2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
40 const char *extension_string;
41 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_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 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
331 struct wined3d_adapter *adapter = device->adapter;
333 adapter->UsedTextureRam += glram;
334 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
335 return adapter->UsedTextureRam;
338 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
340 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
341 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 /**********************************************************
345 * IUnknown parts follows
346 **********************************************************/
348 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
350 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
352 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
353 if (IsEqualGUID(riid, &IID_IUnknown)
354 || IsEqualGUID(riid, &IID_IWineD3DBase)
355 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
356 IUnknown_AddRef(iface);
361 return E_NOINTERFACE;
364 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
365 IWineD3DImpl *This = (IWineD3DImpl *)iface;
366 ULONG refCount = InterlockedIncrement(&This->ref);
368 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
372 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
373 IWineD3DImpl *This = (IWineD3DImpl *)iface;
375 TRACE("(%p) : Releasing from %d\n", This, This->ref);
376 ref = InterlockedDecrement(&This->ref);
380 for (i = 0; i < This->adapter_count; ++i)
382 wined3d_adapter_cleanup(&This->adapters[i]);
384 HeapFree(GetProcessHeap(), 0, This);
390 /**********************************************************
391 * IWineD3D parts follows
392 **********************************************************/
394 /* GL locking is done by the caller */
395 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
399 const char *testcode =
401 "PARAM C[66] = { program.env[0..65] };\n"
403 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
404 "ARL A0.x, zero.x;\n"
405 "MOV result.position, C[A0.x + 65];\n"
409 GL_EXTCALL(glGenProgramsARB(1, &prog));
411 ERR("Failed to create an ARB offset limit test program\n");
413 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
414 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
415 strlen(testcode), testcode));
416 if(glGetError() != 0) {
417 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
418 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
420 } else TRACE("OpenGL implementation allows offsets > 63\n");
422 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
423 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
424 checkGLcall("ARB vp offset limit test cleanup");
429 static DWORD ver_for_ext(GL_SupportedExt ext)
432 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
433 if(EXTENSION_MAP[i].extension == ext) {
434 return EXTENSION_MAP[i].version;
440 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
441 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
443 if (card_vendor != HW_VENDOR_ATI) return FALSE;
444 if (device == CARD_ATI_RADEON_9500) return TRUE;
445 if (device == CARD_ATI_RADEON_X700) return TRUE;
446 if (device == CARD_ATI_RADEON_X1600) return TRUE;
450 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
451 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
453 if (card_vendor == HW_VENDOR_NVIDIA)
455 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
463 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
464 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
466 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
467 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
468 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
470 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
471 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
472 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
473 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
474 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
475 * the chance that other implementations support them is rather small since Win32 QuickTime uses
476 * DirectDraw, not OpenGL.
478 * This test has been moved into wined3d_guess_gl_vendor()
480 if (gl_vendor == GL_VENDOR_APPLE)
487 /* Context activation is done by the caller. */
488 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
490 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
491 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
492 * all the texture. This function detects this bug by its symptom and disables PBOs
495 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
496 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
497 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
498 * read back is compared to the original. If they are equal PBOs are assumed to work,
499 * otherwise the PBO extension is disabled. */
501 static const unsigned int pattern[] =
503 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
504 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
505 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
506 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
508 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
510 /* No PBO -> No point in testing them. */
511 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
515 while (glGetError());
516 glGenTextures(1, &texture);
517 glBindTexture(GL_TEXTURE_2D, texture);
519 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
520 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
521 checkGLcall("Specifying the PBO test texture");
523 GL_EXTCALL(glGenBuffersARB(1, &pbo));
524 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
525 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
526 checkGLcall("Specifying the PBO test pbo");
528 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
529 checkGLcall("Loading the PBO test texture");
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
534 wglFinish(); /* just to be sure */
536 memset(check, 0, sizeof(check));
538 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
539 checkGLcall("Reading back the PBO test texture");
541 glDeleteTextures(1, &texture);
542 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
543 checkGLcall("PBO test cleanup");
547 if (memcmp(check, pattern, sizeof(check)))
549 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
550 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
551 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
555 TRACE_(d3d_caps)("PBO test successful.\n");
559 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
560 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
562 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
565 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
566 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
568 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
569 if (card_vendor != HW_VENDOR_ATI) return FALSE;
570 if (device == CARD_ATI_RADEON_X1600) return FALSE;
574 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
575 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
577 return gl_vendor == GL_VENDOR_FGLRX;
581 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
584 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
585 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
586 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
587 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
590 * dx10 cards usually have 64 varyings */
591 return gl_info->limits.glsl_varyings > 44;
594 /* A GL context is provided by the caller */
595 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
596 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
601 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
605 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
606 error = glGetError();
609 if(error == GL_NO_ERROR)
611 TRACE("GL Implementation accepts 4 component specular color pointers\n");
616 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
617 debug_glerror(error));
622 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
623 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
625 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
626 return gl_info->supported[NV_TEXTURE_SHADER];
629 /* A GL context is provided by the caller */
630 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
631 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
636 const char *testcode =
638 "OPTION NV_vertex_program2;\n"
639 "MOV result.clip[0], 0.0;\n"
640 "MOV result.position, 0.0;\n"
643 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
648 GL_EXTCALL(glGenProgramsARB(1, &prog));
651 ERR("Failed to create the NVvp clip test program\n");
655 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
656 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
657 strlen(testcode), testcode));
658 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
661 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
662 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
666 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
668 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
669 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
670 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
676 /* Context activation is done by the caller. */
677 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
678 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
680 char data[4 * 4 * 4];
684 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
686 memset(data, 0xcc, sizeof(data));
690 glGenTextures(1, &tex);
691 glBindTexture(GL_TEXTURE_2D, tex);
692 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
693 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
694 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
695 checkGLcall("glTexImage2D");
697 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
698 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
699 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
700 checkGLcall("glFramebufferTexture2D");
702 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
703 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
704 checkGLcall("glCheckFramebufferStatus");
706 memset(data, 0x11, sizeof(data));
707 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
708 checkGLcall("glTexSubImage2D");
710 glClearColor(0.996, 0.729, 0.745, 0.792);
711 glClear(GL_COLOR_BUFFER_BIT);
712 checkGLcall("glClear");
714 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715 checkGLcall("glGetTexImage");
717 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
718 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
719 glBindTexture(GL_TEXTURE_2D, 0);
720 checkGLcall("glBindTexture");
722 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
723 glDeleteTextures(1, &tex);
724 checkGLcall("glDeleteTextures");
728 return *(DWORD *)data == 0x11111111;
731 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
733 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
734 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
735 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
736 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
739 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
741 quirk_arb_constants(gl_info);
742 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
743 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
744 * allow 48 different offsets or other helper immediate values. */
745 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
746 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
749 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
750 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
751 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
752 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
753 * most games, but avoids the crash
755 * A more sophisticated way would be to find all units that need texture coordinates and enable
756 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
757 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
759 * Note that disabling the extension entirely does not gain predictability because there is no point
760 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
761 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
763 if (gl_info->supported[ARB_POINT_SPRITE])
765 TRACE("Limiting point sprites to one texture unit.\n");
766 gl_info->limits.point_sprite_units = 1;
770 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
772 quirk_arb_constants(gl_info);
774 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
775 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
776 * If real NP2 textures are used, the driver falls back to software. We could just remove the
777 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
778 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
779 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
780 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
782 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
783 * has this extension promoted to core. The extension loading code sets this extension supported
784 * due to that, so this code works on fglrx as well. */
785 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
787 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
788 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
789 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
792 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
793 * it is generally more efficient. Reserve just 8 constants. */
794 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
795 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
798 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
800 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
801 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
802 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
803 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
804 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
805 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
807 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
808 * triggering the software fallback. There is not much we can do here apart from disabling the
809 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
810 * in IWineD3DImpl_FillGLCaps).
811 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
812 * post-processing effects in the game "Max Payne 2").
813 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
814 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
815 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
816 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
819 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
821 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
822 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
823 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
824 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
825 * according to the spec.
827 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
828 * makes the shader slower and eats instruction slots which should be available to the d3d app.
830 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
831 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
832 * this workaround is activated on cards that do not need it, it won't break things, just affect
833 * performance negatively. */
834 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
835 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
838 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
840 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
843 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
845 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
848 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
850 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
851 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
854 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
856 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
859 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
861 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
866 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
867 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
868 void (*apply)(struct wined3d_gl_info *gl_info);
869 const char *description;
872 static const struct driver_quirk quirk_table[] =
875 match_ati_r300_to_500,
877 "ATI GLSL constant and normalized texrect quirk"
879 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
880 * used it falls back to software. While the compiler can detect if the shader uses all declared
881 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
882 * using relative addressing falls back to software.
884 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
887 quirk_apple_glsl_constants,
888 "Apple GLSL uniform override"
893 "Geforce 5 NP2 disable"
898 "Init texcoord .w for Apple Intel GPU driver"
901 match_apple_nonr500ati,
903 "Init texcoord .w for Apple ATI >= r600 GPU driver"
907 quirk_one_point_sprite,
908 "Fglrx point sprite crash workaround"
913 "Reserved varying for gl_ClipPos"
916 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
917 * GL implementations accept it. The Mac GL is the only implementation known to
920 * If we can pass 4 component specular colors, do it, because (a) we don't have
921 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
922 * passes specular alpha to the pixel shader if any is used. Otherwise the
923 * specular alpha is used to pass the fog coordinate, which we pass to opengl
924 * via GL_EXT_fog_coord.
926 match_allows_spec_alpha,
927 quirk_allows_specular_alpha,
928 "Allow specular alpha quirk"
931 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
936 "Apple NV_texture_shader disable"
939 match_broken_nv_clip,
940 quirk_disable_nvvp_clip,
941 "Apple NV_vertex_program clip bug quirk"
944 match_fbo_tex_update,
945 quirk_fbo_tex_update,
946 "FBO rebind for attachment updates"
950 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
951 * reporting a driver version is moot because we are not the Windows driver, and we have different
952 * bugs, features, etc.
954 * The driver version has the form "x.y.z.w".
956 * "x" is the Windows version the driver is meant for:
963 * "y" is the Direct3D level the driver supports:
970 * "z" is unknown, possibly vendor specific.
972 * "w" is the vendor specific driver version.
974 struct driver_version_information
976 WORD vendor; /* reported PCI card vendor ID */
977 WORD card; /* reported PCI card device ID */
978 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
979 WORD d3d_level; /* driver hiword to report */
980 WORD lopart_hi, lopart_lo; /* driver loword to report */
983 static const struct driver_version_information driver_version_table[] =
985 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
986 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
987 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
988 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
990 * All version numbers used below are from the Linux nvidia drivers. */
991 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
992 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
993 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
994 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
995 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
996 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
997 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
998 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
999 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
1000 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
1001 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
1002 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 9745 },
1003 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 9745 },
1004 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 9745 },
1005 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 9745 },
1006 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 9745 },
1007 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 9745 },
1008 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 9745 },
1009 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 9745 },
1010 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 9745 },
1011 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 9745 },
1012 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 9745 },
1013 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 9745 },
1014 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 9745 },
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 9745 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 9745 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 9745 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", 15, 11, 9745 },
1019 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", 15, 11, 9745 },
1020 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 9745 },
1021 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 9745 },
1022 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 9745 },
1023 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 9745 },
1024 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", 15, 11, 9775 },
1025 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", 15, 11, 9775 },
1026 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1027 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1028 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1029 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1030 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", 14, 10, 6764 },
1031 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1032 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1033 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1034 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1035 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1036 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1037 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1038 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1040 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1043 static void init_driver_info(struct wined3d_driver_info *driver_info,
1044 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1046 OSVERSIONINFOW os_version;
1047 WORD driver_os_version;
1050 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1052 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1053 vendor = wined3d_settings.pci_vendor_id;
1055 driver_info->vendor = vendor;
1057 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1059 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1060 device = wined3d_settings.pci_device_id;
1062 driver_info->device = device;
1067 driver_info->name = "ati2dvag.dll";
1070 case HW_VENDOR_NVIDIA:
1071 driver_info->name = "nv4_disp.dll";
1074 case HW_VENDOR_INTEL:
1076 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1077 driver_info->name = "Display";
1081 memset(&os_version, 0, sizeof(os_version));
1082 os_version.dwOSVersionInfoSize = sizeof(os_version);
1083 if (!GetVersionExW(&os_version))
1085 ERR("Failed to get OS version, reporting 2000/XP.\n");
1086 driver_os_version = 6;
1090 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1091 switch (os_version.dwMajorVersion)
1094 driver_os_version = 4;
1098 driver_os_version = 6;
1102 if (os_version.dwMinorVersion == 0)
1104 driver_os_version = 7;
1108 if (os_version.dwMinorVersion > 1)
1110 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1111 os_version.dwMajorVersion, os_version.dwMinorVersion);
1113 driver_os_version = 8;
1118 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1119 os_version.dwMajorVersion, os_version.dwMinorVersion);
1120 driver_os_version = 6;
1125 driver_info->description = "Direct3D HAL";
1126 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1127 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1129 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1131 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1133 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1135 driver_info->description = driver_version_table[i].description;
1136 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1137 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1138 driver_version_table[i].lopart_lo);
1143 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1144 driver_info->version_high, driver_info->version_low);
1147 /* Context activation is done by the caller. */
1148 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1149 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1153 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1155 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1156 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1157 quirk_table[i].apply(gl_info);
1160 /* Find out if PBOs work as they are supposed to. */
1161 test_pbo_functionality(gl_info);
1164 static DWORD wined3d_parse_gl_version(const char *gl_version)
1166 const char *ptr = gl_version;
1170 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1172 while (isdigit(*ptr)) ++ptr;
1173 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1177 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1179 return MAKEDWORD_VERSION(major, minor);
1182 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1185 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1186 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1187 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1189 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1190 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1191 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1192 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1193 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1194 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1195 * DirectDraw, not OpenGL. */
1196 if (gl_info->supported[APPLE_FENCE]
1197 && gl_info->supported[APPLE_CLIENT_STORAGE]
1198 && gl_info->supported[APPLE_FLUSH_RENDER]
1199 && gl_info->supported[APPLE_YCBCR_422])
1200 return GL_VENDOR_APPLE;
1202 if (strstr(gl_vendor_string, "NVIDIA"))
1203 return GL_VENDOR_NVIDIA;
1205 if (strstr(gl_vendor_string, "ATI"))
1206 return GL_VENDOR_FGLRX;
1208 if (strstr(gl_vendor_string, "Intel(R)")
1209 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1210 || strstr(gl_renderer, "Intel")
1211 || strstr(gl_vendor_string, "Intel Inc."))
1212 return GL_VENDOR_INTEL;
1214 if (strstr(gl_vendor_string, "Mesa")
1215 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1216 || strstr(gl_vendor_string, "DRI R300 Project")
1217 || strstr(gl_vendor_string, "X.Org R300 Project")
1218 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1219 || strstr(gl_vendor_string, "VMware, Inc.")
1220 || strstr(gl_renderer, "Mesa")
1221 || strstr(gl_renderer, "Gallium"))
1222 return GL_VENDOR_MESA;
1224 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1225 debugstr_a(gl_vendor_string));
1227 return GL_VENDOR_UNKNOWN;
1230 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1232 if (strstr(gl_vendor_string, "NVIDIA"))
1233 return HW_VENDOR_NVIDIA;
1235 if (strstr(gl_vendor_string, "ATI")
1236 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1237 || strstr(gl_vendor_string, "X.Org R300 Project")
1238 || strstr(gl_vendor_string, "DRI R300 Project"))
1239 return HW_VENDOR_ATI;
1241 if (strstr(gl_vendor_string, "Intel(R)")
1242 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1243 || strstr(gl_renderer, "Intel")
1244 || strstr(gl_vendor_string, "Intel Inc."))
1245 return HW_VENDOR_INTEL;
1247 if (strstr(gl_vendor_string, "Mesa")
1248 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1249 || strstr(gl_vendor_string, "VMware, Inc."))
1250 return HW_VENDOR_SOFTWARE;
1252 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1254 return HW_VENDOR_NVIDIA;
1259 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1260 const char *gl_renderer, unsigned int *vidmem)
1262 if (WINE_D3D10_CAPABLE(gl_info))
1264 /* Geforce 400 - highend */
1265 if (strstr(gl_renderer, "GTX 480"))
1268 return CARD_NVIDIA_GEFORCE_GTX480;
1271 /* Geforce 400 - midend high */
1272 if (strstr(gl_renderer, "GTX 470"))
1275 return CARD_NVIDIA_GEFORCE_GTX470;
1278 /* Geforce 200 - highend */
1279 if (strstr(gl_renderer, "GTX 280")
1280 || strstr(gl_renderer, "GTX 285")
1281 || strstr(gl_renderer, "GTX 295"))
1284 return CARD_NVIDIA_GEFORCE_GTX280;
1287 /* Geforce 200 - midend high */
1288 if (strstr(gl_renderer, "GTX 275"))
1291 return CARD_NVIDIA_GEFORCE_GTX275;
1294 /* Geforce 200 - midend */
1295 if (strstr(gl_renderer, "GTX 260"))
1298 return CARD_NVIDIA_GEFORCE_GTX260;
1300 /* Geforce 200 - midend */
1301 if (strstr(gl_renderer, "GT 240"))
1304 return CARD_NVIDIA_GEFORCE_GT240;
1307 /* Geforce 200 lowend */
1308 if (strstr(gl_renderer, "GT 220"))
1310 *vidmem = 512; /* The GT 220 has 512-1024MB */
1311 return CARD_NVIDIA_GEFORCE_GT220;
1313 /* Geforce 200 lowend */
1314 if (strstr(gl_renderer, "Geforce 210")
1315 || strstr(gl_renderer, "G 210"))
1318 return CARD_NVIDIA_GEFORCE_210;
1321 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1322 if (strstr(gl_renderer, "9800")
1323 || strstr(gl_renderer, "GTS 150")
1324 || strstr(gl_renderer, "GTS 250"))
1327 return CARD_NVIDIA_GEFORCE_9800GT;
1330 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1331 if (strstr(gl_renderer, "9600")
1332 || strstr(gl_renderer, "GT 140"))
1334 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1335 return CARD_NVIDIA_GEFORCE_9600GT;
1338 /* Geforce9 - midend low / Geforce 200 - low */
1339 if (strstr(gl_renderer, "9500")
1340 || strstr(gl_renderer, "GT 120")
1341 || strstr(gl_renderer, "GT 130"))
1343 *vidmem = 256; /* The 9500GT has 256-1024MB */
1344 return CARD_NVIDIA_GEFORCE_9500GT;
1347 /* Geforce9 - lowend */
1348 if (strstr(gl_renderer, "9400"))
1350 *vidmem = 256; /* The 9400GT has 256-1024MB */
1351 return CARD_NVIDIA_GEFORCE_9400GT;
1354 /* Geforce9 - lowend low */
1355 if (strstr(gl_renderer, "9100")
1356 || strstr(gl_renderer, "9200")
1357 || strstr(gl_renderer, "9300")
1358 || strstr(gl_renderer, "G 100"))
1360 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1361 return CARD_NVIDIA_GEFORCE_9200;
1364 /* Geforce8 - highend */
1365 if (strstr(gl_renderer, "8800"))
1367 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1368 return CARD_NVIDIA_GEFORCE_8800GTS;
1371 /* Geforce8 - midend mobile */
1372 if (strstr(gl_renderer, "8600 M"))
1375 return CARD_NVIDIA_GEFORCE_8600MGT;
1378 /* Geforce8 - midend */
1379 if (strstr(gl_renderer, "8600")
1380 || strstr(gl_renderer, "8700"))
1383 return CARD_NVIDIA_GEFORCE_8600GT;
1386 /* Geforce8 - lowend */
1387 if (strstr(gl_renderer, "8100")
1388 || strstr(gl_renderer, "8200")
1389 || strstr(gl_renderer, "8300")
1390 || strstr(gl_renderer, "8400")
1391 || strstr(gl_renderer, "8500"))
1393 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1394 return CARD_NVIDIA_GEFORCE_8300GS;
1397 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1399 return CARD_NVIDIA_GEFORCE_8300GS;
1402 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1403 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1405 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1407 /* Geforce7 - highend */
1408 if (strstr(gl_renderer, "7800")
1409 || strstr(gl_renderer, "7900")
1410 || strstr(gl_renderer, "7950")
1411 || strstr(gl_renderer, "Quadro FX 4")
1412 || strstr(gl_renderer, "Quadro FX 5"))
1414 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1415 return CARD_NVIDIA_GEFORCE_7800GT;
1418 /* Geforce7 midend */
1419 if (strstr(gl_renderer, "7600")
1420 || strstr(gl_renderer, "7700"))
1422 *vidmem = 256; /* The 7600 uses 256-512MB */
1423 return CARD_NVIDIA_GEFORCE_7600;
1426 /* Geforce7 lower medium */
1427 if (strstr(gl_renderer, "7400"))
1429 *vidmem = 256; /* The 7400 uses 256-512MB */
1430 return CARD_NVIDIA_GEFORCE_7400;
1433 /* Geforce7 lowend */
1434 if (strstr(gl_renderer, "7300"))
1436 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1437 return CARD_NVIDIA_GEFORCE_7300;
1440 /* Geforce6 highend */
1441 if (strstr(gl_renderer, "6800"))
1443 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1444 return CARD_NVIDIA_GEFORCE_6800;
1447 /* Geforce6 - midend */
1448 if (strstr(gl_renderer, "6600")
1449 || strstr(gl_renderer, "6610")
1450 || strstr(gl_renderer, "6700"))
1452 *vidmem = 128; /* A 6600GT has 128-256MB */
1453 return CARD_NVIDIA_GEFORCE_6600GT;
1456 /* Geforce6/7 lowend */
1458 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1461 if (WINE_D3D9_CAPABLE(gl_info))
1463 /* GeforceFX - highend */
1464 if (strstr(gl_renderer, "5800")
1465 || strstr(gl_renderer, "5900")
1466 || strstr(gl_renderer, "5950")
1467 || strstr(gl_renderer, "Quadro FX"))
1469 *vidmem = 256; /* 5800-5900 cards use 256MB */
1470 return CARD_NVIDIA_GEFORCEFX_5800;
1473 /* GeforceFX - midend */
1474 if (strstr(gl_renderer, "5600")
1475 || strstr(gl_renderer, "5650")
1476 || strstr(gl_renderer, "5700")
1477 || strstr(gl_renderer, "5750"))
1479 *vidmem = 128; /* A 5600 uses 128-256MB */
1480 return CARD_NVIDIA_GEFORCEFX_5600;
1483 /* GeforceFX - lowend */
1484 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1485 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1488 if (WINE_D3D8_CAPABLE(gl_info))
1490 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1492 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1493 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1496 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1497 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1500 if (WINE_D3D7_CAPABLE(gl_info))
1502 if (strstr(gl_renderer, "GeForce4 MX"))
1504 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1505 * early models had 32MB but most have 64MB or even 128MB. */
1507 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1510 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1512 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1513 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1516 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1518 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1519 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1522 /* Most Geforce1 cards have 32MB, there are also some rare 16
1523 * and 64MB (Dell) models. */
1525 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1528 if (strstr(gl_renderer, "TNT2"))
1530 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1531 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1534 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1535 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1539 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1540 const char *gl_renderer, unsigned int *vidmem)
1542 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1544 * Beware: renderer string do not match exact card model,
1545 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1546 if (WINE_D3D10_CAPABLE(gl_info))
1548 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1549 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1550 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1551 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1553 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1554 return CARD_ATI_RADEON_HD5800;
1557 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1558 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1559 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1560 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1562 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1563 return CARD_ATI_RADEON_HD5700;
1566 /* Radeon R7xx HD4800 - highend */
1567 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1568 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1569 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1570 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1571 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1573 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1574 return CARD_ATI_RADEON_HD4800;
1577 /* Radeon R740 HD4700 - midend */
1578 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1579 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1582 return CARD_ATI_RADEON_HD4700;
1585 /* Radeon R730 HD4600 - midend */
1586 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1587 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1588 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1591 return CARD_ATI_RADEON_HD4600;
1594 /* Radeon R710 HD4500/HD4350 - lowend */
1595 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1596 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1599 return CARD_ATI_RADEON_HD4350;
1602 /* Radeon R6xx HD2900/HD3800 - highend */
1603 if (strstr(gl_renderer, "HD 2900")
1604 || strstr(gl_renderer, "HD 3870")
1605 || strstr(gl_renderer, "HD 3850"))
1607 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1608 return CARD_ATI_RADEON_HD2900;
1611 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1612 if (strstr(gl_renderer, "HD 2600")
1613 || strstr(gl_renderer, "HD 3830")
1614 || strstr(gl_renderer, "HD 3690")
1615 || strstr(gl_renderer, "HD 3650"))
1617 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1618 return CARD_ATI_RADEON_HD2600;
1621 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1622 * Note HD2300=DX9, HD2350=DX10 */
1623 if (strstr(gl_renderer, "HD 2350")
1624 || strstr(gl_renderer, "HD 2400")
1625 || strstr(gl_renderer, "HD 3470")
1626 || strstr(gl_renderer, "HD 3450")
1627 || strstr(gl_renderer, "HD 3430")
1628 || strstr(gl_renderer, "HD 3400"))
1630 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1631 return CARD_ATI_RADEON_HD2350;
1634 /* Radeon R6xx/R7xx integrated */
1635 if (strstr(gl_renderer, "HD 3100")
1636 || strstr(gl_renderer, "HD 3200")
1637 || strstr(gl_renderer, "HD 3300"))
1639 *vidmem = 128; /* 128MB */
1640 return CARD_ATI_RADEON_HD3200;
1643 /* Default for when no GPU has been found */
1644 *vidmem = 128; /* 128MB */
1645 return CARD_ATI_RADEON_HD3200;
1648 if (WINE_D3D8_CAPABLE(gl_info))
1651 if (strstr(gl_renderer, "X1600")
1652 || strstr(gl_renderer, "X1650")
1653 || strstr(gl_renderer, "X1800")
1654 || strstr(gl_renderer, "X1900")
1655 || strstr(gl_renderer, "X1950"))
1657 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1658 return CARD_ATI_RADEON_X1600;
1661 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1662 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1663 if (strstr(gl_renderer, "X700")
1664 || strstr(gl_renderer, "X800")
1665 || strstr(gl_renderer, "X850")
1666 || strstr(gl_renderer, "X1300")
1667 || strstr(gl_renderer, "X1400")
1668 || strstr(gl_renderer, "X1450")
1669 || strstr(gl_renderer, "X1550")
1670 || strstr(gl_renderer, "X2300")
1671 || strstr(gl_renderer, "X2500")
1672 || strstr(gl_renderer, "HD 2300")
1675 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1676 return CARD_ATI_RADEON_X700;
1679 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1680 if (strstr(gl_renderer, "Radeon Xpress"))
1682 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1683 return CARD_ATI_RADEON_XPRESS_200M;
1687 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1688 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1691 if (WINE_D3D8_CAPABLE(gl_info))
1693 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1694 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1697 if (WINE_D3D7_CAPABLE(gl_info))
1699 *vidmem = 32; /* There are models with up to 64MB */
1700 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1703 *vidmem = 16; /* There are 16-32MB models */
1704 return CARD_ATI_RAGE_128PRO;
1708 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1709 const char *gl_renderer, unsigned int *vidmem)
1711 if (strstr(gl_renderer, "X3100"))
1713 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1715 return CARD_INTEL_X3100;
1718 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1720 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1722 return CARD_INTEL_I945GM;
1725 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1726 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1727 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1728 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1729 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1730 return CARD_INTEL_I915G;
1734 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1735 const char *gl_renderer, unsigned int *vidmem)
1737 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1739 * Beware: renderer string do not match exact card model,
1740 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1741 if (strstr(gl_renderer, "Gallium"))
1743 /* Radeon R7xx HD4800 - highend */
1744 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1745 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1746 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1748 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1749 return CARD_ATI_RADEON_HD4800;
1752 /* Radeon R740 HD4700 - midend */
1753 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1756 return CARD_ATI_RADEON_HD4700;
1759 /* Radeon R730 HD4600 - midend */
1760 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1763 return CARD_ATI_RADEON_HD4600;
1766 /* Radeon R710 HD4500/HD4350 - lowend */
1767 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1770 return CARD_ATI_RADEON_HD4350;
1773 /* Radeon R6xx HD2900/HD3800 - highend */
1774 if (strstr(gl_renderer, "R600")
1775 || strstr(gl_renderer, "RV670")
1776 || strstr(gl_renderer, "R680"))
1778 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1779 return CARD_ATI_RADEON_HD2900;
1782 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1783 if (strstr(gl_renderer, "RV630")
1784 || strstr(gl_renderer, "RV635"))
1786 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1787 return CARD_ATI_RADEON_HD2600;
1790 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1791 if (strstr(gl_renderer, "RV610")
1792 || strstr(gl_renderer, "RV620"))
1794 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1795 return CARD_ATI_RADEON_HD2350;
1798 /* Radeon R6xx/R7xx integrated */
1799 if (strstr(gl_renderer, "RS780")
1800 || strstr(gl_renderer, "RS880"))
1802 *vidmem = 128; /* 128MB */
1803 return CARD_ATI_RADEON_HD3200;
1807 if (strstr(gl_renderer, "RV530")
1808 || strstr(gl_renderer, "RV535")
1809 || strstr(gl_renderer, "RV560")
1810 || strstr(gl_renderer, "R520")
1811 || strstr(gl_renderer, "RV570")
1812 || strstr(gl_renderer, "R580"))
1814 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1815 return CARD_ATI_RADEON_X1600;
1818 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1819 if (strstr(gl_renderer, "R410")
1820 || strstr(gl_renderer, "R420")
1821 || strstr(gl_renderer, "R423")
1822 || strstr(gl_renderer, "R430")
1823 || strstr(gl_renderer, "R480")
1824 || strstr(gl_renderer, "R481")
1825 || strstr(gl_renderer, "RV410")
1826 || strstr(gl_renderer, "RV515")
1827 || strstr(gl_renderer, "RV516"))
1829 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1830 return CARD_ATI_RADEON_X700;
1833 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1834 if (strstr(gl_renderer, "RS400")
1835 || strstr(gl_renderer, "RS480")
1836 || strstr(gl_renderer, "RS482")
1837 || strstr(gl_renderer, "RS485")
1838 || strstr(gl_renderer, "RS600")
1839 || strstr(gl_renderer, "RS690")
1840 || strstr(gl_renderer, "RS740"))
1842 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1843 return CARD_ATI_RADEON_XPRESS_200M;
1847 if (strstr(gl_renderer, "R300")
1848 || strstr(gl_renderer, "RV350")
1849 || strstr(gl_renderer, "RV351")
1850 || strstr(gl_renderer, "RV360")
1851 || strstr(gl_renderer, "RV370")
1852 || strstr(gl_renderer, "R350")
1853 || strstr(gl_renderer, "R360"))
1855 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1856 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1860 if (WINE_D3D9_CAPABLE(gl_info))
1862 /* Radeon R7xx HD4800 - highend */
1863 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1864 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1865 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1867 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1868 return CARD_ATI_RADEON_HD4800;
1871 /* Radeon R740 HD4700 - midend */
1872 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1875 return CARD_ATI_RADEON_HD4700;
1878 /* Radeon R730 HD4600 - midend */
1879 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1882 return CARD_ATI_RADEON_HD4600;
1885 /* Radeon R710 HD4500/HD4350 - lowend */
1886 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1889 return CARD_ATI_RADEON_HD4350;
1892 /* Radeon R6xx HD2900/HD3800 - highend */
1893 if (strstr(gl_renderer, "(R600")
1894 || strstr(gl_renderer, "(RV670")
1895 || strstr(gl_renderer, "(R680"))
1897 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1898 return CARD_ATI_RADEON_HD2900;
1901 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1902 if (strstr(gl_renderer, "(RV630")
1903 || strstr(gl_renderer, "(RV635"))
1905 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1906 return CARD_ATI_RADEON_HD2600;
1909 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1910 if (strstr(gl_renderer, "(RV610")
1911 || strstr(gl_renderer, "(RV620"))
1913 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1914 return CARD_ATI_RADEON_HD2350;
1917 /* Radeon R6xx/R7xx integrated */
1918 if (strstr(gl_renderer, "(RS780")
1919 || strstr(gl_renderer, "(RS880"))
1921 *vidmem = 128; /* 128MB */
1922 return CARD_ATI_RADEON_HD3200;
1926 if (WINE_D3D8_CAPABLE(gl_info))
1928 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1929 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1932 if (WINE_D3D7_CAPABLE(gl_info))
1934 *vidmem = 32; /* There are models with up to 64MB */
1935 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1938 *vidmem = 16; /* There are 16-32MB models */
1939 return CARD_ATI_RAGE_128PRO;
1943 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1944 const char *gl_renderer, unsigned int *vidmem)
1946 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1947 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1948 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1949 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1950 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1951 return CARD_NVIDIA_RIVA_128;
1954 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1955 const char *gl_renderer, unsigned int *vidmem)
1957 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1958 return CARD_INTEL_I915G;
1962 struct vendor_card_selection
1964 enum wined3d_gl_vendor gl_vendor;
1965 enum wined3d_pci_vendor card_vendor;
1966 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1967 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1968 unsigned int *vidmem );
1971 static const struct vendor_card_selection vendor_card_select_table[] =
1973 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1974 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1975 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1976 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1977 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1978 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1979 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1980 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
1981 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
1985 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1986 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1988 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1989 * different GPUs with roughly the same features. In most cases GPUs from a
1990 * certain family differ in clockspeeds, the amount of video memory and the
1991 * number of shader pipelines.
1993 * A Direct3D device object contains the PCI id (vendor + device) of the
1994 * videocard which is used for rendering. Various applications use this
1995 * information to get a rough estimation of the features of the card and
1996 * some might use it for enabling 3d effects only on certain types of
1997 * videocards. In some cases games might even use it to work around bugs
1998 * which happen on certain videocards/driver combinations. The problem is
1999 * that OpenGL only exposes a rendering string containing the name of the
2000 * videocard and not the PCI id.
2002 * Various games depend on the PCI id, so somehow we need to provide one.
2003 * A simple option is to parse the renderer string and translate this to
2004 * the right PCI id. This is a lot of work because there are more than 200
2005 * GPUs just for Nvidia. Various cards share the same renderer string, so
2006 * the amount of code might be 'small' but there are quite a number of
2007 * exceptions which would make this a pain to maintain. Another way would
2008 * be to query the PCI id from the operating system (assuming this is the
2009 * videocard which is used for rendering which is not always the case).
2010 * This would work but it is not very portable. Second it would not work
2011 * well in, let's say, a remote X situation in which the amount of 3d
2012 * features which can be used is limited.
2014 * As said most games only use the PCI id to get an indication of the
2015 * capabilities of the card. It doesn't really matter if the given id is
2016 * the correct one if we return the id of a card with similar 3d features.
2018 * The code below checks the OpenGL capabilities of a videocard and matches
2019 * that to a certain level of Direct3D functionality. Once a card passes
2020 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2021 * least a GeforceFX. To give a better estimate we do a basic check on the
2022 * renderer string but if that won't pass we return a default card. This
2023 * way is better than maintaining a full card database as even without a
2024 * full database we can return a card with similar features. Second the
2025 * size of the database can be made quite small because when you know what
2026 * type of 3d functionality a card has, you know to which GPU family the
2027 * GPU must belong. Because of this you only have to check a small part of
2028 * the renderer string to distinguishes between different models from that
2031 * The code also selects a default amount of video memory which we will
2032 * use for an estimation of the amount of free texture memory. In case of
2033 * real D3D the amount of texture memory includes video memory and system
2034 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2035 * HyperMemory). We don't know how much system memory can be addressed by
2036 * the system but we can make a reasonable estimation about the amount of
2037 * video memory. If the value is slightly wrong it doesn't matter as we
2038 * didn't include AGP-like memory which makes the amount of addressable
2039 * memory higher and second OpenGL isn't that critical it moves to system
2040 * memory behind our backs if really needed. Note that the amount of video
2041 * memory can be overruled using a registry setting. */
2045 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2047 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2048 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2050 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2051 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2054 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2055 *gl_vendor, *card_vendor);
2057 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2058 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2059 * them a good generic choice. */
2060 *card_vendor = HW_VENDOR_NVIDIA;
2061 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2062 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2063 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2064 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2065 return CARD_NVIDIA_RIVA_128;
2068 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2070 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2071 int vs_selected_mode, ps_selected_mode;
2073 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2074 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2075 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2076 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2077 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2078 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2079 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2080 else return &ffp_fragment_pipeline;
2083 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2085 int vs_selected_mode, ps_selected_mode;
2087 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2088 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2089 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2090 return &none_shader_backend;
2093 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2095 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2096 int vs_selected_mode, ps_selected_mode;
2098 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2099 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2100 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2101 else return &ffp_blit;
2104 /* Context activation is done by the caller. */
2105 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2107 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2108 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2109 const char *GL_Extensions = NULL;
2110 const char *WGL_Extensions = NULL;
2111 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2112 struct fragment_caps fragment_caps;
2113 enum wined3d_gl_vendor gl_vendor;
2114 enum wined3d_pci_vendor card_vendor;
2115 enum wined3d_pci_device device;
2117 GLfloat gl_floatv[2];
2120 unsigned int vidmem=0;
2124 TRACE_(d3d_caps)("(%p)\n", gl_info);
2128 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2129 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2130 if (!gl_renderer_str)
2133 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2137 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2138 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2142 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2146 /* Parse the GL_VERSION field into major and minor information */
2147 gl_version_str = (const char *)glGetString(GL_VERSION);
2148 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2149 if (!gl_version_str)
2152 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2155 gl_version = wined3d_parse_gl_version(gl_version_str);
2158 * Initialize openGL extension related variables
2159 * with Default values
2161 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2162 gl_info->limits.blends = 1;
2163 gl_info->limits.buffers = 1;
2164 gl_info->limits.textures = 1;
2165 gl_info->limits.fragment_samplers = 1;
2166 gl_info->limits.vertex_samplers = 0;
2167 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2168 gl_info->limits.sampler_stages = 1;
2169 gl_info->limits.glsl_vs_float_constants = 0;
2170 gl_info->limits.glsl_ps_float_constants = 0;
2171 gl_info->limits.arb_vs_float_constants = 0;
2172 gl_info->limits.arb_vs_native_constants = 0;
2173 gl_info->limits.arb_vs_instructions = 0;
2174 gl_info->limits.arb_vs_temps = 0;
2175 gl_info->limits.arb_ps_float_constants = 0;
2176 gl_info->limits.arb_ps_local_constants = 0;
2177 gl_info->limits.arb_ps_instructions = 0;
2178 gl_info->limits.arb_ps_temps = 0;
2180 /* Retrieve opengl defaults */
2181 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2182 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2183 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2185 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2186 gl_info->limits.lights = gl_max;
2187 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2189 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2190 gl_info->limits.texture_size = gl_max;
2191 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2193 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2194 gl_info->limits.pointsize_min = gl_floatv[0];
2195 gl_info->limits.pointsize_max = gl_floatv[1];
2196 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2198 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2199 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2203 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2209 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2211 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2213 while (*GL_Extensions)
2216 char current_ext[256];
2218 while (isspace(*GL_Extensions)) ++GL_Extensions;
2219 start = GL_Extensions;
2220 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2222 len = GL_Extensions - start;
2223 if (!len || len >= sizeof(current_ext)) continue;
2225 memcpy(current_ext, start, len);
2226 current_ext[len] = '\0';
2227 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2229 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2231 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2233 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2234 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2240 /* Now work out what GL support this card really has */
2241 #define USE_GL_FUNC(type, pfn, ext, replace) \
2243 DWORD ver = ver_for_ext(ext); \
2244 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2245 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2246 else gl_info->pfn = NULL; \
2251 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2257 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2258 * loading the functions, otherwise the code above will load the extension entry points instead of the
2259 * core functions, which may not work. */
2260 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2262 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2263 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2265 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2266 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2270 if (gl_info->supported[APPLE_FENCE])
2272 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2273 * The apple extension interacts with some other apple exts. Disable the NV
2274 * extension if the apple one is support to prevent confusion in other parts
2276 gl_info->supported[NV_FENCE] = FALSE;
2278 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2280 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2282 * The enums are the same:
2283 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2284 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2285 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2286 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2287 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2289 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2291 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2292 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2294 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2296 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2297 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2300 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2302 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2303 * functionality. Prefer the ARB extension */
2304 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2306 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2308 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2309 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2311 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2313 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2314 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2316 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2318 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2319 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2321 if (gl_info->supported[NV_TEXTURE_SHADER2])
2323 if (gl_info->supported[NV_REGISTER_COMBINERS])
2325 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2326 * are supported. The nv extensions provide the same functionality as the
2327 * ATI one, and a bit more(signed pixelformats). */
2328 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2332 if (gl_info->supported[NV_REGISTER_COMBINERS])
2334 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2335 gl_info->limits.general_combiners = gl_max;
2336 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2338 if (gl_info->supported[ARB_DRAW_BUFFERS])
2340 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2341 gl_info->limits.buffers = gl_max;
2342 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2344 if (gl_info->supported[ARB_MULTITEXTURE])
2346 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2347 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2348 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2350 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2353 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2354 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2358 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2360 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2362 if (gl_info->supported[ARB_VERTEX_SHADER])
2365 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2366 gl_info->limits.vertex_samplers = tmp;
2367 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2368 gl_info->limits.combined_samplers = tmp;
2370 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2371 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2372 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2373 * shader is used with fixed function vertex processing we're fine too because fixed function
2374 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2375 * used we have to make sure that all vertex sampler setups are valid together with all
2376 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2377 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2378 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2379 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2380 * a fixed function pipeline anymore.
2382 * So this is just a check to check that our assumption holds true. If not, write a warning
2383 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2384 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2385 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2387 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2388 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2389 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2390 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2391 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2393 gl_info->limits.vertex_samplers = 0;
2398 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2400 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2401 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2403 if (gl_info->supported[ARB_VERTEX_BLEND])
2405 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2406 gl_info->limits.blends = gl_max;
2407 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2409 if (gl_info->supported[EXT_TEXTURE3D])
2411 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2412 gl_info->limits.texture3d_size = gl_max;
2413 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2415 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2417 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2418 gl_info->limits.anisotropy = gl_max;
2419 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2421 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2423 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2424 gl_info->limits.arb_ps_float_constants = gl_max;
2425 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2426 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2427 gl_info->limits.arb_ps_native_constants = gl_max;
2428 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2429 gl_info->limits.arb_ps_native_constants);
2430 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2431 gl_info->limits.arb_ps_temps = gl_max;
2432 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2433 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2434 gl_info->limits.arb_ps_instructions = gl_max;
2435 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2436 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2437 gl_info->limits.arb_ps_local_constants = gl_max;
2438 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2440 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2442 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2443 gl_info->limits.arb_vs_float_constants = gl_max;
2444 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2445 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2446 gl_info->limits.arb_vs_native_constants = gl_max;
2447 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2448 gl_info->limits.arb_vs_native_constants);
2449 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2450 gl_info->limits.arb_vs_temps = gl_max;
2451 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2452 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2453 gl_info->limits.arb_vs_instructions = gl_max;
2454 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2456 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2458 if (gl_info->supported[ARB_VERTEX_SHADER])
2460 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2461 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2462 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2464 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2466 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2467 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2468 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2469 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2470 gl_info->limits.glsl_varyings = gl_max;
2471 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2473 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2475 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2476 unsigned int major, minor;
2478 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2480 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2481 sscanf(str, "%u.%u", &major, &minor);
2482 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2484 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2486 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2490 gl_info->limits.shininess = 128.0f;
2492 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2494 /* If we have full NP2 texture support, disable
2495 * GL_ARB_texture_rectangle because we will never use it.
2496 * This saves a few redundant glDisable calls. */
2497 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2499 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2501 /* Disable NV_register_combiners and fragment shader if this is supported.
2502 * generally the NV extensions are preferred over the ATI ones, and this
2503 * extension is disabled if register_combiners and texture_shader2 are both
2504 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2505 * fragment processing support. */
2506 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2507 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2508 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2509 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2511 if (gl_info->supported[NV_HALF_FLOAT])
2513 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2514 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2516 if (gl_info->supported[ARB_POINT_SPRITE])
2518 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2522 gl_info->limits.point_sprite_units = 0;
2524 checkGLcall("extension detection");
2528 adapter->fragment_pipe = select_fragment_implementation(adapter);
2529 adapter->shader_backend = select_shader_backend(adapter);
2530 adapter->blitter = select_blit_implementation(adapter);
2532 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2533 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2534 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2536 /* In some cases the number of texture stages can be larger than the number
2537 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2538 * shaders), but 8 texture stages (register combiners). */
2539 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2541 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2543 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2544 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2545 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2546 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2547 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2548 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2549 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2550 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2551 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2552 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2553 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2554 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2555 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2556 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2557 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2558 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2559 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2560 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2561 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2565 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2567 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2568 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2569 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2570 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2571 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2572 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2573 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2574 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2575 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2576 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2577 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2578 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2579 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2580 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2581 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2582 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2583 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2585 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2587 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2588 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2590 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2592 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2594 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2596 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2600 /* MRTs are currently only supported when FBOs are used. */
2601 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2603 gl_info->limits.buffers = 1;
2606 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2607 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2608 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2610 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2611 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2613 /* If we have an estimate use it, else default to 64MB; */
2615 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2617 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2619 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2620 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2621 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2622 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2623 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2624 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2625 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2626 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2628 /* Make sure there's an active HDC else the WGL extensions will fail */
2629 hdc = pwglGetCurrentDC();
2631 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2632 if(GL_EXTCALL(wglGetExtensionsStringARB))
2633 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2635 if (NULL == WGL_Extensions) {
2636 ERR(" WGL_Extensions returns NULL\n");
2638 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2639 while (*WGL_Extensions != 0x00) {
2643 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2644 Start = WGL_Extensions;
2645 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2649 len = WGL_Extensions - Start;
2650 if (len == 0 || len >= sizeof(ThisExtn))
2653 memcpy(ThisExtn, Start, len);
2654 ThisExtn[len] = '\0';
2655 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2657 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2658 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2659 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2661 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2662 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2663 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2669 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2670 init_driver_info(driver_info, card_vendor, device);
2671 add_gl_compat_wrappers(gl_info);
2676 /**********************************************************
2677 * IWineD3D implementation follows
2678 **********************************************************/
2680 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2681 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2683 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2685 return This->adapter_count;
2688 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2690 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2695 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2696 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2698 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2700 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2704 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2707 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2708 of the same bpp but different resolutions */
2710 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2711 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2712 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2713 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2715 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2719 /* TODO: Store modes per adapter and read it from the adapter structure */
2720 if (Adapter == 0) { /* Display */
2721 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2722 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2727 memset(&mode, 0, sizeof(mode));
2728 mode.dmSize = sizeof(mode);
2730 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2734 if (Format == WINED3DFMT_UNKNOWN)
2736 /* This is for D3D8, do not enumerate P8 here */
2737 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2739 else if (mode.dmBitsPerPel == format_bits)
2745 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2748 FIXME_(d3d_caps)("Adapter not primary display\n");
2753 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2754 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2755 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2756 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2758 /* Validate the parameters as much as possible */
2759 if (NULL == pMode ||
2760 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2761 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2762 return WINED3DERR_INVALIDCALL;
2765 /* TODO: Store modes per adapter and read it from the adapter structure */
2768 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2769 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2775 ZeroMemory(&DevModeW, sizeof(DevModeW));
2776 DevModeW.dmSize = sizeof(DevModeW);
2778 /* If we are filtering to a specific format (D3D9), then need to skip
2779 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2780 just count through the ones with valid bit depths */
2781 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2783 if (Format == WINED3DFMT_UNKNOWN)
2785 /* This is for D3D8, do not enumerate P8 here */
2786 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2788 else if (DevModeW.dmBitsPerPel == format_bits)
2795 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2796 return WINED3DERR_INVALIDCALL;
2800 /* Now get the display mode via the calculated index */
2801 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2802 pMode->Width = DevModeW.dmPelsWidth;
2803 pMode->Height = DevModeW.dmPelsHeight;
2804 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2805 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2806 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2808 if (Format == WINED3DFMT_UNKNOWN) {
2809 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2811 pMode->Format = Format;
2814 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2815 return WINED3DERR_INVALIDCALL;
2818 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2819 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2820 DevModeW.dmBitsPerPel);
2825 FIXME_(d3d_caps)("Adapter not primary display\n");
2831 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2833 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2835 if (NULL == pMode ||
2836 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2837 return WINED3DERR_INVALIDCALL;
2840 if (Adapter == 0) { /* Display */
2844 ZeroMemory(&DevModeW, sizeof(DevModeW));
2845 DevModeW.dmSize = sizeof(DevModeW);
2847 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2848 pMode->Width = DevModeW.dmPelsWidth;
2849 pMode->Height = DevModeW.dmPelsHeight;
2850 bpp = DevModeW.dmBitsPerPel;
2851 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2852 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2854 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2857 pMode->Format = pixelformat_for_depth(bpp);
2859 FIXME_(d3d_caps)("Adapter not primary display\n");
2862 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2863 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2867 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2868 and fields being inserted in the middle, a new structure is used in place */
2869 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2870 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2871 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2872 struct wined3d_adapter *adapter;
2875 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2877 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2878 return WINED3DERR_INVALIDCALL;
2881 adapter = &This->adapters[Adapter];
2883 /* Return the information requested */
2884 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2886 if (pIdentifier->driver_size)
2888 const char *name = adapter->driver_info.name;
2889 len = min(strlen(name), pIdentifier->driver_size - 1);
2890 memcpy(pIdentifier->driver, name, len);
2891 pIdentifier->driver[len] = '\0';
2894 if (pIdentifier->description_size)
2896 const char *description = adapter->driver_info.description;
2897 len = min(strlen(description), pIdentifier->description_size - 1);
2898 memcpy(pIdentifier->description, description, len);
2899 pIdentifier->description[len] = '\0';
2902 /* Note that d3d8 doesn't supply a device name. */
2903 if (pIdentifier->device_name_size)
2905 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2907 len = strlen(device_name);
2908 if (len >= pIdentifier->device_name_size)
2910 ERR("Device name size too small.\n");
2911 return WINED3DERR_INVALIDCALL;
2914 memcpy(pIdentifier->device_name, device_name, len);
2915 pIdentifier->device_name[len] = '\0';
2918 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2919 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2920 pIdentifier->vendor_id = adapter->driver_info.vendor;
2921 pIdentifier->device_id = adapter->driver_info.device;
2922 pIdentifier->subsystem_id = 0;
2923 pIdentifier->revision = 0;
2924 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2925 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2926 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2927 pIdentifier->video_memory = adapter->TextureRam;
2932 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2933 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2935 short redSize, greenSize, blueSize, alphaSize, colorBits;
2940 /* Float formats need FBOs. If FBOs are used this function isn't called */
2941 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2943 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2944 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2946 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2950 if(cfg->redSize < redSize)
2953 if(cfg->greenSize < greenSize)
2956 if(cfg->blueSize < blueSize)
2959 if(cfg->alphaSize < alphaSize)
2965 /* Probably a RGBA_float or color index mode */
2969 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2970 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2972 short depthSize, stencilSize;
2973 BOOL lockable = FALSE;
2978 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2980 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2984 /* Float formats need FBOs. If FBOs are used this function isn't called */
2985 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2987 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2990 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2991 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2992 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2993 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2996 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2997 * allow more stencil bits than requested. */
2998 if(cfg->stencilSize < stencilSize)
3004 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3005 WINED3DFORMAT AdapterFormat,
3006 WINED3DFORMAT RenderTargetFormat,
3007 WINED3DFORMAT DepthStencilFormat) {
3008 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3010 const WineD3D_PixelFormat *cfgs;
3011 const struct wined3d_adapter *adapter;
3012 const struct wined3d_format_desc *rt_format_desc;
3013 const struct wined3d_format_desc *ds_format_desc;
3016 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3018 DeviceType, debug_d3ddevicetype(DeviceType),
3019 AdapterFormat, debug_d3dformat(AdapterFormat),
3020 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3021 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3023 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3024 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3025 return WINED3DERR_INVALIDCALL;
3028 adapter = &This->adapters[Adapter];
3029 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
3030 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
3031 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3033 if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
3034 (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
3035 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3041 cfgs = adapter->cfgs;
3042 nCfgs = adapter->nCfgs;
3043 for (it = 0; it < nCfgs; ++it) {
3044 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3046 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3048 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3054 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3056 return WINED3DERR_NOTAVAILABLE;
3059 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3060 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3062 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3063 const struct wined3d_format_desc *glDesc;
3064 const struct wined3d_adapter *adapter;
3066 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3069 DeviceType, debug_d3ddevicetype(DeviceType),
3070 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3075 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3076 return WINED3DERR_INVALIDCALL;
3079 /* TODO: handle Windowed, add more quality levels */
3081 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3082 if(pQualityLevels) *pQualityLevels = 1;
3086 /* By default multisampling is disabled right now as it causes issues
3087 * on some Nvidia driver versions and it doesn't work well in combination
3089 if(!wined3d_settings.allow_multisampling)
3090 return WINED3DERR_NOTAVAILABLE;
3092 adapter = &This->adapters[Adapter];
3093 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3094 if (!glDesc) return WINED3DERR_INVALIDCALL;
3096 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3098 const WineD3D_PixelFormat *cfgs;
3100 cfgs = adapter->cfgs;
3101 nCfgs = adapter->nCfgs;
3102 for(i=0; i<nCfgs; i++) {
3103 if(cfgs[i].numSamples != MultiSampleType)
3106 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3109 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3112 *pQualityLevels = 1; /* Guess at a value! */
3116 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3117 short redSize, greenSize, blueSize, alphaSize, colorBits;
3119 const WineD3D_PixelFormat *cfgs;
3121 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3123 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3124 return WINED3DERR_NOTAVAILABLE;
3127 cfgs = adapter->cfgs;
3128 nCfgs = adapter->nCfgs;
3129 for(i=0; i<nCfgs; i++) {
3130 if(cfgs[i].numSamples != MultiSampleType)
3132 if(cfgs[i].redSize != redSize)
3134 if(cfgs[i].greenSize != greenSize)
3136 if(cfgs[i].blueSize != blueSize)
3138 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3139 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3141 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3144 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3147 *pQualityLevels = 1; /* Guess at a value! */
3151 return WINED3DERR_NOTAVAILABLE;
3154 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3155 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3157 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3160 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3161 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3162 debug_d3dformat(BackBufferFormat), Windowed);
3164 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3165 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3166 return WINED3DERR_INVALIDCALL;
3169 /* The task of this function is to check whether a certain display / backbuffer format
3170 * combination is available on the given adapter. In fullscreen mode microsoft specified
3171 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3172 * and display format should match exactly.
3173 * In windowed mode format conversion can occur and this depends on the driver. When format
3174 * conversion is done, this function should nevertheless fail and applications need to use
3175 * CheckDeviceFormatConversion.
3176 * At the moment we assume that fullscreen and windowed have the same capabilities */
3178 /* There are only 4 display formats */
3179 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3180 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3181 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3182 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3184 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3185 return WINED3DERR_NOTAVAILABLE;
3188 /* If the requested DisplayFormat is not available, don't continue */
3189 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3191 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3192 return WINED3DERR_NOTAVAILABLE;
3195 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3196 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3197 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3198 return WINED3DERR_NOTAVAILABLE;
3201 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3202 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3204 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3205 return WINED3DERR_NOTAVAILABLE;
3208 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3209 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3210 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3212 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3213 return WINED3DERR_NOTAVAILABLE;
3216 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3217 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3218 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3220 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3221 return WINED3DERR_NOTAVAILABLE;
3224 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3225 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3226 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3228 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3229 return WINED3DERR_NOTAVAILABLE;
3232 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3233 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3235 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3241 /* Check if we support bumpmapping for a format */
3242 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3244 /* Ask the fixed function pipeline implementation if it can deal
3245 * with the conversion. If we've got a GL extension giving native
3246 * support this will be an identity conversion. */
3247 return (format_desc->Flags & WINED3DFMT_FLAG_BUMPMAP)
3248 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup);
3251 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3252 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3253 const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3257 /* Only allow depth/stencil formats */
3258 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3260 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3262 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3263 if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3267 /* Walk through all WGL pixel formats to find a match */
3268 for (it = 0; it < adapter->nCfgs; ++it)
3270 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3271 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3273 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3284 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3286 /* The flags entry of a format contains the filtering capability */
3287 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3292 /* Check the render target capabilities of a format */
3293 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3294 const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3296 /* Filter out non-RT formats */
3297 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3298 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3299 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3301 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3302 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3304 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3305 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3307 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3308 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3309 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3310 TRACE_(d3d_caps)("[FAILED]\n");
3314 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3315 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3316 for (it = 0; it < adapter->nCfgs; ++it)
3318 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3319 &cfgs[it], check_format_desc))
3321 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3322 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3327 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3329 /* For now return TRUE for FBOs until we have some proper checks.
3330 * Note that this function will only be called when the format is around for texturing. */
3336 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3338 return adapter->gl_info.supported[EXT_TEXTURE_SRGB]
3339 && (format_desc->Flags & WINED3DFMT_FLAG_SRGB_READ);
3342 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3344 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3345 * doing the color fixup in shaders.
3346 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3347 if (format_desc->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3349 int vs_selected_mode;
3350 int ps_selected_mode;
3351 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3353 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3354 TRACE_(d3d_caps)("[OK]\n");
3359 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3363 /* Check if a format support blending in combination with pixel shaders */
3364 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3365 const struct wined3d_format_desc *format_desc)
3367 /* The flags entry of a format contains the post pixel shader blending capability */
3368 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3373 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3375 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3376 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3377 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3378 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3379 * capability anyway.
3381 * For now lets report this on all formats, but in the future we may want to
3382 * restrict it to some should games need that
3387 /* Check if a texture format is supported on the given adapter */
3388 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3390 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3392 switch (format_desc->format)
3395 * supported: RGB(A) formats
3397 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3398 case WINED3DFMT_B8G8R8A8_UNORM:
3399 case WINED3DFMT_B8G8R8X8_UNORM:
3400 case WINED3DFMT_B5G6R5_UNORM:
3401 case WINED3DFMT_B5G5R5X1_UNORM:
3402 case WINED3DFMT_B5G5R5A1_UNORM:
3403 case WINED3DFMT_B4G4R4A4_UNORM:
3404 case WINED3DFMT_A8_UNORM:
3405 case WINED3DFMT_B4G4R4X4_UNORM:
3406 case WINED3DFMT_R8G8B8A8_UNORM:
3407 case WINED3DFMT_R8G8B8X8_UNORM:
3408 case WINED3DFMT_B10G10R10A2_UNORM:
3409 case WINED3DFMT_R10G10B10A2_UNORM:
3410 case WINED3DFMT_R16G16_UNORM:
3411 TRACE_(d3d_caps)("[OK]\n");
3414 case WINED3DFMT_B2G3R3_UNORM:
3415 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3419 * Not supported: Palettized
3420 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3421 * Since it is not widely available, don't offer it. Further no Windows driver offers
3422 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3424 case WINED3DFMT_P8_UINT:
3425 case WINED3DFMT_P8_UINT_A8_UNORM:
3429 * Supported: (Alpha)-Luminance
3431 case WINED3DFMT_L8_UNORM:
3432 case WINED3DFMT_L8A8_UNORM:
3433 case WINED3DFMT_L16_UNORM:
3434 TRACE_(d3d_caps)("[OK]\n");
3437 /* Not supported on Windows, thus disabled */
3438 case WINED3DFMT_L4A4_UNORM:
3439 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3443 * Supported: Depth/Stencil formats
3445 case WINED3DFMT_D16_LOCKABLE:
3446 case WINED3DFMT_D16_UNORM:
3447 case WINED3DFMT_S1_UINT_D15_UNORM:
3448 case WINED3DFMT_X8D24_UNORM:
3449 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3450 case WINED3DFMT_D24_UNORM_S8_UINT:
3451 case WINED3DFMT_S8_UINT_D24_FLOAT:
3452 case WINED3DFMT_D32_UNORM:
3453 case WINED3DFMT_D32_FLOAT:
3457 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3458 * GL_NV_texture_shader). Emulated by shaders
3460 case WINED3DFMT_R8G8_SNORM:
3461 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3462 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3463 case WINED3DFMT_R8G8B8A8_SNORM:
3464 case WINED3DFMT_R16G16_SNORM:
3465 /* Ask the shader backend if it can deal with the conversion. If
3466 * we've got a GL extension giving native support this will be an
3467 * identity conversion. */
3468 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3470 TRACE_(d3d_caps)("[OK]\n");
3473 TRACE_(d3d_caps)("[FAILED]\n");
3476 case WINED3DFMT_DXT1:
3477 case WINED3DFMT_DXT2:
3478 case WINED3DFMT_DXT3:
3479 case WINED3DFMT_DXT4:
3480 case WINED3DFMT_DXT5:
3481 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3483 TRACE_(d3d_caps)("[OK]\n");
3486 TRACE_(d3d_caps)("[FAILED]\n");
3491 * Odd formats - not supported
3493 case WINED3DFMT_VERTEXDATA:
3494 case WINED3DFMT_R16_UINT:
3495 case WINED3DFMT_R32_UINT:
3496 case WINED3DFMT_R16G16B16A16_SNORM:
3497 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3498 case WINED3DFMT_R10G11B11_SNORM:
3499 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3503 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3505 case WINED3DFMT_R8G8_SNORM_Cx:
3506 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3510 case WINED3DFMT_UYVY:
3511 case WINED3DFMT_YUY2:
3512 if (gl_info->supported[APPLE_YCBCR_422])
3514 TRACE_(d3d_caps)("[OK]\n");
3517 TRACE_(d3d_caps)("[FAILED]\n");
3519 case WINED3DFMT_YV12:
3520 TRACE_(d3d_caps)("[FAILED]\n");
3524 case WINED3DFMT_R16G16B16A16_UNORM:
3525 case WINED3DFMT_B2G3R3A8_UNORM:
3526 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3529 /* Floating point formats */
3530 case WINED3DFMT_R16_FLOAT:
3531 case WINED3DFMT_R16G16_FLOAT:
3532 case WINED3DFMT_R16G16B16A16_FLOAT:
3533 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3535 TRACE_(d3d_caps)("[OK]\n");
3538 TRACE_(d3d_caps)("[FAILED]\n");
3541 case WINED3DFMT_R32_FLOAT:
3542 case WINED3DFMT_R32G32_FLOAT:
3543 case WINED3DFMT_R32G32B32A32_FLOAT:
3544 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3546 TRACE_(d3d_caps)("[OK]\n");
3549 TRACE_(d3d_caps)("[FAILED]\n");
3552 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3553 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3554 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3555 * We can do instancing with all shader versions, but we need vertex shaders.
3557 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3558 * to enable instancing. WineD3D doesn't need that and just ignores it.
3560 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3562 case WINED3DFMT_INST:
3563 TRACE("ATI Instancing check hack\n");
3564 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3566 TRACE_(d3d_caps)("[OK]\n");
3569 TRACE_(d3d_caps)("[FAILED]\n");
3572 /* Some weird FOURCC formats */
3573 case WINED3DFMT_R8G8_B8G8:
3574 case WINED3DFMT_G8R8_G8B8:
3575 case WINED3DFMT_MULTI2_ARGB8:
3576 TRACE_(d3d_caps)("[FAILED]\n");
3579 /* Vendor specific formats */
3580 case WINED3DFMT_ATI2N:
3581 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3582 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3584 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3585 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3587 TRACE_(d3d_caps)("[OK]\n");
3591 TRACE_(d3d_caps)("[OK]\n");
3594 TRACE_(d3d_caps)("[FAILED]\n");
3597 case WINED3DFMT_NVHU:
3598 case WINED3DFMT_NVHS:
3599 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3600 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3601 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3602 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3603 * Applications have to deal with not having NVHS and NVHU.
3605 TRACE_(d3d_caps)("[FAILED]\n");
3608 case WINED3DFMT_UNKNOWN:
3612 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3618 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3619 const struct wined3d_format_desc *adapter_format_desc,
3620 const struct wined3d_format_desc *check_format_desc,
3621 WINED3DSURFTYPE SurfaceType)
3623 if(SurfaceType == SURFACE_GDI) {
3624 switch(check_format_desc->format)
3626 case WINED3DFMT_B8G8R8_UNORM:
3627 case WINED3DFMT_B8G8R8A8_UNORM:
3628 case WINED3DFMT_B8G8R8X8_UNORM:
3629 case WINED3DFMT_B5G6R5_UNORM:
3630 case WINED3DFMT_B5G5R5X1_UNORM:
3631 case WINED3DFMT_B5G5R5A1_UNORM:
3632 case WINED3DFMT_B4G4R4A4_UNORM:
3633 case WINED3DFMT_B2G3R3_UNORM:
3634 case WINED3DFMT_A8_UNORM:
3635 case WINED3DFMT_B2G3R3A8_UNORM:
3636 case WINED3DFMT_B4G4R4X4_UNORM:
3637 case WINED3DFMT_R10G10B10A2_UNORM:
3638 case WINED3DFMT_R8G8B8A8_UNORM:
3639 case WINED3DFMT_R8G8B8X8_UNORM:
3640 case WINED3DFMT_R16G16_UNORM:
3641 case WINED3DFMT_B10G10R10A2_UNORM:
3642 case WINED3DFMT_R16G16B16A16_UNORM:
3643 case WINED3DFMT_P8_UINT:
3644 TRACE_(d3d_caps)("[OK]\n");
3647 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3652 /* All format that are supported for textures are supported for surfaces as well */
3653 if (CheckTextureCapability(adapter, check_format_desc)) return TRUE;
3654 /* All depth stencil formats are supported on surfaces */
3655 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3657 /* If opengl can't process the format natively, the blitter may be able to convert it */
3658 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3659 NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3660 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3662 TRACE_(d3d_caps)("[OK]\n");
3666 /* Reject other formats */
3667 TRACE_(d3d_caps)("[FAILED]\n");
3671 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3672 const struct wined3d_format_desc *format_desc)
3674 return adapter->gl_info.limits.vertex_samplers
3675 && (format_desc->Flags & WINED3DFMT_FLAG_VTF);
3678 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3679 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3680 WINED3DSURFTYPE SurfaceType)
3682 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3683 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3684 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3685 const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3686 const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3687 DWORD UsageCaps = 0;
3689 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3692 DeviceType, debug_d3ddevicetype(DeviceType),
3693 AdapterFormat, debug_d3dformat(AdapterFormat),
3694 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3695 RType, debug_d3dresourcetype(RType),
3696 CheckFormat, debug_d3dformat(CheckFormat));
3698 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3699 return WINED3DERR_INVALIDCALL;
3704 case WINED3DRTYPE_CUBETEXTURE:
3705 /* Cubetexture allows:
3706 * - WINED3DUSAGE_AUTOGENMIPMAP
3707 * - WINED3DUSAGE_DEPTHSTENCIL
3708 * - WINED3DUSAGE_DYNAMIC
3709 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3710 * - WINED3DUSAGE_RENDERTARGET
3711 * - WINED3DUSAGE_SOFTWAREPROCESSING
3712 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3714 if (SurfaceType != SURFACE_OPENGL)
3716 TRACE_(d3d_caps)("[FAILED]\n");
3717 return WINED3DERR_NOTAVAILABLE;
3720 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3722 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3723 return WINED3DERR_NOTAVAILABLE;
3726 if (!CheckTextureCapability(adapter, format_desc))
3728 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3729 return WINED3DERR_NOTAVAILABLE;
3732 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3734 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3735 /* When autogenmipmap isn't around continue and return
3736 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3737 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3739 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3742 /* Always report dynamic locking. */
3743 if (Usage & WINED3DUSAGE_DYNAMIC)
3744 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3746 if (Usage & WINED3DUSAGE_RENDERTARGET)
3748 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3750 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3751 return WINED3DERR_NOTAVAILABLE;
3753 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3756 /* Always report software processing. */
3757 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3758 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3760 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3762 if (!CheckFilterCapability(adapter, format_desc))
3764 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3765 return WINED3DERR_NOTAVAILABLE;
3767 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3770 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3772 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3774 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3775 return WINED3DERR_NOTAVAILABLE;
3777 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3780 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3782 if (!CheckSrgbReadCapability(adapter, format_desc))
3784 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3785 return WINED3DERR_NOTAVAILABLE;
3787 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3790 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3792 if (!CheckSrgbWriteCapability(adapter, format_desc))
3794 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3795 return WINED3DERR_NOTAVAILABLE;
3797 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3800 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3802 if (!CheckVertexTextureCapability(adapter, format_desc))
3804 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3805 return WINED3DERR_NOTAVAILABLE;
3807 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3810 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3812 if (!CheckWrapAndMipCapability(adapter, format_desc))
3814 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3815 return WINED3DERR_NOTAVAILABLE;
3817 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3821 case WINED3DRTYPE_SURFACE:
3823 * - WINED3DUSAGE_DEPTHSTENCIL
3824 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3825 * - WINED3DUSAGE_RENDERTARGET
3827 if (!CheckSurfaceCapability(adapter, adapter_format_desc, format_desc, SurfaceType))
3829 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3830 return WINED3DERR_NOTAVAILABLE;
3833 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3835 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3837 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3838 return WINED3DERR_NOTAVAILABLE;
3840 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3843 if (Usage & WINED3DUSAGE_RENDERTARGET)
3845 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3847 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3848 return WINED3DERR_NOTAVAILABLE;
3850 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3853 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3855 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3857 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3858 return WINED3DERR_NOTAVAILABLE;
3860 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3864 case WINED3DRTYPE_TEXTURE:
3866 * - WINED3DUSAGE_AUTOGENMIPMAP
3867 * - WINED3DUSAGE_DEPTHSTENCIL
3868 * - WINED3DUSAGE_DMAP
3869 * - WINED3DUSAGE_DYNAMIC
3870 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3871 * - WINED3DUSAGE_RENDERTARGET
3872 * - WINED3DUSAGE_SOFTWAREPROCESSING
3873 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3874 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3876 if (SurfaceType != SURFACE_OPENGL)
3878 TRACE_(d3d_caps)("[FAILED]\n");
3879 return WINED3DERR_NOTAVAILABLE;
3882 if (!CheckTextureCapability(adapter, format_desc))
3884 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3885 return WINED3DERR_NOTAVAILABLE;
3888 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3890 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3891 /* When autogenmipmap isn't around continue and return
3892 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3893 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3895 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3898 /* Always report dynamic locking. */
3899 if (Usage & WINED3DUSAGE_DYNAMIC)
3900 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3902 if (Usage & WINED3DUSAGE_RENDERTARGET)
3904 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3906 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3907 return WINED3DERR_NOTAVAILABLE;
3909 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3912 /* Always report software processing. */
3913 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3914 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3916 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3918 if (!CheckFilterCapability(adapter, format_desc))
3920 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3921 return WINED3DERR_NOTAVAILABLE;
3923 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3926 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3928 if (!CheckBumpMapCapability(adapter, format_desc))
3930 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3931 return WINED3DERR_NOTAVAILABLE;
3933 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3936 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3938 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3940 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3941 return WINED3DERR_NOTAVAILABLE;
3943 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3946 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3948 if (!CheckSrgbReadCapability(adapter, format_desc))
3950 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3951 return WINED3DERR_NOTAVAILABLE;
3953 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3956 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3958 if (!CheckSrgbWriteCapability(adapter, format_desc))
3960 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3961 return WINED3DERR_NOTAVAILABLE;
3963 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3966 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3968 if (!CheckVertexTextureCapability(adapter, format_desc))
3970 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3971 return WINED3DERR_NOTAVAILABLE;
3973 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3976 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3978 if (!CheckWrapAndMipCapability(adapter, format_desc))
3980 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3981 return WINED3DERR_NOTAVAILABLE;
3983 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3986 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3988 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3990 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3991 return WINED3DERR_NOTAVAILABLE;
3993 if ((format_desc->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3995 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3996 return WINED3DERR_NOTAVAILABLE;
3998 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4002 case WINED3DRTYPE_VOLUMETEXTURE:
4003 case WINED3DRTYPE_VOLUME:
4004 /* Volume is to VolumeTexture what Surface is to Texture, but its
4005 * usage caps are not documented. Most driver seem to offer
4006 * (nearly) the same on Volume and VolumeTexture, so do that too.
4008 * Volumetexture allows:
4009 * - D3DUSAGE_DYNAMIC
4010 * - D3DUSAGE_NONSECURE (d3d9ex)
4011 * - D3DUSAGE_SOFTWAREPROCESSING
4012 * - D3DUSAGE_QUERY_WRAPANDMIP
4014 if (SurfaceType != SURFACE_OPENGL)
4016 TRACE_(d3d_caps)("[FAILED]\n");
4017 return WINED3DERR_NOTAVAILABLE;
4020 if (!gl_info->supported[EXT_TEXTURE3D])
4022 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4023 return WINED3DERR_NOTAVAILABLE;
4026 if (!CheckTextureCapability(adapter, format_desc))
4028 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4029 return WINED3DERR_NOTAVAILABLE;
4032 /* Filter formats that need conversion; For one part, this
4033 * conversion is unimplemented, and volume textures are huge, so
4034 * it would be a big performance hit. Unless we hit an application
4035 * needing one of those formats, don't advertize them to avoid
4036 * leading applications into temptation. The windows drivers don't
4037 * support most of those formats on volumes anyway, except for
4038 * WINED3DFMT_R32_FLOAT. */
4039 switch (CheckFormat)
4041 case WINED3DFMT_P8_UINT:
4042 case WINED3DFMT_L4A4_UNORM:
4043 case WINED3DFMT_R32_FLOAT:
4044 case WINED3DFMT_R16_FLOAT:
4045 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4046 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4047 case WINED3DFMT_R16G16_UNORM:
4048 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4049 return WINED3DERR_NOTAVAILABLE;
4051 case WINED3DFMT_R8G8B8A8_SNORM:
4052 case WINED3DFMT_R16G16_SNORM:
4053 if (!gl_info->supported[NV_TEXTURE_SHADER])
4055 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4056 return WINED3DERR_NOTAVAILABLE;
4060 case WINED3DFMT_R8G8_SNORM:
4061 if (!gl_info->supported[NV_TEXTURE_SHADER])
4063 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4064 return WINED3DERR_NOTAVAILABLE;
4068 case WINED3DFMT_DXT1:
4069 case WINED3DFMT_DXT2:
4070 case WINED3DFMT_DXT3:
4071 case WINED3DFMT_DXT4:
4072 case WINED3DFMT_DXT5:
4073 /* The GL_EXT_texture_compression_s3tc spec requires that
4074 * loading an s3tc compressed texture results in an error.
4075 * While the D3D refrast does support s3tc volumes, at
4076 * least the nvidia windows driver does not, so we're free
4077 * not to support this format. */
4078 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4079 return WINED3DERR_NOTAVAILABLE;
4082 /* Do nothing, continue with checking the format below */
4086 /* Always report dynamic locking. */
4087 if (Usage & WINED3DUSAGE_DYNAMIC)
4088 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4090 /* Always report software processing. */
4091 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4092 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4094 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4096 if (!CheckFilterCapability(adapter, format_desc))
4098 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4099 return WINED3DERR_NOTAVAILABLE;
4101 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4104 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4106 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4108 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4109 return WINED3DERR_NOTAVAILABLE;
4111 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4114 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4116 if (!CheckSrgbReadCapability(adapter, format_desc))
4118 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4119 return WINED3DERR_NOTAVAILABLE;
4121 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4124 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4126 if (!CheckSrgbWriteCapability(adapter, format_desc))
4128 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4129 return WINED3DERR_NOTAVAILABLE;
4131 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4134 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4136 if (!CheckVertexTextureCapability(adapter, format_desc))
4138 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4139 return WINED3DERR_NOTAVAILABLE;
4141 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4144 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4146 if (!CheckWrapAndMipCapability(adapter, format_desc))
4148 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4149 return WINED3DERR_NOTAVAILABLE;
4151 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4156 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4157 return WINED3DERR_NOTAVAILABLE;
4160 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4161 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4162 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4163 if (UsageCaps == Usage)
4165 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4166 return WINED3DOK_NOAUTOGEN;
4168 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4169 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4171 return WINED3DERR_NOTAVAILABLE;
4174 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4175 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4177 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4178 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4179 debug_d3dformat(dst_format));
4184 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4185 subset of a D3DCAPS9 structure. However, it has to come via a void *
4186 as the d3d8 interface cannot import the d3d9 header */
4187 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4189 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4190 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4191 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4192 int vs_selected_mode;
4193 int ps_selected_mode;
4194 struct shader_caps shader_caps;
4195 struct fragment_caps fragment_caps;
4196 DWORD ckey_caps, blit_caps, fx_caps;
4198 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4200 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4201 return WINED3DERR_INVALIDCALL;
4204 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4206 /* ------------------------------------------------
4207 The following fields apply to both d3d8 and d3d9
4208 ------------------------------------------------ */
4209 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4210 pCaps->AdapterOrdinal = Adapter;
4213 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4214 WINED3DCAPS2_FULLSCREENGAMMA |
4215 WINED3DCAPS2_DYNAMICTEXTURES;
4216 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4218 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4221 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4222 WINED3DCAPS3_COPY_TO_VIDMEM |
4223 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4225 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4226 WINED3DPRESENT_INTERVAL_ONE;
4228 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4229 WINED3DCURSORCAPS_LOWRES;
4231 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4232 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4233 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4234 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4235 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4236 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4237 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4238 WINED3DDEVCAPS_PUREDEVICE |
4239 WINED3DDEVCAPS_HWRASTERIZATION |
4240 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4241 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4242 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4243 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4244 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4245 WINED3DDEVCAPS_RTPATCHES;
4247 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4248 WINED3DPMISCCAPS_CULLCCW |
4249 WINED3DPMISCCAPS_CULLCW |
4250 WINED3DPMISCCAPS_COLORWRITEENABLE |
4251 WINED3DPMISCCAPS_CLIPTLVERTS |
4252 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4253 WINED3DPMISCCAPS_MASKZ |
4254 WINED3DPMISCCAPS_BLENDOP |
4255 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4257 WINED3DPMISCCAPS_NULLREFERENCE
4258 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4259 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4260 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4262 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4263 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4264 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4265 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4267 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4268 WINED3DPRASTERCAPS_PAT |
4269 WINED3DPRASTERCAPS_WFOG |
4270 WINED3DPRASTERCAPS_ZFOG |
4271 WINED3DPRASTERCAPS_FOGVERTEX |
4272 WINED3DPRASTERCAPS_FOGTABLE |
4273 WINED3DPRASTERCAPS_STIPPLE |
4274 WINED3DPRASTERCAPS_SUBPIXEL |
4275 WINED3DPRASTERCAPS_ZTEST |
4276 WINED3DPRASTERCAPS_SCISSORTEST |
4277 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4278 WINED3DPRASTERCAPS_DEPTHBIAS;
4280 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4282 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4283 WINED3DPRASTERCAPS_ZBIAS |
4284 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4286 if (gl_info->supported[NV_FOG_DISTANCE])
4288 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4291 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4292 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4293 WINED3DPRASTERCAPS_ANTIALIASEDGES
4294 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4295 WINED3DPRASTERCAPS_WBUFFER */
4297 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4298 WINED3DPCMPCAPS_EQUAL |
4299 WINED3DPCMPCAPS_GREATER |
4300 WINED3DPCMPCAPS_GREATEREQUAL |
4301 WINED3DPCMPCAPS_LESS |
4302 WINED3DPCMPCAPS_LESSEQUAL |
4303 WINED3DPCMPCAPS_NEVER |
4304 WINED3DPCMPCAPS_NOTEQUAL;
4306 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4307 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4308 WINED3DPBLENDCAPS_DESTALPHA |
4309 WINED3DPBLENDCAPS_DESTCOLOR |
4310 WINED3DPBLENDCAPS_INVDESTALPHA |
4311 WINED3DPBLENDCAPS_INVDESTCOLOR |
4312 WINED3DPBLENDCAPS_INVSRCALPHA |
4313 WINED3DPBLENDCAPS_INVSRCCOLOR |
4314 WINED3DPBLENDCAPS_ONE |
4315 WINED3DPBLENDCAPS_SRCALPHA |
4316 WINED3DPBLENDCAPS_SRCALPHASAT |
4317 WINED3DPBLENDCAPS_SRCCOLOR |
4318 WINED3DPBLENDCAPS_ZERO;
4320 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4321 WINED3DPBLENDCAPS_DESTCOLOR |
4322 WINED3DPBLENDCAPS_INVDESTALPHA |
4323 WINED3DPBLENDCAPS_INVDESTCOLOR |
4324 WINED3DPBLENDCAPS_INVSRCALPHA |
4325 WINED3DPBLENDCAPS_INVSRCCOLOR |
4326 WINED3DPBLENDCAPS_ONE |
4327 WINED3DPBLENDCAPS_SRCALPHA |
4328 WINED3DPBLENDCAPS_SRCCOLOR |
4329 WINED3DPBLENDCAPS_ZERO;
4330 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4331 * according to the glBlendFunc manpage
4333 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4334 * legacy settings for srcblend only
4337 if (gl_info->supported[EXT_BLEND_COLOR])
4339 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4340 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4344 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4345 WINED3DPCMPCAPS_EQUAL |
4346 WINED3DPCMPCAPS_GREATER |
4347 WINED3DPCMPCAPS_GREATEREQUAL |
4348 WINED3DPCMPCAPS_LESS |
4349 WINED3DPCMPCAPS_LESSEQUAL |
4350 WINED3DPCMPCAPS_NEVER |
4351 WINED3DPCMPCAPS_NOTEQUAL;
4353 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4354 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4355 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4356 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4357 WINED3DPSHADECAPS_COLORFLATRGB |
4358 WINED3DPSHADECAPS_FOGFLAT |
4359 WINED3DPSHADECAPS_FOGGOURAUD |
4360 WINED3DPSHADECAPS_SPECULARFLATRGB;
4362 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4363 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4364 WINED3DPTEXTURECAPS_TRANSPARENCY |
4365 WINED3DPTEXTURECAPS_BORDER |
4366 WINED3DPTEXTURECAPS_MIPMAP |
4367 WINED3DPTEXTURECAPS_PROJECTED |
4368 WINED3DPTEXTURECAPS_PERSPECTIVE;
4370 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4372 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4373 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4376 if (gl_info->supported[EXT_TEXTURE3D])
4378 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4379 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4380 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4383 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4385 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4386 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4387 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4391 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4392 WINED3DPTFILTERCAPS_MAGFPOINT |
4393 WINED3DPTFILTERCAPS_MINFLINEAR |
4394 WINED3DPTFILTERCAPS_MINFPOINT |
4395 WINED3DPTFILTERCAPS_MIPFLINEAR |
4396 WINED3DPTFILTERCAPS_MIPFPOINT |
4397 WINED3DPTFILTERCAPS_LINEAR |
4398 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4399 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4400 WINED3DPTFILTERCAPS_MIPLINEAR |
4401 WINED3DPTFILTERCAPS_MIPNEAREST |
4402 WINED3DPTFILTERCAPS_NEAREST;
4404 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4406 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4407 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4410 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4412 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4413 WINED3DPTFILTERCAPS_MAGFPOINT |
4414 WINED3DPTFILTERCAPS_MINFLINEAR |
4415 WINED3DPTFILTERCAPS_MINFPOINT |
4416 WINED3DPTFILTERCAPS_MIPFLINEAR |
4417 WINED3DPTFILTERCAPS_MIPFPOINT |
4418 WINED3DPTFILTERCAPS_LINEAR |
4419 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4420 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4421 WINED3DPTFILTERCAPS_MIPLINEAR |
4422 WINED3DPTFILTERCAPS_MIPNEAREST |
4423 WINED3DPTFILTERCAPS_NEAREST;
4425 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4427 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4428 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4431 pCaps->CubeTextureFilterCaps = 0;
4433 if (gl_info->supported[EXT_TEXTURE3D])
4435 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4436 WINED3DPTFILTERCAPS_MAGFPOINT |
4437 WINED3DPTFILTERCAPS_MINFLINEAR |
4438 WINED3DPTFILTERCAPS_MINFPOINT |
4439 WINED3DPTFILTERCAPS_MIPFLINEAR |
4440 WINED3DPTFILTERCAPS_MIPFPOINT |
4441 WINED3DPTFILTERCAPS_LINEAR |
4442 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4443 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4444 WINED3DPTFILTERCAPS_MIPLINEAR |
4445 WINED3DPTFILTERCAPS_MIPNEAREST |
4446 WINED3DPTFILTERCAPS_NEAREST;
4448 pCaps->VolumeTextureFilterCaps = 0;
4450 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4451 WINED3DPTADDRESSCAPS_CLAMP |
4452 WINED3DPTADDRESSCAPS_WRAP;
4454 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4456 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4458 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4460 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4462 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4464 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4467 if (gl_info->supported[EXT_TEXTURE3D])
4469 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4470 WINED3DPTADDRESSCAPS_CLAMP |
4471 WINED3DPTADDRESSCAPS_WRAP;
4472 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4474 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4476 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4478 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4480 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4482 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4485 pCaps->VolumeTextureAddressCaps = 0;
4487 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4488 WINED3DLINECAPS_ZTEST |
4489 WINED3DLINECAPS_BLEND |
4490 WINED3DLINECAPS_ALPHACMP |
4491 WINED3DLINECAPS_FOG;
4492 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4493 * idea how generating the smoothing alpha values works; the result is different
4496 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4497 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4499 if (gl_info->supported[EXT_TEXTURE3D])
4500 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4502 pCaps->MaxVolumeExtent = 0;
4504 pCaps->MaxTextureRepeat = 32768;
4505 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4506 pCaps->MaxVertexW = 1.0f;
4508 pCaps->GuardBandLeft = 0.0f;
4509 pCaps->GuardBandTop = 0.0f;
4510 pCaps->GuardBandRight = 0.0f;
4511 pCaps->GuardBandBottom = 0.0f;
4513 pCaps->ExtentsAdjust = 0.0f;
4515 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4516 WINED3DSTENCILCAPS_INCRSAT |
4517 WINED3DSTENCILCAPS_INVERT |
4518 WINED3DSTENCILCAPS_KEEP |
4519 WINED3DSTENCILCAPS_REPLACE |
4520 WINED3DSTENCILCAPS_ZERO;
4521 if (gl_info->supported[EXT_STENCIL_WRAP])
4523 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4524 WINED3DSTENCILCAPS_INCR;
4526 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4528 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4531 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4533 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4534 pCaps->MaxActiveLights = gl_info->limits.lights;
4536 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4537 pCaps->MaxVertexBlendMatrixIndex = 0;
4539 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4540 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4543 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4544 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4545 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4546 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4547 WINED3DVTXPCAPS_LOCALVIEWER |
4548 WINED3DVTXPCAPS_VERTEXFOG |
4549 WINED3DVTXPCAPS_TEXGEN;
4551 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4552 pCaps->MaxVertexIndex = 0xFFFFF;
4553 pCaps->MaxStreams = MAX_STREAMS;
4554 pCaps->MaxStreamStride = 1024;
4556 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4557 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4558 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4559 pCaps->MaxNpatchTessellationLevel = 0;
4560 pCaps->MasterAdapterOrdinal = 0;
4561 pCaps->AdapterOrdinalInGroup = 0;
4562 pCaps->NumberOfAdaptersInGroup = 1;
4564 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4566 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4567 WINED3DPTFILTERCAPS_MAGFPOINT |
4568 WINED3DPTFILTERCAPS_MINFLINEAR |
4569 WINED3DPTFILTERCAPS_MAGFLINEAR;
4570 pCaps->VertexTextureFilterCaps = 0;
4572 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4573 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4575 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4576 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4578 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4579 * Ignore shader model capabilities if disabled in config
4581 if(vs_selected_mode == SHADER_NONE) {
4582 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4583 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4584 pCaps->MaxVertexShaderConst = 0;
4586 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4587 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4590 if(ps_selected_mode == SHADER_NONE) {
4591 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4592 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4593 pCaps->PixelShader1xMaxValue = 0.0f;
4595 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4596 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4599 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4600 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4601 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4603 /* The following caps are shader specific, but they are things we cannot detect, or which
4604 * are the same among all shader models. So to avoid code duplication set the shader version
4605 * specific, but otherwise constant caps here
4607 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4608 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4609 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4610 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4611 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4612 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4613 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4615 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4616 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4618 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4620 pCaps->VS20Caps.Caps = 0;
4621 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4622 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4623 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4625 pCaps->MaxVShaderInstructionsExecuted = 65535;
4626 pCaps->MaxVertexShader30InstructionSlots = 0;
4627 } else { /* VS 1.x */
4628 pCaps->VS20Caps.Caps = 0;
4629 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4630 pCaps->VS20Caps.NumTemps = 0;
4631 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4633 pCaps->MaxVShaderInstructionsExecuted = 0;
4634 pCaps->MaxVertexShader30InstructionSlots = 0;
4637 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4638 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4639 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4641 /* 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 */
4642 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4643 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4644 WINED3DPS20CAPS_PREDICATION |
4645 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4646 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4647 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4648 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4649 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4650 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4652 pCaps->MaxPShaderInstructionsExecuted = 65535;
4653 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4654 adapter->gl_info.limits.arb_ps_instructions);
4656 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4658 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4659 pCaps->PS20Caps.Caps = 0;
4660 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4661 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4662 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4663 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4665 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4666 pCaps->MaxPixelShader30InstructionSlots = 0;
4667 } else { /* PS 1.x */
4668 pCaps->PS20Caps.Caps = 0;
4669 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4670 pCaps->PS20Caps.NumTemps = 0;
4671 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4672 pCaps->PS20Caps.NumInstructionSlots = 0;
4674 pCaps->MaxPShaderInstructionsExecuted = 0;
4675 pCaps->MaxPixelShader30InstructionSlots = 0;
4678 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4679 /* OpenGL supports all the formats below, perhaps not always
4680 * without conversion, but it supports them.
4681 * Further GLSL doesn't seem to have an official unsigned type so
4682 * don't advertise it yet as I'm not sure how we handle it.
4683 * We might need to add some clamping in the shader engine to
4685 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4686 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4687 WINED3DDTCAPS_UBYTE4N |
4688 WINED3DDTCAPS_SHORT2N |
4689 WINED3DDTCAPS_SHORT4N;
4690 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4692 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4693 WINED3DDTCAPS_FLOAT16_4;
4696 pCaps->DeclTypes = 0;
4698 /* Set DirectDraw helper Caps */
4699 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4700 WINEDDCKEYCAPS_SRCBLT;
4701 fx_caps = WINEDDFXCAPS_BLTALPHA |
4702 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4703 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4704 WINEDDFXCAPS_BLTROTATION90 |
4705 WINEDDFXCAPS_BLTSHRINKX |
4706 WINEDDFXCAPS_BLTSHRINKXN |
4707 WINEDDFXCAPS_BLTSHRINKY |
4708 WINEDDFXCAPS_BLTSHRINKXN |
4709 WINEDDFXCAPS_BLTSTRETCHX |
4710 WINEDDFXCAPS_BLTSTRETCHXN |
4711 WINEDDFXCAPS_BLTSTRETCHY |
4712 WINEDDFXCAPS_BLTSTRETCHYN;
4713 blit_caps = WINEDDCAPS_BLT |
4714 WINEDDCAPS_BLTCOLORFILL |
4715 WINEDDCAPS_BLTDEPTHFILL |
4716 WINEDDCAPS_BLTSTRETCH |
4717 WINEDDCAPS_CANBLTSYSMEM |
4718 WINEDDCAPS_CANCLIP |
4719 WINEDDCAPS_CANCLIPSTRETCHED |
4720 WINEDDCAPS_COLORKEY |
4721 WINEDDCAPS_COLORKEYHWASSIST |
4722 WINEDDCAPS_ALIGNBOUNDARYSRC;
4724 /* Fill the ddraw caps structure */
4725 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4726 WINEDDCAPS_PALETTE |
4728 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4729 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4730 WINEDDCAPS2_PRIMARYGAMMA |
4731 WINEDDCAPS2_WIDESURFACES |
4732 WINEDDCAPS2_CANRENDERWINDOWED;
4733 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4734 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4735 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4736 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4737 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4738 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4739 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4740 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4741 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4743 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4744 WINEDDSCAPS_BACKBUFFER |
4746 WINEDDSCAPS_FRONTBUFFER |
4747 WINEDDSCAPS_OFFSCREENPLAIN |
4748 WINEDDSCAPS_PALETTE |
4749 WINEDDSCAPS_PRIMARYSURFACE |
4750 WINEDDSCAPS_SYSTEMMEMORY |
4751 WINEDDSCAPS_VIDEOMEMORY |
4752 WINEDDSCAPS_VISIBLE;
4753 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4755 /* Set D3D caps if OpenGL is available. */
4756 if (adapter->opengl)
4758 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4759 WINEDDSCAPS_MIPMAP |
4760 WINEDDSCAPS_TEXTURE |
4761 WINEDDSCAPS_ZBUFFER;
4762 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4768 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4769 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4770 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4772 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4773 IWineD3DDeviceImpl *object;
4776 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4777 "parent %p, device_parent %p, device %p.\n",
4778 iface, adapter_idx, device_type, focus_window, flags,
4779 parent, device_parent, device);
4781 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4782 * number and create a device without a 3D adapter for 2D only operation. */
4783 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4785 return WINED3DERR_INVALIDCALL;
4788 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4791 ERR("Failed to allocate device memory.\n");
4792 return E_OUTOFMEMORY;
4795 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4798 WARN("Failed to initialize device, hr %#x.\n", hr);
4799 HeapFree(GetProcessHeap(), 0, object);
4803 TRACE("Created device %p.\n", object);
4804 *device = (IWineD3DDevice *)object;
4806 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4811 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4812 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4813 IUnknown_AddRef(This->parent);
4814 *pParent = This->parent;
4818 static void WINE_GLAPI invalid_func(const void *data)
4820 ERR("Invalid vertex attribute function called\n");
4824 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4826 ERR("Invalid texcoord function called\n");
4830 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4831 * the extension detection and are used in drawStridedSlow
4833 static void WINE_GLAPI position_d3dcolor(const void *data)
4835 DWORD pos = *((const DWORD *)data);
4837 FIXME("Add a test for fixed function position from d3dcolor type\n");
4838 glVertex4s(D3DCOLOR_B_R(pos),
4844 static void WINE_GLAPI position_float4(const void *data)
4846 const GLfloat *pos = data;
4848 if (pos[3] != 0.0f && pos[3] != 1.0f)
4850 float w = 1.0f / pos[3];
4852 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4860 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4862 DWORD diffuseColor = *((const DWORD *)data);
4864 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4865 D3DCOLOR_B_G(diffuseColor),
4866 D3DCOLOR_B_B(diffuseColor),
4867 D3DCOLOR_B_A(diffuseColor));
4870 static void WINE_GLAPI specular_d3dcolor(const void *data)
4872 DWORD specularColor = *((const DWORD *)data);
4873 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4874 D3DCOLOR_B_G(specularColor),
4875 D3DCOLOR_B_B(specularColor)};
4877 specular_func_3ubv(d);
4880 static void WINE_GLAPI warn_no_specular_func(const void *data)
4882 WARN("GL_EXT_secondary_color not supported\n");
4885 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4887 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4888 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4889 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4890 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4891 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4892 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4893 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4894 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4895 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4896 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4897 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4898 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4899 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4900 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4901 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4902 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4903 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4905 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4906 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4907 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4908 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4909 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4910 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4911 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4912 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4913 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4914 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4915 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4916 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4917 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4918 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4919 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4920 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4921 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4923 /* No 4 component entry points here */
4924 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4925 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4926 if (gl_info->supported[EXT_SECONDARY_COLOR])
4928 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4932 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4934 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4935 if (gl_info->supported[EXT_SECONDARY_COLOR])
4937 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4938 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4942 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4944 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4945 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4946 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4947 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4948 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4949 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4950 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4951 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4952 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4953 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4954 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4955 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4957 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4958 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4960 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4961 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4962 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4963 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4964 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4965 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4966 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4967 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4968 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4969 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4970 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4971 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4972 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4973 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4974 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4975 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4976 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4978 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4979 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4980 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4981 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4982 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4983 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4984 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4985 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4986 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4987 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4988 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4989 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4990 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4991 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4992 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4993 if (gl_info->supported[NV_HALF_FLOAT])
4995 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4996 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4997 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4999 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5000 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5004 static BOOL InitAdapters(IWineD3DImpl *This)
5006 static HMODULE mod_gl;
5008 int ps_selected_mode, vs_selected_mode;
5010 /* No need to hold any lock. The calling library makes sure only one thread calls
5011 * wined3d simultaneously
5014 TRACE("Initializing adapters\n");
5017 #ifdef USE_WIN32_OPENGL
5018 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5019 mod_gl = LoadLibraryA("opengl32.dll");
5021 ERR("Can't load opengl32.dll!\n");
5025 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5026 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5027 mod_gl = GetModuleHandleA("gdi32.dll");
5031 /* Load WGL core functions from opengl32.dll */
5032 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5036 if(!pwglGetProcAddress) {
5037 ERR("Unable to load wglGetProcAddress!\n");
5041 /* Dynamically load all GL core functions */
5045 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5046 * otherwise because we have to use winex11.drv's override
5048 #ifdef USE_WIN32_OPENGL
5049 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5050 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5052 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5053 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5056 glEnableWINE = glEnable;
5057 glDisableWINE = glDisable;
5059 /* For now only one default adapter */
5061 struct wined3d_adapter *adapter = &This->adapters[0];
5062 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5063 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5067 WineD3D_PixelFormat *cfgs;
5068 DISPLAY_DEVICEW DisplayDevice;
5071 TRACE("Initializing default adapter\n");
5072 adapter->ordinal = 0;
5073 adapter->monitorPoint.x = -1;
5074 adapter->monitorPoint.y = -1;
5076 if (!AllocateLocallyUniqueId(&adapter->luid))
5078 DWORD err = GetLastError();
5079 ERR("Failed to set adapter LUID (%#x).\n", err);
5082 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5083 adapter->luid.HighPart, adapter->luid.LowPart);
5085 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5087 ERR("Failed to get a gl context for default adapter\n");
5091 ret = IWineD3DImpl_FillGLCaps(adapter);
5093 ERR("Failed to initialize gl caps for default adapter\n");
5094 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5097 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5099 ERR("Failed to init gl formats\n");
5100 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5104 hdc = fake_gl_ctx.dc;
5106 /* Use the VideoRamSize registry setting when set */
5107 if(wined3d_settings.emulated_textureram)
5108 adapter->TextureRam = wined3d_settings.emulated_textureram;
5110 adapter->TextureRam = adapter->gl_info.vidmem;
5111 adapter->UsedTextureRam = 0;
5112 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5114 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5115 DisplayDevice.cb = sizeof(DisplayDevice);
5116 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5117 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5118 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5120 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5127 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5128 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5130 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5131 cfgs = adapter->cfgs;
5132 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5133 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5134 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5135 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5136 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5137 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5138 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5139 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5140 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5141 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5142 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5144 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5146 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5151 /* Cache the pixel format */
5152 cfgs->iPixelFormat = iPixelFormat;
5153 cfgs->redSize = values[0];
5154 cfgs->greenSize = values[1];
5155 cfgs->blueSize = values[2];
5156 cfgs->alphaSize = values[3];
5157 cfgs->colorSize = values[4];
5158 cfgs->depthSize = values[5];
5159 cfgs->stencilSize = values[6];
5160 cfgs->windowDrawable = values[7];
5161 cfgs->iPixelType = values[8];
5162 cfgs->doubleBuffer = values[9];
5163 cfgs->auxBuffers = values[10];
5165 cfgs->numSamples = 0;
5166 /* Check multisample support */
5167 if (gl_info->supported[ARB_MULTISAMPLE])
5169 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5171 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5172 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5173 * value[1] = number of multi sample buffers*/
5175 cfgs->numSamples = value[1];
5179 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5180 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5181 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5182 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5183 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5189 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5190 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5191 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5193 cfgs = adapter->cfgs;
5194 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5196 PIXELFORMATDESCRIPTOR ppfd;
5198 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5202 /* We only want HW acceleration using an OpenGL ICD driver.
5203 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5204 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5206 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5208 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5212 cfgs->iPixelFormat = iPixelFormat;
5213 cfgs->redSize = ppfd.cRedBits;
5214 cfgs->greenSize = ppfd.cGreenBits;
5215 cfgs->blueSize = ppfd.cBlueBits;
5216 cfgs->alphaSize = ppfd.cAlphaBits;
5217 cfgs->colorSize = ppfd.cColorBits;
5218 cfgs->depthSize = ppfd.cDepthBits;
5219 cfgs->stencilSize = ppfd.cStencilBits;
5220 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5221 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5222 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5223 cfgs->auxBuffers = ppfd.cAuxBuffers;
5224 cfgs->numSamples = 0;
5226 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5227 "depth=%d, stencil=%d, windowDrawable=%d\n",
5228 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5229 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5230 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5235 /* 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 */
5238 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5240 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5241 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5246 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5247 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5248 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5249 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5250 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5251 * driver is allowed to consume more bits EXCEPT for stencil bits.
5253 * Mark an adapter with this broken stencil behavior.
5255 adapter->brokenStencil = TRUE;
5256 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5258 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5259 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5260 adapter->brokenStencil = FALSE;
5265 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5267 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5268 fillGLAttribFuncs(&adapter->gl_info);
5269 adapter->opengl = TRUE;
5271 This->adapter_count = 1;
5272 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5277 /* Initialize an adapter for ddraw-only memory counting */
5278 memset(This->adapters, 0, sizeof(This->adapters));
5279 This->adapters[0].ordinal = 0;
5280 This->adapters[0].opengl = FALSE;
5281 This->adapters[0].monitorPoint.x = -1;
5282 This->adapters[0].monitorPoint.y = -1;
5284 This->adapters[0].driver_info.name = "Display";
5285 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5286 if(wined3d_settings.emulated_textureram) {
5287 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5289 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5292 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5294 This->adapter_count = 1;
5298 /**********************************************************
5299 * IWineD3D VTbl follows
5300 **********************************************************/
5302 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5305 IWineD3DImpl_QueryInterface,
5306 IWineD3DImpl_AddRef,
5307 IWineD3DImpl_Release,
5309 IWineD3DImpl_GetParent,
5310 IWineD3DImpl_GetAdapterCount,
5311 IWineD3DImpl_RegisterSoftwareDevice,
5312 IWineD3DImpl_GetAdapterMonitor,
5313 IWineD3DImpl_GetAdapterModeCount,
5314 IWineD3DImpl_EnumAdapterModes,
5315 IWineD3DImpl_GetAdapterDisplayMode,
5316 IWineD3DImpl_GetAdapterIdentifier,
5317 IWineD3DImpl_CheckDeviceMultiSampleType,
5318 IWineD3DImpl_CheckDepthStencilMatch,
5319 IWineD3DImpl_CheckDeviceType,
5320 IWineD3DImpl_CheckDeviceFormat,
5321 IWineD3DImpl_CheckDeviceFormatConversion,
5322 IWineD3DImpl_GetDeviceCaps,
5323 IWineD3DImpl_CreateDevice
5326 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5328 const struct wined3d_parent_ops wined3d_null_parent_ops =
5330 wined3d_null_wined3d_object_destroyed,
5333 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5335 wined3d->lpVtbl = &IWineD3D_Vtbl;
5336 wined3d->dxVersion = version;
5338 wined3d->parent = parent;
5340 if (!InitAdapters(wined3d))
5342 WARN("Failed to initialize adapters.\n");
5345 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);