2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define GLINFO_LOCATION (*gl_info)
34 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
39 /* Extension detection */
41 const char *extension_string;
42 GL_SupportedExt extension;
46 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
47 {"GL_APPLE_fence", APPLE_FENCE, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
49 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
50 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
51 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
54 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
56 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
57 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
58 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
59 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
60 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
61 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
62 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
63 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
64 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
67 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
68 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
69 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
70 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
71 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
72 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
73 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
74 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
75 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
76 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
90 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
91 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
92 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
93 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
96 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
97 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
98 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
99 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
100 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
103 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
104 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
105 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
106 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
107 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
108 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
109 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
110 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
111 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
112 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
113 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
114 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
115 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
116 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
117 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
118 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
119 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
120 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
121 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
122 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
123 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
124 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
125 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
126 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
127 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
128 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
129 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
130 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
133 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
134 {"GL_NV_fence", NV_FENCE, 0 },
135 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
136 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
137 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
138 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
139 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
140 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
141 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
142 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
143 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
144 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
145 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
146 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
147 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
148 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
149 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
150 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
151 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
154 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
157 /**********************************************************
158 * Utility functions follow
159 **********************************************************/
161 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
248 PIXELFORMATDESCRIPTOR pfd;
251 TRACE("getting context...\n");
253 ctx->restore_dc = pwglGetCurrentDC();
254 ctx->restore_gl_ctx = pwglGetCurrentContext();
256 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
257 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
258 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261 ERR_(d3d_caps)("Failed to create a window.\n");
265 ctx->dc = GetDC(ctx->wnd);
268 ERR_(d3d_caps)("Failed to get a DC.\n");
272 /* PixelFormat selection */
273 ZeroMemory(&pfd, sizeof(pfd));
274 pfd.nSize = sizeof(pfd);
276 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
277 pfd.iPixelType = PFD_TYPE_RGBA;
279 pfd.iLayerType = PFD_MAIN_PLANE;
281 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
285 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
289 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
291 /* Create a GL context. */
292 ctx->gl_ctx = pwglCreateContext(ctx->dc);
295 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
299 /* Make it the current GL context. */
300 if (!context_set_current(NULL))
302 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
307 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
314 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
316 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
318 if (ctx->wnd) DestroyWindow(ctx->wnd);
320 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
322 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
328 /* Adjust the amount of used texture memory */
329 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, long glram)
331 struct wined3d_adapter *adapter = device->adapter;
333 adapter->UsedTextureRam += glram;
334 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
335 return adapter->UsedTextureRam;
338 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
340 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
341 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 /**********************************************************
345 * IUnknown parts follows
346 **********************************************************/
348 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
350 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
352 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
353 if (IsEqualGUID(riid, &IID_IUnknown)
354 || IsEqualGUID(riid, &IID_IWineD3DBase)
355 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
356 IUnknown_AddRef(iface);
361 return E_NOINTERFACE;
364 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
365 IWineD3DImpl *This = (IWineD3DImpl *)iface;
366 ULONG refCount = InterlockedIncrement(&This->ref);
368 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
372 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
373 IWineD3DImpl *This = (IWineD3DImpl *)iface;
375 TRACE("(%p) : Releasing from %d\n", This, This->ref);
376 ref = InterlockedDecrement(&This->ref);
380 for (i = 0; i < This->adapter_count; ++i)
382 wined3d_adapter_cleanup(&This->adapters[i]);
384 HeapFree(GetProcessHeap(), 0, This);
390 /**********************************************************
391 * IWineD3D parts follows
392 **********************************************************/
394 /* GL locking is done by the caller */
395 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
399 const char *testcode =
401 "PARAM C[66] = { program.env[0..65] };\n"
403 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
404 "ARL A0.x, zero.x;\n"
405 "MOV result.position, C[A0.x + 65];\n"
409 GL_EXTCALL(glGenProgramsARB(1, &prog));
411 ERR("Failed to create an ARB offset limit test program\n");
413 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
414 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
415 strlen(testcode), testcode));
416 if(glGetError() != 0) {
417 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
418 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
420 } else TRACE("OpenGL implementation allows offsets > 63\n");
422 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
423 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
424 checkGLcall("ARB vp offset limit test cleanup");
429 static DWORD ver_for_ext(GL_SupportedExt ext)
432 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
433 if(EXTENSION_MAP[i].extension == ext) {
434 return EXTENSION_MAP[i].version;
440 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
441 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
443 if (card_vendor != HW_VENDOR_ATI) return FALSE;
444 if (device == CARD_ATI_RADEON_9500) return TRUE;
445 if (device == CARD_ATI_RADEON_X700) return TRUE;
446 if (device == CARD_ATI_RADEON_X1600) return TRUE;
450 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
451 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
453 if (card_vendor == HW_VENDOR_NVIDIA)
455 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
463 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
466 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
467 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
468 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
470 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
471 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
472 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
473 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
474 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
475 * the chance that other implementations support them is rather small since Win32 QuickTime uses
476 * DirectDraw, not OpenGL.
478 * This test has been moved into wined3d_guess_gl_vendor()
480 if (gl_vendor == GL_VENDOR_APPLE)
487 /* Context activation is done by the caller. */
488 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
490 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
491 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
492 * all the texture. This function detects this bug by its symptom and disables PBOs
495 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
496 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
497 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
498 * read back is compared to the original. If they are equal PBOs are assumed to work,
499 * otherwise the PBO extension is disabled. */
501 static const unsigned int pattern[] =
503 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
504 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
505 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
506 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
508 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
510 /* No PBO -> No point in testing them. */
511 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
515 while (glGetError());
516 glGenTextures(1, &texture);
517 glBindTexture(GL_TEXTURE_2D, texture);
519 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
520 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
521 checkGLcall("Specifying the PBO test texture");
523 GL_EXTCALL(glGenBuffersARB(1, &pbo));
524 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
525 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
526 checkGLcall("Specifying the PBO test pbo");
528 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
529 checkGLcall("Loading the PBO test texture");
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
532 wglFinish(); /* just to be sure */
534 memset(check, 0, sizeof(check));
535 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
536 checkGLcall("Reading back the PBO test texture");
538 glDeleteTextures(1, &texture);
539 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
540 checkGLcall("PBO test cleanup");
544 if (memcmp(check, pattern, sizeof(check)))
546 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
547 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
548 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
552 TRACE_(d3d_caps)("PBO test successful.\n");
556 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
557 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
559 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
562 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
566 if (card_vendor != HW_VENDOR_ATI) return FALSE;
567 if (device == CARD_ATI_RADEON_X1600) return FALSE;
571 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
572 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
574 return gl_vendor == GL_VENDOR_FGLRX;
578 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
579 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
581 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
582 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
583 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
584 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
587 * dx10 cards usually have 64 varyings */
588 return gl_info->limits.glsl_varyings > 44;
591 /* A GL context is provided by the caller */
592 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
593 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
598 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
602 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
603 error = glGetError();
606 if(error == GL_NO_ERROR)
608 TRACE("GL Implementation accepts 4 component specular color pointers\n");
613 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
614 debug_glerror(error));
619 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
620 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
622 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
623 return gl_info->supported[NV_TEXTURE_SHADER];
626 /* A GL context is provided by the caller */
627 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
628 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
633 const char *testcode =
635 "OPTION NV_vertex_program2;\n"
636 "MOV result.clip[0], 0.0;\n"
637 "MOV result.position, 0.0;\n"
640 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
645 GL_EXTCALL(glGenProgramsARB(1, &prog));
648 ERR("Failed to create the NVvp clip test program\n");
652 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
653 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
654 strlen(testcode), testcode));
655 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
658 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
659 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
663 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
665 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
666 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
667 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
673 /* Context activation is done by the caller. */
674 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
675 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
677 char data[4 * 4 * 4];
681 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
683 memset(data, 0xcc, sizeof(data));
687 glGenTextures(1, &tex);
688 glBindTexture(GL_TEXTURE_2D, tex);
689 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
690 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
691 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
692 checkGLcall("glTexImage2D");
694 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
695 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
696 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
697 checkGLcall("glFramebufferTexture2D");
699 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
700 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
701 checkGLcall("glCheckFramebufferStatus");
703 memset(data, 0x11, sizeof(data));
704 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
705 checkGLcall("glTexSubImage2D");
707 glClearColor(0.996, 0.729, 0.745, 0.792);
708 glClear(GL_COLOR_BUFFER_BIT);
709 checkGLcall("glClear");
711 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
712 checkGLcall("glGetTexImage");
714 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
715 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
716 glBindTexture(GL_TEXTURE_2D, 0);
717 checkGLcall("glBindTexture");
719 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
720 glDeleteTextures(1, &tex);
721 checkGLcall("glDeleteTextures");
725 return *(DWORD *)data == 0x11111111;
728 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
730 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
731 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
732 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
733 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
736 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
738 quirk_arb_constants(gl_info);
739 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
740 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
741 * allow 48 different offsets or other helper immediate values. */
742 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
743 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
746 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
747 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
748 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
749 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
750 * most games, but avoids the crash
752 * A more sophisticated way would be to find all units that need texture coordinates and enable
753 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
754 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
756 * Note that disabling the extension entirely does not gain predictability because there is no point
757 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
758 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
760 if (gl_info->supported[ARB_POINT_SPRITE])
762 TRACE("Limiting point sprites to one texture unit.\n");
763 gl_info->limits.point_sprite_units = 1;
767 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
769 quirk_arb_constants(gl_info);
771 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
772 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
773 * If real NP2 textures are used, the driver falls back to software. We could just remove the
774 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
775 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
776 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
777 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
779 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
780 * has this extension promoted to core. The extension loading code sets this extension supported
781 * due to that, so this code works on fglrx as well. */
782 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
784 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
785 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
786 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
789 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
790 * it is generally more efficient. Reserve just 8 constants. */
791 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
792 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
795 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
797 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
798 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
799 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
800 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
801 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
802 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
804 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
805 * triggering the software fallback. There is not much we can do here apart from disabling the
806 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
807 * in IWineD3DImpl_FillGLCaps).
808 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
809 * post-processing effects in the game "Max Payne 2").
810 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
811 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
812 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
813 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
816 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
818 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
819 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
820 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
821 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
822 * according to the spec.
824 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
825 * makes the shader slower and eats instruction slots which should be available to the d3d app.
827 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
828 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
829 * this workaround is activated on cards that do not need it, it won't break things, just affect
830 * performance negatively. */
831 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
832 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
835 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
837 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
840 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
842 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
845 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
847 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
848 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
851 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
853 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
856 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
858 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
863 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
864 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
865 void (*apply)(struct wined3d_gl_info *gl_info);
866 const char *description;
869 static const struct driver_quirk quirk_table[] =
872 match_ati_r300_to_500,
874 "ATI GLSL constant and normalized texrect quirk"
876 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
877 * used it falls back to software. While the compiler can detect if the shader uses all declared
878 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
879 * using relative addressing falls back to software.
881 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
884 quirk_apple_glsl_constants,
885 "Apple GLSL uniform override"
890 "Geforce 5 NP2 disable"
895 "Init texcoord .w for Apple Intel GPU driver"
898 match_apple_nonr500ati,
900 "Init texcoord .w for Apple ATI >= r600 GPU driver"
904 quirk_one_point_sprite,
905 "Fglrx point sprite crash workaround"
910 "Reserved varying for gl_ClipPos"
913 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
914 * GL implementations accept it. The Mac GL is the only implementation known to
917 * If we can pass 4 component specular colors, do it, because (a) we don't have
918 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
919 * passes specular alpha to the pixel shader if any is used. Otherwise the
920 * specular alpha is used to pass the fog coordinate, which we pass to opengl
921 * via GL_EXT_fog_coord.
923 match_allows_spec_alpha,
924 quirk_allows_specular_alpha,
925 "Allow specular alpha quirk"
928 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
933 "Apple NV_texture_shader disable"
936 match_broken_nv_clip,
937 quirk_disable_nvvp_clip,
938 "Apple NV_vertex_program clip bug quirk"
941 match_fbo_tex_update,
942 quirk_fbo_tex_update,
943 "FBO rebind for attachment updates"
947 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
948 * reporting a driver version is moot because we are not the Windows driver, and we have different
949 * bugs, features, etc.
951 * The driver version has the form "x.y.z.w".
953 * "x" is the Windows version the driver is meant for:
960 * "y" is the Direct3D level the driver supports:
967 * "z" is unknown, possibly vendor specific.
969 * "w" is the vendor specific driver version.
971 struct driver_version_information
973 WORD vendor; /* reported PCI card vendor ID */
974 WORD card; /* reported PCI card device ID */
975 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
976 WORD d3d_level; /* driver hiword to report */
977 WORD lopart_hi, lopart_lo; /* driver loword to report */
980 static const struct driver_version_information driver_version_table[] =
982 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
983 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
984 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
985 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
987 * All version numbers used below are from the Linux nvidia drivers. */
988 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
989 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
990 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
991 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
992 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
993 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
994 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
995 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
996 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
997 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
998 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
999 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
1000 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
1001 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
1002 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
1003 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
1004 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
1005 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
1006 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
1007 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
1008 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
1009 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
1010 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
1011 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
1012 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
1013 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
1014 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 },
1020 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1021 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1022 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1023 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1024 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", 14, 10, 6764 },
1025 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1026 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1027 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1028 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1029 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1030 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1031 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1032 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1034 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1037 static void init_driver_info(struct wined3d_driver_info *driver_info,
1038 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1040 OSVERSIONINFOW os_version;
1041 WORD driver_os_version;
1044 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1046 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1047 vendor = wined3d_settings.pci_vendor_id;
1049 driver_info->vendor = vendor;
1051 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1053 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1054 device = wined3d_settings.pci_device_id;
1056 driver_info->device = device;
1061 driver_info->name = "ati2dvag.dll";
1064 case HW_VENDOR_NVIDIA:
1065 driver_info->name = "nv4_disp.dll";
1068 case HW_VENDOR_INTEL:
1070 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1071 driver_info->name = "Display";
1075 memset(&os_version, 0, sizeof(os_version));
1076 os_version.dwOSVersionInfoSize = sizeof(os_version);
1077 if (!GetVersionExW(&os_version))
1079 ERR("Failed to get OS version, reporting 2000/XP.\n");
1080 driver_os_version = 6;
1084 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1085 switch (os_version.dwMajorVersion)
1088 driver_os_version = 4;
1092 driver_os_version = 6;
1096 if (os_version.dwMinorVersion == 0)
1098 driver_os_version = 7;
1102 if (os_version.dwMinorVersion > 1)
1104 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1105 os_version.dwMajorVersion, os_version.dwMinorVersion);
1107 driver_os_version = 8;
1112 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1113 os_version.dwMajorVersion, os_version.dwMinorVersion);
1114 driver_os_version = 6;
1119 driver_info->description = "Direct3D HAL";
1120 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1121 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1123 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1125 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1127 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1129 driver_info->description = driver_version_table[i].description;
1130 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1131 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1132 driver_version_table[i].lopart_lo);
1137 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1138 driver_info->version_high, driver_info->version_low);
1141 /* Context activation is done by the caller. */
1142 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1143 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1147 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1149 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1150 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1151 quirk_table[i].apply(gl_info);
1154 /* Find out if PBOs work as they are supposed to. */
1155 test_pbo_functionality(gl_info);
1158 static DWORD wined3d_parse_gl_version(const char *gl_version)
1160 const char *ptr = gl_version;
1164 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1166 while (isdigit(*ptr)) ++ptr;
1167 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1171 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1173 return MAKEDWORD_VERSION(major, minor);
1176 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1179 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1180 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1181 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1183 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1184 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1185 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1186 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1187 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1188 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1189 * DirectDraw, not OpenGL. */
1190 if (gl_info->supported[APPLE_FENCE]
1191 && gl_info->supported[APPLE_CLIENT_STORAGE]
1192 && gl_info->supported[APPLE_FLUSH_RENDER]
1193 && gl_info->supported[APPLE_YCBCR_422])
1194 return GL_VENDOR_APPLE;
1196 if (strstr(gl_vendor_string, "NVIDIA"))
1197 return GL_VENDOR_NVIDIA;
1199 if (strstr(gl_vendor_string, "ATI"))
1200 return GL_VENDOR_FGLRX;
1202 if (strstr(gl_vendor_string, "Intel(R)")
1203 || strstr(gl_renderer, "Intel(R)")
1204 || strstr(gl_vendor_string, "Intel Inc."))
1205 return GL_VENDOR_INTEL;
1207 if (strstr(gl_vendor_string, "Mesa")
1208 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1209 || strstr(gl_vendor_string, "DRI R300 Project")
1210 || strstr(gl_vendor_string, "X.Org R300 Project")
1211 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1212 || strstr(gl_vendor_string, "VMware, Inc.")
1213 || strstr(gl_renderer, "Mesa")
1214 || strstr(gl_renderer, "Gallium"))
1215 return GL_VENDOR_MESA;
1217 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1218 debugstr_a(gl_vendor_string));
1220 return GL_VENDOR_UNKNOWN;
1223 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1225 if (strstr(gl_vendor_string, "NVIDIA"))
1226 return HW_VENDOR_NVIDIA;
1228 if (strstr(gl_vendor_string, "ATI")
1229 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1230 || strstr(gl_vendor_string, "X.Org R300 Project")
1231 || strstr(gl_vendor_string, "DRI R300 Project"))
1232 return HW_VENDOR_ATI;
1234 if (strstr(gl_vendor_string, "Intel(R)")
1235 || strstr(gl_renderer, "Intel(R)")
1236 || strstr(gl_vendor_string, "Intel Inc."))
1237 return HW_VENDOR_INTEL;
1239 if (strstr(gl_vendor_string, "Mesa")
1240 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1241 || strstr(gl_vendor_string, "VMware, Inc."))
1242 return HW_VENDOR_SOFTWARE;
1244 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1246 return HW_VENDOR_NVIDIA;
1251 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1252 const char *gl_renderer, unsigned int *vidmem)
1254 if (WINE_D3D10_CAPABLE(gl_info))
1256 /* Geforce 200 - highend */
1257 if (strstr(gl_renderer, "GTX 280")
1258 || strstr(gl_renderer, "GTX 285")
1259 || strstr(gl_renderer, "GTX 295"))
1262 return CARD_NVIDIA_GEFORCE_GTX280;
1265 /* Geforce 200 - midend high */
1266 if (strstr(gl_renderer, "GTX 275"))
1269 return CARD_NVIDIA_GEFORCE_GTX275;
1272 /* Geforce 200 - midend */
1273 if (strstr(gl_renderer, "GTX 260"))
1276 return CARD_NVIDIA_GEFORCE_GTX260;
1278 /* Geforce 200 - midend */
1279 if (strstr(gl_renderer, "GT 240"))
1282 return CARD_NVIDIA_GEFORCE_GT240;
1285 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1286 if (strstr(gl_renderer, "9800")
1287 || strstr(gl_renderer, "GTS 150")
1288 || strstr(gl_renderer, "GTS 250"))
1291 return CARD_NVIDIA_GEFORCE_9800GT;
1294 /* Geforce9 - midend */
1295 if (strstr(gl_renderer, "9600"))
1297 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1298 return CARD_NVIDIA_GEFORCE_9600GT;
1301 /* Geforce9 - midend low / Geforce 200 - low */
1302 if (strstr(gl_renderer, "9500")
1303 || strstr(gl_renderer, "GT 120")
1304 || strstr(gl_renderer, "GT 130"))
1306 *vidmem = 256; /* The 9500GT has 256-1024MB */
1307 return CARD_NVIDIA_GEFORCE_9500GT;
1310 /* Geforce9 - lowend */
1311 if (strstr(gl_renderer, "9400"))
1313 *vidmem = 256; /* The 9400GT has 256-1024MB */
1314 return CARD_NVIDIA_GEFORCE_9400GT;
1317 /* Geforce9 - lowend low */
1318 if (strstr(gl_renderer, "9100")
1319 || strstr(gl_renderer, "9200")
1320 || strstr(gl_renderer, "9300")
1321 || strstr(gl_renderer, "G 100"))
1323 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1324 return CARD_NVIDIA_GEFORCE_9200;
1327 /* Geforce8 - highend */
1328 if (strstr(gl_renderer, "8800"))
1330 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1331 return CARD_NVIDIA_GEFORCE_8800GTS;
1334 /* Geforce8 - midend mobile */
1335 if (strstr(gl_renderer, "8600 M"))
1338 return CARD_NVIDIA_GEFORCE_8600MGT;
1341 /* Geforce8 - midend */
1342 if (strstr(gl_renderer, "8600")
1343 || strstr(gl_renderer, "8700"))
1346 return CARD_NVIDIA_GEFORCE_8600GT;
1349 /* Geforce8 - lowend */
1350 if (strstr(gl_renderer, "8100")
1351 || strstr(gl_renderer, "8200")
1352 || strstr(gl_renderer, "8300")
1353 || strstr(gl_renderer, "8400")
1354 || strstr(gl_renderer, "8500"))
1356 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1357 return CARD_NVIDIA_GEFORCE_8300GS;
1360 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1362 return CARD_NVIDIA_GEFORCE_8300GS;
1365 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1366 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1368 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1370 /* Geforce7 - highend */
1371 if (strstr(gl_renderer, "7800")
1372 || strstr(gl_renderer, "7900")
1373 || strstr(gl_renderer, "7950")
1374 || strstr(gl_renderer, "Quadro FX 4")
1375 || strstr(gl_renderer, "Quadro FX 5"))
1377 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1378 return CARD_NVIDIA_GEFORCE_7800GT;
1381 /* Geforce7 midend */
1382 if (strstr(gl_renderer, "7600")
1383 || strstr(gl_renderer, "7700"))
1385 *vidmem = 256; /* The 7600 uses 256-512MB */
1386 return CARD_NVIDIA_GEFORCE_7600;
1389 /* Geforce7 lower medium */
1390 if (strstr(gl_renderer, "7400"))
1392 *vidmem = 256; /* The 7400 uses 256-512MB */
1393 return CARD_NVIDIA_GEFORCE_7400;
1396 /* Geforce7 lowend */
1397 if (strstr(gl_renderer, "7300"))
1399 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1400 return CARD_NVIDIA_GEFORCE_7300;
1403 /* Geforce6 highend */
1404 if (strstr(gl_renderer, "6800"))
1406 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1407 return CARD_NVIDIA_GEFORCE_6800;
1410 /* Geforce6 - midend */
1411 if (strstr(gl_renderer, "6600")
1412 || strstr(gl_renderer, "6610")
1413 || strstr(gl_renderer, "6700"))
1415 *vidmem = 128; /* A 6600GT has 128-256MB */
1416 return CARD_NVIDIA_GEFORCE_6600GT;
1419 /* Geforce6/7 lowend */
1421 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1424 if (WINE_D3D9_CAPABLE(gl_info))
1426 /* GeforceFX - highend */
1427 if (strstr(gl_renderer, "5800")
1428 || strstr(gl_renderer, "5900")
1429 || strstr(gl_renderer, "5950")
1430 || strstr(gl_renderer, "Quadro FX"))
1432 *vidmem = 256; /* 5800-5900 cards use 256MB */
1433 return CARD_NVIDIA_GEFORCEFX_5800;
1436 /* GeforceFX - midend */
1437 if (strstr(gl_renderer, "5600")
1438 || strstr(gl_renderer, "5650")
1439 || strstr(gl_renderer, "5700")
1440 || strstr(gl_renderer, "5750"))
1442 *vidmem = 128; /* A 5600 uses 128-256MB */
1443 return CARD_NVIDIA_GEFORCEFX_5600;
1446 /* GeforceFX - lowend */
1447 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1448 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1451 if (WINE_D3D8_CAPABLE(gl_info))
1453 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1455 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1456 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1459 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1460 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1463 if (WINE_D3D7_CAPABLE(gl_info))
1465 if (strstr(gl_renderer, "GeForce4 MX"))
1467 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1468 * early models had 32MB but most have 64MB or even 128MB. */
1470 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1473 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1475 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1476 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1479 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1481 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1482 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1485 /* Most Geforce1 cards have 32MB, there are also some rare 16
1486 * and 64MB (Dell) models. */
1488 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1491 if (strstr(gl_renderer, "TNT2"))
1493 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1494 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1497 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1498 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1502 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1503 const char *gl_renderer, unsigned int *vidmem)
1505 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1507 * Beware: renderer string do not match exact card model,
1508 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1509 if (WINE_D3D10_CAPABLE(gl_info))
1511 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1512 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1513 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1514 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1516 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1517 return CARD_ATI_RADEON_HD5800;
1520 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1521 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1522 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1523 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1525 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1526 return CARD_ATI_RADEON_HD5700;
1529 /* Radeon R7xx HD4800 - highend */
1530 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1531 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1532 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1533 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1534 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1536 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1537 return CARD_ATI_RADEON_HD4800;
1540 /* Radeon R740 HD4700 - midend */
1541 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1542 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1545 return CARD_ATI_RADEON_HD4700;
1548 /* Radeon R730 HD4600 - midend */
1549 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1550 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1551 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1554 return CARD_ATI_RADEON_HD4600;
1557 /* Radeon R710 HD4500/HD4350 - lowend */
1558 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1559 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1562 return CARD_ATI_RADEON_HD4350;
1565 /* Radeon R6xx HD2900/HD3800 - highend */
1566 if (strstr(gl_renderer, "HD 2900")
1567 || strstr(gl_renderer, "HD 3870")
1568 || strstr(gl_renderer, "HD 3850"))
1570 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1571 return CARD_ATI_RADEON_HD2900;
1574 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1575 if (strstr(gl_renderer, "HD 2600")
1576 || strstr(gl_renderer, "HD 3830")
1577 || strstr(gl_renderer, "HD 3690")
1578 || strstr(gl_renderer, "HD 3650"))
1580 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1581 return CARD_ATI_RADEON_HD2600;
1584 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1585 * Note HD2300=DX9, HD2350=DX10 */
1586 if (strstr(gl_renderer, "HD 2350")
1587 || strstr(gl_renderer, "HD 2400")
1588 || strstr(gl_renderer, "HD 3470")
1589 || strstr(gl_renderer, "HD 3450")
1590 || strstr(gl_renderer, "HD 3430")
1591 || strstr(gl_renderer, "HD 3400"))
1593 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1594 return CARD_ATI_RADEON_HD2350;
1597 /* Radeon R6xx/R7xx integrated */
1598 if (strstr(gl_renderer, "HD 3100")
1599 || strstr(gl_renderer, "HD 3200")
1600 || strstr(gl_renderer, "HD 3300"))
1602 *vidmem = 128; /* 128MB */
1603 return CARD_ATI_RADEON_HD3200;
1606 /* Default for when no GPU has been found */
1607 *vidmem = 128; /* 128MB */
1608 return CARD_ATI_RADEON_HD3200;
1611 if (WINE_D3D8_CAPABLE(gl_info))
1614 if (strstr(gl_renderer, "X1600")
1615 || strstr(gl_renderer, "X1650")
1616 || strstr(gl_renderer, "X1800")
1617 || strstr(gl_renderer, "X1900")
1618 || strstr(gl_renderer, "X1950"))
1620 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1621 return CARD_ATI_RADEON_X1600;
1624 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1625 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1626 if (strstr(gl_renderer, "X700")
1627 || strstr(gl_renderer, "X800")
1628 || strstr(gl_renderer, "X850")
1629 || strstr(gl_renderer, "X1300")
1630 || strstr(gl_renderer, "X1400")
1631 || strstr(gl_renderer, "X1450")
1632 || strstr(gl_renderer, "X1550")
1633 || strstr(gl_renderer, "X2300")
1634 || strstr(gl_renderer, "X2500")
1635 || strstr(gl_renderer, "HD 2300")
1638 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1639 return CARD_ATI_RADEON_X700;
1642 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1643 if (strstr(gl_renderer, "Radeon Xpress"))
1645 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1646 return CARD_ATI_RADEON_XPRESS_200M;
1650 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1651 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1654 if (WINE_D3D8_CAPABLE(gl_info))
1656 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1657 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1660 if (WINE_D3D7_CAPABLE(gl_info))
1662 *vidmem = 32; /* There are models with up to 64MB */
1663 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1666 *vidmem = 16; /* There are 16-32MB models */
1667 return CARD_ATI_RAGE_128PRO;
1671 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1672 const char *gl_renderer, unsigned int *vidmem)
1674 if (strstr(gl_renderer, "X3100"))
1676 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1678 return CARD_INTEL_X3100;
1681 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1683 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1685 return CARD_INTEL_I945GM;
1688 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1689 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1690 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1691 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1692 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1693 return CARD_INTEL_I915G;
1697 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1698 const char *gl_renderer, unsigned int *vidmem)
1700 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1702 * Beware: renderer string do not match exact card model,
1703 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1704 if (strstr(gl_renderer, "Gallium"))
1706 /* Radeon R7xx HD4800 - highend */
1707 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1708 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1709 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1711 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1712 return CARD_ATI_RADEON_HD4800;
1715 /* Radeon R740 HD4700 - midend */
1716 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1719 return CARD_ATI_RADEON_HD4700;
1722 /* Radeon R730 HD4600 - midend */
1723 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1726 return CARD_ATI_RADEON_HD4600;
1729 /* Radeon R710 HD4500/HD4350 - lowend */
1730 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1733 return CARD_ATI_RADEON_HD4350;
1736 /* Radeon R6xx HD2900/HD3800 - highend */
1737 if (strstr(gl_renderer, "R600")
1738 || strstr(gl_renderer, "RV670")
1739 || strstr(gl_renderer, "R680"))
1741 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1742 return CARD_ATI_RADEON_HD2900;
1745 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1746 if (strstr(gl_renderer, "RV630")
1747 || strstr(gl_renderer, "RV635"))
1749 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1750 return CARD_ATI_RADEON_HD2600;
1753 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1754 if (strstr(gl_renderer, "RV610")
1755 || strstr(gl_renderer, "RV620"))
1757 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1758 return CARD_ATI_RADEON_HD2350;
1761 /* Radeon R6xx/R7xx integrated */
1762 if (strstr(gl_renderer, "RS780")
1763 || strstr(gl_renderer, "RS880"))
1765 *vidmem = 128; /* 128MB */
1766 return CARD_ATI_RADEON_HD3200;
1770 if (strstr(gl_renderer, "RV530")
1771 || strstr(gl_renderer, "RV535")
1772 || strstr(gl_renderer, "RV560")
1773 || strstr(gl_renderer, "R520")
1774 || strstr(gl_renderer, "RV570")
1775 || strstr(gl_renderer, "R580"))
1777 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1778 return CARD_ATI_RADEON_X1600;
1781 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1782 if (strstr(gl_renderer, "R410")
1783 || strstr(gl_renderer, "R420")
1784 || strstr(gl_renderer, "R423")
1785 || strstr(gl_renderer, "R430")
1786 || strstr(gl_renderer, "R480")
1787 || strstr(gl_renderer, "R481")
1788 || strstr(gl_renderer, "RV410")
1789 || strstr(gl_renderer, "RV515")
1790 || strstr(gl_renderer, "RV516"))
1792 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1793 return CARD_ATI_RADEON_X700;
1796 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1797 if (strstr(gl_renderer, "RS400")
1798 || strstr(gl_renderer, "RS480")
1799 || strstr(gl_renderer, "RS482")
1800 || strstr(gl_renderer, "RS485")
1801 || strstr(gl_renderer, "RS600")
1802 || strstr(gl_renderer, "RS690")
1803 || strstr(gl_renderer, "RS740"))
1805 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1806 return CARD_ATI_RADEON_XPRESS_200M;
1810 if (strstr(gl_renderer, "R300")
1811 || strstr(gl_renderer, "RV350")
1812 || strstr(gl_renderer, "RV351")
1813 || strstr(gl_renderer, "RV360")
1814 || strstr(gl_renderer, "RV370")
1815 || strstr(gl_renderer, "R350")
1816 || strstr(gl_renderer, "R360"))
1818 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1819 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1823 if (WINE_D3D9_CAPABLE(gl_info))
1825 /* Radeon R7xx HD4800 - highend */
1826 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1827 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1828 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1830 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1831 return CARD_ATI_RADEON_HD4800;
1834 /* Radeon R740 HD4700 - midend */
1835 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1838 return CARD_ATI_RADEON_HD4700;
1841 /* Radeon R730 HD4600 - midend */
1842 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1845 return CARD_ATI_RADEON_HD4600;
1848 /* Radeon R710 HD4500/HD4350 - lowend */
1849 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1852 return CARD_ATI_RADEON_HD4350;
1855 /* Radeon R6xx HD2900/HD3800 - highend */
1856 if (strstr(gl_renderer, "(R600")
1857 || strstr(gl_renderer, "(RV670")
1858 || strstr(gl_renderer, "(R680"))
1860 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1861 return CARD_ATI_RADEON_HD2900;
1864 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1865 if (strstr(gl_renderer, "(RV630")
1866 || strstr(gl_renderer, "(RV635"))
1868 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1869 return CARD_ATI_RADEON_HD2600;
1872 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1873 if (strstr(gl_renderer, "(RV610")
1874 || strstr(gl_renderer, "(RV620"))
1876 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1877 return CARD_ATI_RADEON_HD2350;
1880 /* Radeon R6xx/R7xx integrated */
1881 if (strstr(gl_renderer, "(RS780")
1882 || strstr(gl_renderer, "(RS880"))
1884 *vidmem = 128; /* 128MB */
1885 return CARD_ATI_RADEON_HD3200;
1889 if (WINE_D3D8_CAPABLE(gl_info))
1891 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1892 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1895 if (WINE_D3D7_CAPABLE(gl_info))
1897 *vidmem = 32; /* There are models with up to 64MB */
1898 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1901 *vidmem = 16; /* There are 16-32MB models */
1902 return CARD_ATI_RAGE_128PRO;
1906 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1907 const char *gl_renderer, unsigned int *vidmem)
1909 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1910 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1911 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1912 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1913 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1914 return CARD_NVIDIA_RIVA_128;
1917 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1918 const char *gl_renderer, unsigned int *vidmem)
1920 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1921 return CARD_INTEL_I915G;
1925 struct vendor_card_selection
1927 enum wined3d_gl_vendor gl_vendor;
1928 enum wined3d_pci_vendor card_vendor;
1929 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1930 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1931 unsigned int *vidmem );
1934 static const struct vendor_card_selection vendor_card_select_table[] =
1936 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1937 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1938 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1939 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1940 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1941 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1942 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1943 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
1947 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1948 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1950 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1951 * different GPUs with roughly the same features. In most cases GPUs from a
1952 * certain family differ in clockspeeds, the amount of video memory and the
1953 * number of shader pipelines.
1955 * A Direct3D device object contains the PCI id (vendor + device) of the
1956 * videocard which is used for rendering. Various applications use this
1957 * information to get a rough estimation of the features of the card and
1958 * some might use it for enabling 3d effects only on certain types of
1959 * videocards. In some cases games might even use it to work around bugs
1960 * which happen on certain videocards/driver combinations. The problem is
1961 * that OpenGL only exposes a rendering string containing the name of the
1962 * videocard and not the PCI id.
1964 * Various games depend on the PCI id, so somehow we need to provide one.
1965 * A simple option is to parse the renderer string and translate this to
1966 * the right PCI id. This is a lot of work because there are more than 200
1967 * GPUs just for Nvidia. Various cards share the same renderer string, so
1968 * the amount of code might be 'small' but there are quite a number of
1969 * exceptions which would make this a pain to maintain. Another way would
1970 * be to query the PCI id from the operating system (assuming this is the
1971 * videocard which is used for rendering which is not always the case).
1972 * This would work but it is not very portable. Second it would not work
1973 * well in, let's say, a remote X situation in which the amount of 3d
1974 * features which can be used is limited.
1976 * As said most games only use the PCI id to get an indication of the
1977 * capabilities of the card. It doesn't really matter if the given id is
1978 * the correct one if we return the id of a card with similar 3d features.
1980 * The code below checks the OpenGL capabilities of a videocard and matches
1981 * that to a certain level of Direct3D functionality. Once a card passes
1982 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1983 * least a GeforceFX. To give a better estimate we do a basic check on the
1984 * renderer string but if that won't pass we return a default card. This
1985 * way is better than maintaining a full card database as even without a
1986 * full database we can return a card with similar features. Second the
1987 * size of the database can be made quite small because when you know what
1988 * type of 3d functionality a card has, you know to which GPU family the
1989 * GPU must belong. Because of this you only have to check a small part of
1990 * the renderer string to distinguishes between different models from that
1993 * The code also selects a default amount of video memory which we will
1994 * use for an estimation of the amount of free texture memory. In case of
1995 * real D3D the amount of texture memory includes video memory and system
1996 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1997 * HyperMemory). We don't know how much system memory can be addressed by
1998 * the system but we can make a reasonable estimation about the amount of
1999 * video memory. If the value is slightly wrong it doesn't matter as we
2000 * didn't include AGP-like memory which makes the amount of addressable
2001 * memory higher and second OpenGL isn't that critical it moves to system
2002 * memory behind our backs if really needed. Note that the amount of video
2003 * memory can be overruled using a registry setting. */
2007 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2009 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2010 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2012 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2013 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2016 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2017 *gl_vendor, *card_vendor);
2019 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2020 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2021 * them a good generic choice. */
2022 *card_vendor = HW_VENDOR_NVIDIA;
2023 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2024 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2025 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2026 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2027 return CARD_NVIDIA_RIVA_128;
2030 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2032 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2033 int vs_selected_mode, ps_selected_mode;
2035 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2036 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2037 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2038 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2039 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2040 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2041 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2042 else return &ffp_fragment_pipeline;
2045 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2047 int vs_selected_mode, ps_selected_mode;
2049 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2050 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2051 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2052 return &none_shader_backend;
2055 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2057 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2058 int vs_selected_mode, ps_selected_mode;
2060 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2061 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2062 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2063 else return &ffp_blit;
2066 /* Context activation is done by the caller. */
2067 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2069 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2070 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2071 const char *GL_Extensions = NULL;
2072 const char *WGL_Extensions = NULL;
2073 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2074 struct fragment_caps fragment_caps;
2075 enum wined3d_gl_vendor gl_vendor;
2076 enum wined3d_pci_vendor card_vendor;
2077 enum wined3d_pci_device device;
2079 GLfloat gl_floatv[2];
2082 unsigned int vidmem=0;
2086 TRACE_(d3d_caps)("(%p)\n", gl_info);
2090 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2091 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2092 if (!gl_renderer_str)
2095 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2099 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2100 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2104 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2108 /* Parse the GL_VERSION field into major and minor information */
2109 gl_version_str = (const char *)glGetString(GL_VERSION);
2110 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2111 if (!gl_version_str)
2114 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2117 gl_version = wined3d_parse_gl_version(gl_version_str);
2120 * Initialize openGL extension related variables
2121 * with Default values
2123 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2124 gl_info->limits.blends = 1;
2125 gl_info->limits.buffers = 1;
2126 gl_info->limits.textures = 1;
2127 gl_info->limits.fragment_samplers = 1;
2128 gl_info->limits.vertex_samplers = 0;
2129 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2130 gl_info->limits.sampler_stages = 1;
2131 gl_info->limits.glsl_vs_float_constants = 0;
2132 gl_info->limits.glsl_ps_float_constants = 0;
2133 gl_info->limits.arb_vs_float_constants = 0;
2134 gl_info->limits.arb_vs_native_constants = 0;
2135 gl_info->limits.arb_vs_instructions = 0;
2136 gl_info->limits.arb_vs_temps = 0;
2137 gl_info->limits.arb_ps_float_constants = 0;
2138 gl_info->limits.arb_ps_local_constants = 0;
2139 gl_info->limits.arb_ps_instructions = 0;
2140 gl_info->limits.arb_ps_temps = 0;
2142 /* Retrieve opengl defaults */
2143 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2144 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2145 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2147 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2148 gl_info->limits.lights = gl_max;
2149 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2151 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2152 gl_info->limits.texture_size = gl_max;
2153 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2155 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2156 gl_info->limits.pointsize_min = gl_floatv[0];
2157 gl_info->limits.pointsize_max = gl_floatv[1];
2158 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2160 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2161 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2165 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2171 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2173 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2175 while (*GL_Extensions)
2178 char current_ext[256];
2180 while (isspace(*GL_Extensions)) ++GL_Extensions;
2181 start = GL_Extensions;
2182 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2184 len = GL_Extensions - start;
2185 if (!len || len >= sizeof(current_ext)) continue;
2187 memcpy(current_ext, start, len);
2188 current_ext[len] = '\0';
2189 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2191 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2193 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2195 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2196 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2202 /* Now work out what GL support this card really has */
2203 #define USE_GL_FUNC(type, pfn, ext, replace) \
2205 DWORD ver = ver_for_ext(ext); \
2206 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2207 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2208 else gl_info->pfn = NULL; \
2213 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2219 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2220 * loading the functions, otherwise the code above will load the extension entry points instead of the
2221 * core functions, which may not work. */
2222 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2224 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2225 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2227 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2228 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2232 if (gl_info->supported[APPLE_FENCE])
2234 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2235 * The apple extension interacts with some other apple exts. Disable the NV
2236 * extension if the apple one is support to prevent confusion in other parts
2238 gl_info->supported[NV_FENCE] = FALSE;
2240 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2242 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2244 * The enums are the same:
2245 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2246 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2247 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2248 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2249 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2251 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2253 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2254 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2256 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2258 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2259 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2262 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2264 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2265 * functionality. Prefer the ARB extension */
2266 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2268 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2270 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2271 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2273 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2275 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2276 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2278 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2280 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2281 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2283 if (gl_info->supported[NV_TEXTURE_SHADER2])
2285 if (gl_info->supported[NV_REGISTER_COMBINERS])
2287 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2288 * are supported. The nv extensions provide the same functionality as the
2289 * ATI one, and a bit more(signed pixelformats). */
2290 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2294 if (gl_info->supported[NV_REGISTER_COMBINERS])
2296 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2297 gl_info->limits.general_combiners = gl_max;
2298 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2300 if (gl_info->supported[ARB_DRAW_BUFFERS])
2302 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2303 gl_info->limits.buffers = gl_max;
2304 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2306 if (gl_info->supported[ARB_MULTITEXTURE])
2308 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2309 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2310 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2312 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2315 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2316 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2320 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2322 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2324 if (gl_info->supported[ARB_VERTEX_SHADER])
2327 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2328 gl_info->limits.vertex_samplers = tmp;
2329 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2330 gl_info->limits.combined_samplers = tmp;
2332 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2333 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2334 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2335 * shader is used with fixed function vertex processing we're fine too because fixed function
2336 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2337 * used we have to make sure that all vertex sampler setups are valid together with all
2338 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2339 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2340 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2341 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2342 * a fixed function pipeline anymore.
2344 * So this is just a check to check that our assumption holds true. If not, write a warning
2345 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2346 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2347 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2349 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2350 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2351 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2352 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2353 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2355 gl_info->limits.vertex_samplers = 0;
2360 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2362 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2363 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2365 if (gl_info->supported[ARB_VERTEX_BLEND])
2367 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2368 gl_info->limits.blends = gl_max;
2369 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2371 if (gl_info->supported[EXT_TEXTURE3D])
2373 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2374 gl_info->limits.texture3d_size = gl_max;
2375 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2377 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2379 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2380 gl_info->limits.anisotropy = gl_max;
2381 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2383 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2385 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2386 gl_info->limits.arb_ps_float_constants = gl_max;
2387 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2388 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2389 gl_info->limits.arb_ps_native_constants = gl_max;
2390 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2391 gl_info->limits.arb_ps_native_constants);
2392 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2393 gl_info->limits.arb_ps_temps = gl_max;
2394 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2395 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2396 gl_info->limits.arb_ps_instructions = gl_max;
2397 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2398 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2399 gl_info->limits.arb_ps_local_constants = gl_max;
2400 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2402 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2404 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2405 gl_info->limits.arb_vs_float_constants = gl_max;
2406 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2407 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2408 gl_info->limits.arb_vs_native_constants = gl_max;
2409 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2410 gl_info->limits.arb_vs_native_constants);
2411 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2412 gl_info->limits.arb_vs_temps = gl_max;
2413 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2414 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2415 gl_info->limits.arb_vs_instructions = gl_max;
2416 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2418 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2420 if (gl_info->supported[ARB_VERTEX_SHADER])
2422 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2423 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2424 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2426 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2428 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2429 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2430 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2431 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2432 gl_info->limits.glsl_varyings = gl_max;
2433 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2435 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2437 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2438 unsigned int major, minor;
2440 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2442 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2443 sscanf(str, "%u.%u", &major, &minor);
2444 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2446 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2448 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2452 gl_info->limits.shininess = 128.0f;
2454 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2456 /* If we have full NP2 texture support, disable
2457 * GL_ARB_texture_rectangle because we will never use it.
2458 * This saves a few redundant glDisable calls. */
2459 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2461 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2463 /* Disable NV_register_combiners and fragment shader if this is supported.
2464 * generally the NV extensions are preferred over the ATI ones, and this
2465 * extension is disabled if register_combiners and texture_shader2 are both
2466 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2467 * fragment processing support. */
2468 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2469 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2470 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2471 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2473 if (gl_info->supported[NV_HALF_FLOAT])
2475 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2476 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2478 if (gl_info->supported[ARB_POINT_SPRITE])
2480 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2484 gl_info->limits.point_sprite_units = 0;
2486 checkGLcall("extension detection");
2490 adapter->fragment_pipe = select_fragment_implementation(adapter);
2491 adapter->shader_backend = select_shader_backend(adapter);
2492 adapter->blitter = select_blit_implementation(adapter);
2494 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2495 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2496 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2498 /* In some cases the number of texture stages can be larger than the number
2499 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2500 * shaders), but 8 texture stages (register combiners). */
2501 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2503 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2505 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2506 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2507 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2508 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2509 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2510 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2511 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2512 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2513 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2514 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2515 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2516 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2517 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2518 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2519 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2520 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2521 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2522 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2523 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2527 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2529 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2530 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2531 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2532 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2533 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2534 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2535 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2536 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2537 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2538 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2539 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2540 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2541 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2542 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2543 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2544 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2545 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2547 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2549 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2550 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2552 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2554 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2556 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2558 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2562 /* MRTs are currently only supported when FBOs are used. */
2563 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2565 gl_info->limits.buffers = 1;
2568 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2569 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2570 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2572 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2573 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2575 /* If we have an estimate use it, else default to 64MB; */
2577 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2579 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2581 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2582 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2583 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2584 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2585 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2586 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2587 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2588 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2590 /* Make sure there's an active HDC else the WGL extensions will fail */
2591 hdc = pwglGetCurrentDC();
2593 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2594 if(GL_EXTCALL(wglGetExtensionsStringARB))
2595 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2597 if (NULL == WGL_Extensions) {
2598 ERR(" WGL_Extensions returns NULL\n");
2600 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2601 while (*WGL_Extensions != 0x00) {
2605 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2606 Start = WGL_Extensions;
2607 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2611 len = WGL_Extensions - Start;
2612 if (len == 0 || len >= sizeof(ThisExtn))
2615 memcpy(ThisExtn, Start, len);
2616 ThisExtn[len] = '\0';
2617 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2619 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2620 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2621 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2623 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2624 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2625 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2631 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2632 init_driver_info(driver_info, card_vendor, device);
2633 add_gl_compat_wrappers(gl_info);
2638 /**********************************************************
2639 * IWineD3D implementation follows
2640 **********************************************************/
2642 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2643 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2645 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2647 return This->adapter_count;
2650 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2652 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2657 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2658 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2660 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2662 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2666 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2669 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2670 of the same bpp but different resolutions */
2672 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2673 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2674 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2675 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2677 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2681 /* TODO: Store modes per adapter and read it from the adapter structure */
2682 if (Adapter == 0) { /* Display */
2683 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2684 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2689 memset(&mode, 0, sizeof(mode));
2690 mode.dmSize = sizeof(mode);
2692 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2696 if (Format == WINED3DFMT_UNKNOWN)
2698 /* This is for D3D8, do not enumerate P8 here */
2699 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2701 else if (mode.dmBitsPerPel == format_bits)
2707 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2710 FIXME_(d3d_caps)("Adapter not primary display\n");
2715 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2716 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2717 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2718 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2720 /* Validate the parameters as much as possible */
2721 if (NULL == pMode ||
2722 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2723 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2724 return WINED3DERR_INVALIDCALL;
2727 /* TODO: Store modes per adapter and read it from the adapter structure */
2730 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2731 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2737 ZeroMemory(&DevModeW, sizeof(DevModeW));
2738 DevModeW.dmSize = sizeof(DevModeW);
2740 /* If we are filtering to a specific format (D3D9), then need to skip
2741 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2742 just count through the ones with valid bit depths */
2743 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2745 if (Format == WINED3DFMT_UNKNOWN)
2747 /* This is for D3D8, do not enumerate P8 here */
2748 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2750 else if (DevModeW.dmBitsPerPel == format_bits)
2757 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2758 return WINED3DERR_INVALIDCALL;
2762 /* Now get the display mode via the calculated index */
2763 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2764 pMode->Width = DevModeW.dmPelsWidth;
2765 pMode->Height = DevModeW.dmPelsHeight;
2766 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2767 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2768 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2770 if (Format == WINED3DFMT_UNKNOWN) {
2771 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2773 pMode->Format = Format;
2776 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2777 return WINED3DERR_INVALIDCALL;
2780 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2781 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2782 DevModeW.dmBitsPerPel);
2787 FIXME_(d3d_caps)("Adapter not primary display\n");
2793 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2795 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2797 if (NULL == pMode ||
2798 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2799 return WINED3DERR_INVALIDCALL;
2802 if (Adapter == 0) { /* Display */
2806 ZeroMemory(&DevModeW, sizeof(DevModeW));
2807 DevModeW.dmSize = sizeof(DevModeW);
2809 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2810 pMode->Width = DevModeW.dmPelsWidth;
2811 pMode->Height = DevModeW.dmPelsHeight;
2812 bpp = DevModeW.dmBitsPerPel;
2813 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2814 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2816 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2819 pMode->Format = pixelformat_for_depth(bpp);
2821 FIXME_(d3d_caps)("Adapter not primary display\n");
2824 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2825 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2829 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2830 and fields being inserted in the middle, a new structure is used in place */
2831 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2832 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2833 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2834 struct wined3d_adapter *adapter;
2837 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2839 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2840 return WINED3DERR_INVALIDCALL;
2843 adapter = &This->adapters[Adapter];
2845 /* Return the information requested */
2846 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2848 if (pIdentifier->driver_size)
2850 const char *name = adapter->driver_info.name;
2851 len = min(strlen(name), pIdentifier->driver_size - 1);
2852 memcpy(pIdentifier->driver, name, len);
2853 pIdentifier->driver[len] = '\0';
2856 if (pIdentifier->description_size)
2858 const char *description = adapter->driver_info.description;
2859 len = min(strlen(description), pIdentifier->description_size - 1);
2860 memcpy(pIdentifier->description, description, len);
2861 pIdentifier->description[len] = '\0';
2864 /* Note that d3d8 doesn't supply a device name. */
2865 if (pIdentifier->device_name_size)
2867 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2869 len = strlen(device_name);
2870 if (len >= pIdentifier->device_name_size)
2872 ERR("Device name size too small.\n");
2873 return WINED3DERR_INVALIDCALL;
2876 memcpy(pIdentifier->device_name, device_name, len);
2877 pIdentifier->device_name[len] = '\0';
2880 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2881 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2882 pIdentifier->vendor_id = adapter->driver_info.vendor;
2883 pIdentifier->device_id = adapter->driver_info.device;
2884 pIdentifier->subsystem_id = 0;
2885 pIdentifier->revision = 0;
2886 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2887 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2888 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2889 pIdentifier->video_memory = adapter->TextureRam;
2894 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2895 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2897 short redSize, greenSize, blueSize, alphaSize, colorBits;
2902 /* Float formats need FBOs. If FBOs are used this function isn't called */
2903 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2905 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2906 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2908 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2912 if(cfg->redSize < redSize)
2915 if(cfg->greenSize < greenSize)
2918 if(cfg->blueSize < blueSize)
2921 if(cfg->alphaSize < alphaSize)
2927 /* Probably a RGBA_float or color index mode */
2931 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2932 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2934 short depthSize, stencilSize;
2935 BOOL lockable = FALSE;
2940 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2942 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2946 /* Float formats need FBOs. If FBOs are used this function isn't called */
2947 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2949 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2952 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2953 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2954 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2955 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2958 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2959 * allow more stencil bits than requested. */
2960 if(cfg->stencilSize < stencilSize)
2966 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2967 WINED3DFORMAT AdapterFormat,
2968 WINED3DFORMAT RenderTargetFormat,
2969 WINED3DFORMAT DepthStencilFormat) {
2970 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2972 const WineD3D_PixelFormat *cfgs;
2973 const struct wined3d_adapter *adapter;
2974 const struct wined3d_format_desc *rt_format_desc;
2975 const struct wined3d_format_desc *ds_format_desc;
2978 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2980 DeviceType, debug_d3ddevicetype(DeviceType),
2981 AdapterFormat, debug_d3dformat(AdapterFormat),
2982 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2983 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2985 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2986 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2987 return WINED3DERR_INVALIDCALL;
2990 adapter = &This->adapters[Adapter];
2991 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2992 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2993 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2995 if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
2996 (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
2997 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3003 cfgs = adapter->cfgs;
3004 nCfgs = adapter->nCfgs;
3005 for (it = 0; it < nCfgs; ++it) {
3006 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3008 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3010 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3016 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3018 return WINED3DERR_NOTAVAILABLE;
3021 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3022 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3024 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3025 const struct wined3d_format_desc *glDesc;
3026 const struct wined3d_adapter *adapter;
3028 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3031 DeviceType, debug_d3ddevicetype(DeviceType),
3032 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3037 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3038 return WINED3DERR_INVALIDCALL;
3041 /* TODO: handle Windowed, add more quality levels */
3043 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3044 if(pQualityLevels) *pQualityLevels = 1;
3048 /* By default multisampling is disabled right now as it causes issues
3049 * on some Nvidia driver versions and it doesn't work well in combination
3051 if(!wined3d_settings.allow_multisampling)
3052 return WINED3DERR_NOTAVAILABLE;
3054 adapter = &This->adapters[Adapter];
3055 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3056 if (!glDesc) return WINED3DERR_INVALIDCALL;
3058 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3060 const WineD3D_PixelFormat *cfgs;
3062 cfgs = adapter->cfgs;
3063 nCfgs = adapter->nCfgs;
3064 for(i=0; i<nCfgs; i++) {
3065 if(cfgs[i].numSamples != MultiSampleType)
3068 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3071 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3074 *pQualityLevels = 1; /* Guess at a value! */
3078 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3079 short redSize, greenSize, blueSize, alphaSize, colorBits;
3081 const WineD3D_PixelFormat *cfgs;
3083 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3085 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3086 return WINED3DERR_NOTAVAILABLE;
3089 cfgs = adapter->cfgs;
3090 nCfgs = adapter->nCfgs;
3091 for(i=0; i<nCfgs; i++) {
3092 if(cfgs[i].numSamples != MultiSampleType)
3094 if(cfgs[i].redSize != redSize)
3096 if(cfgs[i].greenSize != greenSize)
3098 if(cfgs[i].blueSize != blueSize)
3100 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3101 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3103 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3106 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3109 *pQualityLevels = 1; /* Guess at a value! */
3113 return WINED3DERR_NOTAVAILABLE;
3116 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3117 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3119 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3122 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3123 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3124 debug_d3dformat(BackBufferFormat), Windowed);
3126 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3127 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3128 return WINED3DERR_INVALIDCALL;
3131 /* The task of this function is to check whether a certain display / backbuffer format
3132 * combination is available on the given adapter. In fullscreen mode microsoft specified
3133 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3134 * and display format should match exactly.
3135 * In windowed mode format conversion can occur and this depends on the driver. When format
3136 * conversion is done, this function should nevertheless fail and applications need to use
3137 * CheckDeviceFormatConversion.
3138 * At the moment we assume that fullscreen and windowed have the same capabilities */
3140 /* There are only 4 display formats */
3141 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3142 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3143 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3144 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3146 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3147 return WINED3DERR_NOTAVAILABLE;
3150 /* If the requested DisplayFormat is not available, don't continue */
3151 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3153 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3154 return WINED3DERR_NOTAVAILABLE;
3157 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3158 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3159 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3160 return WINED3DERR_NOTAVAILABLE;
3163 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3164 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3166 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3167 return WINED3DERR_NOTAVAILABLE;
3170 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3171 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3172 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3174 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3175 return WINED3DERR_NOTAVAILABLE;
3178 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3179 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3180 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3182 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3183 return WINED3DERR_NOTAVAILABLE;
3186 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3187 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3188 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3190 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3191 return WINED3DERR_NOTAVAILABLE;
3194 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3195 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3197 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3203 /* Check if we support bumpmapping for a format */
3204 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
3205 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3207 /* Ask the fixed function pipeline implementation if it can deal
3208 * with the conversion. If we've got a GL extension giving native
3209 * support this will be an identity conversion. */
3210 return (format_desc->Flags & WINED3DFMT_FLAG_BUMPMAP)
3211 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup);
3214 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3215 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3216 const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3220 /* Only allow depth/stencil formats */
3221 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3223 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3225 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3226 if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3230 /* Walk through all WGL pixel formats to find a match */
3231 for (it = 0; it < adapter->nCfgs; ++it)
3233 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3234 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3236 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3247 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3249 /* The flags entry of a format contains the filtering capability */
3250 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3255 /* Check the render target capabilities of a format */
3256 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3257 const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3259 /* Filter out non-RT formats */
3260 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3261 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3262 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3264 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3265 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3267 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3268 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3270 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3271 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3272 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3273 TRACE_(d3d_caps)("[FAILED]\n");
3277 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3278 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3279 for (it = 0; it < adapter->nCfgs; ++it)
3281 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3282 &cfgs[it], check_format_desc))
3284 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3285 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3290 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3292 /* For now return TRUE for FBOs until we have some proper checks.
3293 * Note that this function will only be called when the format is around for texturing. */
3299 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3301 return adapter->gl_info.supported[EXT_TEXTURE_SRGB]
3302 && (format_desc->Flags & WINED3DFMT_FLAG_SRGB_READ);
3305 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
3306 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3308 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3309 * doing the color fixup in shaders.
3310 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3311 if (format_desc->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3313 int vs_selected_mode;
3314 int ps_selected_mode;
3315 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3317 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3318 TRACE_(d3d_caps)("[OK]\n");
3323 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3327 /* Check if a format support blending in combination with pixel shaders */
3328 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3329 const struct wined3d_format_desc *format_desc)
3331 /* The flags entry of a format contains the post pixel shader blending capability */
3332 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3337 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3339 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3340 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3341 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3342 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3343 * capability anyway.
3345 * For now lets report this on all formats, but in the future we may want to
3346 * restrict it to some should games need that
3351 /* Check if a texture format is supported on the given adapter */
3352 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
3353 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *format_desc)
3355 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3357 switch (format_desc->format)
3360 * supported: RGB(A) formats
3362 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3363 case WINED3DFMT_B8G8R8A8_UNORM:
3364 case WINED3DFMT_B8G8R8X8_UNORM:
3365 case WINED3DFMT_B5G6R5_UNORM:
3366 case WINED3DFMT_B5G5R5X1_UNORM:
3367 case WINED3DFMT_B5G5R5A1_UNORM:
3368 case WINED3DFMT_B4G4R4A4_UNORM:
3369 case WINED3DFMT_A8_UNORM:
3370 case WINED3DFMT_B4G4R4X4_UNORM:
3371 case WINED3DFMT_R8G8B8A8_UNORM:
3372 case WINED3DFMT_R8G8B8X8_UNORM:
3373 case WINED3DFMT_B10G10R10A2_UNORM:
3374 case WINED3DFMT_R10G10B10A2_UNORM:
3375 case WINED3DFMT_R16G16_UNORM:
3376 TRACE_(d3d_caps)("[OK]\n");
3379 case WINED3DFMT_B2G3R3_UNORM:
3380 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3384 * Not supported: Palettized
3385 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3386 * Since it is not widely available, don't offer it. Further no Windows driver offers
3387 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3389 case WINED3DFMT_P8_UINT:
3390 case WINED3DFMT_P8_UINT_A8_UNORM:
3394 * Supported: (Alpha)-Luminance
3396 case WINED3DFMT_L8_UNORM:
3397 case WINED3DFMT_L8A8_UNORM:
3398 case WINED3DFMT_L16_UNORM:
3399 TRACE_(d3d_caps)("[OK]\n");
3402 /* Not supported on Windows, thus disabled */
3403 case WINED3DFMT_L4A4_UNORM:
3404 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3408 * Supported: Depth/Stencil formats
3410 case WINED3DFMT_D16_LOCKABLE:
3411 case WINED3DFMT_D16_UNORM:
3412 case WINED3DFMT_S1_UINT_D15_UNORM:
3413 case WINED3DFMT_X8D24_UNORM:
3414 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3415 case WINED3DFMT_D24_UNORM_S8_UINT:
3416 case WINED3DFMT_S8_UINT_D24_FLOAT:
3417 case WINED3DFMT_D32_UNORM:
3418 case WINED3DFMT_D32_FLOAT:
3422 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3423 * GL_NV_texture_shader). Emulated by shaders
3425 case WINED3DFMT_R8G8_SNORM:
3426 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3427 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3428 case WINED3DFMT_R8G8B8A8_SNORM:
3429 case WINED3DFMT_R16G16_SNORM:
3430 /* Ask the shader backend if it can deal with the conversion. If
3431 * we've got a GL extension giving native support this will be an
3432 * identity conversion. */
3433 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3435 TRACE_(d3d_caps)("[OK]\n");
3438 TRACE_(d3d_caps)("[FAILED]\n");
3441 case WINED3DFMT_DXT1:
3442 case WINED3DFMT_DXT2:
3443 case WINED3DFMT_DXT3:
3444 case WINED3DFMT_DXT4:
3445 case WINED3DFMT_DXT5:
3446 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3448 TRACE_(d3d_caps)("[OK]\n");
3451 TRACE_(d3d_caps)("[FAILED]\n");
3456 * Odd formats - not supported
3458 case WINED3DFMT_VERTEXDATA:
3459 case WINED3DFMT_R16_UINT:
3460 case WINED3DFMT_R32_UINT:
3461 case WINED3DFMT_R16G16B16A16_SNORM:
3462 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3463 case WINED3DFMT_R10G11B11_SNORM:
3464 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3468 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3470 case WINED3DFMT_R8G8_SNORM_Cx:
3471 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3475 case WINED3DFMT_UYVY:
3476 case WINED3DFMT_YUY2:
3477 if (gl_info->supported[APPLE_YCBCR_422])
3479 TRACE_(d3d_caps)("[OK]\n");
3482 TRACE_(d3d_caps)("[FAILED]\n");
3484 case WINED3DFMT_YV12:
3485 TRACE_(d3d_caps)("[FAILED]\n");
3489 case WINED3DFMT_R16G16B16A16_UNORM:
3490 case WINED3DFMT_B2G3R3A8_UNORM:
3491 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3494 /* Floating point formats */
3495 case WINED3DFMT_R16_FLOAT:
3496 case WINED3DFMT_R16G16_FLOAT:
3497 case WINED3DFMT_R16G16B16A16_FLOAT:
3498 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3500 TRACE_(d3d_caps)("[OK]\n");
3503 TRACE_(d3d_caps)("[FAILED]\n");
3506 case WINED3DFMT_R32_FLOAT:
3507 case WINED3DFMT_R32G32_FLOAT:
3508 case WINED3DFMT_R32G32B32A32_FLOAT:
3509 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3511 TRACE_(d3d_caps)("[OK]\n");
3514 TRACE_(d3d_caps)("[FAILED]\n");
3517 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3518 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3519 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3520 * We can do instancing with all shader versions, but we need vertex shaders.
3522 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3523 * to enable instancing. WineD3D doesn't need that and just ignores it.
3525 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3527 case WINED3DFMT_INST:
3528 TRACE("ATI Instancing check hack\n");
3529 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3531 TRACE_(d3d_caps)("[OK]\n");
3534 TRACE_(d3d_caps)("[FAILED]\n");
3537 /* Some weird FOURCC formats */
3538 case WINED3DFMT_R8G8_B8G8:
3539 case WINED3DFMT_G8R8_G8B8:
3540 case WINED3DFMT_MULTI2_ARGB8:
3541 TRACE_(d3d_caps)("[FAILED]\n");
3544 /* Vendor specific formats */
3545 case WINED3DFMT_ATI2N:
3546 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3547 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3549 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3550 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3552 TRACE_(d3d_caps)("[OK]\n");
3556 TRACE_(d3d_caps)("[OK]\n");
3559 TRACE_(d3d_caps)("[FAILED]\n");
3562 case WINED3DFMT_NVHU:
3563 case WINED3DFMT_NVHS:
3564 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3565 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3566 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3567 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3568 * Applications have to deal with not having NVHS and NVHU.
3570 TRACE_(d3d_caps)("[FAILED]\n");
3573 case WINED3DFMT_UNKNOWN:
3577 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3583 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3584 const struct wined3d_format_desc *adapter_format_desc,
3585 WINED3DDEVTYPE DeviceType, const struct wined3d_format_desc *check_format_desc,
3586 WINED3DSURFTYPE SurfaceType)
3588 if(SurfaceType == SURFACE_GDI) {
3589 switch(check_format_desc->format)
3591 case WINED3DFMT_B8G8R8_UNORM:
3592 case WINED3DFMT_B8G8R8A8_UNORM:
3593 case WINED3DFMT_B8G8R8X8_UNORM:
3594 case WINED3DFMT_B5G6R5_UNORM:
3595 case WINED3DFMT_B5G5R5X1_UNORM:
3596 case WINED3DFMT_B5G5R5A1_UNORM:
3597 case WINED3DFMT_B4G4R4A4_UNORM:
3598 case WINED3DFMT_B2G3R3_UNORM:
3599 case WINED3DFMT_A8_UNORM:
3600 case WINED3DFMT_B2G3R3A8_UNORM:
3601 case WINED3DFMT_B4G4R4X4_UNORM:
3602 case WINED3DFMT_R10G10B10A2_UNORM:
3603 case WINED3DFMT_R8G8B8A8_UNORM:
3604 case WINED3DFMT_R8G8B8X8_UNORM:
3605 case WINED3DFMT_R16G16_UNORM:
3606 case WINED3DFMT_B10G10R10A2_UNORM:
3607 case WINED3DFMT_R16G16B16A16_UNORM:
3608 case WINED3DFMT_P8_UINT:
3609 TRACE_(d3d_caps)("[OK]\n");
3612 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3617 /* All format that are supported for textures are supported for surfaces as well */
3618 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3619 /* All depth stencil formats are supported on surfaces */
3620 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3622 /* If opengl can't process the format natively, the blitter may be able to convert it */
3623 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3624 NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3625 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3627 TRACE_(d3d_caps)("[OK]\n");
3631 /* Reject other formats */
3632 TRACE_(d3d_caps)("[FAILED]\n");
3636 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3637 const struct wined3d_format_desc *format_desc)
3639 return adapter->gl_info.limits.vertex_samplers
3640 && (format_desc->Flags & WINED3DFMT_FLAG_VTF);
3643 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3644 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3645 WINED3DSURFTYPE SurfaceType)
3647 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3648 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3649 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3650 const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3651 const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3652 DWORD UsageCaps = 0;
3654 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3657 DeviceType, debug_d3ddevicetype(DeviceType),
3658 AdapterFormat, debug_d3dformat(AdapterFormat),
3659 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3660 RType, debug_d3dresourcetype(RType),
3661 CheckFormat, debug_d3dformat(CheckFormat));
3663 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3664 return WINED3DERR_INVALIDCALL;
3667 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3669 if(SurfaceType != SURFACE_OPENGL) {
3670 TRACE("[FAILED]\n");
3671 return WINED3DERR_NOTAVAILABLE;
3674 /* Cubetexture allows:
3675 * - D3DUSAGE_AUTOGENMIPMAP
3676 * - D3DUSAGE_DEPTHSTENCIL
3677 * - D3DUSAGE_DYNAMIC
3678 * - D3DUSAGE_NONSECURE (d3d9ex)
3679 * - D3DUSAGE_RENDERTARGET
3680 * - D3DUSAGE_SOFTWAREPROCESSING
3681 * - D3DUSAGE_QUERY_WRAPANDMIP
3683 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3685 /* Check if the texture format is around */
3686 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3688 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3689 /* Check for automatic mipmap generation support */
3690 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3692 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3694 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3695 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3699 /* Always report dynamic locking */
3700 if(Usage & WINED3DUSAGE_DYNAMIC)
3701 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3703 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3704 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3706 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3708 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3709 return WINED3DERR_NOTAVAILABLE;
3713 /* Always report software processing */
3714 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3715 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3717 /* Check QUERY_FILTER support */
3718 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3719 if (CheckFilterCapability(adapter, format_desc))
3721 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3723 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3724 return WINED3DERR_NOTAVAILABLE;
3728 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3729 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3730 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3732 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3734 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3735 return WINED3DERR_NOTAVAILABLE;
3739 /* Check QUERY_SRGBREAD support */
3740 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3741 if (CheckSrgbReadCapability(adapter, format_desc))
3743 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3745 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3746 return WINED3DERR_NOTAVAILABLE;
3750 /* Check QUERY_SRGBWRITE support */
3751 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3752 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3754 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3756 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3757 return WINED3DERR_NOTAVAILABLE;
3761 /* Check QUERY_VERTEXTEXTURE support */
3762 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3763 if (CheckVertexTextureCapability(adapter, format_desc))
3765 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3767 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3768 return WINED3DERR_NOTAVAILABLE;
3772 /* Check QUERY_WRAPANDMIP support */
3773 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3774 if (CheckWrapAndMipCapability(adapter, format_desc))
3776 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3778 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3779 return WINED3DERR_NOTAVAILABLE;
3783 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3784 return WINED3DERR_NOTAVAILABLE;
3787 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3788 return WINED3DERR_NOTAVAILABLE;
3790 } else if(RType == WINED3DRTYPE_SURFACE) {
3792 * - D3DUSAGE_DEPTHSTENCIL
3793 * - D3DUSAGE_NONSECURE (d3d9ex)
3794 * - D3DUSAGE_RENDERTARGET
3797 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3799 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3800 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3802 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3804 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3805 return WINED3DERR_NOTAVAILABLE;
3809 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3810 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3812 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3814 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3815 return WINED3DERR_NOTAVAILABLE;
3819 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3820 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3821 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3823 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3825 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3826 return WINED3DERR_NOTAVAILABLE;
3830 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3831 return WINED3DERR_NOTAVAILABLE;
3834 } else if(RType == WINED3DRTYPE_TEXTURE) {
3836 * - D3DUSAGE_AUTOGENMIPMAP
3837 * - D3DUSAGE_DEPTHSTENCIL
3839 * - D3DUSAGE_DYNAMIC
3840 * - D3DUSAGE_NONSECURE (d3d9ex)
3841 * - D3DUSAGE_RENDERTARGET
3842 * - D3DUSAGE_SOFTWAREPROCESSING
3843 * - D3DUSAGE_TEXTAPI (d3d9ex)
3844 * - D3DUSAGE_QUERY_WRAPANDMIP
3847 if(SurfaceType != SURFACE_OPENGL) {
3848 TRACE("[FAILED]\n");
3849 return WINED3DERR_NOTAVAILABLE;
3852 /* Check if the texture format is around */
3853 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3855 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3856 /* Check for automatic mipmap generation support */
3857 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3859 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3861 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3862 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3866 /* Always report dynamic locking */
3867 if(Usage & WINED3DUSAGE_DYNAMIC)
3868 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3870 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3871 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3873 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3875 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3876 return WINED3DERR_NOTAVAILABLE;
3880 /* Always report software processing */
3881 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3882 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3884 /* Check QUERY_FILTER support */
3885 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3886 if (CheckFilterCapability(adapter, format_desc))
3888 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3890 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3891 return WINED3DERR_NOTAVAILABLE;
3895 /* Check QUERY_LEGACYBUMPMAP support */
3896 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3897 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3899 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3901 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3902 return WINED3DERR_NOTAVAILABLE;
3906 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3907 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3908 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3910 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3912 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3913 return WINED3DERR_NOTAVAILABLE;
3917 /* Check QUERY_SRGBREAD support */
3918 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3919 if (CheckSrgbReadCapability(adapter, format_desc))
3921 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3923 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3924 return WINED3DERR_NOTAVAILABLE;
3928 /* Check QUERY_SRGBWRITE support */
3929 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3930 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3932 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3934 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3935 return WINED3DERR_NOTAVAILABLE;
3939 /* Check QUERY_VERTEXTEXTURE support */
3940 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3941 if (CheckVertexTextureCapability(adapter, format_desc))
3943 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3945 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3946 return WINED3DERR_NOTAVAILABLE;
3950 /* Check QUERY_WRAPANDMIP support */
3951 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3952 if (CheckWrapAndMipCapability(adapter, format_desc))
3954 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3956 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3957 return WINED3DERR_NOTAVAILABLE;
3961 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3962 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3964 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3966 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3967 return WINED3DERR_NOTAVAILABLE;
3971 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3972 return WINED3DERR_NOTAVAILABLE;
3974 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3975 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3976 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3978 * Volumetexture allows:
3979 * - D3DUSAGE_DYNAMIC
3980 * - D3DUSAGE_NONSECURE (d3d9ex)
3981 * - D3DUSAGE_SOFTWAREPROCESSING
3982 * - D3DUSAGE_QUERY_WRAPANDMIP
3985 if(SurfaceType != SURFACE_OPENGL) {
3986 TRACE("[FAILED]\n");
3987 return WINED3DERR_NOTAVAILABLE;
3990 /* Check volume texture and volume usage caps */
3991 if (gl_info->supported[EXT_TEXTURE3D])
3993 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3995 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3996 return WINED3DERR_NOTAVAILABLE;
3999 /* Always report dynamic locking */
4000 if(Usage & WINED3DUSAGE_DYNAMIC)
4001 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4003 /* Always report software processing */
4004 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4005 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4007 /* Check QUERY_FILTER support */
4008 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
4009 if (CheckFilterCapability(adapter, format_desc))
4011 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4013 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4014 return WINED3DERR_NOTAVAILABLE;
4018 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
4019 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
4020 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4022 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4024 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4025 return WINED3DERR_NOTAVAILABLE;
4029 /* Check QUERY_SRGBREAD support */
4030 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
4031 if (CheckSrgbReadCapability(adapter, format_desc))
4033 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4035 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4036 return WINED3DERR_NOTAVAILABLE;
4040 /* Check QUERY_SRGBWRITE support */
4041 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
4042 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
4044 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4046 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4047 return WINED3DERR_NOTAVAILABLE;
4051 /* Check QUERY_VERTEXTEXTURE support */
4052 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
4053 if (CheckVertexTextureCapability(adapter, format_desc))
4055 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4057 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4058 return WINED3DERR_NOTAVAILABLE;
4062 /* Check QUERY_WRAPANDMIP support */
4063 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
4064 if (CheckWrapAndMipCapability(adapter, format_desc))
4066 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4068 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4069 return WINED3DERR_NOTAVAILABLE;
4073 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4074 return WINED3DERR_NOTAVAILABLE;
4077 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
4078 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
4079 * app needing one of those formats, don't advertize them to avoid leading apps into
4080 * temptation. The windows drivers don't support most of those formats on volumes anyway,
4083 switch(CheckFormat) {
4084 case WINED3DFMT_P8_UINT:
4085 case WINED3DFMT_L4A4_UNORM:
4086 case WINED3DFMT_R32_FLOAT:
4087 case WINED3DFMT_R16_FLOAT:
4088 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4089 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4090 case WINED3DFMT_R16G16_UNORM:
4091 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4092 return WINED3DERR_NOTAVAILABLE;
4094 case WINED3DFMT_R8G8B8A8_SNORM:
4095 case WINED3DFMT_R16G16_SNORM:
4096 if (!gl_info->supported[NV_TEXTURE_SHADER])
4098 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4099 return WINED3DERR_NOTAVAILABLE;
4103 case WINED3DFMT_R8G8_SNORM:
4104 if (!gl_info->supported[NV_TEXTURE_SHADER])
4106 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4107 return WINED3DERR_NOTAVAILABLE;
4111 case WINED3DFMT_DXT1:
4112 case WINED3DFMT_DXT2:
4113 case WINED3DFMT_DXT3:
4114 case WINED3DFMT_DXT4:
4115 case WINED3DFMT_DXT5:
4116 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
4117 * compressed texture results in an error. While the D3D refrast does
4118 * support s3tc volumes, at least the nvidia windows driver does not, so
4119 * we're free not to support this format.
4121 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4122 return WINED3DERR_NOTAVAILABLE;
4125 /* Do nothing, continue with checking the format below */
4128 } else if(RType == WINED3DRTYPE_BUFFER){
4129 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
4130 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
4131 return WINED3DERR_NOTAVAILABLE;
4134 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
4135 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
4136 * usage flags match. */
4137 if(UsageCaps == Usage) {
4139 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
4140 return WINED3DOK_NOAUTOGEN;
4142 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);
4143 return WINED3DERR_NOTAVAILABLE;
4147 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4148 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4150 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4151 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4152 debug_d3dformat(dst_format));
4157 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4158 subset of a D3DCAPS9 structure. However, it has to come via a void *
4159 as the d3d8 interface cannot import the d3d9 header */
4160 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4162 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4163 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4164 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4165 int vs_selected_mode;
4166 int ps_selected_mode;
4167 struct shader_caps shader_caps;
4168 struct fragment_caps fragment_caps;
4169 DWORD ckey_caps, blit_caps, fx_caps;
4171 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4173 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4174 return WINED3DERR_INVALIDCALL;
4177 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4179 /* ------------------------------------------------
4180 The following fields apply to both d3d8 and d3d9
4181 ------------------------------------------------ */
4182 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4183 pCaps->AdapterOrdinal = Adapter;
4186 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4187 WINED3DCAPS2_FULLSCREENGAMMA |
4188 WINED3DCAPS2_DYNAMICTEXTURES;
4189 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4191 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4194 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4195 WINED3DCAPS3_COPY_TO_VIDMEM |
4196 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4198 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4199 WINED3DPRESENT_INTERVAL_ONE;
4201 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4202 WINED3DCURSORCAPS_LOWRES;
4204 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4205 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4206 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4207 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4208 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4209 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4210 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4211 WINED3DDEVCAPS_PUREDEVICE |
4212 WINED3DDEVCAPS_HWRASTERIZATION |
4213 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4214 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4215 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4216 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4217 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4218 WINED3DDEVCAPS_RTPATCHES;
4220 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4221 WINED3DPMISCCAPS_CULLCCW |
4222 WINED3DPMISCCAPS_CULLCW |
4223 WINED3DPMISCCAPS_COLORWRITEENABLE |
4224 WINED3DPMISCCAPS_CLIPTLVERTS |
4225 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4226 WINED3DPMISCCAPS_MASKZ |
4227 WINED3DPMISCCAPS_BLENDOP |
4228 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4230 WINED3DPMISCCAPS_NULLREFERENCE
4231 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4232 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4233 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4235 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4236 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4237 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4238 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4240 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4241 WINED3DPRASTERCAPS_PAT |
4242 WINED3DPRASTERCAPS_WFOG |
4243 WINED3DPRASTERCAPS_ZFOG |
4244 WINED3DPRASTERCAPS_FOGVERTEX |
4245 WINED3DPRASTERCAPS_FOGTABLE |
4246 WINED3DPRASTERCAPS_STIPPLE |
4247 WINED3DPRASTERCAPS_SUBPIXEL |
4248 WINED3DPRASTERCAPS_ZTEST |
4249 WINED3DPRASTERCAPS_SCISSORTEST |
4250 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4251 WINED3DPRASTERCAPS_DEPTHBIAS;
4253 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4255 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4256 WINED3DPRASTERCAPS_ZBIAS |
4257 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4259 if (gl_info->supported[NV_FOG_DISTANCE])
4261 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4264 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4265 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4266 WINED3DPRASTERCAPS_ANTIALIASEDGES
4267 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4268 WINED3DPRASTERCAPS_WBUFFER */
4270 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4271 WINED3DPCMPCAPS_EQUAL |
4272 WINED3DPCMPCAPS_GREATER |
4273 WINED3DPCMPCAPS_GREATEREQUAL |
4274 WINED3DPCMPCAPS_LESS |
4275 WINED3DPCMPCAPS_LESSEQUAL |
4276 WINED3DPCMPCAPS_NEVER |
4277 WINED3DPCMPCAPS_NOTEQUAL;
4279 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4280 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4281 WINED3DPBLENDCAPS_DESTALPHA |
4282 WINED3DPBLENDCAPS_DESTCOLOR |
4283 WINED3DPBLENDCAPS_INVDESTALPHA |
4284 WINED3DPBLENDCAPS_INVDESTCOLOR |
4285 WINED3DPBLENDCAPS_INVSRCALPHA |
4286 WINED3DPBLENDCAPS_INVSRCCOLOR |
4287 WINED3DPBLENDCAPS_ONE |
4288 WINED3DPBLENDCAPS_SRCALPHA |
4289 WINED3DPBLENDCAPS_SRCALPHASAT |
4290 WINED3DPBLENDCAPS_SRCCOLOR |
4291 WINED3DPBLENDCAPS_ZERO;
4293 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4294 WINED3DPBLENDCAPS_DESTCOLOR |
4295 WINED3DPBLENDCAPS_INVDESTALPHA |
4296 WINED3DPBLENDCAPS_INVDESTCOLOR |
4297 WINED3DPBLENDCAPS_INVSRCALPHA |
4298 WINED3DPBLENDCAPS_INVSRCCOLOR |
4299 WINED3DPBLENDCAPS_ONE |
4300 WINED3DPBLENDCAPS_SRCALPHA |
4301 WINED3DPBLENDCAPS_SRCCOLOR |
4302 WINED3DPBLENDCAPS_ZERO;
4303 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4304 * according to the glBlendFunc manpage
4306 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4307 * legacy settings for srcblend only
4310 if (gl_info->supported[EXT_BLEND_COLOR])
4312 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4313 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4317 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4318 WINED3DPCMPCAPS_EQUAL |
4319 WINED3DPCMPCAPS_GREATER |
4320 WINED3DPCMPCAPS_GREATEREQUAL |
4321 WINED3DPCMPCAPS_LESS |
4322 WINED3DPCMPCAPS_LESSEQUAL |
4323 WINED3DPCMPCAPS_NEVER |
4324 WINED3DPCMPCAPS_NOTEQUAL;
4326 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4327 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4328 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4329 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4330 WINED3DPSHADECAPS_COLORFLATRGB |
4331 WINED3DPSHADECAPS_FOGFLAT |
4332 WINED3DPSHADECAPS_FOGGOURAUD |
4333 WINED3DPSHADECAPS_SPECULARFLATRGB;
4335 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4336 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4337 WINED3DPTEXTURECAPS_TRANSPARENCY |
4338 WINED3DPTEXTURECAPS_BORDER |
4339 WINED3DPTEXTURECAPS_MIPMAP |
4340 WINED3DPTEXTURECAPS_PROJECTED |
4341 WINED3DPTEXTURECAPS_PERSPECTIVE;
4343 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4345 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4346 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4349 if (gl_info->supported[EXT_TEXTURE3D])
4351 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4352 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4353 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4356 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4358 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4359 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4360 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4364 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4365 WINED3DPTFILTERCAPS_MAGFPOINT |
4366 WINED3DPTFILTERCAPS_MINFLINEAR |
4367 WINED3DPTFILTERCAPS_MINFPOINT |
4368 WINED3DPTFILTERCAPS_MIPFLINEAR |
4369 WINED3DPTFILTERCAPS_MIPFPOINT |
4370 WINED3DPTFILTERCAPS_LINEAR |
4371 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4372 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4373 WINED3DPTFILTERCAPS_MIPLINEAR |
4374 WINED3DPTFILTERCAPS_MIPNEAREST |
4375 WINED3DPTFILTERCAPS_NEAREST;
4377 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4379 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4380 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4383 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4385 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4386 WINED3DPTFILTERCAPS_MAGFPOINT |
4387 WINED3DPTFILTERCAPS_MINFLINEAR |
4388 WINED3DPTFILTERCAPS_MINFPOINT |
4389 WINED3DPTFILTERCAPS_MIPFLINEAR |
4390 WINED3DPTFILTERCAPS_MIPFPOINT |
4391 WINED3DPTFILTERCAPS_LINEAR |
4392 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4393 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4394 WINED3DPTFILTERCAPS_MIPLINEAR |
4395 WINED3DPTFILTERCAPS_MIPNEAREST |
4396 WINED3DPTFILTERCAPS_NEAREST;
4398 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4400 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4401 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4404 pCaps->CubeTextureFilterCaps = 0;
4406 if (gl_info->supported[EXT_TEXTURE3D])
4408 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4409 WINED3DPTFILTERCAPS_MAGFPOINT |
4410 WINED3DPTFILTERCAPS_MINFLINEAR |
4411 WINED3DPTFILTERCAPS_MINFPOINT |
4412 WINED3DPTFILTERCAPS_MIPFLINEAR |
4413 WINED3DPTFILTERCAPS_MIPFPOINT |
4414 WINED3DPTFILTERCAPS_LINEAR |
4415 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4416 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4417 WINED3DPTFILTERCAPS_MIPLINEAR |
4418 WINED3DPTFILTERCAPS_MIPNEAREST |
4419 WINED3DPTFILTERCAPS_NEAREST;
4421 pCaps->VolumeTextureFilterCaps = 0;
4423 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4424 WINED3DPTADDRESSCAPS_CLAMP |
4425 WINED3DPTADDRESSCAPS_WRAP;
4427 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4429 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4431 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4433 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4435 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4437 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4440 if (gl_info->supported[EXT_TEXTURE3D])
4442 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4443 WINED3DPTADDRESSCAPS_CLAMP |
4444 WINED3DPTADDRESSCAPS_WRAP;
4445 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4447 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4449 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4451 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4453 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4455 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4458 pCaps->VolumeTextureAddressCaps = 0;
4460 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4461 WINED3DLINECAPS_ZTEST |
4462 WINED3DLINECAPS_BLEND |
4463 WINED3DLINECAPS_ALPHACMP |
4464 WINED3DLINECAPS_FOG;
4465 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4466 * idea how generating the smoothing alpha values works; the result is different
4469 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4470 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4472 if (gl_info->supported[EXT_TEXTURE3D])
4473 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4475 pCaps->MaxVolumeExtent = 0;
4477 pCaps->MaxTextureRepeat = 32768;
4478 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4479 pCaps->MaxVertexW = 1.0f;
4481 pCaps->GuardBandLeft = 0.0f;
4482 pCaps->GuardBandTop = 0.0f;
4483 pCaps->GuardBandRight = 0.0f;
4484 pCaps->GuardBandBottom = 0.0f;
4486 pCaps->ExtentsAdjust = 0.0f;
4488 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4489 WINED3DSTENCILCAPS_INCRSAT |
4490 WINED3DSTENCILCAPS_INVERT |
4491 WINED3DSTENCILCAPS_KEEP |
4492 WINED3DSTENCILCAPS_REPLACE |
4493 WINED3DSTENCILCAPS_ZERO;
4494 if (gl_info->supported[EXT_STENCIL_WRAP])
4496 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4497 WINED3DSTENCILCAPS_INCR;
4499 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4501 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4504 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4506 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4507 pCaps->MaxActiveLights = gl_info->limits.lights;
4509 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4510 pCaps->MaxVertexBlendMatrixIndex = 0;
4512 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4513 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4516 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4517 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4518 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4519 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4520 WINED3DVTXPCAPS_LOCALVIEWER |
4521 WINED3DVTXPCAPS_VERTEXFOG |
4522 WINED3DVTXPCAPS_TEXGEN;
4524 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4525 pCaps->MaxVertexIndex = 0xFFFFF;
4526 pCaps->MaxStreams = MAX_STREAMS;
4527 pCaps->MaxStreamStride = 1024;
4529 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4530 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4531 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4532 pCaps->MaxNpatchTessellationLevel = 0;
4533 pCaps->MasterAdapterOrdinal = 0;
4534 pCaps->AdapterOrdinalInGroup = 0;
4535 pCaps->NumberOfAdaptersInGroup = 1;
4537 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4539 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4540 WINED3DPTFILTERCAPS_MAGFPOINT |
4541 WINED3DPTFILTERCAPS_MINFLINEAR |
4542 WINED3DPTFILTERCAPS_MAGFLINEAR;
4543 pCaps->VertexTextureFilterCaps = 0;
4545 memset(&shader_caps, 0, sizeof(shader_caps));
4546 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4548 memset(&fragment_caps, 0, sizeof(fragment_caps));
4549 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4551 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4552 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4554 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4555 * Ignore shader model capabilities if disabled in config
4557 if(vs_selected_mode == SHADER_NONE) {
4558 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4559 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4560 pCaps->MaxVertexShaderConst = 0;
4562 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4563 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4566 if(ps_selected_mode == SHADER_NONE) {
4567 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4568 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4569 pCaps->PixelShader1xMaxValue = 0.0f;
4571 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4572 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4575 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4576 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4577 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4579 pCaps->VS20Caps = shader_caps.VS20Caps;
4580 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4581 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4582 pCaps->PS20Caps = shader_caps.PS20Caps;
4583 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4584 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4586 /* The following caps are shader specific, but they are things we cannot detect, or which
4587 * are the same among all shader models. So to avoid code duplication set the shader version
4588 * specific, but otherwise constant caps here
4590 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4591 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4592 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4593 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4594 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4595 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4596 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4598 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4599 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4601 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4603 pCaps->VS20Caps.Caps = 0;
4604 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4605 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4606 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4608 pCaps->MaxVShaderInstructionsExecuted = 65535;
4609 pCaps->MaxVertexShader30InstructionSlots = 0;
4610 } else { /* VS 1.x */
4611 pCaps->VS20Caps.Caps = 0;
4612 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4613 pCaps->VS20Caps.NumTemps = 0;
4614 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4616 pCaps->MaxVShaderInstructionsExecuted = 0;
4617 pCaps->MaxVertexShader30InstructionSlots = 0;
4620 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4621 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4622 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4624 /* 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 */
4625 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4626 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4627 WINED3DPS20CAPS_PREDICATION |
4628 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4629 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4630 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4631 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4632 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4633 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4635 pCaps->MaxPShaderInstructionsExecuted = 65535;
4636 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4637 adapter->gl_info.limits.arb_ps_instructions);
4639 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4641 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4642 pCaps->PS20Caps.Caps = 0;
4643 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4644 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4645 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4646 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4648 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4649 pCaps->MaxPixelShader30InstructionSlots = 0;
4650 } else { /* PS 1.x */
4651 pCaps->PS20Caps.Caps = 0;
4652 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4653 pCaps->PS20Caps.NumTemps = 0;
4654 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4655 pCaps->PS20Caps.NumInstructionSlots = 0;
4657 pCaps->MaxPShaderInstructionsExecuted = 0;
4658 pCaps->MaxPixelShader30InstructionSlots = 0;
4661 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4662 /* OpenGL supports all the formats below, perhaps not always
4663 * without conversion, but it supports them.
4664 * Further GLSL doesn't seem to have an official unsigned type so
4665 * don't advertise it yet as I'm not sure how we handle it.
4666 * We might need to add some clamping in the shader engine to
4668 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4669 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4670 WINED3DDTCAPS_UBYTE4N |
4671 WINED3DDTCAPS_SHORT2N |
4672 WINED3DDTCAPS_SHORT4N;
4673 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4675 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4676 WINED3DDTCAPS_FLOAT16_4;
4679 pCaps->DeclTypes = 0;
4681 /* Set DirectDraw helper Caps */
4682 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4683 WINEDDCKEYCAPS_SRCBLT;
4684 fx_caps = WINEDDFXCAPS_BLTALPHA |
4685 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4686 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4687 WINEDDFXCAPS_BLTROTATION90 |
4688 WINEDDFXCAPS_BLTSHRINKX |
4689 WINEDDFXCAPS_BLTSHRINKXN |
4690 WINEDDFXCAPS_BLTSHRINKY |
4691 WINEDDFXCAPS_BLTSHRINKXN |
4692 WINEDDFXCAPS_BLTSTRETCHX |
4693 WINEDDFXCAPS_BLTSTRETCHXN |
4694 WINEDDFXCAPS_BLTSTRETCHY |
4695 WINEDDFXCAPS_BLTSTRETCHYN;
4696 blit_caps = WINEDDCAPS_BLT |
4697 WINEDDCAPS_BLTCOLORFILL |
4698 WINEDDCAPS_BLTDEPTHFILL |
4699 WINEDDCAPS_BLTSTRETCH |
4700 WINEDDCAPS_CANBLTSYSMEM |
4701 WINEDDCAPS_CANCLIP |
4702 WINEDDCAPS_CANCLIPSTRETCHED |
4703 WINEDDCAPS_COLORKEY |
4704 WINEDDCAPS_COLORKEYHWASSIST |
4705 WINEDDCAPS_ALIGNBOUNDARYSRC;
4707 /* Fill the ddraw caps structure */
4708 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4709 WINEDDCAPS_PALETTE |
4711 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4712 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4713 WINEDDCAPS2_PRIMARYGAMMA |
4714 WINEDDCAPS2_WIDESURFACES |
4715 WINEDDCAPS2_CANRENDERWINDOWED;
4716 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4717 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4718 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4719 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4720 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4721 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4722 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4723 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4724 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4726 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4727 WINEDDSCAPS_BACKBUFFER |
4729 WINEDDSCAPS_FRONTBUFFER |
4730 WINEDDSCAPS_OFFSCREENPLAIN |
4731 WINEDDSCAPS_PALETTE |
4732 WINEDDSCAPS_PRIMARYSURFACE |
4733 WINEDDSCAPS_SYSTEMMEMORY |
4734 WINEDDSCAPS_VIDEOMEMORY |
4735 WINEDDSCAPS_VISIBLE;
4736 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4738 /* Set D3D caps if OpenGL is available. */
4739 if (adapter->opengl)
4741 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4742 WINEDDSCAPS_MIPMAP |
4743 WINEDDSCAPS_TEXTURE |
4744 WINEDDSCAPS_ZBUFFER;
4745 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4751 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4752 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4753 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4755 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4756 IWineD3DDeviceImpl *object;
4759 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4760 "parent %p, device_parent %p, device %p.\n",
4761 iface, adapter_idx, device_type, focus_window, flags,
4762 parent, device_parent, device);
4764 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4765 * number and create a device without a 3D adapter for 2D only operation. */
4766 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4768 return WINED3DERR_INVALIDCALL;
4771 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4774 ERR("Failed to allocate device memory.\n");
4775 return E_OUTOFMEMORY;
4778 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4781 WARN("Failed to initialize device, hr %#x.\n", hr);
4782 HeapFree(GetProcessHeap(), 0, object);
4786 TRACE("Created device %p.\n", object);
4787 *device = (IWineD3DDevice *)object;
4789 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4794 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4795 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4796 IUnknown_AddRef(This->parent);
4797 *pParent = This->parent;
4801 static void WINE_GLAPI invalid_func(const void *data)
4803 ERR("Invalid vertex attribute function called\n");
4807 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4809 ERR("Invalid texcoord function called\n");
4813 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4814 * the extension detection and are used in drawStridedSlow
4816 static void WINE_GLAPI position_d3dcolor(const void *data)
4818 DWORD pos = *((const DWORD *)data);
4820 FIXME("Add a test for fixed function position from d3dcolor type\n");
4821 glVertex4s(D3DCOLOR_B_R(pos),
4827 static void WINE_GLAPI position_float4(const void *data)
4829 const GLfloat *pos = data;
4831 if (pos[3] != 0.0f && pos[3] != 1.0f)
4833 float w = 1.0f / pos[3];
4835 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4843 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4845 DWORD diffuseColor = *((const DWORD *)data);
4847 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4848 D3DCOLOR_B_G(diffuseColor),
4849 D3DCOLOR_B_B(diffuseColor),
4850 D3DCOLOR_B_A(diffuseColor));
4853 static void WINE_GLAPI specular_d3dcolor(const void *data)
4855 DWORD specularColor = *((const DWORD *)data);
4856 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4857 D3DCOLOR_B_G(specularColor),
4858 D3DCOLOR_B_B(specularColor)};
4860 specular_func_3ubv(d);
4863 static void WINE_GLAPI warn_no_specular_func(const void *data)
4865 WARN("GL_EXT_secondary_color not supported\n");
4868 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4870 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4871 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4872 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4873 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4874 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4875 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4876 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4877 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4878 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4879 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4880 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4881 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4882 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4883 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4884 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4885 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4886 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4888 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4889 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4890 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4891 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4892 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4893 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4894 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4895 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4896 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4897 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4898 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4899 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4900 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4901 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4902 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4903 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4904 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4906 /* No 4 component entry points here */
4907 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4908 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4909 if (gl_info->supported[EXT_SECONDARY_COLOR])
4911 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4915 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4917 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4918 if (gl_info->supported[EXT_SECONDARY_COLOR])
4920 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4921 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4925 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4927 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4928 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4929 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4930 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4931 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4932 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4933 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4934 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4935 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4936 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4937 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4938 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4940 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4941 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4943 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4944 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4945 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4946 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4947 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4948 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4949 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4950 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4951 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4952 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4953 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4954 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4955 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4956 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4957 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4958 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4959 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4961 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4962 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4963 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4964 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4965 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4966 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4967 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4968 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4969 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4970 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4971 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4972 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4973 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4974 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4975 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4976 if (gl_info->supported[NV_HALF_FLOAT])
4978 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4979 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4980 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4982 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4983 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4987 static BOOL InitAdapters(IWineD3DImpl *This)
4989 static HMODULE mod_gl;
4991 int ps_selected_mode, vs_selected_mode;
4993 /* No need to hold any lock. The calling library makes sure only one thread calls
4994 * wined3d simultaneously
4997 TRACE("Initializing adapters\n");
5000 #ifdef USE_WIN32_OPENGL
5001 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5002 mod_gl = LoadLibraryA("opengl32.dll");
5004 ERR("Can't load opengl32.dll!\n");
5008 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5009 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5010 mod_gl = GetModuleHandleA("gdi32.dll");
5014 /* Load WGL core functions from opengl32.dll */
5015 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5019 if(!pwglGetProcAddress) {
5020 ERR("Unable to load wglGetProcAddress!\n");
5024 /* Dynamically load all GL core functions */
5028 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5029 * otherwise because we have to use winex11.drv's override
5031 #ifdef USE_WIN32_OPENGL
5032 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5033 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5035 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5036 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5039 glEnableWINE = glEnable;
5040 glDisableWINE = glDisable;
5042 /* For now only one default adapter */
5044 struct wined3d_adapter *adapter = &This->adapters[0];
5045 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5046 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5050 WineD3D_PixelFormat *cfgs;
5051 DISPLAY_DEVICEW DisplayDevice;
5054 TRACE("Initializing default adapter\n");
5055 adapter->ordinal = 0;
5056 adapter->monitorPoint.x = -1;
5057 adapter->monitorPoint.y = -1;
5059 if (!AllocateLocallyUniqueId(&adapter->luid))
5061 DWORD err = GetLastError();
5062 ERR("Failed to set adapter LUID (%#x).\n", err);
5065 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5066 adapter->luid.HighPart, adapter->luid.LowPart);
5068 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5070 ERR("Failed to get a gl context for default adapter\n");
5074 ret = IWineD3DImpl_FillGLCaps(adapter);
5076 ERR("Failed to initialize gl caps for default adapter\n");
5077 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5080 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5082 ERR("Failed to init gl formats\n");
5083 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5087 hdc = fake_gl_ctx.dc;
5089 /* Use the VideoRamSize registry setting when set */
5090 if(wined3d_settings.emulated_textureram)
5091 adapter->TextureRam = wined3d_settings.emulated_textureram;
5093 adapter->TextureRam = adapter->gl_info.vidmem;
5094 adapter->UsedTextureRam = 0;
5095 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5097 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5098 DisplayDevice.cb = sizeof(DisplayDevice);
5099 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5100 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5101 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5103 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5110 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5111 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5113 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5114 cfgs = adapter->cfgs;
5115 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5116 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5117 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5118 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5119 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5120 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5121 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5122 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5123 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5124 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5125 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5127 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5129 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5134 /* Cache the pixel format */
5135 cfgs->iPixelFormat = iPixelFormat;
5136 cfgs->redSize = values[0];
5137 cfgs->greenSize = values[1];
5138 cfgs->blueSize = values[2];
5139 cfgs->alphaSize = values[3];
5140 cfgs->colorSize = values[4];
5141 cfgs->depthSize = values[5];
5142 cfgs->stencilSize = values[6];
5143 cfgs->windowDrawable = values[7];
5144 cfgs->iPixelType = values[8];
5145 cfgs->doubleBuffer = values[9];
5146 cfgs->auxBuffers = values[10];
5148 cfgs->numSamples = 0;
5149 /* Check multisample support */
5150 if (gl_info->supported[ARB_MULTISAMPLE])
5152 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5154 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5155 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5156 * value[1] = number of multi sample buffers*/
5158 cfgs->numSamples = value[1];
5162 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5163 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5164 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5165 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5166 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5172 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5173 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5174 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5176 cfgs = adapter->cfgs;
5177 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5179 PIXELFORMATDESCRIPTOR ppfd;
5181 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5185 /* We only want HW acceleration using an OpenGL ICD driver.
5186 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5187 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5189 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5191 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5195 cfgs->iPixelFormat = iPixelFormat;
5196 cfgs->redSize = ppfd.cRedBits;
5197 cfgs->greenSize = ppfd.cGreenBits;
5198 cfgs->blueSize = ppfd.cBlueBits;
5199 cfgs->alphaSize = ppfd.cAlphaBits;
5200 cfgs->colorSize = ppfd.cColorBits;
5201 cfgs->depthSize = ppfd.cDepthBits;
5202 cfgs->stencilSize = ppfd.cStencilBits;
5203 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5204 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5205 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5206 cfgs->auxBuffers = ppfd.cAuxBuffers;
5207 cfgs->numSamples = 0;
5209 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5210 "depth=%d, stencil=%d, windowDrawable=%d\n",
5211 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5212 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5213 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5218 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5221 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5223 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5224 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5229 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5230 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5231 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5232 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5233 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5234 * driver is allowed to consume more bits EXCEPT for stencil bits.
5236 * Mark an adapter with this broken stencil behavior.
5238 adapter->brokenStencil = TRUE;
5239 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5241 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5242 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5243 adapter->brokenStencil = FALSE;
5248 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5250 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5251 fillGLAttribFuncs(&adapter->gl_info);
5252 adapter->opengl = TRUE;
5254 This->adapter_count = 1;
5255 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5260 /* Initialize an adapter for ddraw-only memory counting */
5261 memset(This->adapters, 0, sizeof(This->adapters));
5262 This->adapters[0].ordinal = 0;
5263 This->adapters[0].opengl = FALSE;
5264 This->adapters[0].monitorPoint.x = -1;
5265 This->adapters[0].monitorPoint.y = -1;
5267 This->adapters[0].driver_info.name = "Display";
5268 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5269 if(wined3d_settings.emulated_textureram) {
5270 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5272 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5275 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5277 This->adapter_count = 1;
5281 /**********************************************************
5282 * IWineD3D VTbl follows
5283 **********************************************************/
5285 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5288 IWineD3DImpl_QueryInterface,
5289 IWineD3DImpl_AddRef,
5290 IWineD3DImpl_Release,
5292 IWineD3DImpl_GetParent,
5293 IWineD3DImpl_GetAdapterCount,
5294 IWineD3DImpl_RegisterSoftwareDevice,
5295 IWineD3DImpl_GetAdapterMonitor,
5296 IWineD3DImpl_GetAdapterModeCount,
5297 IWineD3DImpl_EnumAdapterModes,
5298 IWineD3DImpl_GetAdapterDisplayMode,
5299 IWineD3DImpl_GetAdapterIdentifier,
5300 IWineD3DImpl_CheckDeviceMultiSampleType,
5301 IWineD3DImpl_CheckDepthStencilMatch,
5302 IWineD3DImpl_CheckDeviceType,
5303 IWineD3DImpl_CheckDeviceFormat,
5304 IWineD3DImpl_CheckDeviceFormatConversion,
5305 IWineD3DImpl_GetDeviceCaps,
5306 IWineD3DImpl_CreateDevice
5309 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5311 const struct wined3d_parent_ops wined3d_null_parent_ops =
5313 wined3d_null_wined3d_object_destroyed,
5316 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5318 wined3d->lpVtbl = &IWineD3D_Vtbl;
5319 wined3d->dxVersion = version;
5321 wined3d->parent = parent;
5323 if (!InitAdapters(wined3d))
5325 WARN("Failed to initialize adapters.\n");
5328 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);