark version number as malformed */
405 gl_string_cursor = 0;
408 if (!gl_string_cursor)
409 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
411 major = *gl_string_cursor - '0';
412 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
418 gl_string_cursor = strstr(gl_string, "Mesa");
419 gl_string_cursor = strstr(gl_string_cursor, " ");
420 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
421 if (*gl_string_cursor) {
425 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
426 tmp[cursor++] = *gl_string_cursor;
432 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
436 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
437 tmp[cursor++] = *gl_string_cursor;
449 gl_info->gl_driver_version = MAKEDWORD_VERSION(major, minor);
450 TRACE_(d3d_caps)("found GL_VERSION (%s)->%i.%i->(0x%08lx)\n", debugstr_a(gl_string), major, minor, gl_info->gl_driver_version);
452 /* Fill in the renderer information */
454 switch (gl_info->gl_vendor) {
456 if (strstr(gl_info->gl_renderer, "GeForce4 Ti")) {
457 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4600;
458 } else if (strstr(gl_info->gl_renderer, "GeForceFX")) {
459 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5900ULTRA;
460 } else if (strstr(gl_info->gl_renderer, "Quadro FX 3000")) {
461 gl_info->gl_card = CARD_NVIDIA_QUADROFX_3000;
462 } else if (strstr(gl_info->gl_renderer, "GeForce 6800")) {
463 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800ULTRA;
464 } else if (strstr(gl_info->gl_renderer, "Quadro FX 4000")) {
465 gl_info->gl_card = CARD_NVIDIA_QUADROFX_4000;
466 } else if (strstr(gl_info->gl_renderer, "GeForce 7800")) {
467 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800ULTRA;
469 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4600;
474 if (strstr(gl_info->gl_renderer, "RADEON 9800 PRO")) {
475 gl_info->gl_card = CARD_ATI_RADEON_9800PRO;
476 } else if (strstr(gl_info->gl_renderer, "RADEON 9700 PRO")) {
477 gl_info->gl_card = CARD_ATI_RADEON_9700PRO;
479 gl_info->gl_card = CARD_ATI_RADEON_8500;
484 if (strstr(gl_info->gl_renderer, "915GM")) {
485 gl_info->gl_card = CARD_INTEL_I915GM;
486 } else if (strstr(gl_info->gl_renderer, "915G")) {
487 gl_info->gl_card = CARD_INTEL_I915G;
488 } else if (strstr(gl_info->gl_renderer, "865G")) {
489 gl_info->gl_card = CARD_INTEL_I865G;
490 } else if (strstr(gl_info->gl_renderer, "855G")) {
491 gl_info->gl_card = CARD_INTEL_I855G;
492 } else if (strstr(gl_info->gl_renderer, "830G")) {
493 gl_info->gl_card = CARD_INTEL_I830G;
495 gl_info->gl_card = CARD_INTEL_I915G;
500 gl_info->gl_card = CARD_WINE;
504 FIXME("get version string returned null\n");
507 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
510 * Initialize openGL extension related variables
511 * with Default values
513 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
514 gl_info->max_textures = 1;
515 gl_info->max_texture_stages = 1;
516 gl_info->max_samplers = 1;
517 gl_info->max_sampler_stages = 1;
518 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
519 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
520 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
521 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
523 /* Now work out what GL support this card really has */
524 #define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn);
529 /* Retrieve opengl defaults */
530 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
531 gl_info->max_clipplanes = min(D3DMAXUSERCLIPPLANES, gl_max);
532 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
534 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
535 gl_info->max_lights = gl_max;
536 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
538 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
539 gl_info->max_texture_size = gl_max;
540 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
542 glGetFloatv(GL_POINT_SIZE_RANGE, &gl_float);
543 gl_info->max_pointsize = gl_float;
544 TRACE_(d3d_caps)("Maximum point size support - max texture size=%f\n", gl_float);
546 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
547 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
548 TRACE_(d3d_caps)("GL_Extensions reported:\n");
550 if (NULL == GL_Extensions) {
551 ERR(" GL_Extensions returns NULL\n");
553 while (*GL_Extensions != 0x00) {
554 const char *Start = GL_Extensions;
557 memset(ThisExtn, 0x00, sizeof(ThisExtn));
558 while (*GL_Extensions != ' ' && *GL_Extensions != 0x00) {
561 memcpy(ThisExtn, Start, (GL_Extensions - Start));
562 TRACE_(d3d_caps)("- %s\n", ThisExtn);
567 if (strcmp(ThisExtn, "GL_ARB_fragment_program") == 0) {
568 gl_info->ps_arb_version = PS_VERSION_11;
569 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - version=%02x\n", gl_info->ps_arb_version);
570 gl_info->supported[ARB_FRAGMENT_PROGRAM] = TRUE;
571 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
572 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - GL_MAX_TEXTURE_IMAGE_UNITS_ARB=%u\n", gl_max);
573 gl_info->max_samplers = min(MAX_SAMPLERS, gl_max);
574 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
575 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max float constants=%u\n", gl_max);
576 gl_info->ps_arb_constantsF = gl_max;
577 } else if (strcmp(ThisExtn, "GL_ARB_imaging") == 0) {
578 TRACE_(d3d_caps)(" FOUND: ARB imaging support\n");
579 gl_info->supported[ARB_IMAGING] = TRUE;
580 } else if (strcmp(ThisExtn, "GL_ARB_shading_language_100") == 0) {
581 TRACE_(d3d_caps)(" FOUND: GL Shading Language v100 support\n");
582 gl_info->supported[ARB_SHADING_LANGUAGE_100] = TRUE;
583 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
584 TRACE_(d3d_caps)(" FOUND: GL Shading Language support - max float vs constants=%u\n", gl_max);
585 gl_info->vs_glsl_constantsF = gl_max;
586 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
587 TRACE_(d3d_caps)(" FOUND: GL Shading Language support - max float ps constants=%u\n", gl_max);
588 gl_info->ps_glsl_constantsF = gl_max;
589 } else if (strcmp(ThisExtn, "GL_ARB_multisample") == 0) {
590 TRACE_(d3d_caps)(" FOUND: ARB Multisample support\n");
591 gl_info->supported[ARB_MULTISAMPLE] = TRUE;
592 } else if (strcmp(ThisExtn, "GL_ARB_multitexture") == 0) {
593 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
594 TRACE_(d3d_caps)(" FOUND: ARB Multitexture support - GL_MAX_TEXTURE_UNITS_ARB=%u\n", gl_max);
595 gl_info->supported[ARB_MULTITEXTURE] = TRUE;
596 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
597 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
598 gl_info->max_samplers = max(gl_info->max_samplers, gl_max);
599 } else if (strcmp(ThisExtn, "GL_ARB_texture_cube_map") == 0) {
600 TRACE_(d3d_caps)(" FOUND: ARB Texture Cube Map support\n");
601 gl_info->supported[ARB_TEXTURE_CUBE_MAP] = TRUE;
602 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
603 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
604 } else if (strcmp(ThisExtn, "GL_ARB_texture_compression") == 0) {
605 TRACE_(d3d_caps)(" FOUND: ARB Texture Compression support\n");
606 gl_info->supported[ARB_TEXTURE_COMPRESSION] = TRUE;
607 } else if (strcmp(ThisExtn, "GL_ARB_texture_env_add") == 0) {
608 TRACE_(d3d_caps)(" FOUND: ARB Texture Env Add support\n");
609 gl_info->supported[ARB_TEXTURE_ENV_ADD] = TRUE;
610 } else if (strcmp(ThisExtn, "GL_ARB_texture_env_combine") == 0) {
611 TRACE_(d3d_caps)(" FOUND: ARB Texture Env combine support\n");
612 gl_info->supported[ARB_TEXTURE_ENV_COMBINE] = TRUE;
613 } else if (strcmp(ThisExtn, "GL_ARB_texture_env_dot3") == 0) {
614 TRACE_(d3d_caps)(" FOUND: ARB Dot3 support\n");
615 gl_info->supported[ARB_TEXTURE_ENV_DOT3] = TRUE;
616 } else if (strcmp(ThisExtn, "GL_ARB_texture_border_clamp") == 0) {
617 TRACE_(d3d_caps)(" FOUND: ARB Texture border clamp support\n");
618 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] = TRUE;
619 } else if (strcmp(ThisExtn, "GL_ARB_texture_mirrored_repeat") == 0) {
620 TRACE_(d3d_caps)(" FOUND: ARB Texture mirrored repeat support\n");
621 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] = TRUE;
622 } else if (strcmp(ThisExtn, "GLX_ARB_multisample") == 0) {
623 TRACE_(d3d_caps)(" FOUND: ARB multisample support\n");
624 gl_info->supported[ARB_MULTISAMPLE] = TRUE;
625 } else if (strcmp(ThisExtn, "GL_ARB_pixel_buffer_object") == 0) {
626 TRACE_(d3d_caps)(" FOUND: ARB Pixel Buffer support\n");
627 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = TRUE;
628 } else if (strcmp(ThisExtn, "GL_ARB_point_sprite") == 0) {
629 TRACE_(d3d_caps)(" FOUND: ARB point sprite support\n");
630 gl_info->supported[ARB_POINT_SPRITE] = TRUE;
631 } else if (strstr(ThisExtn, "GL_ARB_vertex_program")) {
632 gl_info->vs_arb_version = VS_VERSION_11;
633 TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - version=%02x\n", gl_info->vs_arb_version);
634 gl_info->supported[ARB_VERTEX_PROGRAM] = TRUE;
635 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
636 TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - max float constants=%u\n", gl_max);
637 gl_info->vs_arb_constantsF = gl_max;
638 } else if (strcmp(ThisExtn, "GL_ARB_vertex_blend") == 0) {
639 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
640 TRACE_(d3d_caps)(" FOUND: ARB Vertex Blend support GL_MAX_VERTEX_UNITS_ARB %d\n", gl_max);
641 gl_info->max_blends = gl_max;
642 gl_info->supported[ARB_VERTEX_BLEND] = TRUE;
643 } else if (strcmp(ThisExtn, "GL_ARB_vertex_buffer_object") == 0) {
644 TRACE_(d3d_caps)(" FOUND: ARB Vertex Buffer support\n");
645 gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] = TRUE;
646 } else if (strcmp(ThisExtn, "GL_ARB_occlusion_query") == 0) {
647 TRACE_(d3d_caps)(" FOUND: ARB Occlusion Query support\n");
648 gl_info->supported[ARB_OCCLUSION_QUERY] = TRUE;
649 } else if (strcmp(ThisExtn, "GL_ARB_point_parameters") == 0) {
650 TRACE_(d3d_caps)(" FOUND: ARB Point parameters support\n");
651 gl_info->supported[ARB_POINT_PARAMETERS] = TRUE;
655 } else if (strcmp(ThisExtn, "GL_EXT_fog_coord") == 0) {
656 TRACE_(d3d_caps)(" FOUND: EXT Fog coord support\n");
657 gl_info->supported[EXT_FOG_COORD] = TRUE;
658 } else if (strcmp(ThisExtn, "GL_EXT_framebuffer_object") == 0) {
659 TRACE_(d3d_caps)(" FOUND: EXT Frame Buffer Object support\n");
660 gl_info->supported[EXT_FRAMEBUFFER_OBJECT] = TRUE;
661 } else if (strcmp(ThisExtn, "GL_EXT_paletted_texture") == 0) { /* handle paletted texture extensions */
662 TRACE_(d3d_caps)(" FOUND: EXT Paletted texture support\n");
663 gl_info->supported[EXT_PALETTED_TEXTURE] = TRUE;
664 } else if (strcmp(ThisExtn, "GL_EXT_point_parameters") == 0) {
665 TRACE_(d3d_caps)(" FOUND: EXT Point parameters support\n");
666 gl_info->supported[EXT_POINT_PARAMETERS] = TRUE;
667 } else if (strcmp(ThisExtn, "GL_EXT_secondary_color") == 0) {
668 TRACE_(d3d_caps)(" FOUND: EXT Secondary coord support\n");
669 gl_info->supported[EXT_SECONDARY_COLOR] = TRUE;
670 } else if (strcmp(ThisExtn, "GL_EXT_stencil_two_side") == 0) {
671 TRACE_(d3d_caps)(" FOUND: EXT Stencil two side support\n");
672 gl_info->supported[EXT_STENCIL_TWO_SIDE] = TRUE;
673 } else if (strcmp(ThisExtn, "GL_EXT_stencil_wrap") == 0) {
674 TRACE_(d3d_caps)(" FOUND: EXT Stencil wrap support\n");
675 gl_info->supported[EXT_STENCIL_WRAP] = TRUE;
676 } else if (strcmp(ThisExtn, "GL_EXT_texture_compression_s3tc") == 0) {
677 TRACE_(d3d_caps)(" FOUND: EXT Texture S3TC compression support\n");
678 gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC] = TRUE;
679 } else if (strcmp(ThisExtn, "GL_EXT_texture_env_add") == 0) {
680 TRACE_(d3d_caps)(" FOUND: EXT Texture Env Add support\n");
681 gl_info->supported[EXT_TEXTURE_ENV_ADD] = TRUE;
682 } else if (strcmp(ThisExtn, "GL_EXT_texture_env_combine") == 0) {
683 TRACE_(d3d_caps)(" FOUND: EXT Texture Env combine support\n");
684 gl_info->supported[EXT_TEXTURE_ENV_COMBINE] = TRUE;
685 } else if (strcmp(ThisExtn, "GL_EXT_texture_env_dot3") == 0) {
686 TRACE_(d3d_caps)(" FOUND: EXT Dot3 support\n");
687 gl_info->supported[EXT_TEXTURE_ENV_DOT3] = TRUE;
688 } else if (strcmp(ThisExtn, "GL_EXT_texture_filter_anisotropic") == 0) {
689 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] = TRUE;
690 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
691 TRACE_(d3d_caps)(" FOUND: EXT Texture Anisotropic filter support. GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT %d\n", gl_max);
692 gl_info->max_anisotropy = gl_max;
693 } else if (strcmp(ThisExtn, "GL_EXT_texture_lod") == 0) {
694 TRACE_(d3d_caps)(" FOUND: EXT Texture LOD support\n");
695 gl_info->supported[EXT_TEXTURE_LOD] = TRUE;
696 } else if (strcmp(ThisExtn, "GL_EXT_texture_lod_bias") == 0) {
697 TRACE_(d3d_caps)(" FOUND: EXT Texture LOD bias support\n");
698 gl_info->supported[EXT_TEXTURE_LOD_BIAS] = TRUE;
699 } else if (strcmp(ThisExtn, "GL_EXT_vertex_weighting") == 0) {
700 TRACE_(d3d_caps)(" FOUND: EXT Vertex weighting support\n");
701 gl_info->supported[EXT_VERTEX_WEIGHTING] = TRUE;
706 } else if (strstr(ThisExtn, "GL_NV_fog_distance")) {
707 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Fog Distance support\n");
708 gl_info->supported[NV_FOG_DISTANCE] = TRUE;
709 } else if (strstr(ThisExtn, "GL_NV_fragment_program")) {
710 gl_info->ps_nv_version = PS_VERSION_11;
711 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Pixel Shader support - version=%02x\n", gl_info->ps_nv_version);
712 } else if (strcmp(ThisExtn, "GL_NV_register_combiners") == 0) {
713 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
714 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
715 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (1) support - GL_MAX_GENERAL_COMBINERS_NV=%d\n", gl_max);
716 gl_info->supported[NV_REGISTER_COMBINERS] = TRUE;
717 } else if (strcmp(ThisExtn, "GL_NV_register_combiners2") == 0) {
718 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (2) support\n");
719 gl_info->supported[NV_REGISTER_COMBINERS2] = TRUE;
720 } else if (strcmp(ThisExtn, "GL_NV_texgen_reflection") == 0) {
721 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Gen Reflection support\n");
722 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
723 } else if (strcmp(ThisExtn, "GL_NV_texture_env_combine4") == 0) {
724 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Env combine (4) support\n");
725 gl_info->supported[NV_TEXTURE_ENV_COMBINE4] = TRUE;
726 } else if (strcmp(ThisExtn, "GL_NV_texture_shader") == 0) {
727 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (1) support\n");
728 gl_info->supported[NV_TEXTURE_SHADER] = TRUE;
729 } else if (strcmp(ThisExtn, "GL_NV_texture_shader2") == 0) {
730 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (2) support\n");
731 gl_info->supported[NV_TEXTURE_SHADER2] = TRUE;
732 } else if (strcmp(ThisExtn, "GL_NV_texture_shader3") == 0) {
733 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (3) support\n");
734 gl_info->supported[NV_TEXTURE_SHADER3] = TRUE;
735 } else if (strcmp(ThisExtn, "GL_NV_occlusion_query") == 0) {
736 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Occlusion Query (3) support\n");
737 gl_info->supported[NV_OCCLUSION_QUERY] = TRUE;
738 } else if (strstr(ThisExtn, "GL_NV_vertex_program")) {
739 gl_info->vs_nv_version = max(gl_info->vs_nv_version, (0 == strcmp(ThisExtn, "GL_NV_vertex_program1_1")) ? VS_VERSION_11 : VS_VERSION_10);
740 gl_info->vs_nv_version = max(gl_info->vs_nv_version, (0 == strcmp(ThisExtn, "GL_NV_vertex_program2")) ? VS_VERSION_20 : VS_VERSION_10);
741 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Vertex Shader support - version=%02x\n", gl_info->vs_nv_version);
742 gl_info->supported[NV_VERTEX_PROGRAM] = TRUE;
748 } else if (strcmp(ThisExtn, "GL_ATI_separate_stencil") == 0) {
749 TRACE_(d3d_caps)(" FOUND: ATI Separate stencil support\n");
750 gl_info->supported[ATI_SEPARATE_STENCIL] = TRUE;
751 } else if (strcmp(ThisExtn, "GL_ATI_texture_env_combine3") == 0) {
752 TRACE_(d3d_caps)(" FOUND: ATI Texture Env combine (3) support\n");
753 gl_info->supported[ATI_TEXTURE_ENV_COMBINE3] = TRUE;
754 } else if (strcmp(ThisExtn, "GL_ATI_texture_mirror_once") == 0) {
755 TRACE_(d3d_caps)(" FOUND: ATI Texture Mirror Once support\n");
756 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE;
757 } else if (strcmp(ThisExtn, "GL_EXT_vertex_shader") == 0) {
758 gl_info->vs_ati_version = VS_VERSION_11;
759 TRACE_(d3d_caps)(" FOUND: ATI (EXT) Vertex Shader support - version=%02x\n", gl_info->vs_ati_version);
760 gl_info->supported[EXT_VERTEX_SHADER] = TRUE;
764 if (*GL_Extensions == ' ') GL_Extensions++;
767 gl_info->max_sampler_stages = max(gl_info->max_samplers, gl_info->max_texture_stages);
769 /* Load all the lookup tables
770 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
771 minLookup[WINELOOKUP_WARPPARAM] = D3DTADDRESS_WRAP;
772 maxLookup[WINELOOKUP_WARPPARAM] = D3DTADDRESS_MIRRORONCE;
774 minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE;
775 maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC;
778 for (i = 0; i < MAX_LOOKUPS; i++) {
779 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
782 stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
783 stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
784 stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
785 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
786 stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
787 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
788 stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
789 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
790 stateLookup[WINELOOKUP_WARPPARAM][D3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
791 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
793 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
794 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
795 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
796 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
797 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
800 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
801 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
802 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
803 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
804 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
805 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
806 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
807 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
808 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
809 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
810 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
811 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
812 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
814 /* TODO: config lookups */
816 if (display != NULL) {
817 GLX_Extensions = glXQueryExtensionsString(display, DefaultScreen(display));
818 TRACE_(d3d_caps)("GLX_Extensions reported:\n");
820 if (NULL == GLX_Extensions) {
821 ERR(" GLX_Extensions returns NULL\n");
823 while (*GLX_Extensions != 0x00) {
824 const char *Start = GLX_Extensions;
827 memset(ThisExtn, 0x00, sizeof(ThisExtn));
828 while (*GLX_Extensions != ' ' && *GLX_Extensions != 0x00) {
831 memcpy(ThisExtn, Start, (GLX_Extensions - Start));
832 TRACE_(d3d_caps)("- %s\n", ThisExtn);
833 if (*GLX_Extensions == ' ') GLX_Extensions++;
838 /* If we created a dummy context, throw it away */
839 if (NULL != fake_ctx) WineD3D_ReleaseFakeGLContext(fake_ctx);
841 /* Only save the values obtained when a display is provided */
842 if (fake_ctx == NULL) {
849 /**********************************************************
850 * IWineD3D implementation follows
851 **********************************************************/
853 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
854 IWineD3DImpl *This = (IWineD3DImpl *)iface;
856 /* FIXME: Set to one for now to imply the display */
857 TRACE_(d3d_caps)("(%p): Mostly stub, only returns primary display\n", This);
861 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
862 IWineD3DImpl *This = (IWineD3DImpl *)iface;
863 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
867 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
868 IWineD3DImpl *This = (IWineD3DImpl *)iface;
869 POINT pt = { -1, -1 };
871 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
875 FIXME_(d3d_caps)("(%p): returning the primary monitor for adapter %d\n", This, Adapter);
876 return MonitorFromPoint(pt, MONITOR_DEFAULTTOPRIMARY);
879 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
880 of the same bpp but different resolutions */
882 /* Note: dx9 supplies a format. Calls from d3d8 supply D3DFMT_UNKNOWN */
883 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
884 IWineD3DImpl *This = (IWineD3DImpl *)iface;
885 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
887 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
891 if (Adapter == 0) { /* Display */
894 #if !defined( DEBUG_SINGLE_MODE )
897 /* Work out the current screen bpp */
898 HDC hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
899 int bpp = GetDeviceCaps(hdc, BITSPIXEL);
902 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
909 case D3DFMT_X8R8G8B8:
910 case D3DFMT_A8R8G8B8:
911 if (min(DevModeW.dmBitsPerPel, bpp) == 32) i++;
912 if (min(DevModeW.dmBitsPerPel, bpp) == 24) i++;
914 case D3DFMT_X1R5G5B5:
915 case D3DFMT_A1R5G5B5:
917 if (min(DevModeW.dmBitsPerPel, bpp) == 16) i++;
920 /* Skip other modes as they do not match requested format */
928 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
931 FIXME_(d3d_caps)("Adapter not primary display\n");
936 /* Note: dx9 supplies a format. Calls from d3d8 supply D3DFMT_UNKNOWN */
937 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
938 IWineD3DImpl *This = (IWineD3DImpl *)iface;
939 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
941 /* Validate the parameters as much as possible */
943 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
944 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
945 return WINED3DERR_INVALIDCALL;
948 if (Adapter == 0) { /* Display */
949 #if !defined( DEBUG_SINGLE_MODE )
953 /* Work out the current screen bpp */
954 HDC hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
955 int bpp = GetDeviceCaps(hdc, BITSPIXEL);
958 /* If we are filtering to a specific format, then need to skip all unrelated
959 modes, but if mode is irrelevant, then we can use the index directly */
960 if (Format == D3DFMT_UNKNOWN)
966 DEVMODEW DevModeWtmp;
969 while (i<(Mode) && EnumDisplaySettingsExW(NULL, j, &DevModeWtmp, 0)) {
976 case D3DFMT_X8R8G8B8:
977 case D3DFMT_A8R8G8B8:
978 if (min(DevModeWtmp.dmBitsPerPel, bpp) == 32) i++;
979 if (min(DevModeWtmp.dmBitsPerPel, bpp) == 24) i++;
981 case D3DFMT_X1R5G5B5:
982 case D3DFMT_A1R5G5B5:
984 if (min(DevModeWtmp.dmBitsPerPel, bpp) == 16) i++;
987 /* Skip other modes as they do not match requested format */
994 /* Now get the display mode via the calculated index */
995 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
997 pMode->Width = DevModeW.dmPelsWidth;
998 pMode->Height = DevModeW.dmPelsHeight;
999 bpp = min(DevModeW.dmBitsPerPel, bpp);
1000 pMode->RefreshRate = D3DADAPTER_DEFAULT;
1001 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1003 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1006 if (Format == D3DFMT_UNKNOWN)
1009 case 8: pMode->Format = D3DFMT_R3G3B2; break;
1010 case 16: pMode->Format = D3DFMT_R5G6B5; break;
1011 case 24: /* Robots and EVE Online need 24 and 32 bit as A8R8G8B8 to start */
1012 case 32: pMode->Format = D3DFMT_A8R8G8B8; break;
1013 default: pMode->Format = D3DFMT_UNKNOWN;
1016 pMode->Format = Format;
1021 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1022 return WINED3DERR_INVALIDCALL;
1026 /* Return one setting of the format requested */
1027 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1029 pMode->Height = 600;
1030 pMode->RefreshRate = D3DADAPTER_DEFAULT;
1031 pMode->Format = (Format == D3DFMT_UNKNOWN) ? D3DFMT_A8R8G8B8 : Format;
1034 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1035 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format), bpp);
1038 FIXME_(d3d_caps)("Adapter not primary display\n");
1044 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1045 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1046 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1048 if (NULL == pMode ||
1049 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1050 return WINED3DERR_INVALIDCALL;
1053 if (Adapter == 0) { /* Display */
1057 EnumDisplaySettingsExW(NULL, (DWORD)-1, &DevModeW, 0);
1058 pMode->Width = DevModeW.dmPelsWidth;
1059 pMode->Height = DevModeW.dmPelsHeight;
1060 bpp = DevModeW.dmBitsPerPel;
1061 pMode->RefreshRate = D3DADAPTER_DEFAULT;
1062 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1064 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1068 case 8: pMode->Format = D3DFMT_R3G3B2; break;
1069 case 16: pMode->Format = D3DFMT_R5G6B5; break;
1070 case 24: pMode->Format = D3DFMT_X8R8G8B8; break; /* Robots needs 24bit to be X8R8G8B8 */
1071 case 32: pMode->Format = D3DFMT_X8R8G8B8; break; /* EVE online and the Fur demo need 32bit AdapterDisplatMode to return X8R8G8B8 */
1072 default: pMode->Format = D3DFMT_UNKNOWN;
1076 FIXME_(d3d_caps)("Adapter not primary display\n");
1079 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1080 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1084 static Display * WINAPI IWineD3DImpl_GetAdapterDisplay(IWineD3D *iface, UINT Adapter) {
1087 /* only works with one adapter at the moment... */
1089 /* Get the display */
1090 device_context = GetDC(0);
1091 display = get_display(device_context);
1092 ReleaseDC(0, device_context);
1096 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1097 and fields being inserted in the middle, a new structure is used in place */
1098 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1099 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1100 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1102 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %lx, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1104 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1105 return WINED3DERR_INVALIDCALL;
1108 if (Adapter == 0) { /* Display - only device supported for now */
1110 BOOL isGLInfoValid = This->isGLInfoValid;
1112 /* FillGLCaps updates gl_info, but we only want to store and
1113 reuse the values once we have a context which is valid. Values from
1114 a temporary context may differ from the final ones */
1115 if (isGLInfoValid == FALSE) {
1116 WineD3D_Context *fake_ctx = NULL;
1117 if (glXGetCurrentContext() == NULL) fake_ctx = WineD3D_CreateFakeGLContext();
1118 /* If we don't know the device settings, go query them now */
1119 isGLInfoValid = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
1120 if (fake_ctx != NULL) WineD3D_ReleaseFakeGLContext(fake_ctx);
1123 /* If it worked, return the information requested */
1124 if (isGLInfoValid) {
1125 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1126 strcpy(pIdentifier->Driver, "Display");
1127 strcpy(pIdentifier->Description, "Direct3D HAL");
1129 /* Note dx8 doesn't supply a DeviceName */
1130 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1131 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
1132 pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
1133 pIdentifier->DriverVersion->u.LowPart = This->gl_info.gl_driver_version;
1134 *(pIdentifier->VendorId) = This->gl_info.gl_vendor;
1135 *(pIdentifier->DeviceId) = This->gl_info.gl_card;
1136 *(pIdentifier->SubSysId) = 0;
1137 *(pIdentifier->Revision) = 0;
1141 /* If it failed, return dummy values from an NVidia driver */
1142 WARN_(d3d_caps)("Cannot get GLCaps for device/Vendor Name and Version detection using FillGLCaps, currently using NVIDIA identifiers\n");
1143 strcpy(pIdentifier->Driver, "Display");
1144 strcpy(pIdentifier->Description, "Direct3D HAL");
1145 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1146 /* Current Windows Nvidia drivers have versions like e.g. 6.14.10.5672 */
1147 pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
1148 /* 71.74 is a current Linux Nvidia driver version */
1149 pIdentifier->DriverVersion->u.LowPart = MAKEDWORD_VERSION(10, (71*100+74));
1150 *(pIdentifier->VendorId) = VENDOR_NVIDIA;
1151 *(pIdentifier->DeviceId) = CARD_NVIDIA_GEFORCE4_TI4600;
1152 *(pIdentifier->SubSysId) = 0;
1153 *(pIdentifier->Revision) = 0;
1156 /*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
1157 if (Flags & D3DENUM_NO_WHQL_LEVEL) {
1158 *(pIdentifier->WHQLLevel) = 0;
1160 *(pIdentifier->WHQLLevel) = 1;
1164 FIXME_(d3d_caps)("Adapter not primary display\n");
1170 static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(WineD3D_Context* ctx, GLXFBConfig cfgs, WINED3DFORMAT Format) {
1171 #if 0 /* This code performs a strict test between the format and the current X11 buffer depth, which may give the best performance */
1173 int rb, gb, bb, ab, type, buf_sz;
1175 gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_RED_SIZE, &rb);
1176 gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_GREEN_SIZE, &gb);
1177 gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_BLUE_SIZE, &bb);
1178 gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_ALPHA_SIZE, &ab);
1179 gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_RENDER_TYPE, &type);
1180 gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_BUFFER_SIZE, &buf_sz);
1183 case WINED3DFMT_X8R8G8B8:
1184 case WINED3DFMT_R8G8B8:
1185 if (8 == rb && 8 == gb && 8 == bb) return TRUE;
1187 case WINED3DFMT_A8R8G8B8:
1188 if (8 == rb && 8 == gb && 8 == bb && 8 == ab) return TRUE;
1190 case WINED3DFMT_A2R10G10B10:
1191 if (10 == rb && 10 == gb && 10 == bb && 2 == ab) return TRUE;
1193 case WINED3DFMT_X1R5G5B5:
1194 if (5 == rb && 5 == gb && 5 == bb) return TRUE;
1196 case WINED3DFMT_A1R5G5B5:
1197 if (5 == rb && 5 == gb && 5 == bb && 1 == ab) return TRUE;
1199 case WINED3DFMT_X4R4G4B4:
1200 if (16 == buf_sz && 4 == rb && 4 == gb && 4 == bb) return TRUE;
1202 case WINED3DFMT_R5G6B5:
1203 if (5 == rb && 6 == gb && 5 == bb) return TRUE;
1205 case WINED3DFMT_R3G3B2:
1206 if (3 == rb && 3 == gb && 2 == bb) return TRUE;
1208 case WINED3DFMT_A8P8:
1209 if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz && 8 == ab) return TRUE;
1212 if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz) return TRUE;
1215 ERR("unsupported format %s\n", debug_d3dformat(Format));
1219 #else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */
1221 case WINED3DFMT_X8R8G8B8:
1222 case WINED3DFMT_R8G8B8:
1223 case WINED3DFMT_A8R8G8B8:
1224 case WINED3DFMT_A2R10G10B10:
1225 case WINED3DFMT_X1R5G5B5:
1226 case WINED3DFMT_A1R5G5B5:
1227 case WINED3DFMT_R5G6B5:
1228 case WINED3DFMT_R3G3B2:
1229 case WINED3DFMT_A8P8:
1233 ERR("unsupported format %s\n", debug_d3dformat(Format));
1240 static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(WineD3D_Context* ctx, GLXFBConfig cfgs, WINED3DFORMAT Format) {
1241 #if 0/* This code performs a strict test between the format and the current X11 buffer depth, which may give the best performance */
1245 gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_DEPTH_SIZE, &db);
1246 gl_test = glXGetFBConfigAttrib(ctx->display, cfgs, GLX_STENCIL_SIZE, &sb);
1249 case WINED3DFMT_D16:
1250 case WINED3DFMT_D16_LOCKABLE:
1251 if (16 == db) return TRUE;
1253 case WINED3DFMT_D32:
1254 if (32 == db) return TRUE;
1256 case WINED3DFMT_D15S1:
1257 if (15 == db) return TRUE;
1259 case WINED3DFMT_D24S8:
1260 if (24 == db && 8 == sb) return TRUE;
1262 case WINED3DFMT_D24FS8:
1263 if (24 == db && 8 == sb) return TRUE;
1265 case WINED3DFMT_D24X8:
1266 if (24 == db) return TRUE;
1268 case WINED3DFMT_D24X4S4:
1269 if (24 == db && 4 == sb) return TRUE;
1271 case WINED3DFMT_D32F_LOCKABLE:
1272 if (32 == db) return TRUE;
1275 ERR("unsupported format %s\n", debug_d3dformat(Format));
1279 #else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */
1281 case WINED3DFMT_D16:
1282 case WINED3DFMT_D16_LOCKABLE:
1283 case WINED3DFMT_D32:
1284 case WINED3DFMT_D15S1:
1285 case WINED3DFMT_D24S8:
1286 case WINED3DFMT_D24FS8:
1287 case WINED3DFMT_D24X8:
1288 case WINED3DFMT_D24X4S4:
1289 case WINED3DFMT_D32F_LOCKABLE:
1292 ERR("unsupported format %s\n", debug_d3dformat(Format));
1299 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1300 WINED3DFORMAT AdapterFormat,
1301 WINED3DFORMAT RenderTargetFormat,
1302 WINED3DFORMAT DepthStencilFormat) {
1303 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1304 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1305 WineD3D_Context* ctx = NULL;
1306 GLXFBConfig* cfgs = NULL;
1310 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1312 DeviceType, debug_d3ddevicetype(DeviceType),
1313 AdapterFormat, debug_d3dformat(AdapterFormat),
1314 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1315 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1317 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1318 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1319 return WINED3DERR_INVALIDCALL;
1321 /* TODO: use the real context if it's available */
1322 ctx = WineD3D_CreateFakeGLContext();
1324 cfgs = glXGetFBConfigs(ctx->display, DefaultScreen(ctx->display), &nCfgs);
1326 TRACE_(d3d_caps)("(%p) : Unable to create a fake context at this time (there may already be an active context)\n", This);
1330 for (it = 0; it < nCfgs; ++it) {
1331 if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(ctx, cfgs[it], RenderTargetFormat)) {
1332 if (IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(ctx, cfgs[it], DepthStencilFormat)) {
1341 /* If there's a corrent context then we cannot create a fake one so pass everything */
1346 WineD3D_ReleaseFakeGLContext(ctx);
1348 if (hr != WINED3D_OK)
1349 TRACE_(d3d_caps)("Failed to match stencil format to device\b");
1351 TRACE_(d3d_caps)("(%p) : Returning %lx\n", This, hr);
1355 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1356 WINED3DFORMAT SurfaceFormat,
1357 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1359 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1360 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1363 DeviceType, debug_d3ddevicetype(DeviceType),
1364 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1369 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1370 return WINED3DERR_INVALIDCALL;
1373 if (pQualityLevels != NULL) {
1374 static int s_single_shot = 0;
1375 if (!s_single_shot) {
1376 FIXME("Quality levels unsupported at present\n");
1379 *pQualityLevels = 1; /* Guess at a value! */
1382 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1383 return WINED3DERR_NOTAVAILABLE;
1386 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE CheckType,
1387 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1389 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1390 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1393 CheckType, debug_d3ddevicetype(CheckType),
1394 DisplayFormat, debug_d3dformat(DisplayFormat),
1395 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1398 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1399 return WINED3DERR_INVALIDCALL;
1403 GLXFBConfig* cfgs = NULL;
1406 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1408 WineD3D_Context* ctx = WineD3D_CreateFakeGLContext();
1410 cfgs = glXGetFBConfigs(ctx->display, DefaultScreen(ctx->display), &nCfgs);
1411 for (it = 0; it < nCfgs; ++it) {
1412 if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(ctx, cfgs[it], DisplayFormat)) {
1419 WineD3D_ReleaseFakeGLContext(ctx);
1424 return WINED3DERR_NOTAVAILABLE;
1427 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1428 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
1429 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1430 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%lu,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s)) ",
1433 DeviceType, debug_d3ddevicetype(DeviceType),
1434 AdapterFormat, debug_d3dformat(AdapterFormat),
1435 Usage, debug_d3dusage(Usage),
1436 RType, debug_d3dresourcetype(RType),
1437 CheckFormat, debug_d3dformat(CheckFormat));
1439 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1440 return WINED3DERR_INVALIDCALL;
1443 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
1444 switch (CheckFormat) {
1445 case WINED3DFMT_D16_LOCKABLE:
1446 case WINED3DFMT_D32:
1447 case WINED3DFMT_D15S1:
1448 case WINED3DFMT_D24S8:
1449 case WINED3DFMT_D24X8:
1450 case WINED3DFMT_D24X4S4:
1451 case WINED3DFMT_D16:
1452 case WINED3DFMT_L16:
1453 case WINED3DFMT_D32F_LOCKABLE:
1454 case WINED3DFMT_D24FS8:
1455 TRACE_(d3d_caps)("[OK]\n");
1458 TRACE_(d3d_caps)("[FAILED]\n");
1459 return WINED3DERR_NOTAVAILABLE;
1461 } else if(Usage & WINED3DUSAGE_RENDERTARGET) {
1462 switch (CheckFormat) {
1463 case WINED3DFMT_R8G8B8:
1464 case WINED3DFMT_A8R8G8B8:
1465 case WINED3DFMT_X8R8G8B8:
1466 case WINED3DFMT_R5G6B5:
1467 case WINED3DFMT_X1R5G5B5:
1468 case WINED3DFMT_A1R5G5B5:
1469 case WINED3DFMT_A4R4G4B4:
1470 case WINED3DFMT_R3G3B2:
1471 case WINED3DFMT_X4R4G4B4:
1472 case WINED3DFMT_A8B8G8R8:
1473 case WINED3DFMT_X8B8G8R8:
1475 TRACE_(d3d_caps)("[OK]\n");
1478 TRACE_(d3d_caps)("[FAILED]\n");
1479 return WINED3DERR_NOTAVAILABLE;
1483 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
1484 switch (CheckFormat) {
1490 TRACE_(d3d_caps)("[OK]\n");
1493 break; /* Avoid compiler warnings */
1497 switch (CheckFormat) {
1500 * supported: RGB(A) formats
1502 case WINED3DFMT_R8G8B8:
1503 case WINED3DFMT_A8R8G8B8:
1504 case WINED3DFMT_X8R8G8B8:
1505 case WINED3DFMT_R5G6B5:
1506 case WINED3DFMT_X1R5G5B5:
1507 case WINED3DFMT_A1R5G5B5:
1508 case WINED3DFMT_A4R4G4B4:
1509 case WINED3DFMT_R3G3B2:
1511 case WINED3DFMT_A8R3G3B2:
1512 case WINED3DFMT_X4R4G4B4:
1513 case WINED3DFMT_A8B8G8R8:
1514 case WINED3DFMT_X8B8G8R8:
1515 case WINED3DFMT_A2R10G10B10:
1516 case WINED3DFMT_A2B10G10R10:
1517 TRACE_(d3d_caps)("[OK]\n");
1521 * supported: Palettized
1524 TRACE_(d3d_caps)("[OK]\n");
1528 * Supported: (Alpha)-Luminance
1531 case WINED3DFMT_A8L8:
1532 case WINED3DFMT_A4L4:
1533 TRACE_(d3d_caps)("[OK]\n");
1537 * Not supported for now: Bump mapping formats
1538 * Enable some because games often fail when they are not available
1539 * and are still playable even without bump mapping
1541 case WINED3DFMT_V8U8:
1542 case WINED3DFMT_V16U16:
1543 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
1546 case WINED3DFMT_L6V5U5:
1547 case WINED3DFMT_X8L8V8U8:
1548 case WINED3DFMT_Q8W8V8U8:
1549 case WINED3DFMT_W11V11U10:
1550 case WINED3DFMT_A2W10V10U10:
1551 TRACE_(d3d_caps)("[FAILED]\n");
1552 return D3DERR_NOTAVAILABLE;
1555 * DXTN Formats: Handled above
1564 * Odd formats - not supported
1566 case WINED3DFMT_VERTEXDATA:
1567 case WINED3DFMT_INDEX16:
1568 case WINED3DFMT_INDEX32:
1569 case WINED3DFMT_Q16W16V16U16:
1570 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1571 return D3DERR_NOTAVAILABLE;
1574 * Float formats: Not supported right now
1576 case WINED3DFMT_R16F:
1577 case WINED3DFMT_G16R16F:
1578 case WINED3DFMT_A16B16G16R16F:
1579 case WINED3DFMT_R32F:
1580 case WINED3DFMT_G32R32F:
1581 case WINED3DFMT_A32B32G32R32F:
1582 case WINED3DFMT_CxV8U8:
1583 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1584 return D3DERR_NOTAVAILABLE;
1587 case WINED3DFMT_G16R16:
1588 case WINED3DFMT_A16B16G16R16:
1589 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1590 return D3DERR_NOTAVAILABLE;
1596 TRACE_(d3d_caps)("[FAILED]\n");
1597 return D3DERR_NOTAVAILABLE;
1600 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1601 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
1602 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1604 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
1607 DeviceType, debug_d3ddevicetype(DeviceType),
1608 SourceFormat, debug_d3dformat(SourceFormat),
1609 TargetFormat, debug_d3dformat(TargetFormat));
1613 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
1614 subset of a D3DCAPS9 structure. However, it has to come via a void *
1615 as the d3d8 interface cannot import the d3d9 header */
1616 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
1618 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1620 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
1622 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1623 return WINED3DERR_INVALIDCALL;
1626 /* FIXME: both the gl_info and the shader_mode should be made per adapter */
1628 /* If we don't know the device settings, go query them now */
1629 if (This->isGLInfoValid == FALSE) {
1630 /* use the desktop window to fill gl caps */
1631 BOOL rc = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
1633 /* We are running off a real context, save the values */
1634 if (rc) This->isGLInfoValid = TRUE;
1636 select_shader_mode(&This->gl_info, DeviceType,
1637 &wined3d_settings.ps_selected_mode, &wined3d_settings.vs_selected_mode);
1638 select_shader_max_constants(&This->gl_info);
1640 /* ------------------------------------------------
1641 The following fields apply to both d3d8 and d3d9
1642 ------------------------------------------------ */
1643 *pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
1644 *pCaps->AdapterOrdinal = Adapter;
1647 *pCaps->Caps2 = D3DCAPS2_CANRENDERWINDOWED;
1648 *pCaps->Caps3 = WINED3DDEVCAPS_HWTRANSFORMANDLIGHT;
1649 *pCaps->PresentationIntervals = D3DPRESENT_INTERVAL_IMMEDIATE;
1651 *pCaps->CursorCaps = 0;
1654 *pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
1655 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
1656 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
1657 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
1658 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
1659 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
1660 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
1661 WINED3DDEVCAPS_PUREDEVICE |
1662 WINED3DDEVCAPS_HWRASTERIZATION |
1663 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
1664 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
1665 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
1666 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
1667 WINED3DDEVCAPS_DRAWPRIMITIVES2EX;
1669 *pCaps->PrimitiveMiscCaps = D3DPMISCCAPS_CULLCCW |
1670 D3DPMISCCAPS_CULLCW |
1671 D3DPMISCCAPS_COLORWRITEENABLE |
1672 D3DPMISCCAPS_CLIPTLVERTS |
1673 D3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
1675 /*NOT: D3DPMISCCAPS_TSSARGTEMP*/
1677 *pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
1678 WINED3DPRASTERCAPS_PAT |
1679 WINED3DPRASTERCAPS_WFOG |
1680 WINED3DPRASTERCAPS_ZFOG |
1681 WINED3DPRASTERCAPS_FOGVERTEX |
1682 WINED3DPRASTERCAPS_FOGTABLE |
1683 WINED3DPRASTERCAPS_FOGRANGE |
1684 WINED3DPRASTERCAPS_STIPPLE |
1685 WINED3DPRASTERCAPS_SUBPIXEL |
1686 WINED3DPRASTERCAPS_ZTEST;
1688 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
1689 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
1690 WINED3DPRASTERCAPS_ZBIAS |
1691 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
1694 WINED3DPRASTERCAPS_COLORPERSPECTIVE
1695 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
1696 WINED3DPRASTERCAPS_ANTIALIASEDGES
1697 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
1698 WINED3DPRASTERCAPS_WBUFFER */
1700 *pCaps->ZCmpCaps = D3DPCMPCAPS_ALWAYS |
1702 D3DPCMPCAPS_GREATER |
1703 D3DPCMPCAPS_GREATEREQUAL |
1705 D3DPCMPCAPS_LESSEQUAL |
1707 D3DPCMPCAPS_NOTEQUAL;
1709 *pCaps->SrcBlendCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */
1710 *pCaps->DestBlendCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */
1711 *pCaps->AlphaCmpCaps = 0xFFFFFFFF; /*FIXME: Tidy up later */
1713 *pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
1714 WINED3DPSHADECAPS_COLORGOURAUDRGB |
1715 WINED3DPSHADECAPS_ALPHAFLATBLEND |
1716 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
1717 WINED3DPSHADECAPS_COLORFLATRGB |
1718 WINED3DPSHADECAPS_FOGFLAT |
1719 WINED3DPSHADECAPS_FOGGOURAUD |
1720 WINED3DPSHADECAPS_SPECULARFLATRGB;
1722 *pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
1723 WINED3DPTEXTURECAPS_ALPHAPALETTE |
1724 WINED3DPTEXTURECAPS_BORDER |
1725 WINED3DPTEXTURECAPS_VOLUMEMAP |
1726 WINED3DPTEXTURECAPS_MIPMAP |
1727 WINED3DPTEXTURECAPS_PROJECTED |
1728 WINED3DPTEXTURECAPS_PERSPECTIVE |
1729 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2 |
1730 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
1732 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1733 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
1734 WINED3DPTEXTURECAPS_MIPCUBEMAP |
1735 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
1739 *pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
1740 WINED3DPTFILTERCAPS_MAGFPOINT |
1741 WINED3DPTFILTERCAPS_MINFLINEAR |
1742 WINED3DPTFILTERCAPS_MINFPOINT |
1743 WINED3DPTFILTERCAPS_MIPFLINEAR |
1744 WINED3DPTFILTERCAPS_MIPFPOINT |
1745 WINED3DPTFILTERCAPS_LINEAR |
1746 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
1747 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
1748 WINED3DPTFILTERCAPS_MIPLINEAR |
1749 WINED3DPTFILTERCAPS_MIPNEAREST |
1750 WINED3DPTFILTERCAPS_NEAREST;
1752 *pCaps->CubeTextureFilterCaps = 0;
1753 *pCaps->VolumeTextureFilterCaps = 0;
1755 *pCaps->TextureAddressCaps = D3DPTADDRESSCAPS_BORDER |
1756 D3DPTADDRESSCAPS_CLAMP |
1757 D3DPTADDRESSCAPS_WRAP;
1759 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
1760 *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_BORDER;
1762 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
1763 *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRROR;
1765 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
1766 *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRRORONCE;
1769 *pCaps->VolumeTextureAddressCaps = 0;
1771 *pCaps->LineCaps = D3DLINECAPS_TEXTURE |
1775 D3DLINECAPS_ALPHACMP
1778 *pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
1779 *pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
1781 *pCaps->MaxVolumeExtent = 0;
1783 *pCaps->MaxTextureRepeat = 32768;
1784 *pCaps->MaxTextureAspectRatio = 32768;
1785 *pCaps->MaxVertexW = 1.0;
1787 *pCaps->GuardBandLeft = 0;
1788 *pCaps->GuardBandTop = 0;
1789 *pCaps->GuardBandRight = 0;
1790 *pCaps->GuardBandBottom = 0;
1792 *pCaps->ExtentsAdjust = 0;
1794 *pCaps->StencilCaps = D3DSTENCILCAPS_DECRSAT |
1795 D3DSTENCILCAPS_INCRSAT |
1796 D3DSTENCILCAPS_INVERT |
1797 D3DSTENCILCAPS_KEEP |
1798 D3DSTENCILCAPS_REPLACE |
1799 D3DSTENCILCAPS_ZERO;
1800 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
1801 *pCaps->StencilCaps |= D3DSTENCILCAPS_DECR |
1802 D3DSTENCILCAPS_INCR;
1804 if ( This->dxVersion > 8 &&
1805 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
1806 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
1807 *pCaps->StencilCaps |= D3DSTENCILCAPS_TWOSIDED;
1810 *pCaps->FVFCaps = D3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
1812 *pCaps->TextureOpCaps = D3DTEXOPCAPS_ADD |
1813 D3DTEXOPCAPS_ADDSIGNED |
1814 D3DTEXOPCAPS_ADDSIGNED2X |
1815 D3DTEXOPCAPS_MODULATE |
1816 D3DTEXOPCAPS_MODULATE2X |
1817 D3DTEXOPCAPS_MODULATE4X |
1818 D3DTEXOPCAPS_SELECTARG1 |
1819 D3DTEXOPCAPS_SELECTARG2 |
1820 D3DTEXOPCAPS_DISABLE;
1821 #if defined(GL_VERSION_1_3)
1822 *pCaps->TextureOpCaps |= D3DTEXOPCAPS_DOTPRODUCT3 |
1823 D3DTEXOPCAPS_SUBTRACT;
1825 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
1826 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
1827 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1828 *pCaps->TextureOpCaps |= D3DTEXOPCAPS_BLENDDIFFUSEALPHA |
1829 D3DTEXOPCAPS_BLENDTEXTUREALPHA |
1830 D3DTEXOPCAPS_BLENDFACTORALPHA |
1831 D3DTEXOPCAPS_BLENDCURRENTALPHA |
1834 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
1835 *pCaps->TextureOpCaps |= D3DTEXOPCAPS_ADDSMOOTH |
1836 D3DTEXOPCAPS_MULTIPLYADD |
1837 D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
1838 D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
1839 D3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
1843 *pCaps->TextureOpCaps |= D3DTEXOPCAPS_BUMPENVMAP;
1845 D3DTEXOPCAPS_BUMPENVMAPLUMINANCE
1846 D3DTEXOPCAPS_PREMODULATE */
1849 *pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
1850 *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
1851 *pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
1852 *pCaps->MaxActiveLights = GL_LIMITS(lights);
1856 #if 0 /* TODO: Blends support in drawprim */
1857 *pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
1859 *pCaps->MaxVertexBlendMatrices = 0;
1861 *pCaps->MaxVertexBlendMatrixIndex = 1;
1863 *pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
1864 *pCaps->MaxPointSize = GL_LIMITS(pointsize);
1867 *pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
1868 WINED3DVTXPCAPS_MATERIALSOURCE7 |
1869 WINED3DVTXPCAPS_POSITIONALLIGHTS |
1870 WINED3DVTXPCAPS_LOCALVIEWER |
1871 WINED3DVTXPCAPS_VERTEXFOG |
1872 WINED3DVTXPCAPS_TEXGEN;
1874 D3DVTXPCAPS_TWEENING */
1876 *pCaps->MaxPrimitiveCount = 0xFFFFFFFF;
1877 *pCaps->MaxVertexIndex = 0xFFFFFFFF;
1878 *pCaps->MaxStreams = MAX_STREAMS;
1879 *pCaps->MaxStreamStride = 1024;
1881 /* FIXME: the shader mode should be per adapter */
1882 if (wined3d_settings.vs_selected_mode == SHADER_GLSL) {
1883 *pCaps->VertexShaderVersion = D3DVS_VERSION(3,0);
1884 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (GLSL)\n");
1885 } else if (wined3d_settings.vs_selected_mode == SHADER_ARB) {
1886 *pCaps->VertexShaderVersion = D3DVS_VERSION(1,1);
1887 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
1888 } else if (wined3d_settings.vs_selected_mode == SHADER_SW) {
1889 *pCaps->VertexShaderVersion = D3DVS_VERSION(3,0);
1890 TRACE_(d3d_caps)("Software vertex shader version 3.0 enabled\n");
1892 *pCaps->VertexShaderVersion = 0;
1893 TRACE_(d3d_caps)("Vertex shader functionality not available\n");
1896 *pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
1898 /* FIXME: the shader ode should be per adapter */
1899 if (wined3d_settings.ps_selected_mode == SHADER_GLSL) {
1900 *pCaps->PixelShaderVersion = D3DPS_VERSION(3,0);
1901 /* FIXME: The following line is card dependent. -1.0 to 1.0 is a safe default clamp range for now */
1902 *pCaps->PixelShader1xMaxValue = 1.0;
1903 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (GLSL)\n");
1904 } else if (wined3d_settings.ps_selected_mode == SHADER_ARB) {
1905 *pCaps->PixelShaderVersion = D3DPS_VERSION(1,4);
1906 *pCaps->PixelShader1xMaxValue = 1.0;
1907 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
1908 /* FIXME: Uncomment this when there is support for software Pixel Shader 3.0 and PS_SW is defined
1909 } else if (wined3d_settings.ps_selected_mode = SHADER_SW) {
1910 *pCaps->PixelShaderVersion = D3DPS_VERSION(3,0);
1911 *pCaps->PixelShader1xMaxValue = 1.0;
1912 TRACE_(d3d_caps)("Software pixel shader version 3.0 enabled\n"); */
1914 *pCaps->PixelShaderVersion = 0;
1915 *pCaps->PixelShader1xMaxValue = 0.0;
1916 TRACE_(d3d_caps)("Pixel shader functionality not available\n");
1919 /* ------------------------------------------------
1920 The following fields apply to d3d9 only
1921 ------------------------------------------------ */
1922 if (This->dxVersion > 8) {
1923 GLint max_buffers = 1;
1924 FIXME("Caps support for directx9 is nonexistent at the moment!\n");
1925 *pCaps->DevCaps2 = 0;
1926 /* TODO: D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES */
1927 *pCaps->MaxNpatchTessellationLevel = 0;
1928 *pCaps->MasterAdapterOrdinal = 0;
1929 *pCaps->AdapterOrdinalInGroup = 0;
1930 *pCaps->NumberOfAdaptersInGroup = 1;
1931 *pCaps->DeclTypes = 0;
1932 #if 0 /*FIXME: Simultaneous render targets*/
1933 GL_MAX_DRAW_BUFFERS_ATI 0x00008824
1934 if (GL_SUPPORT(GL_MAX_DRAW_BUFFERS_ATI)) {
1936 glEnable(GL_MAX_DRAW_BUFFERS_ATI);
1937 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ATI, &max_buffers);
1938 glDisable(GL_MAX_DRAW_BUFFERS_ATI);
1942 *pCaps->NumSimultaneousRTs = max_buffers;
1943 *pCaps->StretchRectFilterCaps = 0;
1944 *pCaps->VS20Caps.Caps = 0;
1945 *pCaps->PS20Caps.Caps = 0;
1946 *pCaps->VertexTextureFilterCaps = 0;
1947 *pCaps->MaxVShaderInstructionsExecuted = 0;
1948 *pCaps->MaxPShaderInstructionsExecuted = 0;
1949 *pCaps->MaxVertexShader30InstructionSlots = 0;
1950 *pCaps->MaxPixelShader30InstructionSlots = 0;
1957 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
1958 and fields being inserted in the middle, a new structure is used in place */
1959 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
1960 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
1963 IWineD3DDeviceImpl *object = NULL;
1964 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1966 HRESULT temp_result;
1968 /* Validate the adapter number */
1969 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1970 return WINED3DERR_INVALIDCALL;
1973 /* Create a WineD3DDevice object */
1974 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
1975 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
1976 TRACE("Created WineD3DDevice object @ %p\n", object);
1977 if (NULL == object) {
1978 return WINED3DERR_OUTOFVIDEOMEMORY;
1981 /* Set up initial COM information */
1982 object->lpVtbl = &IWineD3DDevice_Vtbl;
1984 object->wineD3D = iface;
1985 IWineD3D_AddRef(object->wineD3D);
1986 object->parent = parent;
1988 /* Set the state up as invalid until the device is fully created */
1989 object->state = WINED3DERR_DRIVERINTERNALERROR;
1991 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %lx, RetDevInt: %p)\n", This, Adapter, DeviceType,
1992 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
1994 /* Save the creation parameters */
1995 object->createParms.AdapterOrdinal = Adapter;
1996 object->createParms.DeviceType = DeviceType;
1997 object->createParms.hFocusWindow = hFocusWindow;
1998 object->createParms.BehaviorFlags = BehaviourFlags;
2000 /* Initialize other useful values */
2001 object->adapterNo = Adapter;
2002 object->devType = DeviceType;
2004 TRACE("(%p) : Creating stateblock\n", This);
2005 /* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
2006 if (WINED3D_OK != IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)object,
2008 (IWineD3DStateBlock **)&object->stateBlock,
2009 NULL) || NULL == object->stateBlock) { /* Note: No parent needed for initial internal stateblock */
2010 WARN("Failed to create stateblock\n");
2011 goto create_device_error;
2013 TRACE("(%p) : Created stateblock (%p)\n", This, object->stateBlock);
2014 object->updateStateBlock = object->stateBlock;
2015 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)object->updateStateBlock);
2016 /* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */
2018 /* Setup some defaults for creating the implicit swapchain */
2020 /* FIXME: both of those should be made per adapter */
2021 IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
2023 select_shader_mode(&This->gl_info, DeviceType,
2024 &wined3d_settings.ps_selected_mode, &wined3d_settings.vs_selected_mode);
2025 select_shader_max_constants(&This->gl_info);
2027 temp_result = allocate_shader_constants(object->updateStateBlock);
2028 if (WINED3D_OK != temp_result)
2031 /* set the state of the device to valid */
2032 object->state = WINED3D_OK;
2034 /* Get the initial screen setup for ddraw */
2035 object->ddraw_width = GetSystemMetrics(SM_CXSCREEN);
2036 object->ddraw_height = GetSystemMetrics(SM_CYSCREEN);
2037 hDC = CreateDCA("DISPLAY", NULL, NULL, NULL);
2038 object->ddraw_format = pixelformat_for_depth(GetDeviceCaps(hDC, BITSPIXEL) * GetDeviceCaps(hDC, PLANES));
2042 create_device_error:
2044 /* Set the device state to error */
2045 object->state = WINED3DERR_DRIVERINTERNALERROR;
2047 if (object->updateStateBlock != NULL) {
2048 IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->updateStateBlock);
2049 object->updateStateBlock = NULL;
2051 if (object->stateBlock != NULL) {
2052 IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->stateBlock);
2053 object->stateBlock = NULL;
2055 if (object->renderTarget != NULL) {
2056 IWineD3DSurface_Release(object->renderTarget);
2057 object->renderTarget = NULL;
2059 if (object->stencilBufferTarget != NULL) {
2060 IWineD3DSurface_Release(object->stencilBufferTarget);
2061 object->stencilBufferTarget = NULL;
2063 if (object->stencilBufferTarget != NULL) {
2064 IWineD3DSurface_Release(object->stencilBufferTarget);
2065 object->stencilBufferTarget = NULL;
2067 HeapFree(GetProcessHeap(), 0, object);
2068 *ppReturnedDeviceInterface = NULL;
2069 return WINED3DERR_INVALIDCALL;
2073 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
2074 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2075 IUnknown_AddRef(This->parent);
2076 *pParent = This->parent;
2080 /**********************************************************
2081 * IWineD3D VTbl follows
2082 **********************************************************/
2084 const IWineD3DVtbl IWineD3D_Vtbl =
2087 IWineD3DImpl_QueryInterface,
2088 IWineD3DImpl_AddRef,
2089 IWineD3DImpl_Release,
2091 IWineD3DImpl_GetParent,
2092 IWineD3DImpl_GetAdapterCount,
2093 IWineD3DImpl_RegisterSoftwareDevice,
2094 IWineD3DImpl_GetAdapterMonitor,
2095 IWineD3DImpl_GetAdapterModeCount,
2096 IWineD3DImpl_EnumAdapterModes,
2097 IWineD3DImpl_GetAdapterDisplayMode,
2098 IWineD3DImpl_GetAdapterIdentifier,
2099 IWineD3DImpl_CheckDeviceMultiSampleType,
2100 IWineD3DImpl_CheckDepthStencilMatch,
2101 IWineD3DImpl_CheckDeviceType,
2102 IWineD3DImpl_CheckDeviceFormat,
2103 IWineD3DImpl_CheckDeviceFormatConversion,
2104 IWineD3DImpl_GetDeviceCaps,
2105 IWineD3DImpl_CreateDevice