2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
40 /* The d3d device ID */
41 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
43 /* Extension detection */
45 const char *extension_string;
46 GL_SupportedExt extension;
50 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
51 {"GL_APPLE_fence", APPLE_FENCE, 0 },
52 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
53 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
54 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
57 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
58 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
59 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
60 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
61 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
64 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
65 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
66 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
67 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
68 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
69 {"GL_ARB_imaging", ARB_IMAGING, 0 },
70 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
71 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
72 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
73 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
74 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
75 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
76 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
77 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
78 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
79 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
80 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
81 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
82 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
83 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
84 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
85 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
86 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
87 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
88 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
89 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
90 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
93 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
94 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
95 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
96 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
97 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
98 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
101 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
102 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
103 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
104 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
105 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
106 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
107 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
108 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
109 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
110 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
111 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
112 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
113 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
114 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
115 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
118 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
119 {"GL_NV_fence", NV_FENCE, 0 },
120 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
121 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
122 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
123 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
124 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
125 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
126 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
127 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
128 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
129 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
130 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
131 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
132 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
133 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
134 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
139 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
142 /**********************************************************
143 * Utility functions follow
144 **********************************************************/
147 static int numAdapters = 0;
148 static struct WineD3DAdapter Adapters[1];
150 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
153 int minLookup[MAX_LOOKUPS];
154 int maxLookup[MAX_LOOKUPS];
155 DWORD *stateLookup[MAX_LOOKUPS];
157 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
158 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
159 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
160 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
161 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
162 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
165 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
166 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
167 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
170 /* drawStridedSlow attributes */
171 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
172 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
173 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
174 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
175 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
178 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
179 * i.e., there is no GL Context - Get a default rendering context to enable the
180 * function query some info from GL.
183 static int wined3d_fake_gl_context_ref = 0;
184 static BOOL wined3d_fake_gl_context_foreign;
185 static BOOL wined3d_fake_gl_context_available = FALSE;
186 static HDC wined3d_fake_gl_context_hdc = NULL;
187 static HWND wined3d_fake_gl_context_hwnd = NULL;
189 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
190 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
192 0, 0, &wined3d_fake_gl_context_cs,
193 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
194 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
195 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
197 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
199 static void WineD3D_ReleaseFakeGLContext(void) {
202 EnterCriticalSection(&wined3d_fake_gl_context_cs);
204 if(!wined3d_fake_gl_context_available) {
205 TRACE_(d3d_caps)("context not available\n");
206 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
210 glCtx = pwglGetCurrentContext();
212 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
213 if (0 == (--wined3d_fake_gl_context_ref) ) {
214 if(!wined3d_fake_gl_context_foreign && glCtx) {
215 TRACE_(d3d_caps)("destroying fake GL context\n");
216 pwglMakeCurrent(NULL, NULL);
217 pwglDeleteContext(glCtx);
219 if(wined3d_fake_gl_context_hdc)
220 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
221 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
222 if(wined3d_fake_gl_context_hwnd)
223 DestroyWindow(wined3d_fake_gl_context_hwnd);
224 wined3d_fake_gl_context_hwnd = NULL;
225 wined3d_fake_gl_context_available = FALSE;
227 assert(wined3d_fake_gl_context_ref >= 0);
229 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
232 static BOOL WineD3D_CreateFakeGLContext(void) {
235 EnterCriticalSection(&wined3d_fake_gl_context_cs);
237 TRACE("getting context...\n");
238 if(wined3d_fake_gl_context_ref > 0) goto ret;
239 assert(0 == wined3d_fake_gl_context_ref);
241 wined3d_fake_gl_context_foreign = TRUE;
243 glCtx = pwglGetCurrentContext();
245 PIXELFORMATDESCRIPTOR pfd;
248 wined3d_fake_gl_context_foreign = FALSE;
250 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
251 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
252 if(!wined3d_fake_gl_context_hwnd) {
253 ERR("HWND creation failed!\n");
256 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
257 if(!wined3d_fake_gl_context_hdc) {
258 ERR("GetDC failed!\n");
262 /* PixelFormat selection */
263 ZeroMemory(&pfd, sizeof(pfd));
264 pfd.nSize = sizeof(pfd);
266 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
267 pfd.iPixelType = PFD_TYPE_RGBA;
269 pfd.iLayerType = PFD_MAIN_PLANE;
271 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
273 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
274 ERR("Can't find a suitable iPixelFormat\n");
277 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
278 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
280 /* Create a GL context */
281 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
283 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
287 /* Make it the current GL context */
288 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
289 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
295 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
296 wined3d_fake_gl_context_ref++;
297 wined3d_fake_gl_context_available = TRUE;
298 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
301 if(wined3d_fake_gl_context_hdc)
302 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
303 wined3d_fake_gl_context_hdc = NULL;
304 if(wined3d_fake_gl_context_hwnd)
305 DestroyWindow(wined3d_fake_gl_context_hwnd);
306 wined3d_fake_gl_context_hwnd = NULL;
307 if(glCtx) pwglDeleteContext(glCtx);
308 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
312 /* Adjust the amount of used texture memory */
313 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
314 UINT Adapter = D3DDevice->adapterNo;
316 Adapters[Adapter].UsedTextureRam += glram;
317 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
318 return Adapters[Adapter].UsedTextureRam;
321 /**********************************************************
322 * IUnknown parts follows
323 **********************************************************/
325 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
327 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
329 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
330 if (IsEqualGUID(riid, &IID_IUnknown)
331 || IsEqualGUID(riid, &IID_IWineD3DBase)
332 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
333 IUnknown_AddRef(iface);
338 return E_NOINTERFACE;
341 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
342 IWineD3DImpl *This = (IWineD3DImpl *)iface;
343 ULONG refCount = InterlockedIncrement(&This->ref);
345 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
349 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
350 IWineD3DImpl *This = (IWineD3DImpl *)iface;
352 TRACE("(%p) : Releasing from %d\n", This, This->ref);
353 ref = InterlockedDecrement(&This->ref);
355 HeapFree(GetProcessHeap(), 0, This);
361 /* Set the shader type for this device, depending on the given capabilities,
362 * the device type, and the user preferences in wined3d_settings */
364 void select_shader_mode(
365 WineD3D_GL_Info *gl_info,
366 WINED3DDEVTYPE DeviceType,
370 if (wined3d_settings.vs_mode == VS_NONE) {
371 *vs_selected = SHADER_NONE;
372 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
373 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
374 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
375 * shaders only on this card. */
376 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
377 *vs_selected = SHADER_ARB;
379 *vs_selected = SHADER_GLSL;
380 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
381 *vs_selected = SHADER_ARB;
383 *vs_selected = SHADER_NONE;
386 if (wined3d_settings.ps_mode == PS_NONE) {
387 *ps_selected = SHADER_NONE;
388 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
389 *ps_selected = SHADER_GLSL;
390 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
391 *ps_selected = SHADER_ARB;
392 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
393 *ps_selected = SHADER_ATI;
395 *ps_selected = SHADER_NONE;
399 /** Select the number of report maximum shader constants based on the selected shader modes */
400 static void select_shader_max_constants(
401 int ps_selected_mode,
402 int vs_selected_mode,
403 WineD3D_GL_Info *gl_info) {
405 switch (vs_selected_mode) {
407 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
408 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
411 /* We have to subtract any other PARAMs that we might use in our shader programs.
412 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
413 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
414 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
417 gl_info->max_vshader_constantsF = 0;
421 switch (ps_selected_mode) {
423 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
424 * In theory the texbem instruction may need one more shader constant too. But lets assume
425 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
426 * and lets not take away a uniform needlessly from all other shaders.
428 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
431 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
432 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
434 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
437 gl_info->max_pshader_constantsF = 0;
442 /**********************************************************
443 * IWineD3D parts follows
444 **********************************************************/
446 #define GLINFO_LOCATION (*gl_info)
447 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
450 const char *testcode =
452 "PARAM C[66] = { program.env[0..65] };\n"
454 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
455 "ARL A0.x, zero.x;\n"
456 "MOV result.position, C[A0.x + 65];\n"
460 GL_EXTCALL(glGenProgramsARB(1, &prog));
462 ERR("Failed to create an ARB offset limit test program\n");
464 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
465 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
466 strlen(testcode), testcode));
467 if(glGetError() != 0) {
468 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
469 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
471 } else TRACE("OpenGL implementation allows offsets > 63\n");
473 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
474 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
475 checkGLcall("ARB vp offset limit test cleanup\n");
480 static DWORD ver_for_ext(GL_SupportedExt ext)
483 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
484 if(EXTENSION_MAP[i].extension == ext) {
485 return EXTENSION_MAP[i].version;
491 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
492 const char *GL_Extensions = NULL;
493 const char *WGL_Extensions = NULL;
494 const char *gl_string = NULL;
495 const char *gl_string_cursor = NULL;
497 GLfloat gl_floatv[2];
498 int major = 1, minor = 0;
499 BOOL return_value = TRUE;
502 unsigned int vidmem=0;
504 TRACE_(d3d_caps)("(%p)\n", gl_info);
508 gl_string = (const char *) glGetString(GL_RENDERER);
509 if (NULL == gl_string)
511 strcpy(gl_info->gl_renderer, gl_string);
513 gl_string = (const char *) glGetString(GL_VENDOR);
514 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
515 if (gl_string != NULL) {
516 /* Fill in the GL vendor */
517 if (strstr(gl_string, "NVIDIA")) {
518 gl_info->gl_vendor = VENDOR_NVIDIA;
519 } else if (strstr(gl_string, "ATI")) {
520 gl_info->gl_vendor = VENDOR_ATI;
521 } else if (strstr(gl_string, "Intel(R)") ||
522 strstr(gl_info->gl_renderer, "Intel(R)") ||
523 strstr(gl_string, "Intel Inc.")) {
524 gl_info->gl_vendor = VENDOR_INTEL;
525 } else if (strstr(gl_string, "Mesa")) {
526 gl_info->gl_vendor = VENDOR_MESA;
528 gl_info->gl_vendor = VENDOR_WINE;
531 gl_info->gl_vendor = VENDOR_WINE;
535 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
537 /* Parse the GL_VERSION field into major and minor information */
538 gl_string = (const char *) glGetString(GL_VERSION);
539 if (gl_string != NULL) {
541 /* First, parse the generic opengl version. This is supposed not to be convoluted with
542 * driver specific information
544 gl_string_cursor = gl_string;
545 major = atoi(gl_string_cursor);
547 ERR("Invalid opengl major version: %d\n", major);
549 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
552 if (*gl_string_cursor++ != '.') {
553 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
555 minor = atoi(gl_string_cursor);
556 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
557 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
559 /* Now parse the driver specific string which we'll report to the app */
560 switch (gl_info->gl_vendor) {
562 gl_string_cursor = strstr(gl_string, "NVIDIA");
563 if (!gl_string_cursor) {
564 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
568 gl_string_cursor = strstr(gl_string_cursor, " ");
569 if (!gl_string_cursor) {
570 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
574 while (*gl_string_cursor == ' ') {
578 if (!*gl_string_cursor) {
579 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
583 major = atoi(gl_string_cursor);
584 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
588 if (*gl_string_cursor++ != '.') {
589 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
593 minor = atoi(gl_string_cursor);
594 minor = major*100+minor;
601 gl_string_cursor = strchr(gl_string, '-');
602 if (gl_string_cursor) {
606 /* Check if version number is of the form x.y.z */
607 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
609 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
611 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
613 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
616 /* Mark version number as malformed */
618 gl_string_cursor = 0;
621 if (!gl_string_cursor)
622 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
624 major = *gl_string_cursor - '0';
625 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
630 /* Apple and Mesa version strings look differently, but both provide intel drivers */
631 if(strstr(gl_string, "APPLE")) {
632 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
633 * We only need the first part, and use the APPLE as identification
636 gl_string_cursor = gl_string;
637 major = atoi(gl_string_cursor);
638 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
642 if (*gl_string_cursor++ != '.') {
643 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
647 minor = atoi(gl_string_cursor);
652 gl_string_cursor = strstr(gl_string, "Mesa");
653 gl_string_cursor = strstr(gl_string_cursor, " ");
654 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
655 if (*gl_string_cursor) {
659 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
660 tmp[cursor++] = *gl_string_cursor;
666 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
670 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
671 tmp[cursor++] = *gl_string_cursor;
683 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
684 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
685 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
686 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
688 FIXME("OpenGL driver did not return version information\n");
689 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
690 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
693 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
696 * Initialize openGL extension related variables
697 * with Default values
699 memset(gl_info->supported, 0, sizeof(gl_info->supported));
700 gl_info->max_buffers = 1;
701 gl_info->max_textures = 1;
702 gl_info->max_texture_stages = 1;
703 gl_info->max_fragment_samplers = 1;
704 gl_info->max_vertex_samplers = 0;
705 gl_info->max_combined_samplers = 0;
706 gl_info->max_sampler_stages = 1;
707 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
708 gl_info->ps_arb_max_temps = 0;
709 gl_info->ps_arb_max_instructions = 0;
710 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
711 gl_info->vs_arb_max_temps = 0;
712 gl_info->vs_arb_max_instructions = 0;
713 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
714 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
715 gl_info->vs_glsl_constantsF = 0;
716 gl_info->ps_glsl_constantsF = 0;
717 gl_info->vs_arb_constantsF = 0;
718 gl_info->ps_arb_constantsF = 0;
720 /* Retrieve opengl defaults */
721 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
722 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
723 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
725 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
726 gl_info->max_lights = gl_max;
727 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
729 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
730 gl_info->max_texture_size = gl_max;
731 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
733 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
734 gl_info->max_pointsizemin = gl_floatv[0];
735 gl_info->max_pointsize = gl_floatv[1];
736 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
738 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
739 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
740 TRACE_(d3d_caps)("GL_Extensions reported:\n");
742 if (NULL == GL_Extensions) {
743 ERR(" GL_Extensions returns NULL\n");
745 while (*GL_Extensions != 0x00) {
750 while (isspace(*GL_Extensions)) GL_Extensions++;
751 Start = GL_Extensions;
752 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
756 len = GL_Extensions - Start;
757 if (len == 0 || len >= sizeof(ThisExtn))
760 memcpy(ThisExtn, Start, len);
761 ThisExtn[len] = '\0';
762 TRACE_(d3d_caps)("- %s\n", ThisExtn);
764 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
765 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
766 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
767 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
775 /* Now work out what GL support this card really has */
776 #define USE_GL_FUNC(type, pfn, ext, replace) { \
777 DWORD ver = ver_for_ext(ext); \
778 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
779 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
780 else gl_info->pfn = NULL; \
785 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
790 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
791 * loading the functions, otherwise the code above will load the extension entry points instead of the
792 * core functions, which may not work
794 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
795 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
796 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
797 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
798 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
802 if (gl_info->supported[APPLE_FENCE]) {
803 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
804 * The apple extension interacts with some other apple exts. Disable the NV
805 * extension if the apple one is support to prevent confusion in other parts
808 gl_info->supported[NV_FENCE] = FALSE;
810 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
811 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
813 * The enums are the same:
814 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
815 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
816 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
817 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
818 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
820 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
821 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
822 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
824 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
825 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
826 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
829 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
830 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
831 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
833 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
834 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
835 * Won't occur in any real world situation though
837 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
838 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
839 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
840 * are supported. The nv extensions provide the same functionality as the
841 * ATI one, and a bit more(signed pixelformats)
843 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
846 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
847 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
848 gl_info->max_buffers = gl_max;
849 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
851 if (gl_info->supported[ARB_MULTITEXTURE]) {
852 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
853 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
854 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
856 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
858 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
859 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
861 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
863 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
865 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
867 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
868 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
870 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
872 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
874 if (gl_info->supported[ARB_VERTEX_SHADER]) {
876 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
877 gl_info->max_vertex_samplers = tmp;
878 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
879 gl_info->max_combined_samplers = tmp;
881 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
882 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
883 * an issue because then the sampler setup only depends on the two shaders. If a pixel
884 * shader is used with fixed function vertex processing we're fine too because fixed function
885 * vertex processing doesn't use any samplers. If fixed function fragment processing is
886 * used we have to make sure that all vertex sampler setups are valid together with all
887 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
888 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
889 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
890 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
891 * a fixed function pipeline anymore.
893 * So this is just a check to check that our assumption holds true. If not, write a warning
894 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
896 if(gl_info->max_vertex_samplers &&
897 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
898 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
899 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
900 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
901 if( gl_info->max_combined_samplers > MAX_TEXTURES )
902 gl_info->max_vertex_samplers =
903 gl_info->max_combined_samplers - MAX_TEXTURES;
905 gl_info->max_vertex_samplers = 0;
908 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
910 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
911 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
913 if (gl_info->supported[ARB_VERTEX_BLEND]) {
914 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
915 gl_info->max_blends = gl_max;
916 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
918 if (gl_info->supported[EXT_TEXTURE3D]) {
919 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
920 gl_info->max_texture3d_size = gl_max;
921 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
923 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
924 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
925 gl_info->max_anisotropy = gl_max;
926 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
928 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
929 gl_info->ps_arb_version = PS_VERSION_11;
930 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
931 gl_info->ps_arb_constantsF = gl_max;
932 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
933 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
934 gl_info->ps_arb_max_temps = gl_max;
935 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
936 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
937 gl_info->ps_arb_max_instructions = gl_max;
938 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
940 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
941 gl_info->vs_arb_version = VS_VERSION_11;
942 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
943 gl_info->vs_arb_constantsF = gl_max;
944 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
945 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
946 gl_info->vs_arb_max_temps = gl_max;
947 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
948 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
949 gl_info->vs_arb_max_instructions = gl_max;
950 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
952 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
954 if (gl_info->supported[ARB_VERTEX_SHADER]) {
955 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
956 gl_info->vs_glsl_constantsF = gl_max / 4;
957 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
959 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
960 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
961 gl_info->ps_glsl_constantsF = gl_max / 4;
962 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
963 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
964 gl_info->max_glsl_varyings = gl_max;
965 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
967 if (gl_info->supported[EXT_VERTEX_SHADER]) {
968 gl_info->vs_ati_version = VS_VERSION_11;
970 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
971 gl_info->vs_nv_version = VS_VERSION_30;
972 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
973 gl_info->vs_nv_version = VS_VERSION_20;
974 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
975 gl_info->vs_nv_version = VS_VERSION_11;
976 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
977 gl_info->vs_nv_version = VS_VERSION_10;
979 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
980 gl_info->ps_nv_version = PS_VERSION_30;
981 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
982 gl_info->ps_nv_version = PS_VERSION_20;
984 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
985 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
987 gl_info->max_shininess = 128.0;
989 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
990 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
991 * This saves a few redundant glDisable calls
993 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
995 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
996 /* Disable NV_register_combiners and fragment shader if this is supported.
997 * generally the NV extensions are preferred over the ATI ones, and this
998 * extension is disabled if register_combiners and texture_shader2 are both
999 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1000 * fragment processing support
1002 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1003 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1004 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1005 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1006 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1010 checkGLcall("extension detection\n");
1012 /* In some cases the number of texture stages can be larger than the number
1013 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1014 * shaders), but 8 texture stages (register combiners). */
1015 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1017 /* We can only use ORM_FBO when the hardware supports it. */
1018 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1019 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1020 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1023 /* MRTs are currently only supported when FBOs are used. */
1024 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1025 gl_info->max_buffers = 1;
1028 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1029 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1030 * in case of the latest videocards in the number of pixel/vertex pipelines.
1032 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1033 * rendering. Various games use this information to get a rough estimation of the features of the card
1034 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1035 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1036 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1039 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1040 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1041 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1042 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1043 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1044 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1045 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1048 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1049 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1050 * similar 3d features.
1052 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1053 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1054 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1055 * won't pass we return a default card. This way is better than maintaining a full card database as even
1056 * without a full database we can return a card with similar features. Second the size of the database
1057 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1058 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1059 * to distinguishes between different models from that family.
1061 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1062 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1063 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1064 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1065 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1066 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1067 * memory behind our backs if really needed.
1068 * Note that the amount of video memory can be overruled using a registry setting.
1070 switch (gl_info->gl_vendor) {
1072 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1073 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1075 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1076 /* Geforce9 - highend */
1077 if(strstr(gl_info->gl_renderer, "9800")) {
1078 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1081 /* Geforce9 - midend */
1082 else if(strstr(gl_info->gl_renderer, "9600")) {
1083 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1084 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1086 /* Geforce8 - highend */
1087 if (strstr(gl_info->gl_renderer, "8800")) {
1088 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1089 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1091 /* Geforce8 - midend mobile */
1092 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1093 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1096 /* Geforce8 - midend */
1097 else if(strstr(gl_info->gl_renderer, "8600") ||
1098 strstr(gl_info->gl_renderer, "8700"))
1100 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1103 /* Geforce8 - lowend */
1104 else if(strstr(gl_info->gl_renderer, "8300") ||
1105 strstr(gl_info->gl_renderer, "8400") ||
1106 strstr(gl_info->gl_renderer, "8500"))
1108 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1109 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1111 /* Geforce7 - highend */
1112 else if(strstr(gl_info->gl_renderer, "7800") ||
1113 strstr(gl_info->gl_renderer, "7900") ||
1114 strstr(gl_info->gl_renderer, "7950") ||
1115 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1116 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1118 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1119 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1121 /* Geforce7 midend */
1122 else if(strstr(gl_info->gl_renderer, "7600") ||
1123 strstr(gl_info->gl_renderer, "7700")) {
1124 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1125 vidmem = 256; /* The 7600 uses 256-512MB */
1126 /* Geforce7 lower medium */
1127 } else if(strstr(gl_info->gl_renderer, "7400")) {
1128 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1129 vidmem = 256; /* The 7400 uses 256-512MB */
1131 /* Geforce7 lowend */
1132 else if(strstr(gl_info->gl_renderer, "7300")) {
1133 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1134 vidmem = 256; /* Mac Pros with this card have 256 MB */
1136 /* Geforce6 highend */
1137 else if(strstr(gl_info->gl_renderer, "6800"))
1139 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1140 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1142 /* Geforce6 - midend */
1143 else if(strstr(gl_info->gl_renderer, "6600") ||
1144 strstr(gl_info->gl_renderer, "6610") ||
1145 strstr(gl_info->gl_renderer, "6700"))
1147 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1148 vidmem = 128; /* A 6600GT has 128-256MB */
1150 /* Geforce6/7 lowend */
1152 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1155 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1156 /* GeforceFX - highend */
1157 if (strstr(gl_info->gl_renderer, "5800") ||
1158 strstr(gl_info->gl_renderer, "5900") ||
1159 strstr(gl_info->gl_renderer, "5950") ||
1160 strstr(gl_info->gl_renderer, "Quadro FX"))
1162 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1163 vidmem = 256; /* 5800-5900 cards use 256MB */
1165 /* GeforceFX - midend */
1166 else if(strstr(gl_info->gl_renderer, "5600") ||
1167 strstr(gl_info->gl_renderer, "5650") ||
1168 strstr(gl_info->gl_renderer, "5700") ||
1169 strstr(gl_info->gl_renderer, "5750"))
1171 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1172 vidmem = 128; /* A 5600 uses 128-256MB */
1174 /* GeforceFX - lowend */
1176 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1177 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1179 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1180 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1181 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1182 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1185 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1186 vidmem = 64; /* Geforce3 cards have 64-128MB */
1188 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1189 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1190 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1191 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1193 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1194 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1195 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1197 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1198 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1199 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1202 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1203 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1206 if (strstr(gl_info->gl_renderer, "TNT2")) {
1207 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1208 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1211 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1212 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1217 if(WINE_D3D9_CAPABLE(gl_info)) {
1218 /* Radeon R6xx HD2900/HD3800 - highend */
1219 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1220 strstr(gl_info->gl_renderer, "HD 3870") ||
1221 strstr(gl_info->gl_renderer, "HD 3850"))
1223 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1224 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1226 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1227 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1228 strstr(gl_info->gl_renderer, "HD 3830") ||
1229 strstr(gl_info->gl_renderer, "HD 3690") ||
1230 strstr(gl_info->gl_renderer, "HD 3650"))
1232 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1233 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1235 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1236 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1237 strstr(gl_info->gl_renderer, "HD 2400") ||
1238 strstr(gl_info->gl_renderer, "HD 3470") ||
1239 strstr(gl_info->gl_renderer, "HD 3450") ||
1240 strstr(gl_info->gl_renderer, "HD 3430"))
1242 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1243 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1245 /* Radeon R6xx/R7xx integrated */
1246 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1247 strstr(gl_info->gl_renderer, "HD 3200") ||
1248 strstr(gl_info->gl_renderer, "HD 3300"))
1250 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1251 vidmem = 128; /* 128MB */
1254 else if (strstr(gl_info->gl_renderer, "X1600") ||
1255 strstr(gl_info->gl_renderer, "X1650") ||
1256 strstr(gl_info->gl_renderer, "X1800") ||
1257 strstr(gl_info->gl_renderer, "X1900") ||
1258 strstr(gl_info->gl_renderer, "X1950"))
1260 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1261 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1263 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1264 else if(strstr(gl_info->gl_renderer, "X700") ||
1265 strstr(gl_info->gl_renderer, "X800") ||
1266 strstr(gl_info->gl_renderer, "X850") ||
1267 strstr(gl_info->gl_renderer, "X1300") ||
1268 strstr(gl_info->gl_renderer, "X1400") ||
1269 strstr(gl_info->gl_renderer, "X1450") ||
1270 strstr(gl_info->gl_renderer, "X1550"))
1272 gl_info->gl_card = CARD_ATI_RADEON_X700;
1273 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1277 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1278 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1280 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1281 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1282 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1283 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1284 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1285 vidmem = 32; /* There are models with up to 64MB */
1287 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1288 vidmem = 16; /* There are 16-32MB models */
1292 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1293 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1294 gl_info->gl_card = CARD_INTEL_I945GM;
1296 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1297 gl_info->gl_card = CARD_INTEL_I915GM;
1298 } else if (strstr(gl_info->gl_renderer, "915G")) {
1299 gl_info->gl_card = CARD_INTEL_I915G;
1300 } else if (strstr(gl_info->gl_renderer, "865G")) {
1301 gl_info->gl_card = CARD_INTEL_I865G;
1302 } else if (strstr(gl_info->gl_renderer, "855G")) {
1303 gl_info->gl_card = CARD_INTEL_I855G;
1304 } else if (strstr(gl_info->gl_renderer, "830G")) {
1305 gl_info->gl_card = CARD_INTEL_I830G;
1307 gl_info->gl_card = CARD_INTEL_I915G;
1313 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1314 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1315 * them a good generic choice.
1317 gl_info->gl_vendor = VENDOR_NVIDIA;
1318 if(WINE_D3D9_CAPABLE(gl_info))
1319 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1320 else if(WINE_D3D8_CAPABLE(gl_info))
1321 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1322 else if(WINE_D3D7_CAPABLE(gl_info))
1323 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1324 else if(WINE_D3D6_CAPABLE(gl_info))
1325 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1327 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1329 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1331 /* If we have an estimate use it, else default to 64MB; */
1333 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1335 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1337 /* Load all the lookup tables
1338 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1339 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1340 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1342 for (i = 0; i < MAX_LOOKUPS; i++) {
1343 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1346 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1347 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1348 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1349 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1350 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1351 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1352 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1353 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1354 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1355 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1357 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1358 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1359 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1360 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1361 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1364 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1365 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1366 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1367 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1368 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1369 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1370 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1371 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1372 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1373 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1374 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1375 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1376 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1378 /* TODO: config lookups */
1380 /* Make sure there's an active HDC else the WGL extensions will fail */
1381 hdc = pwglGetCurrentDC();
1383 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1384 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1386 if (NULL == WGL_Extensions) {
1387 ERR(" WGL_Extensions returns NULL\n");
1389 while (*WGL_Extensions != 0x00) {
1394 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1395 Start = WGL_Extensions;
1396 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1400 len = WGL_Extensions - Start;
1401 if (len == 0 || len >= sizeof(ThisExtn))
1404 memcpy(ThisExtn, Start, len);
1405 ThisExtn[len] = '\0';
1406 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1408 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1409 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1410 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1412 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1413 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1414 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1421 return return_value;
1423 #undef GLINFO_LOCATION
1425 /**********************************************************
1426 * IWineD3D implementation follows
1427 **********************************************************/
1429 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1430 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1432 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1436 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1437 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1438 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1442 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1443 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1445 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1449 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1450 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1453 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1454 of the same bpp but different resolutions */
1456 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1457 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1458 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1459 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1461 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1465 /* TODO: Store modes per adapter and read it from the adapter structure */
1466 if (Adapter == 0) { /* Display */
1470 if (!DEBUG_SINGLE_MODE) {
1473 ZeroMemory(&DevModeW, sizeof(DevModeW));
1474 DevModeW.dmSize = sizeof(DevModeW);
1475 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1479 case WINED3DFMT_UNKNOWN:
1480 /* This is for D3D8, do not enumerate P8 here */
1481 if (DevModeW.dmBitsPerPel == 32 ||
1482 DevModeW.dmBitsPerPel == 16) i++;
1484 case WINED3DFMT_X8R8G8B8:
1485 if (DevModeW.dmBitsPerPel == 32) i++;
1487 case WINED3DFMT_R5G6B5:
1488 if (DevModeW.dmBitsPerPel == 16) i++;
1491 if (DevModeW.dmBitsPerPel == 8) i++;
1494 /* Skip other modes as they do not match the requested format */
1503 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1506 FIXME_(d3d_caps)("Adapter not primary display\n");
1511 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1512 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1513 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1514 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1516 /* Validate the parameters as much as possible */
1517 if (NULL == pMode ||
1518 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1519 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1520 return WINED3DERR_INVALIDCALL;
1523 /* TODO: Store modes per adapter and read it from the adapter structure */
1524 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1530 ZeroMemory(&DevModeW, sizeof(DevModeW));
1531 DevModeW.dmSize = sizeof(DevModeW);
1533 /* If we are filtering to a specific format (D3D9), then need to skip
1534 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1535 just count through the ones with valid bit depths */
1536 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1539 case WINED3DFMT_UNKNOWN:
1540 /* This is D3D8. Do not enumerate P8 here */
1541 if (DevModeW.dmBitsPerPel == 32 ||
1542 DevModeW.dmBitsPerPel == 16) i++;
1544 case WINED3DFMT_X8R8G8B8:
1545 if (DevModeW.dmBitsPerPel == 32) i++;
1547 case WINED3DFMT_R5G6B5:
1548 if (DevModeW.dmBitsPerPel == 16) i++;
1551 if (DevModeW.dmBitsPerPel == 8) i++;
1554 /* Modes that don't match what we support can get an early-out */
1555 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1556 return WINED3DERR_INVALIDCALL;
1561 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1562 return WINED3DERR_INVALIDCALL;
1566 /* Now get the display mode via the calculated index */
1567 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1568 pMode->Width = DevModeW.dmPelsWidth;
1569 pMode->Height = DevModeW.dmPelsHeight;
1570 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1571 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1572 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1574 if (Format == WINED3DFMT_UNKNOWN) {
1575 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1577 pMode->Format = Format;
1580 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1581 return WINED3DERR_INVALIDCALL;
1584 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1585 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1586 DevModeW.dmBitsPerPel);
1588 } else if (DEBUG_SINGLE_MODE) {
1589 /* Return one setting of the format requested */
1590 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1592 pMode->Height = 600;
1593 pMode->RefreshRate = 60;
1594 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1596 FIXME_(d3d_caps)("Adapter not primary display\n");
1602 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1603 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1604 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1606 if (NULL == pMode ||
1607 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1608 return WINED3DERR_INVALIDCALL;
1611 if (Adapter == 0) { /* Display */
1615 ZeroMemory(&DevModeW, sizeof(DevModeW));
1616 DevModeW.dmSize = sizeof(DevModeW);
1618 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1619 pMode->Width = DevModeW.dmPelsWidth;
1620 pMode->Height = DevModeW.dmPelsHeight;
1621 bpp = DevModeW.dmBitsPerPel;
1622 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1623 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1625 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1628 pMode->Format = pixelformat_for_depth(bpp);
1630 FIXME_(d3d_caps)("Adapter not primary display\n");
1633 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1634 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1638 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1639 and fields being inserted in the middle, a new structure is used in place */
1640 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1641 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1642 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1644 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1646 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1647 return WINED3DERR_INVALIDCALL;
1650 /* Return the information requested */
1651 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1652 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1653 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1655 /* Note dx8 doesn't supply a DeviceName */
1656 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1657 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1658 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1659 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1660 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1661 *(pIdentifier->SubSysId) = 0;
1662 *(pIdentifier->Revision) = 0;
1663 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1665 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1666 *(pIdentifier->WHQLLevel) = 0;
1668 *(pIdentifier->WHQLLevel) = 1;
1674 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1675 short redSize, greenSize, blueSize, alphaSize, colorBits;
1680 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1681 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1682 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1686 if(cfg->redSize < redSize)
1689 if(cfg->greenSize < greenSize)
1692 if(cfg->blueSize < blueSize)
1695 if(cfg->alphaSize < alphaSize)
1699 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1700 if(Format == WINED3DFMT_R16F)
1701 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1702 if(Format == WINED3DFMT_G16R16F)
1703 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1704 if(Format == WINED3DFMT_A16B16G16R16F)
1705 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1706 if(Format == WINED3DFMT_R32F)
1707 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1708 if(Format == WINED3DFMT_G32R32F)
1709 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1710 if(Format == WINED3DFMT_A32B32G32R32F)
1711 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1713 /* Probably a color index mode */
1720 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1721 short depthSize, stencilSize;
1722 BOOL lockable = FALSE;
1727 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1728 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1732 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1735 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1736 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1737 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1738 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1741 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1742 * allow more stencil bits than requested. */
1743 if(cfg->stencilSize < stencilSize)
1749 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1750 WINED3DFORMAT AdapterFormat,
1751 WINED3DFORMAT RenderTargetFormat,
1752 WINED3DFORMAT DepthStencilFormat) {
1753 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1755 WineD3D_PixelFormat *cfgs;
1758 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1760 DeviceType, debug_d3ddevicetype(DeviceType),
1761 AdapterFormat, debug_d3dformat(AdapterFormat),
1762 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1763 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1765 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1766 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1767 return WINED3DERR_INVALIDCALL;
1770 cfgs = Adapters[Adapter].cfgs;
1771 nCfgs = Adapters[Adapter].nCfgs;
1772 for (it = 0; it < nCfgs; ++it) {
1773 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1774 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1775 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1780 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1782 return WINED3DERR_NOTAVAILABLE;
1785 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1786 WINED3DFORMAT SurfaceFormat,
1787 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1789 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1790 const GlPixelFormatDesc *glDesc;
1791 const StaticPixelFormatDesc *desc;
1793 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1796 DeviceType, debug_d3ddevicetype(DeviceType),
1797 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1802 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1803 return WINED3DERR_INVALIDCALL;
1806 /* TODO: handle Windowed, add more quality levels */
1808 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1810 /* By default multisampling is disabled right now as it causes issues
1811 * on some Nvidia driver versions and it doesn't work well in combination
1813 if(!wined3d_settings.allow_multisampling)
1814 return WINED3DERR_NOTAVAILABLE;
1816 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1817 if(!desc || !glDesc) {
1818 return WINED3DERR_INVALIDCALL;
1821 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1823 WineD3D_PixelFormat *cfgs;
1825 cfgs = Adapters[Adapter].cfgs;
1826 nCfgs = Adapters[Adapter].nCfgs;
1827 for(i=0; i<nCfgs; i++) {
1828 if(cfgs[i].numSamples != MultiSampleType)
1831 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1834 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1837 *pQualityLevels = 1; /* Guess at a value! */
1841 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1842 short redSize, greenSize, blueSize, alphaSize, colorBits;
1844 WineD3D_PixelFormat *cfgs;
1846 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1847 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1848 return WINED3DERR_NOTAVAILABLE;
1851 cfgs = Adapters[Adapter].cfgs;
1852 nCfgs = Adapters[Adapter].nCfgs;
1853 for(i=0; i<nCfgs; i++) {
1854 if(cfgs[i].numSamples != MultiSampleType)
1856 if(cfgs[i].redSize != redSize)
1858 if(cfgs[i].greenSize != greenSize)
1860 if(cfgs[i].blueSize != blueSize)
1862 if(cfgs[i].alphaSize != alphaSize)
1865 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1868 *pQualityLevels = 1; /* Guess at a value! */
1872 return WINED3DERR_NOTAVAILABLE;
1875 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1876 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1878 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1879 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1882 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1885 DeviceType, debug_d3ddevicetype(DeviceType),
1886 DisplayFormat, debug_d3dformat(DisplayFormat),
1887 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1890 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1891 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1892 return WINED3DERR_INVALIDCALL;
1895 /* The task of this function is to check whether a certain display / backbuffer format
1896 * combination is available on the given adapter. In fullscreen mode microsoft specified
1897 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1898 * and display format should match exactly.
1899 * In windowed mode format conversion can occur and this depends on the driver. When format
1900 * conversion is done, this function should nevertheless fail and applications need to use
1901 * CheckDeviceFormatConversion.
1902 * At the moment we assume that fullscreen and windowed have the same capabilities */
1904 /* There are only 4 display formats */
1905 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1906 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1907 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1908 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1910 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1911 return WINED3DERR_NOTAVAILABLE;
1914 /* If the requested DisplayFormat is not available, don't continue */
1915 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1917 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1918 return WINED3DERR_NOTAVAILABLE;
1921 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1922 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1923 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1924 return WINED3DERR_NOTAVAILABLE;
1927 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1928 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1929 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1930 return WINED3DERR_NOTAVAILABLE;
1933 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1934 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1935 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1936 return WINED3DERR_NOTAVAILABLE;
1939 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1940 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1941 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1942 return WINED3DERR_NOTAVAILABLE;
1945 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1946 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1947 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1948 return WINED3DERR_NOTAVAILABLE;
1951 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1952 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1954 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1960 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1961 /* Check if we support bumpmapping for a format */
1962 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
1964 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1965 switch (CheckFormat) {
1966 case WINED3DFMT_V8U8:
1967 TRACE_(d3d_caps)("[OK]\n");
1969 /* TODO: Other bump map formats */
1971 TRACE_(d3d_caps)("[FAILED]\n");
1975 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP) || GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
1976 switch (CheckFormat) {
1977 case WINED3DFMT_V8U8:
1978 TRACE_(d3d_caps)("[OK]\n");
1981 TRACE_(d3d_caps)("[FAILED]\n");
1985 TRACE_(d3d_caps)("[FAILED]\n");
1989 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
1990 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
1993 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
1994 const GlPixelFormatDesc *glDesc;
1995 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
1997 /* Fail if we weren't able to get a description of the format */
1998 if(!desc || !glDesc)
2001 /* Only allow depth/stencil formats */
2002 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2005 /* Walk through all WGL pixel formats to find a match */
2006 cfgs = Adapters[Adapter].cfgs;
2007 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2008 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
2009 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
2018 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2020 const GlPixelFormatDesc *glDesc;
2021 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2023 /* Fail if we weren't able to get a description of the format */
2024 if(!desc || !glDesc)
2027 /* The flags entry of a format contains the filtering capability */
2028 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2034 /* Check the render target capabilities of a format */
2035 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2038 const GlPixelFormatDesc *glDesc;
2039 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2041 /* Fail if we weren't able to get a description of the format */
2042 if(!desc || !glDesc)
2045 /* Filter out non-RT formats */
2046 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2049 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2050 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2052 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2053 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2055 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2056 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2058 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2059 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2060 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2061 TRACE_(d3d_caps)("[FAILED]\n");
2065 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2066 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2067 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2068 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2069 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2073 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2074 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2075 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2078 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2079 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2080 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2081 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2085 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2086 /* For now return TRUE for FBOs until we have some proper checks.
2087 * Note that this function will only be called when the format is around for texturing. */
2093 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2095 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2096 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2097 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2101 switch (CheckFormat) {
2102 case WINED3DFMT_A8R8G8B8:
2103 case WINED3DFMT_X8R8G8B8:
2104 case WINED3DFMT_A4R4G4B4:
2106 case WINED3DFMT_A8L8:
2107 case WINED3DFMT_DXT1:
2108 case WINED3DFMT_DXT2:
2109 case WINED3DFMT_DXT3:
2110 case WINED3DFMT_DXT4:
2111 case WINED3DFMT_DXT5:
2112 TRACE_(d3d_caps)("[OK]\n");
2116 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2122 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2124 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2125 * doing the color fixup in shaders.
2126 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2127 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2128 int vs_selected_mode;
2129 int ps_selected_mode;
2130 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2132 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2133 TRACE_(d3d_caps)("[OK]\n");
2138 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2142 /* Check if a format support blending in combination with pixel shaders */
2143 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2145 const GlPixelFormatDesc *glDesc;
2146 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2148 /* Fail if we weren't able to get a description of the format */
2149 if(!desc || !glDesc)
2152 /* The flags entry of a format contains the post pixel shader blending capability */
2153 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2159 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2160 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2161 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2162 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2163 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2164 * capability anyway.
2166 * For now lets report this on all formats, but in the future we may want to
2167 * restrict it to some should games need that
2172 /* Check if a texture format is supported on the given adapter */
2173 static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2175 switch (CheckFormat) {
2178 * supported: RGB(A) formats
2180 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2181 case WINED3DFMT_A8R8G8B8:
2182 case WINED3DFMT_X8R8G8B8:
2183 case WINED3DFMT_R5G6B5:
2184 case WINED3DFMT_X1R5G5B5:
2185 case WINED3DFMT_A1R5G5B5:
2186 case WINED3DFMT_A4R4G4B4:
2187 case WINED3DFMT_R3G3B2:
2189 case WINED3DFMT_X4R4G4B4:
2190 case WINED3DFMT_A8B8G8R8:
2191 case WINED3DFMT_X8B8G8R8:
2192 case WINED3DFMT_A2R10G10B10:
2193 case WINED3DFMT_A2B10G10R10:
2194 case WINED3DFMT_G16R16:
2195 TRACE_(d3d_caps)("[OK]\n");
2199 * supported: Palettized
2202 TRACE_(d3d_caps)("[OK]\n");
2204 /* No Windows driver offers A8P8, so don't offer it either */
2205 case WINED3DFMT_A8P8:
2209 * Supported: (Alpha)-Luminance
2212 case WINED3DFMT_A8L8:
2213 case WINED3DFMT_A4L4:
2214 case WINED3DFMT_L16:
2215 TRACE_(d3d_caps)("[OK]\n");
2219 * Supported: Depth/Stencil formats
2221 case WINED3DFMT_D16_LOCKABLE:
2222 case WINED3DFMT_D16:
2223 case WINED3DFMT_D15S1:
2224 case WINED3DFMT_D24X8:
2225 case WINED3DFMT_D24X4S4:
2226 case WINED3DFMT_D24S8:
2227 case WINED3DFMT_D24FS8:
2228 case WINED3DFMT_D32:
2229 case WINED3DFMT_D32F_LOCKABLE:
2233 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2234 * GL_NV_texture_shader), but advertized to make apps happy.
2235 * Enable some because games often fail when they are not available
2236 * and are still playable even without bump mapping
2238 case WINED3DFMT_V8U8:
2239 if(GL_SUPPORT(NV_TEXTURE_SHADER) || GL_SUPPORT(ATI_ENVMAP_BUMPMAP) ||
2240 GL_SUPPORT(ATI_FRAGMENT_SHADER)) {
2243 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2244 /* Shader emulated */
2247 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2250 case WINED3DFMT_X8L8V8U8:
2251 case WINED3DFMT_L6V5U5:
2252 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2253 /* Shader emulated */
2256 WARN_(d3d_caps)("[FAILED]\n");
2259 case WINED3DFMT_Q8W8V8U8:
2260 case WINED3DFMT_V16U16:
2261 if(GL_SUPPORT(NV_TEXTURE_SHADER)) {
2262 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2265 if(GL_SUPPORT(ARB_FRAGMENT_SHADER) || GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2266 /* Shader emulated */
2269 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2272 /* Those are not advertized by the nvidia windows driver, and not
2273 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2274 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2275 * ARGB format if needed
2277 case WINED3DFMT_W11V11U10:
2278 case WINED3DFMT_A2W10V10U10:
2279 WARN_(d3d_caps)("[FAILED]\n");
2282 case WINED3DFMT_DXT1:
2283 case WINED3DFMT_DXT2:
2284 case WINED3DFMT_DXT3:
2285 case WINED3DFMT_DXT4:
2286 case WINED3DFMT_DXT5:
2287 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2288 TRACE_(d3d_caps)("[OK]\n");
2291 TRACE_(d3d_caps)("[FAILED]\n");
2296 * Odd formats - not supported
2298 case WINED3DFMT_VERTEXDATA:
2299 case WINED3DFMT_INDEX16:
2300 case WINED3DFMT_INDEX32:
2301 case WINED3DFMT_Q16W16V16U16:
2302 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2306 * WINED3DFMT_CxV8U8: Not supported right now
2308 case WINED3DFMT_CxV8U8:
2309 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2312 /* YUV formats, not supported for now */
2313 case WINED3DFMT_UYVY:
2314 case WINED3DFMT_YUY2:
2315 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2319 case WINED3DFMT_A16B16G16R16:
2320 case WINED3DFMT_A8R3G3B2:
2321 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2324 /* Floating point formats */
2325 case WINED3DFMT_R16F:
2326 case WINED3DFMT_A16B16G16R16F:
2327 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2328 TRACE_(d3d_caps)("[OK]\n");
2331 TRACE_(d3d_caps)("[FAILED]\n");
2334 case WINED3DFMT_R32F:
2335 case WINED3DFMT_A32B32G32R32F:
2336 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2337 TRACE_(d3d_caps)("[OK]\n");
2340 TRACE_(d3d_caps)("[FAILED]\n");
2343 case WINED3DFMT_G16R16F:
2344 case WINED3DFMT_G32R32F:
2345 TRACE_(d3d_caps)("[FAILED]\n");
2348 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2349 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2350 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2351 * We can do instancing with all shader versions, but we need vertex shaders.
2353 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2354 * to enable instancing. WineD3D doesn't need that and just ignores it.
2356 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2358 case WINEMAKEFOURCC('I','N','S','T'):
2359 TRACE("ATI Instancing check hack\n");
2360 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2361 TRACE_(d3d_caps)("[OK]\n");
2364 TRACE_(d3d_caps)("[FAILED]\n");
2367 /* Some weird FOURCC formats */
2368 case WINED3DFMT_R8G8_B8G8:
2369 case WINED3DFMT_G8R8_G8B8:
2370 case WINED3DFMT_MULTI2_ARGB8:
2371 TRACE_(d3d_caps)("[FAILED]\n");
2374 case WINED3DFMT_UNKNOWN:
2378 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2384 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2386 if (!GL_LIMITS(vertex_samplers)) {
2387 TRACE_(d3d_caps)("[FAILED]\n");
2391 switch (CheckFormat) {
2392 case WINED3DFMT_A32B32G32R32F:
2393 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2394 TRACE_(d3d_caps)("[FAILED]\n");
2397 TRACE_(d3d_caps)("[OK]\n");
2401 TRACE_(d3d_caps)("[FAILED]\n");
2407 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2408 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2409 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2410 DWORD UsageCaps = 0;
2412 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2415 DeviceType, debug_d3ddevicetype(DeviceType),
2416 AdapterFormat, debug_d3dformat(AdapterFormat),
2417 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2418 RType, debug_d3dresourcetype(RType),
2419 CheckFormat, debug_d3dformat(CheckFormat));
2421 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2422 return WINED3DERR_INVALIDCALL;
2425 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2426 /* Cubetexture allows:
2427 * - D3DUSAGE_AUTOGENMIPMAP
2428 * - D3DUSAGE_DEPTHSTENCIL
2429 * - D3DUSAGE_DYNAMIC
2430 * - D3DUSAGE_NONSECURE (d3d9ex)
2431 * - D3DUSAGE_RENDERTARGET
2432 * - D3DUSAGE_SOFTWAREPROCESSING
2433 * - D3DUSAGE_QUERY_WRAPANDMIP
2435 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2436 /* Check if the texture format is around */
2437 if(CheckTextureCapability(Adapter, CheckFormat)) {
2438 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2439 /* Check for automatic mipmap generation support */
2440 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2441 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2443 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2444 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2448 /* Always report dynamic locking */
2449 if(Usage & WINED3DUSAGE_DYNAMIC)
2450 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2452 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2453 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2454 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2456 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2457 return WINED3DERR_NOTAVAILABLE;
2461 /* Always report software processing */
2462 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2463 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2465 /* Check QUERY_FILTER support */
2466 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2467 if(CheckFilterCapability(Adapter, CheckFormat)) {
2468 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2470 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2471 return WINED3DERR_NOTAVAILABLE;
2475 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2476 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2477 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2478 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2480 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2481 return WINED3DERR_NOTAVAILABLE;
2485 /* Check QUERY_SRGBREAD support */
2486 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2487 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2488 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2490 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2491 return WINED3DERR_NOTAVAILABLE;
2495 /* Check QUERY_SRGBWRITE support */
2496 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2497 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2498 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2500 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2501 return WINED3DERR_NOTAVAILABLE;
2505 /* Check QUERY_VERTEXTEXTURE support */
2506 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2507 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2508 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2510 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2511 return WINED3DERR_NOTAVAILABLE;
2515 /* Check QUERY_WRAPANDMIP support */
2516 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2517 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2518 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2520 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2521 return WINED3DERR_NOTAVAILABLE;
2525 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2526 return WINED3DERR_NOTAVAILABLE;
2529 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2530 return WINED3DERR_NOTAVAILABLE;
2532 } else if(RType == WINED3DRTYPE_SURFACE) {
2534 * - D3DUSAGE_DEPTHSTENCIL
2535 * - D3DUSAGE_NONSECURE (d3d9ex)
2536 * - D3DUSAGE_RENDERTARGET
2539 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2540 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2541 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2543 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2544 return WINED3DERR_NOTAVAILABLE;
2548 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2549 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2550 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2552 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2553 return WINED3DERR_NOTAVAILABLE;
2557 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2558 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2559 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2560 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2562 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2563 return WINED3DERR_NOTAVAILABLE;
2566 } else if(RType == WINED3DRTYPE_TEXTURE) {
2568 * - D3DUSAGE_AUTOGENMIPMAP
2569 * - D3DUSAGE_DEPTHSTENCIL
2571 * - D3DUSAGE_DYNAMIC
2572 * - D3DUSAGE_NONSECURE (d3d9ex)
2573 * - D3DUSAGE_RENDERTARGET
2574 * - D3DUSAGE_SOFTWAREPROCESSING
2575 * - D3DUSAGE_TEXTAPI (d3d9ex)
2576 * - D3DUSAGE_QUERY_WRAPANDMIP
2579 /* Check if the texture format is around */
2580 if(CheckTextureCapability(Adapter, CheckFormat)) {
2581 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2582 /* Check for automatic mipmap generation support */
2583 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2584 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2586 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2587 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2591 /* Always report dynamic locking */
2592 if(Usage & WINED3DUSAGE_DYNAMIC)
2593 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2595 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2596 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2597 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2599 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2600 return WINED3DERR_NOTAVAILABLE;
2604 /* Always report software processing */
2605 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2606 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2608 /* Check QUERY_FILTER support */
2609 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2610 if(CheckFilterCapability(Adapter, CheckFormat)) {
2611 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2613 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2614 return WINED3DERR_NOTAVAILABLE;
2618 /* Check QUERY_LEGACYBUMPMAP support */
2619 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2620 if(CheckBumpMapCapability(Adapter, CheckFormat)) {
2621 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2623 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2624 return WINED3DERR_NOTAVAILABLE;
2628 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2629 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2630 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2631 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2633 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2634 return WINED3DERR_NOTAVAILABLE;
2638 /* Check QUERY_SRGBREAD support */
2639 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2640 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2641 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2643 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2644 return WINED3DERR_NOTAVAILABLE;
2648 /* Check QUERY_SRGBWRITE support */
2649 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2650 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2651 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2653 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2654 return WINED3DERR_NOTAVAILABLE;
2658 /* Check QUERY_VERTEXTEXTURE support */
2659 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2660 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2661 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2663 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2664 return WINED3DERR_NOTAVAILABLE;
2668 /* Check QUERY_WRAPANDMIP support */
2669 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2670 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2671 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2673 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2674 return WINED3DERR_NOTAVAILABLE;
2678 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2679 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2680 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2682 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2683 return WINED3DERR_NOTAVAILABLE;
2687 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2688 return WINED3DERR_NOTAVAILABLE;
2690 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2691 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2692 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2694 * Volumetexture allows:
2695 * - D3DUSAGE_DYNAMIC
2696 * - D3DUSAGE_NONSECURE (d3d9ex)
2697 * - D3DUSAGE_SOFTWAREPROCESSING
2698 * - D3DUSAGE_QUERY_WRAPANDMIP
2701 /* Check volume texture and volume usage caps */
2702 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2703 if(CheckTextureCapability(Adapter, CheckFormat) == FALSE) {
2704 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2705 return WINED3DERR_NOTAVAILABLE;
2708 /* Always report dynamic locking */
2709 if(Usage & WINED3DUSAGE_DYNAMIC)
2710 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2712 /* Always report software processing */
2713 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2714 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2716 /* Check QUERY_FILTER support */
2717 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2718 if(CheckFilterCapability(Adapter, CheckFormat)) {
2719 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2721 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2722 return WINED3DERR_NOTAVAILABLE;
2726 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2727 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2728 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2729 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2731 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2732 return WINED3DERR_NOTAVAILABLE;
2736 /* Check QUERY_SRGBREAD support */
2737 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2738 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2739 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2741 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2742 return WINED3DERR_NOTAVAILABLE;
2746 /* Check QUERY_SRGBWRITE support */
2747 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2748 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2749 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2751 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2752 return WINED3DERR_NOTAVAILABLE;
2756 /* Check QUERY_VERTEXTEXTURE support */
2757 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2758 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2759 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2761 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2762 return WINED3DERR_NOTAVAILABLE;
2766 /* Check QUERY_WRAPANDMIP support */
2767 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2768 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2769 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2771 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2772 return WINED3DERR_NOTAVAILABLE;
2776 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2777 return WINED3DERR_NOTAVAILABLE;
2780 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2781 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2782 * app needing one of those formats, don't advertize them to avoid leading apps into
2783 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2786 switch(CheckFormat) {
2788 case WINED3DFMT_A4L4:
2789 case WINED3DFMT_R32F:
2790 case WINED3DFMT_R16F:
2791 case WINED3DFMT_X8L8V8U8:
2792 case WINED3DFMT_L6V5U5:
2793 case WINED3DFMT_G16R16:
2794 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2795 return WINED3DERR_NOTAVAILABLE;
2797 case WINED3DFMT_Q8W8V8U8:
2798 case WINED3DFMT_V16U16:
2799 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2800 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2801 return WINED3DERR_NOTAVAILABLE;
2805 case WINED3DFMT_V8U8:
2806 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2807 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2808 return WINED3DERR_NOTAVAILABLE;
2812 case WINED3DFMT_DXT1:
2813 case WINED3DFMT_DXT2:
2814 case WINED3DFMT_DXT3:
2815 case WINED3DFMT_DXT4:
2816 case WINED3DFMT_DXT5:
2817 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2818 * compressed texture results in an error. While the D3D refrast does
2819 * support s3tc volumes, at least the nvidia windows driver does not, so
2820 * we're free not to support this format.
2822 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2823 return WINED3DERR_NOTAVAILABLE;
2826 /* Do nothing, continue with checking the format below */
2829 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2830 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2831 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2832 return WINED3DERR_NOTAVAILABLE;
2835 /* This format is nothing special and it is supported perfectly.
2836 * However, ati and nvidia driver on windows do not mark this format as
2837 * supported (tested with the dxCapsViewer) and pretending to
2838 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2839 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2840 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2842 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2843 TRACE_(d3d_caps)("[FAILED]\n");
2844 return WINED3DERR_NOTAVAILABLE;
2847 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2848 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2849 * usage flags match. */
2850 if(UsageCaps == Usage) {
2852 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2853 return WINED3DOK_NOAUTOGEN;
2855 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
2856 return WINED3DERR_NOTAVAILABLE;
2860 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2861 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2862 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2864 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2867 DeviceType, debug_d3ddevicetype(DeviceType),
2868 SourceFormat, debug_d3dformat(SourceFormat),
2869 TargetFormat, debug_d3dformat(TargetFormat));
2873 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2874 const shader_backend_t *ret;
2875 int vs_selected_mode;
2876 int ps_selected_mode;
2878 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2879 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2880 ret = &glsl_shader_backend;
2881 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2882 ret = &arb_program_shader_backend;
2884 ret = &none_shader_backend;
2889 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2890 int vs_selected_mode;
2891 int ps_selected_mode;
2893 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2894 if(ps_selected_mode == SHADER_ATI) {
2895 return &atifs_fragment_pipeline;
2896 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2897 return &nvts_fragment_pipeline;
2898 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2899 return &nvrc_fragment_pipeline;
2901 return &ffp_fragment_pipeline;
2905 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2906 subset of a D3DCAPS9 structure. However, it has to come via a void *
2907 as the d3d8 interface cannot import the d3d9 header */
2908 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2910 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2911 int vs_selected_mode;
2912 int ps_selected_mode;
2913 struct shader_caps shader_caps;
2914 struct fragment_caps fragment_caps;
2915 const shader_backend_t *shader_backend;
2916 const struct fragment_pipeline *frag_pipeline = NULL;
2918 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2920 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2921 return WINED3DERR_INVALIDCALL;
2924 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2926 /* This function should *not* be modifying GL caps
2927 * TODO: move the functionality where it belongs */
2928 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2930 /* ------------------------------------------------
2931 The following fields apply to both d3d8 and d3d9
2932 ------------------------------------------------ */
2933 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2934 pCaps->AdapterOrdinal = Adapter;
2937 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2938 WINED3DCAPS2_FULLSCREENGAMMA |
2939 WINED3DCAPS2_DYNAMICTEXTURES;
2940 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2941 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2943 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2944 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2945 WINED3DPRESENT_INTERVAL_ONE;
2947 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2948 WINED3DCURSORCAPS_LOWRES;
2950 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2951 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2952 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2953 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2954 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2955 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2956 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2957 WINED3DDEVCAPS_PUREDEVICE |
2958 WINED3DDEVCAPS_HWRASTERIZATION |
2959 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2960 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2961 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2962 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2963 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2964 WINED3DDEVCAPS_RTPATCHES;
2966 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2967 WINED3DPMISCCAPS_CULLCCW |
2968 WINED3DPMISCCAPS_CULLCW |
2969 WINED3DPMISCCAPS_COLORWRITEENABLE |
2970 WINED3DPMISCCAPS_CLIPTLVERTS |
2971 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2972 WINED3DPMISCCAPS_MASKZ |
2973 WINED3DPMISCCAPS_BLENDOP |
2974 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
2976 WINED3DPMISCCAPS_NULLREFERENCE
2977 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2978 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2979 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2980 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2982 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
2983 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
2985 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2986 WINED3DPRASTERCAPS_PAT |
2987 WINED3DPRASTERCAPS_WFOG |
2988 WINED3DPRASTERCAPS_ZFOG |
2989 WINED3DPRASTERCAPS_FOGVERTEX |
2990 WINED3DPRASTERCAPS_FOGTABLE |
2991 WINED3DPRASTERCAPS_STIPPLE |
2992 WINED3DPRASTERCAPS_SUBPIXEL |
2993 WINED3DPRASTERCAPS_ZTEST |
2994 WINED3DPRASTERCAPS_SCISSORTEST |
2995 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
2996 WINED3DPRASTERCAPS_DEPTHBIAS;
2998 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2999 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3000 WINED3DPRASTERCAPS_ZBIAS |
3001 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3003 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3004 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3007 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3008 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3009 WINED3DPRASTERCAPS_ANTIALIASEDGES
3010 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3011 WINED3DPRASTERCAPS_WBUFFER */
3013 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3014 WINED3DPCMPCAPS_EQUAL |
3015 WINED3DPCMPCAPS_GREATER |
3016 WINED3DPCMPCAPS_GREATEREQUAL |
3017 WINED3DPCMPCAPS_LESS |
3018 WINED3DPCMPCAPS_LESSEQUAL |
3019 WINED3DPCMPCAPS_NEVER |
3020 WINED3DPCMPCAPS_NOTEQUAL;
3022 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3023 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3024 WINED3DPBLENDCAPS_DESTALPHA |
3025 WINED3DPBLENDCAPS_DESTCOLOR |
3026 WINED3DPBLENDCAPS_INVDESTALPHA |
3027 WINED3DPBLENDCAPS_INVDESTCOLOR |
3028 WINED3DPBLENDCAPS_INVSRCALPHA |
3029 WINED3DPBLENDCAPS_INVSRCCOLOR |
3030 WINED3DPBLENDCAPS_ONE |
3031 WINED3DPBLENDCAPS_SRCALPHA |
3032 WINED3DPBLENDCAPS_SRCALPHASAT |
3033 WINED3DPBLENDCAPS_SRCCOLOR |
3034 WINED3DPBLENDCAPS_ZERO;
3036 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3037 WINED3DPBLENDCAPS_DESTCOLOR |
3038 WINED3DPBLENDCAPS_INVDESTALPHA |
3039 WINED3DPBLENDCAPS_INVDESTCOLOR |
3040 WINED3DPBLENDCAPS_INVSRCALPHA |
3041 WINED3DPBLENDCAPS_INVSRCCOLOR |
3042 WINED3DPBLENDCAPS_ONE |
3043 WINED3DPBLENDCAPS_SRCALPHA |
3044 WINED3DPBLENDCAPS_SRCCOLOR |
3045 WINED3DPBLENDCAPS_ZERO;
3046 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3047 * according to the glBlendFunc manpage
3049 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3050 * legacy settings for srcblend only
3053 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3054 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3055 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3059 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3060 WINED3DPCMPCAPS_EQUAL |
3061 WINED3DPCMPCAPS_GREATER |
3062 WINED3DPCMPCAPS_GREATEREQUAL |
3063 WINED3DPCMPCAPS_LESS |
3064 WINED3DPCMPCAPS_LESSEQUAL |
3065 WINED3DPCMPCAPS_NEVER |
3066 WINED3DPCMPCAPS_NOTEQUAL;
3068 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3069 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3070 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3071 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3072 WINED3DPSHADECAPS_COLORFLATRGB |
3073 WINED3DPSHADECAPS_FOGFLAT |
3074 WINED3DPSHADECAPS_FOGGOURAUD |
3075 WINED3DPSHADECAPS_SPECULARFLATRGB;
3077 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3078 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3079 WINED3DPTEXTURECAPS_BORDER |
3080 WINED3DPTEXTURECAPS_MIPMAP |
3081 WINED3DPTEXTURECAPS_PROJECTED |
3082 WINED3DPTEXTURECAPS_PERSPECTIVE;
3084 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3085 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3086 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3089 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3090 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3091 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3092 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3095 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3096 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3097 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3098 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3102 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3103 WINED3DPTFILTERCAPS_MAGFPOINT |
3104 WINED3DPTFILTERCAPS_MINFLINEAR |
3105 WINED3DPTFILTERCAPS_MINFPOINT |
3106 WINED3DPTFILTERCAPS_MIPFLINEAR |
3107 WINED3DPTFILTERCAPS_MIPFPOINT |
3108 WINED3DPTFILTERCAPS_LINEAR |
3109 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3110 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3111 WINED3DPTFILTERCAPS_MIPLINEAR |
3112 WINED3DPTFILTERCAPS_MIPNEAREST |
3113 WINED3DPTFILTERCAPS_NEAREST;
3115 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3116 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3117 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3120 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3121 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3122 WINED3DPTFILTERCAPS_MAGFPOINT |
3123 WINED3DPTFILTERCAPS_MINFLINEAR |
3124 WINED3DPTFILTERCAPS_MINFPOINT |
3125 WINED3DPTFILTERCAPS_MIPFLINEAR |
3126 WINED3DPTFILTERCAPS_MIPFPOINT |
3127 WINED3DPTFILTERCAPS_LINEAR |
3128 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3129 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3130 WINED3DPTFILTERCAPS_MIPLINEAR |
3131 WINED3DPTFILTERCAPS_MIPNEAREST |
3132 WINED3DPTFILTERCAPS_NEAREST;
3134 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3135 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3136 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3139 pCaps->CubeTextureFilterCaps = 0;
3141 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3142 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3143 WINED3DPTFILTERCAPS_MAGFPOINT |
3144 WINED3DPTFILTERCAPS_MINFLINEAR |
3145 WINED3DPTFILTERCAPS_MINFPOINT |
3146 WINED3DPTFILTERCAPS_MIPFLINEAR |
3147 WINED3DPTFILTERCAPS_MIPFPOINT |
3148 WINED3DPTFILTERCAPS_LINEAR |
3149 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3150 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3151 WINED3DPTFILTERCAPS_MIPLINEAR |
3152 WINED3DPTFILTERCAPS_MIPNEAREST |
3153 WINED3DPTFILTERCAPS_NEAREST;
3155 pCaps->VolumeTextureFilterCaps = 0;
3157 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3158 WINED3DPTADDRESSCAPS_CLAMP |
3159 WINED3DPTADDRESSCAPS_WRAP;
3161 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3162 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3164 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3165 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3167 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3168 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3171 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3172 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3173 WINED3DPTADDRESSCAPS_CLAMP |
3174 WINED3DPTADDRESSCAPS_WRAP;
3175 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3176 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3178 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3179 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3181 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3182 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3185 pCaps->VolumeTextureAddressCaps = 0;
3187 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3188 WINED3DLINECAPS_ZTEST;
3190 WINED3DLINECAPS_BLEND
3191 WINED3DLINECAPS_ALPHACMP
3192 WINED3DLINECAPS_FOG */
3194 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3195 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3197 if(GL_SUPPORT(EXT_TEXTURE3D))
3198 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3200 pCaps->MaxVolumeExtent = 0;
3202 pCaps->MaxTextureRepeat = 32768;
3203 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3204 pCaps->MaxVertexW = 1.0;
3206 pCaps->GuardBandLeft = 0;
3207 pCaps->GuardBandTop = 0;
3208 pCaps->GuardBandRight = 0;
3209 pCaps->GuardBandBottom = 0;
3211 pCaps->ExtentsAdjust = 0;
3213 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3214 WINED3DSTENCILCAPS_INCRSAT |
3215 WINED3DSTENCILCAPS_INVERT |
3216 WINED3DSTENCILCAPS_KEEP |
3217 WINED3DSTENCILCAPS_REPLACE |
3218 WINED3DSTENCILCAPS_ZERO;
3219 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3220 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3221 WINED3DSTENCILCAPS_INCR;
3223 if ( This->dxVersion > 8 &&
3224 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3225 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3226 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3229 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3231 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3232 pCaps->MaxActiveLights = GL_LIMITS(lights);
3234 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3235 pCaps->MaxVertexBlendMatrixIndex = 0;
3237 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3238 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3241 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3242 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3243 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3244 WINED3DVTXPCAPS_LOCALVIEWER |
3245 WINED3DVTXPCAPS_VERTEXFOG |
3246 WINED3DVTXPCAPS_TEXGEN;
3248 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3250 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3251 pCaps->MaxVertexIndex = 0xFFFFF;
3252 pCaps->MaxStreams = MAX_STREAMS;
3253 pCaps->MaxStreamStride = 1024;
3255 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3256 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
3257 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
3258 pCaps->MaxNpatchTessellationLevel = 0;
3259 pCaps->MasterAdapterOrdinal = 0;
3260 pCaps->AdapterOrdinalInGroup = 0;
3261 pCaps->NumberOfAdaptersInGroup = 1;
3263 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3265 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3266 WINED3DPTFILTERCAPS_MAGFPOINT |
3267 WINED3DPTFILTERCAPS_MINFLINEAR |
3268 WINED3DPTFILTERCAPS_MAGFLINEAR;
3269 pCaps->VertexTextureFilterCaps = 0;
3271 memset(&shader_caps, 0, sizeof(shader_caps));
3272 shader_backend = select_shader_backend(Adapter, DeviceType);
3273 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3275 memset(&fragment_caps, 0, sizeof(fragment_caps));
3276 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3277 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3279 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3280 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3282 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3283 * Ignore shader model capabilities if disabled in config
3285 if(vs_selected_mode == SHADER_NONE) {
3286 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3287 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3288 pCaps->MaxVertexShaderConst = 0;
3290 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3291 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3294 if(ps_selected_mode == SHADER_NONE) {
3295 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3296 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3297 pCaps->PixelShader1xMaxValue = 0.0;
3299 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3300 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3303 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3304 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3305 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3307 pCaps->VS20Caps = shader_caps.VS20Caps;
3308 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3309 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3310 pCaps->PS20Caps = shader_caps.PS20Caps;
3311 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3312 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3314 /* The following caps are shader specific, but they are things we cannot detect, or which
3315 * are the same among all shader models. So to avoid code duplication set the shader version
3316 * specific, but otherwise constant caps here
3318 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3319 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3320 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3321 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3322 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3323 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3324 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3326 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3327 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3328 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3329 pCaps->VS20Caps.Caps = 0;
3330 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3331 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3332 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3334 pCaps->MaxVShaderInstructionsExecuted = 65535;
3335 pCaps->MaxVertexShader30InstructionSlots = 0;
3336 } else { /* VS 1.x */
3337 pCaps->VS20Caps.Caps = 0;
3338 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3339 pCaps->VS20Caps.NumTemps = 0;
3340 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3342 pCaps->MaxVShaderInstructionsExecuted = 0;
3343 pCaps->MaxVertexShader30InstructionSlots = 0;
3346 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3347 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3348 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3350 /* 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 */
3351 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3352 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3353 WINED3DPS20CAPS_PREDICATION |
3354 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3355 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3356 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3357 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3358 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3359 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3361 pCaps->MaxPShaderInstructionsExecuted = 65535;
3362 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3363 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3364 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3365 pCaps->PS20Caps.Caps = 0;
3366 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3367 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3368 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3369 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3371 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3372 pCaps->MaxPixelShader30InstructionSlots = 0;
3373 } else { /* PS 1.x */
3374 pCaps->PS20Caps.Caps = 0;
3375 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3376 pCaps->PS20Caps.NumTemps = 0;
3377 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3378 pCaps->PS20Caps.NumInstructionSlots = 0;
3380 pCaps->MaxPShaderInstructionsExecuted = 0;
3381 pCaps->MaxPixelShader30InstructionSlots = 0;
3384 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3385 /* OpenGL supports all the formats below, perhaps not always
3386 * without conversion, but it supports them.
3387 * Further GLSL doesn't seem to have an official unsigned type so
3388 * don't advertise it yet as I'm not sure how we handle it.
3389 * We might need to add some clamping in the shader engine to
3391 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3392 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3393 WINED3DDTCAPS_UBYTE4N |
3394 WINED3DDTCAPS_SHORT2N |
3395 WINED3DDTCAPS_SHORT4N;
3396 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3397 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3398 WINED3DDTCAPS_FLOAT16_4;
3401 pCaps->DeclTypes = 0;
3406 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3407 and fields being inserted in the middle, a new structure is used in place */
3408 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3409 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3412 IWineD3DDeviceImpl *object = NULL;
3413 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3414 WINED3DDISPLAYMODE mode;
3415 const struct fragment_pipeline *frag_pipeline = NULL;
3418 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3419 * number and create a device without a 3D adapter for 2D only operation.
3421 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3422 return WINED3DERR_INVALIDCALL;
3425 /* Create a WineD3DDevice object */
3426 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3427 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3428 TRACE("Created WineD3DDevice object @ %p\n", object);
3429 if (NULL == object) {
3430 return WINED3DERR_OUTOFVIDEOMEMORY;
3433 /* Set up initial COM information */
3434 object->lpVtbl = &IWineD3DDevice_Vtbl;
3436 object->wineD3D = iface;
3437 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3438 IWineD3D_AddRef(object->wineD3D);
3439 object->parent = parent;
3440 list_init(&object->resources);
3441 list_init(&object->shaders);
3443 if(This->dxVersion == 7) {
3444 object->surface_alignment = 8;
3446 object->surface_alignment = 4;
3448 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3450 /* Set the state up as invalid until the device is fully created */
3451 object->state = WINED3DERR_DRIVERINTERNALERROR;
3453 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3454 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3456 /* Save the creation parameters */
3457 object->createParms.AdapterOrdinal = Adapter;
3458 object->createParms.DeviceType = DeviceType;
3459 object->createParms.hFocusWindow = hFocusWindow;
3460 object->createParms.BehaviorFlags = BehaviourFlags;
3462 /* Initialize other useful values */
3463 object->adapterNo = Adapter;
3464 object->devType = DeviceType;
3466 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3467 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3469 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3470 object->frag_pipe = frag_pipeline;
3471 compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3472 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3474 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3475 * model can deal with that. It is essentially the same, just with adjusted
3476 * Set*ShaderConstantF implementations
3478 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3479 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3482 /* set the state of the device to valid */
3483 object->state = WINED3D_OK;
3485 /* Get the initial screen setup for ddraw */
3486 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3488 object->ddraw_width = mode.Width;
3489 object->ddraw_height = mode.Height;
3490 object->ddraw_format = mode.Format;
3492 for(i = 0; i < PATCHMAP_SIZE; i++) {
3493 list_init(&object->patches[i]);
3497 #undef GLINFO_LOCATION
3499 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3500 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3501 IUnknown_AddRef(This->parent);
3502 *pParent = This->parent;
3506 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3507 IUnknown* surfaceParent;
3508 TRACE("(%p) call back\n", pSurface);
3510 /* Now, release the parent, which will take care of cleaning up the surface for us */
3511 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3512 IUnknown_Release(surfaceParent);
3513 return IUnknown_Release(surfaceParent);
3516 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3517 IUnknown* volumeParent;
3518 TRACE("(%p) call back\n", pVolume);
3520 /* Now, release the parent, which will take care of cleaning up the volume for us */
3521 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3522 IUnknown_Release(volumeParent);
3523 return IUnknown_Release(volumeParent);
3526 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3527 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3528 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3529 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3531 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3532 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3533 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3534 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3535 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3536 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3537 * DirectDraw, not OpenGL.
3539 if(gl_info->supported[APPLE_FENCE] &&
3540 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3541 gl_info->supported[APPLE_FLUSH_RENDER] &&
3542 gl_info->supported[APPLE_YCBCR_422]) {
3543 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3544 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3547 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3548 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3553 #define GLINFO_LOCATION (*gl_info)
3554 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3555 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3556 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3557 * all the texture. This function detects this bug by its symptom and disables PBOs
3558 * if the test fails.
3560 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3561 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3562 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3563 * read back is compared to the original. If they are equal PBOs are assumed to work,
3564 * otherwise the PBO extension is disabled.
3566 GLuint texture, pbo;
3567 static const unsigned int pattern[] = {
3568 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3569 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3570 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3571 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3573 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3575 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3576 /* No PBO -> No point in testing them */
3580 while(glGetError());
3581 glGenTextures(1, &texture);
3582 glBindTexture(GL_TEXTURE_2D, texture);
3583 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3584 checkGLcall("Specifying the PBO test texture\n");
3586 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3587 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3588 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3589 checkGLcall("Specifying the PBO test pbo\n");
3591 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3592 checkGLcall("Loading the PBO test texture\n");
3594 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3595 glFinish(); /* just to be sure */
3597 memset(check, 0, sizeof(check));
3598 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3599 checkGLcall("Reading back the PBO test texture\n");
3601 glDeleteTextures(1, &texture);
3602 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3603 checkGLcall("PBO test cleanup\n");
3605 if(memcmp(check, pattern, sizeof(check)) != 0) {
3606 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3607 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3608 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3610 TRACE_(d3d_caps)("PBO test successful\n");
3613 #undef GLINFO_LOCATION
3615 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3616 * reporting a driver version is moot because we are not the Windows driver, and we have different
3617 * bugs, features, etc.
3619 * If a card is not found in this table, the gl driver version is reported
3621 struct driver_version_information {
3622 WORD vendor; /* reported PCI card vendor ID */
3623 WORD card; /* reported PCI card device ID */
3624 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3625 WORD lopart_hi, lopart_lo; /* driver loword to report */
3628 static const struct driver_version_information driver_version_table[] = {
3629 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3630 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3631 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3632 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3633 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3634 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3635 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3636 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3637 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3638 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3639 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3640 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3641 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3642 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3643 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3644 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3645 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3646 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3647 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3649 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3650 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3651 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3652 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3653 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3654 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3655 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3657 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3660 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3662 BOOL apple = implementation_is_apple(gl_info);
3665 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3666 * used it falls back to software. While the compiler can detect if the shader uses all declared
3667 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3668 * using relative addressing falls back to software.
3670 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3672 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3673 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3675 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3676 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3677 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3680 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3681 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3682 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3683 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3684 * according to the spec.
3686 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3687 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3689 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3690 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3691 * this workaround is activated on cards that do not need it, it won't break things, just affect
3692 * performance negatively.
3694 if(gl_info->gl_vendor == VENDOR_INTEL ||
3695 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3696 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3697 gl_info->set_texcoord_w = TRUE;
3701 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3702 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3703 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3704 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3705 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3706 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3707 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3709 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3710 * has this extension promoted to core. The extension loading code sets this extension supported
3711 * due to that, so this code works on fglrx as well.
3713 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3714 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3715 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3716 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3717 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3718 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3719 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3723 /* Find out if PBOs work as they are supposed to */
3724 test_pbo_functionality(gl_info);
3726 /* Fixup the driver version */
3727 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3728 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3729 gl_info->gl_card == driver_version_table[i].card) {
3730 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3732 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3733 driver_version_table[i].lopart_lo);
3734 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3735 driver_version_table[i].hipart_lo);
3741 void invalid_func(void *data) {
3742 ERR("Invalid vertex attribute function called\n");
3746 #define GLINFO_LOCATION (Adapters[0].gl_info)
3748 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3749 * the extension detection and are used in drawStridedSlow
3751 static void position_d3dcolor(void *data) {
3752 DWORD pos = *((DWORD *) data);
3754 FIXME("Add a test for fixed function position from d3dcolor type\n");
3755 glVertex4s(D3DCOLOR_B_R(pos),
3760 static void position_float4(void *data) {
3761 GLfloat *pos = (float *) data;
3763 if (pos[3] < eps && pos[3] > -eps)
3766 float w = 1.0 / pos[3];
3768 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3772 static void diffuse_d3dcolor(void *data) {
3773 DWORD diffuseColor = *((DWORD *) data);
3775 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3776 D3DCOLOR_B_G(diffuseColor),
3777 D3DCOLOR_B_B(diffuseColor),
3778 D3DCOLOR_B_A(diffuseColor));
3781 static void specular_d3dcolor(void *data) {
3782 DWORD specularColor = *((DWORD *) data);
3784 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3785 D3DCOLOR_B_G(specularColor),
3786 D3DCOLOR_B_B(specularColor));
3788 static void warn_no_specular_func(void *data) {
3789 WARN("GL_EXT_secondary_color not supported\n");
3792 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3793 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3794 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3795 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3796 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3797 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3798 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3799 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3800 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3801 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3802 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3803 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3804 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3805 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3806 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3807 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3808 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3809 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3811 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3812 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3813 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3814 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3815 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3816 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3817 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3818 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3819 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3820 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3821 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3822 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3823 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3824 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3825 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3826 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3827 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3829 /* No 4 component entry points here */
3830 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3831 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3832 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3833 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3835 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3837 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3838 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3839 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3841 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
3843 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3844 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3845 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3846 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3847 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3848 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3849 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3850 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3851 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3852 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3853 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3854 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3856 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3857 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3859 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3860 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3861 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3862 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3863 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3864 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3865 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3866 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3867 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3868 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3869 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3870 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3871 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3872 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3873 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3874 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3875 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3878 #define PUSH1(att) attribs[nAttribs++] = (att);
3879 BOOL InitAdapters(void) {
3880 static HMODULE mod_gl;
3882 int ps_selected_mode, vs_selected_mode;
3884 /* No need to hold any lock. The calling library makes sure only one thread calls
3885 * wined3d simultaneously
3887 if(numAdapters > 0) return Adapters[0].opengl;
3889 TRACE("Initializing adapters\n");
3892 #ifdef USE_WIN32_OPENGL
3893 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3894 mod_gl = LoadLibraryA("opengl32.dll");
3896 ERR("Can't load opengl32.dll!\n");
3900 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3901 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3902 mod_gl = GetModuleHandleA("gdi32.dll");
3906 /* Load WGL core functions from opengl32.dll */
3907 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3911 if(!pwglGetProcAddress) {
3912 ERR("Unable to load wglGetProcAddress!\n");
3916 /* Dynamically load all GL core functions */
3920 /* For now only one default adapter */
3928 WineD3D_PixelFormat *cfgs;
3930 DISPLAY_DEVICEW DisplayDevice;
3933 TRACE("Initializing default adapter\n");
3934 Adapters[0].num = 0;
3935 Adapters[0].monitorPoint.x = -1;
3936 Adapters[0].monitorPoint.y = -1;
3938 if (!WineD3D_CreateFakeGLContext()) {
3939 ERR("Failed to get a gl context for default adapter\n");
3940 WineD3D_ReleaseFakeGLContext();
3944 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
3946 ERR("Failed to initialize gl caps for default adapter\n");
3947 WineD3D_ReleaseFakeGLContext();
3950 ret = initPixelFormats(&Adapters[0].gl_info);
3952 ERR("Failed to init gl formats\n");
3953 WineD3D_ReleaseFakeGLContext();
3957 hdc = pwglGetCurrentDC();
3959 ERR("Failed to get gl HDC\n");
3960 WineD3D_ReleaseFakeGLContext();
3964 Adapters[0].driver = "Display";
3965 Adapters[0].description = "Direct3D HAL";
3967 /* Use the VideoRamSize registry setting when set */
3968 if(wined3d_settings.emulated_textureram)
3969 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3971 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
3972 Adapters[0].UsedTextureRam = 0;
3973 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
3975 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3976 DisplayDevice.cb = sizeof(DisplayDevice);
3977 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
3978 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
3979 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
3981 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
3982 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
3984 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
3985 cfgs = Adapters[0].cfgs;
3986 PUSH1(WGL_RED_BITS_ARB)
3987 PUSH1(WGL_GREEN_BITS_ARB)
3988 PUSH1(WGL_BLUE_BITS_ARB)
3989 PUSH1(WGL_ALPHA_BITS_ARB)
3990 PUSH1(WGL_DEPTH_BITS_ARB)
3991 PUSH1(WGL_STENCIL_BITS_ARB)
3992 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
3993 PUSH1(WGL_PIXEL_TYPE_ARB)
3994 PUSH1(WGL_DOUBLE_BUFFER_ARB)
3995 PUSH1(WGL_AUX_BUFFERS_ARB)
3997 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
3998 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4003 /* Cache the pixel format */
4004 cfgs->iPixelFormat = iPixelFormat;
4005 cfgs->redSize = values[0];
4006 cfgs->greenSize = values[1];
4007 cfgs->blueSize = values[2];
4008 cfgs->alphaSize = values[3];
4009 cfgs->depthSize = values[4];
4010 cfgs->stencilSize = values[5];
4011 cfgs->windowDrawable = values[6];
4012 cfgs->iPixelType = values[7];
4013 cfgs->doubleBuffer = values[8];
4014 cfgs->auxBuffers = values[9];
4016 cfgs->pbufferDrawable = FALSE;
4017 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4018 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4019 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4021 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4022 cfgs->pbufferDrawable = value;
4025 cfgs->numSamples = 0;
4026 /* Check multisample support */
4027 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4028 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4030 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4031 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4032 * value[1] = number of multi sample buffers*/
4034 cfgs->numSamples = value[1];
4038 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4042 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4043 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4044 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4045 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4046 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4047 * driver is allowed to consume more bits EXCEPT for stencil bits.
4049 * Mark an adapter with this broken stencil behavior.
4051 Adapters[0].brokenStencil = TRUE;
4052 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4053 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4054 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4055 Adapters[0].brokenStencil = FALSE;
4060 fixup_extensions(&Adapters[0].gl_info);
4062 WineD3D_ReleaseFakeGLContext();
4064 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4065 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4066 fillGLAttribFuncs(&Adapters[0].gl_info);
4067 init_type_lookup(&Adapters[0].gl_info);
4068 Adapters[0].opengl = TRUE;
4071 TRACE("%d adapters successfully initialized\n", numAdapters);
4076 /* Initialize an adapter for ddraw-only memory counting */
4077 memset(Adapters, 0, sizeof(Adapters));
4078 Adapters[0].num = 0;
4079 Adapters[0].opengl = FALSE;
4080 Adapters[0].monitorPoint.x = -1;
4081 Adapters[0].monitorPoint.y = -1;
4083 Adapters[0].driver = "Display";
4084 Adapters[0].description = "WineD3D DirectDraw Emulation";
4085 if(wined3d_settings.emulated_textureram) {
4086 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4088 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4095 #undef GLINFO_LOCATION
4097 /**********************************************************
4098 * IWineD3D VTbl follows
4099 **********************************************************/
4101 const IWineD3DVtbl IWineD3D_Vtbl =
4104 IWineD3DImpl_QueryInterface,
4105 IWineD3DImpl_AddRef,
4106 IWineD3DImpl_Release,
4108 IWineD3DImpl_GetParent,
4109 IWineD3DImpl_GetAdapterCount,
4110 IWineD3DImpl_RegisterSoftwareDevice,
4111 IWineD3DImpl_GetAdapterMonitor,
4112 IWineD3DImpl_GetAdapterModeCount,
4113 IWineD3DImpl_EnumAdapterModes,
4114 IWineD3DImpl_GetAdapterDisplayMode,
4115 IWineD3DImpl_GetAdapterIdentifier,
4116 IWineD3DImpl_CheckDeviceMultiSampleType,
4117 IWineD3DImpl_CheckDepthStencilMatch,
4118 IWineD3DImpl_CheckDeviceType,
4119 IWineD3DImpl_CheckDeviceFormat,
4120 IWineD3DImpl_CheckDeviceFormatConversion,
4121 IWineD3DImpl_GetDeviceCaps,
4122 IWineD3DImpl_CreateDevice