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_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 9745 },
1019 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 9745 },
1020 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 9745 },
1021 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 9745 },
1022 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", 15, 11, 9775 },
1023 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", 15, 11, 9775 },
1024 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1025 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1026 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1027 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1028 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", 14, 10, 6764 },
1029 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1030 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1031 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1032 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1033 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1034 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1035 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1036 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1038 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1041 static void init_driver_info(struct wined3d_driver_info *driver_info,
1042 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1044 OSVERSIONINFOW os_version;
1045 WORD driver_os_version;
1048 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1050 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1051 vendor = wined3d_settings.pci_vendor_id;
1053 driver_info->vendor = vendor;
1055 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1057 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1058 device = wined3d_settings.pci_device_id;
1060 driver_info->device = device;
1065 driver_info->name = "ati2dvag.dll";
1068 case HW_VENDOR_NVIDIA:
1069 driver_info->name = "nv4_disp.dll";
1072 case HW_VENDOR_INTEL:
1074 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1075 driver_info->name = "Display";
1079 memset(&os_version, 0, sizeof(os_version));
1080 os_version.dwOSVersionInfoSize = sizeof(os_version);
1081 if (!GetVersionExW(&os_version))
1083 ERR("Failed to get OS version, reporting 2000/XP.\n");
1084 driver_os_version = 6;
1088 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1089 switch (os_version.dwMajorVersion)
1092 driver_os_version = 4;
1096 driver_os_version = 6;
1100 if (os_version.dwMinorVersion == 0)
1102 driver_os_version = 7;
1106 if (os_version.dwMinorVersion > 1)
1108 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1109 os_version.dwMajorVersion, os_version.dwMinorVersion);
1111 driver_os_version = 8;
1116 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1117 os_version.dwMajorVersion, os_version.dwMinorVersion);
1118 driver_os_version = 6;
1123 driver_info->description = "Direct3D HAL";
1124 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1125 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1127 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1129 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1131 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1133 driver_info->description = driver_version_table[i].description;
1134 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1135 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1136 driver_version_table[i].lopart_lo);
1141 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1142 driver_info->version_high, driver_info->version_low);
1145 /* Context activation is done by the caller. */
1146 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1147 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1151 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1153 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1154 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1155 quirk_table[i].apply(gl_info);
1158 /* Find out if PBOs work as they are supposed to. */
1159 test_pbo_functionality(gl_info);
1162 static DWORD wined3d_parse_gl_version(const char *gl_version)
1164 const char *ptr = gl_version;
1168 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1170 while (isdigit(*ptr)) ++ptr;
1171 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1175 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1177 return MAKEDWORD_VERSION(major, minor);
1180 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1183 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1184 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1185 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1187 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1188 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1189 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1190 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1191 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1192 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1193 * DirectDraw, not OpenGL. */
1194 if (gl_info->supported[APPLE_FENCE]
1195 && gl_info->supported[APPLE_CLIENT_STORAGE]
1196 && gl_info->supported[APPLE_FLUSH_RENDER]
1197 && gl_info->supported[APPLE_YCBCR_422])
1198 return GL_VENDOR_APPLE;
1200 if (strstr(gl_vendor_string, "NVIDIA"))
1201 return GL_VENDOR_NVIDIA;
1203 if (strstr(gl_vendor_string, "ATI"))
1204 return GL_VENDOR_FGLRX;
1206 if (strstr(gl_vendor_string, "Intel(R)")
1207 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1208 || strstr(gl_renderer, "Intel")
1209 || strstr(gl_vendor_string, "Intel Inc."))
1210 return GL_VENDOR_INTEL;
1212 if (strstr(gl_vendor_string, "Mesa")
1213 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1214 || strstr(gl_vendor_string, "DRI R300 Project")
1215 || strstr(gl_vendor_string, "X.Org R300 Project")
1216 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1217 || strstr(gl_vendor_string, "VMware, Inc.")
1218 || strstr(gl_renderer, "Mesa")
1219 || strstr(gl_renderer, "Gallium"))
1220 return GL_VENDOR_MESA;
1222 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1223 debugstr_a(gl_vendor_string));
1225 return GL_VENDOR_UNKNOWN;
1228 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1230 if (strstr(gl_vendor_string, "NVIDIA"))
1231 return HW_VENDOR_NVIDIA;
1233 if (strstr(gl_vendor_string, "ATI")
1234 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1235 || strstr(gl_vendor_string, "X.Org R300 Project")
1236 || strstr(gl_vendor_string, "DRI R300 Project"))
1237 return HW_VENDOR_ATI;
1239 if (strstr(gl_vendor_string, "Intel(R)")
1240 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1241 || strstr(gl_renderer, "Intel")
1242 || strstr(gl_vendor_string, "Intel Inc."))
1243 return HW_VENDOR_INTEL;
1245 if (strstr(gl_vendor_string, "Mesa")
1246 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1247 || strstr(gl_vendor_string, "VMware, Inc."))
1248 return HW_VENDOR_SOFTWARE;
1250 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1252 return HW_VENDOR_NVIDIA;
1257 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1258 const char *gl_renderer, unsigned int *vidmem)
1260 if (WINE_D3D10_CAPABLE(gl_info))
1262 /* Geforce 400 - highend */
1263 if (strstr(gl_renderer, "GTX 480"))
1266 return CARD_NVIDIA_GEFORCE_GTX480;
1269 /* Geforce 400 - midend high */
1270 if (strstr(gl_renderer, "GTX 470"))
1273 return CARD_NVIDIA_GEFORCE_GTX470;
1276 /* Geforce 200 - highend */
1277 if (strstr(gl_renderer, "GTX 280")
1278 || strstr(gl_renderer, "GTX 285")
1279 || strstr(gl_renderer, "GTX 295"))
1282 return CARD_NVIDIA_GEFORCE_GTX280;
1285 /* Geforce 200 - midend high */
1286 if (strstr(gl_renderer, "GTX 275"))
1289 return CARD_NVIDIA_GEFORCE_GTX275;
1292 /* Geforce 200 - midend */
1293 if (strstr(gl_renderer, "GTX 260"))
1296 return CARD_NVIDIA_GEFORCE_GTX260;
1298 /* Geforce 200 - midend */
1299 if (strstr(gl_renderer, "GT 240"))
1302 return CARD_NVIDIA_GEFORCE_GT240;
1305 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1306 if (strstr(gl_renderer, "9800")
1307 || strstr(gl_renderer, "GTS 150")
1308 || strstr(gl_renderer, "GTS 250"))
1311 return CARD_NVIDIA_GEFORCE_9800GT;
1314 /* Geforce9 - midend */
1315 if (strstr(gl_renderer, "9600"))
1317 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1318 return CARD_NVIDIA_GEFORCE_9600GT;
1321 /* Geforce9 - midend low / Geforce 200 - low */
1322 if (strstr(gl_renderer, "9500")
1323 || strstr(gl_renderer, "GT 120")
1324 || strstr(gl_renderer, "GT 130"))
1326 *vidmem = 256; /* The 9500GT has 256-1024MB */
1327 return CARD_NVIDIA_GEFORCE_9500GT;
1330 /* Geforce9 - lowend */
1331 if (strstr(gl_renderer, "9400"))
1333 *vidmem = 256; /* The 9400GT has 256-1024MB */
1334 return CARD_NVIDIA_GEFORCE_9400GT;
1337 /* Geforce9 - lowend low */
1338 if (strstr(gl_renderer, "9100")
1339 || strstr(gl_renderer, "9200")
1340 || strstr(gl_renderer, "9300")
1341 || strstr(gl_renderer, "G 100"))
1343 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1344 return CARD_NVIDIA_GEFORCE_9200;
1347 /* Geforce8 - highend */
1348 if (strstr(gl_renderer, "8800"))
1350 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1351 return CARD_NVIDIA_GEFORCE_8800GTS;
1354 /* Geforce8 - midend mobile */
1355 if (strstr(gl_renderer, "8600 M"))
1358 return CARD_NVIDIA_GEFORCE_8600MGT;
1361 /* Geforce8 - midend */
1362 if (strstr(gl_renderer, "8600")
1363 || strstr(gl_renderer, "8700"))
1366 return CARD_NVIDIA_GEFORCE_8600GT;
1369 /* Geforce8 - lowend */
1370 if (strstr(gl_renderer, "8100")
1371 || strstr(gl_renderer, "8200")
1372 || strstr(gl_renderer, "8300")
1373 || strstr(gl_renderer, "8400")
1374 || strstr(gl_renderer, "8500"))
1376 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1377 return CARD_NVIDIA_GEFORCE_8300GS;
1380 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1382 return CARD_NVIDIA_GEFORCE_8300GS;
1385 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1386 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1388 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1390 /* Geforce7 - highend */
1391 if (strstr(gl_renderer, "7800")
1392 || strstr(gl_renderer, "7900")
1393 || strstr(gl_renderer, "7950")
1394 || strstr(gl_renderer, "Quadro FX 4")
1395 || strstr(gl_renderer, "Quadro FX 5"))
1397 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1398 return CARD_NVIDIA_GEFORCE_7800GT;
1401 /* Geforce7 midend */
1402 if (strstr(gl_renderer, "7600")
1403 || strstr(gl_renderer, "7700"))
1405 *vidmem = 256; /* The 7600 uses 256-512MB */
1406 return CARD_NVIDIA_GEFORCE_7600;
1409 /* Geforce7 lower medium */
1410 if (strstr(gl_renderer, "7400"))
1412 *vidmem = 256; /* The 7400 uses 256-512MB */
1413 return CARD_NVIDIA_GEFORCE_7400;
1416 /* Geforce7 lowend */
1417 if (strstr(gl_renderer, "7300"))
1419 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1420 return CARD_NVIDIA_GEFORCE_7300;
1423 /* Geforce6 highend */
1424 if (strstr(gl_renderer, "6800"))
1426 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1427 return CARD_NVIDIA_GEFORCE_6800;
1430 /* Geforce6 - midend */
1431 if (strstr(gl_renderer, "6600")
1432 || strstr(gl_renderer, "6610")
1433 || strstr(gl_renderer, "6700"))
1435 *vidmem = 128; /* A 6600GT has 128-256MB */
1436 return CARD_NVIDIA_GEFORCE_6600GT;
1439 /* Geforce6/7 lowend */
1441 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1444 if (WINE_D3D9_CAPABLE(gl_info))
1446 /* GeforceFX - highend */
1447 if (strstr(gl_renderer, "5800")
1448 || strstr(gl_renderer, "5900")
1449 || strstr(gl_renderer, "5950")
1450 || strstr(gl_renderer, "Quadro FX"))
1452 *vidmem = 256; /* 5800-5900 cards use 256MB */
1453 return CARD_NVIDIA_GEFORCEFX_5800;
1456 /* GeforceFX - midend */
1457 if (strstr(gl_renderer, "5600")
1458 || strstr(gl_renderer, "5650")
1459 || strstr(gl_renderer, "5700")
1460 || strstr(gl_renderer, "5750"))
1462 *vidmem = 128; /* A 5600 uses 128-256MB */
1463 return CARD_NVIDIA_GEFORCEFX_5600;
1466 /* GeforceFX - lowend */
1467 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1468 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1471 if (WINE_D3D8_CAPABLE(gl_info))
1473 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1475 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1476 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1479 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1480 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1483 if (WINE_D3D7_CAPABLE(gl_info))
1485 if (strstr(gl_renderer, "GeForce4 MX"))
1487 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1488 * early models had 32MB but most have 64MB or even 128MB. */
1490 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1493 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1495 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1496 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1499 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1501 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1502 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1505 /* Most Geforce1 cards have 32MB, there are also some rare 16
1506 * and 64MB (Dell) models. */
1508 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1511 if (strstr(gl_renderer, "TNT2"))
1513 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1514 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1517 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1518 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1522 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1523 const char *gl_renderer, unsigned int *vidmem)
1525 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1527 * Beware: renderer string do not match exact card model,
1528 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1529 if (WINE_D3D10_CAPABLE(gl_info))
1531 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1532 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1533 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1534 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1536 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1537 return CARD_ATI_RADEON_HD5800;
1540 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1541 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1542 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1543 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1545 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1546 return CARD_ATI_RADEON_HD5700;
1549 /* Radeon R7xx HD4800 - highend */
1550 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1551 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1552 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1553 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1554 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1556 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1557 return CARD_ATI_RADEON_HD4800;
1560 /* Radeon R740 HD4700 - midend */
1561 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1562 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1565 return CARD_ATI_RADEON_HD4700;
1568 /* Radeon R730 HD4600 - midend */
1569 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1570 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1571 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1574 return CARD_ATI_RADEON_HD4600;
1577 /* Radeon R710 HD4500/HD4350 - lowend */
1578 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1579 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1582 return CARD_ATI_RADEON_HD4350;
1585 /* Radeon R6xx HD2900/HD3800 - highend */
1586 if (strstr(gl_renderer, "HD 2900")
1587 || strstr(gl_renderer, "HD 3870")
1588 || strstr(gl_renderer, "HD 3850"))
1590 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1591 return CARD_ATI_RADEON_HD2900;
1594 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1595 if (strstr(gl_renderer, "HD 2600")
1596 || strstr(gl_renderer, "HD 3830")
1597 || strstr(gl_renderer, "HD 3690")
1598 || strstr(gl_renderer, "HD 3650"))
1600 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1601 return CARD_ATI_RADEON_HD2600;
1604 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1605 * Note HD2300=DX9, HD2350=DX10 */
1606 if (strstr(gl_renderer, "HD 2350")
1607 || strstr(gl_renderer, "HD 2400")
1608 || strstr(gl_renderer, "HD 3470")
1609 || strstr(gl_renderer, "HD 3450")
1610 || strstr(gl_renderer, "HD 3430")
1611 || strstr(gl_renderer, "HD 3400"))
1613 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1614 return CARD_ATI_RADEON_HD2350;
1617 /* Radeon R6xx/R7xx integrated */
1618 if (strstr(gl_renderer, "HD 3100")
1619 || strstr(gl_renderer, "HD 3200")
1620 || strstr(gl_renderer, "HD 3300"))
1622 *vidmem = 128; /* 128MB */
1623 return CARD_ATI_RADEON_HD3200;
1626 /* Default for when no GPU has been found */
1627 *vidmem = 128; /* 128MB */
1628 return CARD_ATI_RADEON_HD3200;
1631 if (WINE_D3D8_CAPABLE(gl_info))
1634 if (strstr(gl_renderer, "X1600")
1635 || strstr(gl_renderer, "X1650")
1636 || strstr(gl_renderer, "X1800")
1637 || strstr(gl_renderer, "X1900")
1638 || strstr(gl_renderer, "X1950"))
1640 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1641 return CARD_ATI_RADEON_X1600;
1644 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1645 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1646 if (strstr(gl_renderer, "X700")
1647 || strstr(gl_renderer, "X800")
1648 || strstr(gl_renderer, "X850")
1649 || strstr(gl_renderer, "X1300")
1650 || strstr(gl_renderer, "X1400")
1651 || strstr(gl_renderer, "X1450")
1652 || strstr(gl_renderer, "X1550")
1653 || strstr(gl_renderer, "X2300")
1654 || strstr(gl_renderer, "X2500")
1655 || strstr(gl_renderer, "HD 2300")
1658 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1659 return CARD_ATI_RADEON_X700;
1662 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1663 if (strstr(gl_renderer, "Radeon Xpress"))
1665 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1666 return CARD_ATI_RADEON_XPRESS_200M;
1670 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1671 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1674 if (WINE_D3D8_CAPABLE(gl_info))
1676 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1677 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1680 if (WINE_D3D7_CAPABLE(gl_info))
1682 *vidmem = 32; /* There are models with up to 64MB */
1683 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1686 *vidmem = 16; /* There are 16-32MB models */
1687 return CARD_ATI_RAGE_128PRO;
1691 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1692 const char *gl_renderer, unsigned int *vidmem)
1694 if (strstr(gl_renderer, "X3100"))
1696 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1698 return CARD_INTEL_X3100;
1701 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1703 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1705 return CARD_INTEL_I945GM;
1708 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1709 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1710 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1711 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1712 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1713 return CARD_INTEL_I915G;
1717 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1718 const char *gl_renderer, unsigned int *vidmem)
1720 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1722 * Beware: renderer string do not match exact card model,
1723 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1724 if (strstr(gl_renderer, "Gallium"))
1726 /* Radeon R7xx HD4800 - highend */
1727 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1728 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1729 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1731 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1732 return CARD_ATI_RADEON_HD4800;
1735 /* Radeon R740 HD4700 - midend */
1736 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1739 return CARD_ATI_RADEON_HD4700;
1742 /* Radeon R730 HD4600 - midend */
1743 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1746 return CARD_ATI_RADEON_HD4600;
1749 /* Radeon R710 HD4500/HD4350 - lowend */
1750 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1753 return CARD_ATI_RADEON_HD4350;
1756 /* Radeon R6xx HD2900/HD3800 - highend */
1757 if (strstr(gl_renderer, "R600")
1758 || strstr(gl_renderer, "RV670")
1759 || strstr(gl_renderer, "R680"))
1761 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1762 return CARD_ATI_RADEON_HD2900;
1765 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1766 if (strstr(gl_renderer, "RV630")
1767 || strstr(gl_renderer, "RV635"))
1769 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1770 return CARD_ATI_RADEON_HD2600;
1773 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1774 if (strstr(gl_renderer, "RV610")
1775 || strstr(gl_renderer, "RV620"))
1777 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1778 return CARD_ATI_RADEON_HD2350;
1781 /* Radeon R6xx/R7xx integrated */
1782 if (strstr(gl_renderer, "RS780")
1783 || strstr(gl_renderer, "RS880"))
1785 *vidmem = 128; /* 128MB */
1786 return CARD_ATI_RADEON_HD3200;
1790 if (strstr(gl_renderer, "RV530")
1791 || strstr(gl_renderer, "RV535")
1792 || strstr(gl_renderer, "RV560")
1793 || strstr(gl_renderer, "R520")
1794 || strstr(gl_renderer, "RV570")
1795 || strstr(gl_renderer, "R580"))
1797 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1798 return CARD_ATI_RADEON_X1600;
1801 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1802 if (strstr(gl_renderer, "R410")
1803 || strstr(gl_renderer, "R420")
1804 || strstr(gl_renderer, "R423")
1805 || strstr(gl_renderer, "R430")
1806 || strstr(gl_renderer, "R480")
1807 || strstr(gl_renderer, "R481")
1808 || strstr(gl_renderer, "RV410")
1809 || strstr(gl_renderer, "RV515")
1810 || strstr(gl_renderer, "RV516"))
1812 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1813 return CARD_ATI_RADEON_X700;
1816 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1817 if (strstr(gl_renderer, "RS400")
1818 || strstr(gl_renderer, "RS480")
1819 || strstr(gl_renderer, "RS482")
1820 || strstr(gl_renderer, "RS485")
1821 || strstr(gl_renderer, "RS600")
1822 || strstr(gl_renderer, "RS690")
1823 || strstr(gl_renderer, "RS740"))
1825 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1826 return CARD_ATI_RADEON_XPRESS_200M;
1830 if (strstr(gl_renderer, "R300")
1831 || strstr(gl_renderer, "RV350")
1832 || strstr(gl_renderer, "RV351")
1833 || strstr(gl_renderer, "RV360")
1834 || strstr(gl_renderer, "RV370")
1835 || strstr(gl_renderer, "R350")
1836 || strstr(gl_renderer, "R360"))
1838 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1839 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1843 if (WINE_D3D9_CAPABLE(gl_info))
1845 /* Radeon R7xx HD4800 - highend */
1846 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1847 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1848 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1850 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1851 return CARD_ATI_RADEON_HD4800;
1854 /* Radeon R740 HD4700 - midend */
1855 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1858 return CARD_ATI_RADEON_HD4700;
1861 /* Radeon R730 HD4600 - midend */
1862 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1865 return CARD_ATI_RADEON_HD4600;
1868 /* Radeon R710 HD4500/HD4350 - lowend */
1869 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1872 return CARD_ATI_RADEON_HD4350;
1875 /* Radeon R6xx HD2900/HD3800 - highend */
1876 if (strstr(gl_renderer, "(R600")
1877 || strstr(gl_renderer, "(RV670")
1878 || strstr(gl_renderer, "(R680"))
1880 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1881 return CARD_ATI_RADEON_HD2900;
1884 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1885 if (strstr(gl_renderer, "(RV630")
1886 || strstr(gl_renderer, "(RV635"))
1888 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1889 return CARD_ATI_RADEON_HD2600;
1892 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1893 if (strstr(gl_renderer, "(RV610")
1894 || strstr(gl_renderer, "(RV620"))
1896 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1897 return CARD_ATI_RADEON_HD2350;
1900 /* Radeon R6xx/R7xx integrated */
1901 if (strstr(gl_renderer, "(RS780")
1902 || strstr(gl_renderer, "(RS880"))
1904 *vidmem = 128; /* 128MB */
1905 return CARD_ATI_RADEON_HD3200;
1909 if (WINE_D3D8_CAPABLE(gl_info))
1911 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1912 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1915 if (WINE_D3D7_CAPABLE(gl_info))
1917 *vidmem = 32; /* There are models with up to 64MB */
1918 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1921 *vidmem = 16; /* There are 16-32MB models */
1922 return CARD_ATI_RAGE_128PRO;
1926 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1927 const char *gl_renderer, unsigned int *vidmem)
1929 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1930 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1931 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1932 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1933 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1934 return CARD_NVIDIA_RIVA_128;
1937 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1938 const char *gl_renderer, unsigned int *vidmem)
1940 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1941 return CARD_INTEL_I915G;
1945 struct vendor_card_selection
1947 enum wined3d_gl_vendor gl_vendor;
1948 enum wined3d_pci_vendor card_vendor;
1949 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1950 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1951 unsigned int *vidmem );
1954 static const struct vendor_card_selection vendor_card_select_table[] =
1956 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1957 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1958 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1959 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1960 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
1961 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
1962 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1963 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
1964 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
1968 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1969 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
1971 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1972 * different GPUs with roughly the same features. In most cases GPUs from a
1973 * certain family differ in clockspeeds, the amount of video memory and the
1974 * number of shader pipelines.
1976 * A Direct3D device object contains the PCI id (vendor + device) of the
1977 * videocard which is used for rendering. Various applications use this
1978 * information to get a rough estimation of the features of the card and
1979 * some might use it for enabling 3d effects only on certain types of
1980 * videocards. In some cases games might even use it to work around bugs
1981 * which happen on certain videocards/driver combinations. The problem is
1982 * that OpenGL only exposes a rendering string containing the name of the
1983 * videocard and not the PCI id.
1985 * Various games depend on the PCI id, so somehow we need to provide one.
1986 * A simple option is to parse the renderer string and translate this to
1987 * the right PCI id. This is a lot of work because there are more than 200
1988 * GPUs just for Nvidia. Various cards share the same renderer string, so
1989 * the amount of code might be 'small' but there are quite a number of
1990 * exceptions which would make this a pain to maintain. Another way would
1991 * be to query the PCI id from the operating system (assuming this is the
1992 * videocard which is used for rendering which is not always the case).
1993 * This would work but it is not very portable. Second it would not work
1994 * well in, let's say, a remote X situation in which the amount of 3d
1995 * features which can be used is limited.
1997 * As said most games only use the PCI id to get an indication of the
1998 * capabilities of the card. It doesn't really matter if the given id is
1999 * the correct one if we return the id of a card with similar 3d features.
2001 * The code below checks the OpenGL capabilities of a videocard and matches
2002 * that to a certain level of Direct3D functionality. Once a card passes
2003 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2004 * least a GeforceFX. To give a better estimate we do a basic check on the
2005 * renderer string but if that won't pass we return a default card. This
2006 * way is better than maintaining a full card database as even without a
2007 * full database we can return a card with similar features. Second the
2008 * size of the database can be made quite small because when you know what
2009 * type of 3d functionality a card has, you know to which GPU family the
2010 * GPU must belong. Because of this you only have to check a small part of
2011 * the renderer string to distinguishes between different models from that
2014 * The code also selects a default amount of video memory which we will
2015 * use for an estimation of the amount of free texture memory. In case of
2016 * real D3D the amount of texture memory includes video memory and system
2017 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2018 * HyperMemory). We don't know how much system memory can be addressed by
2019 * the system but we can make a reasonable estimation about the amount of
2020 * video memory. If the value is slightly wrong it doesn't matter as we
2021 * didn't include AGP-like memory which makes the amount of addressable
2022 * memory higher and second OpenGL isn't that critical it moves to system
2023 * memory behind our backs if really needed. Note that the amount of video
2024 * memory can be overruled using a registry setting. */
2028 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2030 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2031 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2033 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2034 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2037 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2038 *gl_vendor, *card_vendor);
2040 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2041 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2042 * them a good generic choice. */
2043 *card_vendor = HW_VENDOR_NVIDIA;
2044 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2045 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2046 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2047 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2048 return CARD_NVIDIA_RIVA_128;
2051 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2053 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2054 int vs_selected_mode, ps_selected_mode;
2056 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2057 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2058 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2059 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2060 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2061 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2062 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2063 else return &ffp_fragment_pipeline;
2066 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2068 int vs_selected_mode, ps_selected_mode;
2070 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2071 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2072 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2073 return &none_shader_backend;
2076 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2078 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2079 int vs_selected_mode, ps_selected_mode;
2081 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2082 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2083 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2084 else return &ffp_blit;
2087 /* Context activation is done by the caller. */
2088 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2090 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2091 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2092 const char *GL_Extensions = NULL;
2093 const char *WGL_Extensions = NULL;
2094 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2095 struct fragment_caps fragment_caps;
2096 enum wined3d_gl_vendor gl_vendor;
2097 enum wined3d_pci_vendor card_vendor;
2098 enum wined3d_pci_device device;
2100 GLfloat gl_floatv[2];
2103 unsigned int vidmem=0;
2107 TRACE_(d3d_caps)("(%p)\n", gl_info);
2111 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2112 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2113 if (!gl_renderer_str)
2116 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2120 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2121 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2125 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2129 /* Parse the GL_VERSION field into major and minor information */
2130 gl_version_str = (const char *)glGetString(GL_VERSION);
2131 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2132 if (!gl_version_str)
2135 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2138 gl_version = wined3d_parse_gl_version(gl_version_str);
2141 * Initialize openGL extension related variables
2142 * with Default values
2144 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2145 gl_info->limits.blends = 1;
2146 gl_info->limits.buffers = 1;
2147 gl_info->limits.textures = 1;
2148 gl_info->limits.fragment_samplers = 1;
2149 gl_info->limits.vertex_samplers = 0;
2150 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2151 gl_info->limits.sampler_stages = 1;
2152 gl_info->limits.glsl_vs_float_constants = 0;
2153 gl_info->limits.glsl_ps_float_constants = 0;
2154 gl_info->limits.arb_vs_float_constants = 0;
2155 gl_info->limits.arb_vs_native_constants = 0;
2156 gl_info->limits.arb_vs_instructions = 0;
2157 gl_info->limits.arb_vs_temps = 0;
2158 gl_info->limits.arb_ps_float_constants = 0;
2159 gl_info->limits.arb_ps_local_constants = 0;
2160 gl_info->limits.arb_ps_instructions = 0;
2161 gl_info->limits.arb_ps_temps = 0;
2163 /* Retrieve opengl defaults */
2164 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2165 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2166 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2168 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2169 gl_info->limits.lights = gl_max;
2170 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2172 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2173 gl_info->limits.texture_size = gl_max;
2174 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2176 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2177 gl_info->limits.pointsize_min = gl_floatv[0];
2178 gl_info->limits.pointsize_max = gl_floatv[1];
2179 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2181 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2182 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2186 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2192 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2194 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2196 while (*GL_Extensions)
2199 char current_ext[256];
2201 while (isspace(*GL_Extensions)) ++GL_Extensions;
2202 start = GL_Extensions;
2203 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2205 len = GL_Extensions - start;
2206 if (!len || len >= sizeof(current_ext)) continue;
2208 memcpy(current_ext, start, len);
2209 current_ext[len] = '\0';
2210 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2212 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2214 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2216 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2217 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2223 /* Now work out what GL support this card really has */
2224 #define USE_GL_FUNC(type, pfn, ext, replace) \
2226 DWORD ver = ver_for_ext(ext); \
2227 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2228 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2229 else gl_info->pfn = NULL; \
2234 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2240 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2241 * loading the functions, otherwise the code above will load the extension entry points instead of the
2242 * core functions, which may not work. */
2243 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2245 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2246 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2248 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2249 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2253 if (gl_info->supported[APPLE_FENCE])
2255 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2256 * The apple extension interacts with some other apple exts. Disable the NV
2257 * extension if the apple one is support to prevent confusion in other parts
2259 gl_info->supported[NV_FENCE] = FALSE;
2261 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2263 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2265 * The enums are the same:
2266 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2267 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2268 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2269 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2270 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2272 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2274 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2275 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2277 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2279 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2280 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2283 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2285 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2286 * functionality. Prefer the ARB extension */
2287 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2289 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2291 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2292 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2294 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2296 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2297 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2299 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2301 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2302 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2304 if (gl_info->supported[NV_TEXTURE_SHADER2])
2306 if (gl_info->supported[NV_REGISTER_COMBINERS])
2308 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2309 * are supported. The nv extensions provide the same functionality as the
2310 * ATI one, and a bit more(signed pixelformats). */
2311 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2315 if (gl_info->supported[NV_REGISTER_COMBINERS])
2317 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2318 gl_info->limits.general_combiners = gl_max;
2319 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2321 if (gl_info->supported[ARB_DRAW_BUFFERS])
2323 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2324 gl_info->limits.buffers = gl_max;
2325 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2327 if (gl_info->supported[ARB_MULTITEXTURE])
2329 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2330 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2331 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2333 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2336 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2337 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2341 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2343 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2345 if (gl_info->supported[ARB_VERTEX_SHADER])
2348 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2349 gl_info->limits.vertex_samplers = tmp;
2350 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2351 gl_info->limits.combined_samplers = tmp;
2353 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2354 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2355 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2356 * shader is used with fixed function vertex processing we're fine too because fixed function
2357 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2358 * used we have to make sure that all vertex sampler setups are valid together with all
2359 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2360 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2361 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2362 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2363 * a fixed function pipeline anymore.
2365 * So this is just a check to check that our assumption holds true. If not, write a warning
2366 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2367 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2368 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2370 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2371 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2372 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2373 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2374 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2376 gl_info->limits.vertex_samplers = 0;
2381 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2383 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2384 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2386 if (gl_info->supported[ARB_VERTEX_BLEND])
2388 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2389 gl_info->limits.blends = gl_max;
2390 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2392 if (gl_info->supported[EXT_TEXTURE3D])
2394 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2395 gl_info->limits.texture3d_size = gl_max;
2396 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2398 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2400 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2401 gl_info->limits.anisotropy = gl_max;
2402 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2404 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2406 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2407 gl_info->limits.arb_ps_float_constants = gl_max;
2408 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2409 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2410 gl_info->limits.arb_ps_native_constants = gl_max;
2411 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2412 gl_info->limits.arb_ps_native_constants);
2413 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2414 gl_info->limits.arb_ps_temps = gl_max;
2415 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2416 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2417 gl_info->limits.arb_ps_instructions = gl_max;
2418 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2419 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2420 gl_info->limits.arb_ps_local_constants = gl_max;
2421 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2423 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2425 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2426 gl_info->limits.arb_vs_float_constants = gl_max;
2427 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2428 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2429 gl_info->limits.arb_vs_native_constants = gl_max;
2430 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2431 gl_info->limits.arb_vs_native_constants);
2432 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2433 gl_info->limits.arb_vs_temps = gl_max;
2434 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2435 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2436 gl_info->limits.arb_vs_instructions = gl_max;
2437 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2439 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2441 if (gl_info->supported[ARB_VERTEX_SHADER])
2443 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2444 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2445 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2447 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2449 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2450 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2451 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2452 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2453 gl_info->limits.glsl_varyings = gl_max;
2454 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2456 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2458 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2459 unsigned int major, minor;
2461 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2463 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2464 sscanf(str, "%u.%u", &major, &minor);
2465 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2467 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2469 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2473 gl_info->limits.shininess = 128.0f;
2475 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2477 /* If we have full NP2 texture support, disable
2478 * GL_ARB_texture_rectangle because we will never use it.
2479 * This saves a few redundant glDisable calls. */
2480 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2482 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2484 /* Disable NV_register_combiners and fragment shader if this is supported.
2485 * generally the NV extensions are preferred over the ATI ones, and this
2486 * extension is disabled if register_combiners and texture_shader2 are both
2487 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2488 * fragment processing support. */
2489 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2490 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2491 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2492 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2494 if (gl_info->supported[NV_HALF_FLOAT])
2496 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2497 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2499 if (gl_info->supported[ARB_POINT_SPRITE])
2501 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2505 gl_info->limits.point_sprite_units = 0;
2507 checkGLcall("extension detection");
2511 adapter->fragment_pipe = select_fragment_implementation(adapter);
2512 adapter->shader_backend = select_shader_backend(adapter);
2513 adapter->blitter = select_blit_implementation(adapter);
2515 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2516 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2517 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2519 /* In some cases the number of texture stages can be larger than the number
2520 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2521 * shaders), but 8 texture stages (register combiners). */
2522 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2524 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2526 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2527 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2528 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2529 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2530 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2531 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2532 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2533 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2534 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2535 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2536 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2537 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2538 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2539 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2540 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2541 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2542 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2543 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2544 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2548 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2550 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2551 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2552 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2553 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2554 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2555 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2556 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2557 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2558 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2559 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2560 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2561 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2562 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2563 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2564 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2565 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2566 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2568 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2570 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2571 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2573 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2575 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2577 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2579 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2583 /* MRTs are currently only supported when FBOs are used. */
2584 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2586 gl_info->limits.buffers = 1;
2589 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2590 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2591 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2593 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2594 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2596 /* If we have an estimate use it, else default to 64MB; */
2598 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2600 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2602 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2603 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2604 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2605 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2606 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2607 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2608 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2609 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2611 /* Make sure there's an active HDC else the WGL extensions will fail */
2612 hdc = pwglGetCurrentDC();
2614 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2615 if(GL_EXTCALL(wglGetExtensionsStringARB))
2616 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2618 if (NULL == WGL_Extensions) {
2619 ERR(" WGL_Extensions returns NULL\n");
2621 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2622 while (*WGL_Extensions != 0x00) {
2626 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2627 Start = WGL_Extensions;
2628 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2632 len = WGL_Extensions - Start;
2633 if (len == 0 || len >= sizeof(ThisExtn))
2636 memcpy(ThisExtn, Start, len);
2637 ThisExtn[len] = '\0';
2638 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2640 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2641 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2642 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2644 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2645 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2646 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2652 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2653 init_driver_info(driver_info, card_vendor, device);
2654 add_gl_compat_wrappers(gl_info);
2659 /**********************************************************
2660 * IWineD3D implementation follows
2661 **********************************************************/
2663 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2664 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2666 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2668 return This->adapter_count;
2671 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2673 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2678 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2679 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2681 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2683 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2687 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2690 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2691 of the same bpp but different resolutions */
2693 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2694 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2695 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2696 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2698 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2702 /* TODO: Store modes per adapter and read it from the adapter structure */
2703 if (Adapter == 0) { /* Display */
2704 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2705 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2710 memset(&mode, 0, sizeof(mode));
2711 mode.dmSize = sizeof(mode);
2713 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2717 if (Format == WINED3DFMT_UNKNOWN)
2719 /* This is for D3D8, do not enumerate P8 here */
2720 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2722 else if (mode.dmBitsPerPel == format_bits)
2728 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2731 FIXME_(d3d_caps)("Adapter not primary display\n");
2736 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2737 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2738 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2739 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2741 /* Validate the parameters as much as possible */
2742 if (NULL == pMode ||
2743 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2744 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2745 return WINED3DERR_INVALIDCALL;
2748 /* TODO: Store modes per adapter and read it from the adapter structure */
2751 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2752 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2758 ZeroMemory(&DevModeW, sizeof(DevModeW));
2759 DevModeW.dmSize = sizeof(DevModeW);
2761 /* If we are filtering to a specific format (D3D9), then need to skip
2762 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2763 just count through the ones with valid bit depths */
2764 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2766 if (Format == WINED3DFMT_UNKNOWN)
2768 /* This is for D3D8, do not enumerate P8 here */
2769 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2771 else if (DevModeW.dmBitsPerPel == format_bits)
2778 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2779 return WINED3DERR_INVALIDCALL;
2783 /* Now get the display mode via the calculated index */
2784 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2785 pMode->Width = DevModeW.dmPelsWidth;
2786 pMode->Height = DevModeW.dmPelsHeight;
2787 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2788 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2789 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2791 if (Format == WINED3DFMT_UNKNOWN) {
2792 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2794 pMode->Format = Format;
2797 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2798 return WINED3DERR_INVALIDCALL;
2801 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2802 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2803 DevModeW.dmBitsPerPel);
2808 FIXME_(d3d_caps)("Adapter not primary display\n");
2814 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2816 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2818 if (NULL == pMode ||
2819 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2820 return WINED3DERR_INVALIDCALL;
2823 if (Adapter == 0) { /* Display */
2827 ZeroMemory(&DevModeW, sizeof(DevModeW));
2828 DevModeW.dmSize = sizeof(DevModeW);
2830 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2831 pMode->Width = DevModeW.dmPelsWidth;
2832 pMode->Height = DevModeW.dmPelsHeight;
2833 bpp = DevModeW.dmBitsPerPel;
2834 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2835 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2837 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2840 pMode->Format = pixelformat_for_depth(bpp);
2842 FIXME_(d3d_caps)("Adapter not primary display\n");
2845 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2846 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2850 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2851 and fields being inserted in the middle, a new structure is used in place */
2852 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2853 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2854 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2855 struct wined3d_adapter *adapter;
2858 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2860 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2861 return WINED3DERR_INVALIDCALL;
2864 adapter = &This->adapters[Adapter];
2866 /* Return the information requested */
2867 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2869 if (pIdentifier->driver_size)
2871 const char *name = adapter->driver_info.name;
2872 len = min(strlen(name), pIdentifier->driver_size - 1);
2873 memcpy(pIdentifier->driver, name, len);
2874 pIdentifier->driver[len] = '\0';
2877 if (pIdentifier->description_size)
2879 const char *description = adapter->driver_info.description;
2880 len = min(strlen(description), pIdentifier->description_size - 1);
2881 memcpy(pIdentifier->description, description, len);
2882 pIdentifier->description[len] = '\0';
2885 /* Note that d3d8 doesn't supply a device name. */
2886 if (pIdentifier->device_name_size)
2888 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2890 len = strlen(device_name);
2891 if (len >= pIdentifier->device_name_size)
2893 ERR("Device name size too small.\n");
2894 return WINED3DERR_INVALIDCALL;
2897 memcpy(pIdentifier->device_name, device_name, len);
2898 pIdentifier->device_name[len] = '\0';
2901 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2902 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2903 pIdentifier->vendor_id = adapter->driver_info.vendor;
2904 pIdentifier->device_id = adapter->driver_info.device;
2905 pIdentifier->subsystem_id = 0;
2906 pIdentifier->revision = 0;
2907 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2908 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2909 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2910 pIdentifier->video_memory = adapter->TextureRam;
2915 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2916 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2918 short redSize, greenSize, blueSize, alphaSize, colorBits;
2923 /* Float formats need FBOs. If FBOs are used this function isn't called */
2924 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2926 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2927 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2929 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2933 if(cfg->redSize < redSize)
2936 if(cfg->greenSize < greenSize)
2939 if(cfg->blueSize < blueSize)
2942 if(cfg->alphaSize < alphaSize)
2948 /* Probably a RGBA_float or color index mode */
2952 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2953 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2955 short depthSize, stencilSize;
2956 BOOL lockable = FALSE;
2961 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2963 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2967 /* Float formats need FBOs. If FBOs are used this function isn't called */
2968 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2970 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2973 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2974 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2975 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2976 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2979 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2980 * allow more stencil bits than requested. */
2981 if(cfg->stencilSize < stencilSize)
2987 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2988 WINED3DFORMAT AdapterFormat,
2989 WINED3DFORMAT RenderTargetFormat,
2990 WINED3DFORMAT DepthStencilFormat) {
2991 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2993 const WineD3D_PixelFormat *cfgs;
2994 const struct wined3d_adapter *adapter;
2995 const struct wined3d_format_desc *rt_format_desc;
2996 const struct wined3d_format_desc *ds_format_desc;
2999 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3001 DeviceType, debug_d3ddevicetype(DeviceType),
3002 AdapterFormat, debug_d3dformat(AdapterFormat),
3003 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3004 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3006 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3007 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3008 return WINED3DERR_INVALIDCALL;
3011 adapter = &This->adapters[Adapter];
3012 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
3013 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
3014 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3016 if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
3017 (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
3018 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3024 cfgs = adapter->cfgs;
3025 nCfgs = adapter->nCfgs;
3026 for (it = 0; it < nCfgs; ++it) {
3027 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3029 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3031 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3037 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3039 return WINED3DERR_NOTAVAILABLE;
3042 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3043 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3045 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3046 const struct wined3d_format_desc *glDesc;
3047 const struct wined3d_adapter *adapter;
3049 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3052 DeviceType, debug_d3ddevicetype(DeviceType),
3053 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3058 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3059 return WINED3DERR_INVALIDCALL;
3062 /* TODO: handle Windowed, add more quality levels */
3064 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3065 if(pQualityLevels) *pQualityLevels = 1;
3069 /* By default multisampling is disabled right now as it causes issues
3070 * on some Nvidia driver versions and it doesn't work well in combination
3072 if(!wined3d_settings.allow_multisampling)
3073 return WINED3DERR_NOTAVAILABLE;
3075 adapter = &This->adapters[Adapter];
3076 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3077 if (!glDesc) return WINED3DERR_INVALIDCALL;
3079 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3081 const WineD3D_PixelFormat *cfgs;
3083 cfgs = adapter->cfgs;
3084 nCfgs = adapter->nCfgs;
3085 for(i=0; i<nCfgs; i++) {
3086 if(cfgs[i].numSamples != MultiSampleType)
3089 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3092 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3095 *pQualityLevels = 1; /* Guess at a value! */
3099 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3100 short redSize, greenSize, blueSize, alphaSize, colorBits;
3102 const WineD3D_PixelFormat *cfgs;
3104 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3106 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3107 return WINED3DERR_NOTAVAILABLE;
3110 cfgs = adapter->cfgs;
3111 nCfgs = adapter->nCfgs;
3112 for(i=0; i<nCfgs; i++) {
3113 if(cfgs[i].numSamples != MultiSampleType)
3115 if(cfgs[i].redSize != redSize)
3117 if(cfgs[i].greenSize != greenSize)
3119 if(cfgs[i].blueSize != blueSize)
3121 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3122 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3124 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3127 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3130 *pQualityLevels = 1; /* Guess at a value! */
3134 return WINED3DERR_NOTAVAILABLE;
3137 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3138 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3140 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3143 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3144 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3145 debug_d3dformat(BackBufferFormat), Windowed);
3147 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3148 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3149 return WINED3DERR_INVALIDCALL;
3152 /* The task of this function is to check whether a certain display / backbuffer format
3153 * combination is available on the given adapter. In fullscreen mode microsoft specified
3154 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3155 * and display format should match exactly.
3156 * In windowed mode format conversion can occur and this depends on the driver. When format
3157 * conversion is done, this function should nevertheless fail and applications need to use
3158 * CheckDeviceFormatConversion.
3159 * At the moment we assume that fullscreen and windowed have the same capabilities */
3161 /* There are only 4 display formats */
3162 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3163 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3164 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3165 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3167 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3168 return WINED3DERR_NOTAVAILABLE;
3171 /* If the requested DisplayFormat is not available, don't continue */
3172 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3174 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3175 return WINED3DERR_NOTAVAILABLE;
3178 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3179 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3180 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3181 return WINED3DERR_NOTAVAILABLE;
3184 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3185 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3187 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3188 return WINED3DERR_NOTAVAILABLE;
3191 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3192 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3193 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3195 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3196 return WINED3DERR_NOTAVAILABLE;
3199 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3200 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3201 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3203 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3204 return WINED3DERR_NOTAVAILABLE;
3207 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3208 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3209 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3211 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3212 return WINED3DERR_NOTAVAILABLE;
3215 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3216 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3218 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3224 /* Check if we support bumpmapping for a format */
3225 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3227 /* Ask the fixed function pipeline implementation if it can deal
3228 * with the conversion. If we've got a GL extension giving native
3229 * support this will be an identity conversion. */
3230 return (format_desc->Flags & WINED3DFMT_FLAG_BUMPMAP)
3231 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup);
3234 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3235 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3236 const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3240 /* Only allow depth/stencil formats */
3241 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3243 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3245 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3246 if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3250 /* Walk through all WGL pixel formats to find a match */
3251 for (it = 0; it < adapter->nCfgs; ++it)
3253 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3254 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3256 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3267 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3269 /* The flags entry of a format contains the filtering capability */
3270 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3275 /* Check the render target capabilities of a format */
3276 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3277 const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3279 /* Filter out non-RT formats */
3280 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3281 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3282 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3284 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3285 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3287 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3288 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3290 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3291 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3292 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3293 TRACE_(d3d_caps)("[FAILED]\n");
3297 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3298 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3299 for (it = 0; it < adapter->nCfgs; ++it)
3301 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3302 &cfgs[it], check_format_desc))
3304 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3305 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3310 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3312 /* For now return TRUE for FBOs until we have some proper checks.
3313 * Note that this function will only be called when the format is around for texturing. */
3319 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3321 return adapter->gl_info.supported[EXT_TEXTURE_SRGB]
3322 && (format_desc->Flags & WINED3DFMT_FLAG_SRGB_READ);
3325 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3327 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3328 * doing the color fixup in shaders.
3329 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3330 if (format_desc->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3332 int vs_selected_mode;
3333 int ps_selected_mode;
3334 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3336 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3337 TRACE_(d3d_caps)("[OK]\n");
3342 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3346 /* Check if a format support blending in combination with pixel shaders */
3347 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3348 const struct wined3d_format_desc *format_desc)
3350 /* The flags entry of a format contains the post pixel shader blending capability */
3351 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3356 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3358 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3359 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3360 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3361 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3362 * capability anyway.
3364 * For now lets report this on all formats, but in the future we may want to
3365 * restrict it to some should games need that
3370 /* Check if a texture format is supported on the given adapter */
3371 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3373 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3375 switch (format_desc->format)
3378 * supported: RGB(A) formats
3380 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3381 case WINED3DFMT_B8G8R8A8_UNORM:
3382 case WINED3DFMT_B8G8R8X8_UNORM:
3383 case WINED3DFMT_B5G6R5_UNORM:
3384 case WINED3DFMT_B5G5R5X1_UNORM:
3385 case WINED3DFMT_B5G5R5A1_UNORM:
3386 case WINED3DFMT_B4G4R4A4_UNORM:
3387 case WINED3DFMT_A8_UNORM:
3388 case WINED3DFMT_B4G4R4X4_UNORM:
3389 case WINED3DFMT_R8G8B8A8_UNORM:
3390 case WINED3DFMT_R8G8B8X8_UNORM:
3391 case WINED3DFMT_B10G10R10A2_UNORM:
3392 case WINED3DFMT_R10G10B10A2_UNORM:
3393 case WINED3DFMT_R16G16_UNORM:
3394 TRACE_(d3d_caps)("[OK]\n");
3397 case WINED3DFMT_B2G3R3_UNORM:
3398 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3402 * Not supported: Palettized
3403 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3404 * Since it is not widely available, don't offer it. Further no Windows driver offers
3405 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3407 case WINED3DFMT_P8_UINT:
3408 case WINED3DFMT_P8_UINT_A8_UNORM:
3412 * Supported: (Alpha)-Luminance
3414 case WINED3DFMT_L8_UNORM:
3415 case WINED3DFMT_L8A8_UNORM:
3416 case WINED3DFMT_L16_UNORM:
3417 TRACE_(d3d_caps)("[OK]\n");
3420 /* Not supported on Windows, thus disabled */
3421 case WINED3DFMT_L4A4_UNORM:
3422 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3426 * Supported: Depth/Stencil formats
3428 case WINED3DFMT_D16_LOCKABLE:
3429 case WINED3DFMT_D16_UNORM:
3430 case WINED3DFMT_S1_UINT_D15_UNORM:
3431 case WINED3DFMT_X8D24_UNORM:
3432 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3433 case WINED3DFMT_D24_UNORM_S8_UINT:
3434 case WINED3DFMT_S8_UINT_D24_FLOAT:
3435 case WINED3DFMT_D32_UNORM:
3436 case WINED3DFMT_D32_FLOAT:
3440 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3441 * GL_NV_texture_shader). Emulated by shaders
3443 case WINED3DFMT_R8G8_SNORM:
3444 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3445 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3446 case WINED3DFMT_R8G8B8A8_SNORM:
3447 case WINED3DFMT_R16G16_SNORM:
3448 /* Ask the shader backend if it can deal with the conversion. If
3449 * we've got a GL extension giving native support this will be an
3450 * identity conversion. */
3451 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3453 TRACE_(d3d_caps)("[OK]\n");
3456 TRACE_(d3d_caps)("[FAILED]\n");
3459 case WINED3DFMT_DXT1:
3460 case WINED3DFMT_DXT2:
3461 case WINED3DFMT_DXT3:
3462 case WINED3DFMT_DXT4:
3463 case WINED3DFMT_DXT5:
3464 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3466 TRACE_(d3d_caps)("[OK]\n");
3469 TRACE_(d3d_caps)("[FAILED]\n");
3474 * Odd formats - not supported
3476 case WINED3DFMT_VERTEXDATA:
3477 case WINED3DFMT_R16_UINT:
3478 case WINED3DFMT_R32_UINT:
3479 case WINED3DFMT_R16G16B16A16_SNORM:
3480 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3481 case WINED3DFMT_R10G11B11_SNORM:
3482 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3486 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3488 case WINED3DFMT_R8G8_SNORM_Cx:
3489 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3493 case WINED3DFMT_UYVY:
3494 case WINED3DFMT_YUY2:
3495 if (gl_info->supported[APPLE_YCBCR_422])
3497 TRACE_(d3d_caps)("[OK]\n");
3500 TRACE_(d3d_caps)("[FAILED]\n");
3502 case WINED3DFMT_YV12:
3503 TRACE_(d3d_caps)("[FAILED]\n");
3507 case WINED3DFMT_R16G16B16A16_UNORM:
3508 case WINED3DFMT_B2G3R3A8_UNORM:
3509 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3512 /* Floating point formats */
3513 case WINED3DFMT_R16_FLOAT:
3514 case WINED3DFMT_R16G16_FLOAT:
3515 case WINED3DFMT_R16G16B16A16_FLOAT:
3516 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3518 TRACE_(d3d_caps)("[OK]\n");
3521 TRACE_(d3d_caps)("[FAILED]\n");
3524 case WINED3DFMT_R32_FLOAT:
3525 case WINED3DFMT_R32G32_FLOAT:
3526 case WINED3DFMT_R32G32B32A32_FLOAT:
3527 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3529 TRACE_(d3d_caps)("[OK]\n");
3532 TRACE_(d3d_caps)("[FAILED]\n");
3535 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3536 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3537 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3538 * We can do instancing with all shader versions, but we need vertex shaders.
3540 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3541 * to enable instancing. WineD3D doesn't need that and just ignores it.
3543 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3545 case WINED3DFMT_INST:
3546 TRACE("ATI Instancing check hack\n");
3547 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3549 TRACE_(d3d_caps)("[OK]\n");
3552 TRACE_(d3d_caps)("[FAILED]\n");
3555 /* Some weird FOURCC formats */
3556 case WINED3DFMT_R8G8_B8G8:
3557 case WINED3DFMT_G8R8_G8B8:
3558 case WINED3DFMT_MULTI2_ARGB8:
3559 TRACE_(d3d_caps)("[FAILED]\n");
3562 /* Vendor specific formats */
3563 case WINED3DFMT_ATI2N:
3564 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3565 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3567 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3568 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3570 TRACE_(d3d_caps)("[OK]\n");
3574 TRACE_(d3d_caps)("[OK]\n");
3577 TRACE_(d3d_caps)("[FAILED]\n");
3580 case WINED3DFMT_NVHU:
3581 case WINED3DFMT_NVHS:
3582 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3583 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3584 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3585 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3586 * Applications have to deal with not having NVHS and NVHU.
3588 TRACE_(d3d_caps)("[FAILED]\n");
3591 case WINED3DFMT_UNKNOWN:
3595 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3601 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3602 const struct wined3d_format_desc *adapter_format_desc,
3603 const struct wined3d_format_desc *check_format_desc,
3604 WINED3DSURFTYPE SurfaceType)
3606 if(SurfaceType == SURFACE_GDI) {
3607 switch(check_format_desc->format)
3609 case WINED3DFMT_B8G8R8_UNORM:
3610 case WINED3DFMT_B8G8R8A8_UNORM:
3611 case WINED3DFMT_B8G8R8X8_UNORM:
3612 case WINED3DFMT_B5G6R5_UNORM:
3613 case WINED3DFMT_B5G5R5X1_UNORM:
3614 case WINED3DFMT_B5G5R5A1_UNORM:
3615 case WINED3DFMT_B4G4R4A4_UNORM:
3616 case WINED3DFMT_B2G3R3_UNORM:
3617 case WINED3DFMT_A8_UNORM:
3618 case WINED3DFMT_B2G3R3A8_UNORM:
3619 case WINED3DFMT_B4G4R4X4_UNORM:
3620 case WINED3DFMT_R10G10B10A2_UNORM:
3621 case WINED3DFMT_R8G8B8A8_UNORM:
3622 case WINED3DFMT_R8G8B8X8_UNORM:
3623 case WINED3DFMT_R16G16_UNORM:
3624 case WINED3DFMT_B10G10R10A2_UNORM:
3625 case WINED3DFMT_R16G16B16A16_UNORM:
3626 case WINED3DFMT_P8_UINT:
3627 TRACE_(d3d_caps)("[OK]\n");
3630 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3635 /* All format that are supported for textures are supported for surfaces as well */
3636 if (CheckTextureCapability(adapter, check_format_desc)) return TRUE;
3637 /* All depth stencil formats are supported on surfaces */
3638 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3640 /* If opengl can't process the format natively, the blitter may be able to convert it */
3641 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3642 NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3643 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3645 TRACE_(d3d_caps)("[OK]\n");
3649 /* Reject other formats */
3650 TRACE_(d3d_caps)("[FAILED]\n");
3654 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3655 const struct wined3d_format_desc *format_desc)
3657 return adapter->gl_info.limits.vertex_samplers
3658 && (format_desc->Flags & WINED3DFMT_FLAG_VTF);
3661 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3662 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3663 WINED3DSURFTYPE SurfaceType)
3665 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3666 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3667 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3668 const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3669 const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3670 DWORD UsageCaps = 0;
3672 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3675 DeviceType, debug_d3ddevicetype(DeviceType),
3676 AdapterFormat, debug_d3dformat(AdapterFormat),
3677 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3678 RType, debug_d3dresourcetype(RType),
3679 CheckFormat, debug_d3dformat(CheckFormat));
3681 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3682 return WINED3DERR_INVALIDCALL;
3687 case WINED3DRTYPE_CUBETEXTURE:
3688 /* Cubetexture allows:
3689 * - WINED3DUSAGE_AUTOGENMIPMAP
3690 * - WINED3DUSAGE_DEPTHSTENCIL
3691 * - WINED3DUSAGE_DYNAMIC
3692 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3693 * - WINED3DUSAGE_RENDERTARGET
3694 * - WINED3DUSAGE_SOFTWAREPROCESSING
3695 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3697 if (SurfaceType != SURFACE_OPENGL)
3699 TRACE_(d3d_caps)("[FAILED]\n");
3700 return WINED3DERR_NOTAVAILABLE;
3703 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3705 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3706 return WINED3DERR_NOTAVAILABLE;
3709 if (!CheckTextureCapability(adapter, format_desc))
3711 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3712 return WINED3DERR_NOTAVAILABLE;
3715 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3717 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3718 /* When autogenmipmap isn't around continue and return
3719 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3720 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3722 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3725 /* Always report dynamic locking. */
3726 if (Usage & WINED3DUSAGE_DYNAMIC)
3727 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3729 if (Usage & WINED3DUSAGE_RENDERTARGET)
3731 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3733 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3734 return WINED3DERR_NOTAVAILABLE;
3736 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3739 /* Always report software processing. */
3740 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3741 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3743 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3745 if (!CheckFilterCapability(adapter, format_desc))
3747 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3748 return WINED3DERR_NOTAVAILABLE;
3750 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3753 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3755 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3757 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3758 return WINED3DERR_NOTAVAILABLE;
3760 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3763 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3765 if (!CheckSrgbReadCapability(adapter, format_desc))
3767 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3768 return WINED3DERR_NOTAVAILABLE;
3770 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3773 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3775 if (!CheckSrgbWriteCapability(adapter, format_desc))
3777 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3778 return WINED3DERR_NOTAVAILABLE;
3780 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3783 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3785 if (!CheckVertexTextureCapability(adapter, format_desc))
3787 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3788 return WINED3DERR_NOTAVAILABLE;
3790 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3793 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3795 if (!CheckWrapAndMipCapability(adapter, format_desc))
3797 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3798 return WINED3DERR_NOTAVAILABLE;
3800 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3804 case WINED3DRTYPE_SURFACE:
3806 * - WINED3DUSAGE_DEPTHSTENCIL
3807 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3808 * - WINED3DUSAGE_RENDERTARGET
3810 if (!CheckSurfaceCapability(adapter, adapter_format_desc, format_desc, SurfaceType))
3812 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3813 return WINED3DERR_NOTAVAILABLE;
3816 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3818 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3820 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3821 return WINED3DERR_NOTAVAILABLE;
3823 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3826 if (Usage & WINED3DUSAGE_RENDERTARGET)
3828 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3830 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3831 return WINED3DERR_NOTAVAILABLE;
3833 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3836 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3838 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3840 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3841 return WINED3DERR_NOTAVAILABLE;
3843 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3847 case WINED3DRTYPE_TEXTURE:
3849 * - WINED3DUSAGE_AUTOGENMIPMAP
3850 * - WINED3DUSAGE_DEPTHSTENCIL
3851 * - WINED3DUSAGE_DMAP
3852 * - WINED3DUSAGE_DYNAMIC
3853 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3854 * - WINED3DUSAGE_RENDERTARGET
3855 * - WINED3DUSAGE_SOFTWAREPROCESSING
3856 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3857 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3859 if (SurfaceType != SURFACE_OPENGL)
3861 TRACE_(d3d_caps)("[FAILED]\n");
3862 return WINED3DERR_NOTAVAILABLE;
3865 if (!CheckTextureCapability(adapter, format_desc))
3867 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3868 return WINED3DERR_NOTAVAILABLE;
3871 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3873 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3874 /* When autogenmipmap isn't around continue and return
3875 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3876 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3878 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3881 /* Always report dynamic locking. */
3882 if (Usage & WINED3DUSAGE_DYNAMIC)
3883 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3885 if (Usage & WINED3DUSAGE_RENDERTARGET)
3887 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3889 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3890 return WINED3DERR_NOTAVAILABLE;
3892 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3895 /* Always report software processing. */
3896 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3897 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3899 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3901 if (!CheckFilterCapability(adapter, format_desc))
3903 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3904 return WINED3DERR_NOTAVAILABLE;
3906 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3909 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3911 if (!CheckBumpMapCapability(adapter, format_desc))
3913 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3914 return WINED3DERR_NOTAVAILABLE;
3916 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3919 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3921 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3923 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3924 return WINED3DERR_NOTAVAILABLE;
3926 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3929 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3931 if (!CheckSrgbReadCapability(adapter, format_desc))
3933 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3934 return WINED3DERR_NOTAVAILABLE;
3936 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3939 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3941 if (!CheckSrgbWriteCapability(adapter, format_desc))
3943 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3944 return WINED3DERR_NOTAVAILABLE;
3946 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3949 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3951 if (!CheckVertexTextureCapability(adapter, format_desc))
3953 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3954 return WINED3DERR_NOTAVAILABLE;
3956 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3959 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3961 if (!CheckWrapAndMipCapability(adapter, format_desc))
3963 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3964 return WINED3DERR_NOTAVAILABLE;
3966 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3969 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3971 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3973 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3974 return WINED3DERR_NOTAVAILABLE;
3976 if ((format_desc->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3978 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3979 return WINED3DERR_NOTAVAILABLE;
3981 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3985 case WINED3DRTYPE_VOLUMETEXTURE:
3986 case WINED3DRTYPE_VOLUME:
3987 /* Volume is to VolumeTexture what Surface is to Texture, but its
3988 * usage caps are not documented. Most driver seem to offer
3989 * (nearly) the same on Volume and VolumeTexture, so do that too.
3991 * Volumetexture allows:
3992 * - D3DUSAGE_DYNAMIC
3993 * - D3DUSAGE_NONSECURE (d3d9ex)
3994 * - D3DUSAGE_SOFTWAREPROCESSING
3995 * - D3DUSAGE_QUERY_WRAPANDMIP
3997 if (SurfaceType != SURFACE_OPENGL)
3999 TRACE_(d3d_caps)("[FAILED]\n");
4000 return WINED3DERR_NOTAVAILABLE;
4003 if (!gl_info->supported[EXT_TEXTURE3D])
4005 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4006 return WINED3DERR_NOTAVAILABLE;
4009 if (!CheckTextureCapability(adapter, format_desc))
4011 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4012 return WINED3DERR_NOTAVAILABLE;
4015 /* Filter formats that need conversion; For one part, this
4016 * conversion is unimplemented, and volume textures are huge, so
4017 * it would be a big performance hit. Unless we hit an application
4018 * needing one of those formats, don't advertize them to avoid
4019 * leading applications into temptation. The windows drivers don't
4020 * support most of those formats on volumes anyway, except for
4021 * WINED3DFMT_R32_FLOAT. */
4022 switch (CheckFormat)
4024 case WINED3DFMT_P8_UINT:
4025 case WINED3DFMT_L4A4_UNORM:
4026 case WINED3DFMT_R32_FLOAT:
4027 case WINED3DFMT_R16_FLOAT:
4028 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4029 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4030 case WINED3DFMT_R16G16_UNORM:
4031 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4032 return WINED3DERR_NOTAVAILABLE;
4034 case WINED3DFMT_R8G8B8A8_SNORM:
4035 case WINED3DFMT_R16G16_SNORM:
4036 if (!gl_info->supported[NV_TEXTURE_SHADER])
4038 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4039 return WINED3DERR_NOTAVAILABLE;
4043 case WINED3DFMT_R8G8_SNORM:
4044 if (!gl_info->supported[NV_TEXTURE_SHADER])
4046 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4047 return WINED3DERR_NOTAVAILABLE;
4051 case WINED3DFMT_DXT1:
4052 case WINED3DFMT_DXT2:
4053 case WINED3DFMT_DXT3:
4054 case WINED3DFMT_DXT4:
4055 case WINED3DFMT_DXT5:
4056 /* The GL_EXT_texture_compression_s3tc spec requires that
4057 * loading an s3tc compressed texture results in an error.
4058 * While the D3D refrast does support s3tc volumes, at
4059 * least the nvidia windows driver does not, so we're free
4060 * not to support this format. */
4061 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4062 return WINED3DERR_NOTAVAILABLE;
4065 /* Do nothing, continue with checking the format below */
4069 /* Always report dynamic locking. */
4070 if (Usage & WINED3DUSAGE_DYNAMIC)
4071 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4073 /* Always report software processing. */
4074 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4075 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4077 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4079 if (!CheckFilterCapability(adapter, format_desc))
4081 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4082 return WINED3DERR_NOTAVAILABLE;
4084 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4087 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4089 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4091 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4092 return WINED3DERR_NOTAVAILABLE;
4094 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4097 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4099 if (!CheckSrgbReadCapability(adapter, format_desc))
4101 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4102 return WINED3DERR_NOTAVAILABLE;
4104 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4107 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4109 if (!CheckSrgbWriteCapability(adapter, format_desc))
4111 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4112 return WINED3DERR_NOTAVAILABLE;
4114 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4117 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4119 if (!CheckVertexTextureCapability(adapter, format_desc))
4121 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4122 return WINED3DERR_NOTAVAILABLE;
4124 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4127 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4129 if (!CheckWrapAndMipCapability(adapter, format_desc))
4131 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4132 return WINED3DERR_NOTAVAILABLE;
4134 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4139 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4140 return WINED3DERR_NOTAVAILABLE;
4143 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4144 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4145 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4146 if (UsageCaps == Usage)
4148 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4149 return WINED3DOK_NOAUTOGEN;
4151 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4152 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4154 return WINED3DERR_NOTAVAILABLE;
4157 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4158 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4160 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4161 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4162 debug_d3dformat(dst_format));
4167 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4168 subset of a D3DCAPS9 structure. However, it has to come via a void *
4169 as the d3d8 interface cannot import the d3d9 header */
4170 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4172 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4173 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4174 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4175 int vs_selected_mode;
4176 int ps_selected_mode;
4177 struct shader_caps shader_caps;
4178 struct fragment_caps fragment_caps;
4179 DWORD ckey_caps, blit_caps, fx_caps;
4181 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4183 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4184 return WINED3DERR_INVALIDCALL;
4187 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4189 /* ------------------------------------------------
4190 The following fields apply to both d3d8 and d3d9
4191 ------------------------------------------------ */
4192 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4193 pCaps->AdapterOrdinal = Adapter;
4196 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4197 WINED3DCAPS2_FULLSCREENGAMMA |
4198 WINED3DCAPS2_DYNAMICTEXTURES;
4199 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4201 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4204 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4205 WINED3DCAPS3_COPY_TO_VIDMEM |
4206 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4208 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4209 WINED3DPRESENT_INTERVAL_ONE;
4211 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4212 WINED3DCURSORCAPS_LOWRES;
4214 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4215 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4216 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4217 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4218 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4219 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4220 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4221 WINED3DDEVCAPS_PUREDEVICE |
4222 WINED3DDEVCAPS_HWRASTERIZATION |
4223 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4224 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4225 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4226 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4227 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4228 WINED3DDEVCAPS_RTPATCHES;
4230 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4231 WINED3DPMISCCAPS_CULLCCW |
4232 WINED3DPMISCCAPS_CULLCW |
4233 WINED3DPMISCCAPS_COLORWRITEENABLE |
4234 WINED3DPMISCCAPS_CLIPTLVERTS |
4235 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4236 WINED3DPMISCCAPS_MASKZ |
4237 WINED3DPMISCCAPS_BLENDOP |
4238 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4240 WINED3DPMISCCAPS_NULLREFERENCE
4241 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4242 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4243 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4245 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4246 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4247 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4248 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4250 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4251 WINED3DPRASTERCAPS_PAT |
4252 WINED3DPRASTERCAPS_WFOG |
4253 WINED3DPRASTERCAPS_ZFOG |
4254 WINED3DPRASTERCAPS_FOGVERTEX |
4255 WINED3DPRASTERCAPS_FOGTABLE |
4256 WINED3DPRASTERCAPS_STIPPLE |
4257 WINED3DPRASTERCAPS_SUBPIXEL |
4258 WINED3DPRASTERCAPS_ZTEST |
4259 WINED3DPRASTERCAPS_SCISSORTEST |
4260 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4261 WINED3DPRASTERCAPS_DEPTHBIAS;
4263 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4265 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4266 WINED3DPRASTERCAPS_ZBIAS |
4267 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4269 if (gl_info->supported[NV_FOG_DISTANCE])
4271 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4274 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4275 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4276 WINED3DPRASTERCAPS_ANTIALIASEDGES
4277 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4278 WINED3DPRASTERCAPS_WBUFFER */
4280 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4281 WINED3DPCMPCAPS_EQUAL |
4282 WINED3DPCMPCAPS_GREATER |
4283 WINED3DPCMPCAPS_GREATEREQUAL |
4284 WINED3DPCMPCAPS_LESS |
4285 WINED3DPCMPCAPS_LESSEQUAL |
4286 WINED3DPCMPCAPS_NEVER |
4287 WINED3DPCMPCAPS_NOTEQUAL;
4289 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4290 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4291 WINED3DPBLENDCAPS_DESTALPHA |
4292 WINED3DPBLENDCAPS_DESTCOLOR |
4293 WINED3DPBLENDCAPS_INVDESTALPHA |
4294 WINED3DPBLENDCAPS_INVDESTCOLOR |
4295 WINED3DPBLENDCAPS_INVSRCALPHA |
4296 WINED3DPBLENDCAPS_INVSRCCOLOR |
4297 WINED3DPBLENDCAPS_ONE |
4298 WINED3DPBLENDCAPS_SRCALPHA |
4299 WINED3DPBLENDCAPS_SRCALPHASAT |
4300 WINED3DPBLENDCAPS_SRCCOLOR |
4301 WINED3DPBLENDCAPS_ZERO;
4303 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4304 WINED3DPBLENDCAPS_DESTCOLOR |
4305 WINED3DPBLENDCAPS_INVDESTALPHA |
4306 WINED3DPBLENDCAPS_INVDESTCOLOR |
4307 WINED3DPBLENDCAPS_INVSRCALPHA |
4308 WINED3DPBLENDCAPS_INVSRCCOLOR |
4309 WINED3DPBLENDCAPS_ONE |
4310 WINED3DPBLENDCAPS_SRCALPHA |
4311 WINED3DPBLENDCAPS_SRCCOLOR |
4312 WINED3DPBLENDCAPS_ZERO;
4313 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4314 * according to the glBlendFunc manpage
4316 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4317 * legacy settings for srcblend only
4320 if (gl_info->supported[EXT_BLEND_COLOR])
4322 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4323 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4327 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4328 WINED3DPCMPCAPS_EQUAL |
4329 WINED3DPCMPCAPS_GREATER |
4330 WINED3DPCMPCAPS_GREATEREQUAL |
4331 WINED3DPCMPCAPS_LESS |
4332 WINED3DPCMPCAPS_LESSEQUAL |
4333 WINED3DPCMPCAPS_NEVER |
4334 WINED3DPCMPCAPS_NOTEQUAL;
4336 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4337 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4338 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4339 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4340 WINED3DPSHADECAPS_COLORFLATRGB |
4341 WINED3DPSHADECAPS_FOGFLAT |
4342 WINED3DPSHADECAPS_FOGGOURAUD |
4343 WINED3DPSHADECAPS_SPECULARFLATRGB;
4345 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4346 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4347 WINED3DPTEXTURECAPS_TRANSPARENCY |
4348 WINED3DPTEXTURECAPS_BORDER |
4349 WINED3DPTEXTURECAPS_MIPMAP |
4350 WINED3DPTEXTURECAPS_PROJECTED |
4351 WINED3DPTEXTURECAPS_PERSPECTIVE;
4353 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4355 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4356 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4359 if (gl_info->supported[EXT_TEXTURE3D])
4361 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4362 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4363 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4366 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4368 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4369 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4370 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4374 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4375 WINED3DPTFILTERCAPS_MAGFPOINT |
4376 WINED3DPTFILTERCAPS_MINFLINEAR |
4377 WINED3DPTFILTERCAPS_MINFPOINT |
4378 WINED3DPTFILTERCAPS_MIPFLINEAR |
4379 WINED3DPTFILTERCAPS_MIPFPOINT |
4380 WINED3DPTFILTERCAPS_LINEAR |
4381 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4382 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4383 WINED3DPTFILTERCAPS_MIPLINEAR |
4384 WINED3DPTFILTERCAPS_MIPNEAREST |
4385 WINED3DPTFILTERCAPS_NEAREST;
4387 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4389 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4390 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4393 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4395 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4396 WINED3DPTFILTERCAPS_MAGFPOINT |
4397 WINED3DPTFILTERCAPS_MINFLINEAR |
4398 WINED3DPTFILTERCAPS_MINFPOINT |
4399 WINED3DPTFILTERCAPS_MIPFLINEAR |
4400 WINED3DPTFILTERCAPS_MIPFPOINT |
4401 WINED3DPTFILTERCAPS_LINEAR |
4402 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4403 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4404 WINED3DPTFILTERCAPS_MIPLINEAR |
4405 WINED3DPTFILTERCAPS_MIPNEAREST |
4406 WINED3DPTFILTERCAPS_NEAREST;
4408 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4410 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4411 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4414 pCaps->CubeTextureFilterCaps = 0;
4416 if (gl_info->supported[EXT_TEXTURE3D])
4418 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4419 WINED3DPTFILTERCAPS_MAGFPOINT |
4420 WINED3DPTFILTERCAPS_MINFLINEAR |
4421 WINED3DPTFILTERCAPS_MINFPOINT |
4422 WINED3DPTFILTERCAPS_MIPFLINEAR |
4423 WINED3DPTFILTERCAPS_MIPFPOINT |
4424 WINED3DPTFILTERCAPS_LINEAR |
4425 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4426 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4427 WINED3DPTFILTERCAPS_MIPLINEAR |
4428 WINED3DPTFILTERCAPS_MIPNEAREST |
4429 WINED3DPTFILTERCAPS_NEAREST;
4431 pCaps->VolumeTextureFilterCaps = 0;
4433 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4434 WINED3DPTADDRESSCAPS_CLAMP |
4435 WINED3DPTADDRESSCAPS_WRAP;
4437 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4439 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4441 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4443 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4445 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4447 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4450 if (gl_info->supported[EXT_TEXTURE3D])
4452 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4453 WINED3DPTADDRESSCAPS_CLAMP |
4454 WINED3DPTADDRESSCAPS_WRAP;
4455 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4457 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4459 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4461 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4463 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4465 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4468 pCaps->VolumeTextureAddressCaps = 0;
4470 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4471 WINED3DLINECAPS_ZTEST |
4472 WINED3DLINECAPS_BLEND |
4473 WINED3DLINECAPS_ALPHACMP |
4474 WINED3DLINECAPS_FOG;
4475 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4476 * idea how generating the smoothing alpha values works; the result is different
4479 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4480 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4482 if (gl_info->supported[EXT_TEXTURE3D])
4483 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4485 pCaps->MaxVolumeExtent = 0;
4487 pCaps->MaxTextureRepeat = 32768;
4488 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4489 pCaps->MaxVertexW = 1.0f;
4491 pCaps->GuardBandLeft = 0.0f;
4492 pCaps->GuardBandTop = 0.0f;
4493 pCaps->GuardBandRight = 0.0f;
4494 pCaps->GuardBandBottom = 0.0f;
4496 pCaps->ExtentsAdjust = 0.0f;
4498 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4499 WINED3DSTENCILCAPS_INCRSAT |
4500 WINED3DSTENCILCAPS_INVERT |
4501 WINED3DSTENCILCAPS_KEEP |
4502 WINED3DSTENCILCAPS_REPLACE |
4503 WINED3DSTENCILCAPS_ZERO;
4504 if (gl_info->supported[EXT_STENCIL_WRAP])
4506 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4507 WINED3DSTENCILCAPS_INCR;
4509 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4511 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4514 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4516 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4517 pCaps->MaxActiveLights = gl_info->limits.lights;
4519 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4520 pCaps->MaxVertexBlendMatrixIndex = 0;
4522 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4523 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4526 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4527 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4528 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4529 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4530 WINED3DVTXPCAPS_LOCALVIEWER |
4531 WINED3DVTXPCAPS_VERTEXFOG |
4532 WINED3DVTXPCAPS_TEXGEN;
4534 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4535 pCaps->MaxVertexIndex = 0xFFFFF;
4536 pCaps->MaxStreams = MAX_STREAMS;
4537 pCaps->MaxStreamStride = 1024;
4539 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4540 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4541 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4542 pCaps->MaxNpatchTessellationLevel = 0;
4543 pCaps->MasterAdapterOrdinal = 0;
4544 pCaps->AdapterOrdinalInGroup = 0;
4545 pCaps->NumberOfAdaptersInGroup = 1;
4547 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4549 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4550 WINED3DPTFILTERCAPS_MAGFPOINT |
4551 WINED3DPTFILTERCAPS_MINFLINEAR |
4552 WINED3DPTFILTERCAPS_MAGFLINEAR;
4553 pCaps->VertexTextureFilterCaps = 0;
4555 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4556 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4558 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4559 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4561 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4562 * Ignore shader model capabilities if disabled in config
4564 if(vs_selected_mode == SHADER_NONE) {
4565 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4566 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4567 pCaps->MaxVertexShaderConst = 0;
4569 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4570 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4573 if(ps_selected_mode == SHADER_NONE) {
4574 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4575 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4576 pCaps->PixelShader1xMaxValue = 0.0f;
4578 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4579 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4582 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4583 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4584 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4586 /* The following caps are shader specific, but they are things we cannot detect, or which
4587 * are the same among all shader models. So to avoid code duplication set the shader version
4588 * specific, but otherwise constant caps here
4590 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4591 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4592 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4593 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4594 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4595 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4596 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4598 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4599 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4601 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4603 pCaps->VS20Caps.Caps = 0;
4604 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4605 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4606 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4608 pCaps->MaxVShaderInstructionsExecuted = 65535;
4609 pCaps->MaxVertexShader30InstructionSlots = 0;
4610 } else { /* VS 1.x */
4611 pCaps->VS20Caps.Caps = 0;
4612 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4613 pCaps->VS20Caps.NumTemps = 0;
4614 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4616 pCaps->MaxVShaderInstructionsExecuted = 0;
4617 pCaps->MaxVertexShader30InstructionSlots = 0;
4620 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4621 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4622 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4624 /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
4625 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4626 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4627 WINED3DPS20CAPS_PREDICATION |
4628 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4629 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4630 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4631 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4632 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4633 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4635 pCaps->MaxPShaderInstructionsExecuted = 65535;
4636 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4637 adapter->gl_info.limits.arb_ps_instructions);
4639 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4641 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4642 pCaps->PS20Caps.Caps = 0;
4643 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4644 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4645 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4646 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4648 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4649 pCaps->MaxPixelShader30InstructionSlots = 0;
4650 } else { /* PS 1.x */
4651 pCaps->PS20Caps.Caps = 0;
4652 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4653 pCaps->PS20Caps.NumTemps = 0;
4654 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4655 pCaps->PS20Caps.NumInstructionSlots = 0;
4657 pCaps->MaxPShaderInstructionsExecuted = 0;
4658 pCaps->MaxPixelShader30InstructionSlots = 0;
4661 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4662 /* OpenGL supports all the formats below, perhaps not always
4663 * without conversion, but it supports them.
4664 * Further GLSL doesn't seem to have an official unsigned type so
4665 * don't advertise it yet as I'm not sure how we handle it.
4666 * We might need to add some clamping in the shader engine to
4668 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4669 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4670 WINED3DDTCAPS_UBYTE4N |
4671 WINED3DDTCAPS_SHORT2N |
4672 WINED3DDTCAPS_SHORT4N;
4673 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4675 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4676 WINED3DDTCAPS_FLOAT16_4;
4679 pCaps->DeclTypes = 0;
4681 /* Set DirectDraw helper Caps */
4682 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4683 WINEDDCKEYCAPS_SRCBLT;
4684 fx_caps = WINEDDFXCAPS_BLTALPHA |
4685 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4686 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4687 WINEDDFXCAPS_BLTROTATION90 |
4688 WINEDDFXCAPS_BLTSHRINKX |
4689 WINEDDFXCAPS_BLTSHRINKXN |
4690 WINEDDFXCAPS_BLTSHRINKY |
4691 WINEDDFXCAPS_BLTSHRINKXN |
4692 WINEDDFXCAPS_BLTSTRETCHX |
4693 WINEDDFXCAPS_BLTSTRETCHXN |
4694 WINEDDFXCAPS_BLTSTRETCHY |
4695 WINEDDFXCAPS_BLTSTRETCHYN;
4696 blit_caps = WINEDDCAPS_BLT |
4697 WINEDDCAPS_BLTCOLORFILL |
4698 WINEDDCAPS_BLTDEPTHFILL |
4699 WINEDDCAPS_BLTSTRETCH |
4700 WINEDDCAPS_CANBLTSYSMEM |
4701 WINEDDCAPS_CANCLIP |
4702 WINEDDCAPS_CANCLIPSTRETCHED |
4703 WINEDDCAPS_COLORKEY |
4704 WINEDDCAPS_COLORKEYHWASSIST |
4705 WINEDDCAPS_ALIGNBOUNDARYSRC;
4707 /* Fill the ddraw caps structure */
4708 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4709 WINEDDCAPS_PALETTE |
4711 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4712 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4713 WINEDDCAPS2_PRIMARYGAMMA |
4714 WINEDDCAPS2_WIDESURFACES |
4715 WINEDDCAPS2_CANRENDERWINDOWED;
4716 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4717 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4718 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4719 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4720 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4721 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4722 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4723 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4724 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4726 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4727 WINEDDSCAPS_BACKBUFFER |
4729 WINEDDSCAPS_FRONTBUFFER |
4730 WINEDDSCAPS_OFFSCREENPLAIN |
4731 WINEDDSCAPS_PALETTE |
4732 WINEDDSCAPS_PRIMARYSURFACE |
4733 WINEDDSCAPS_SYSTEMMEMORY |
4734 WINEDDSCAPS_VIDEOMEMORY |
4735 WINEDDSCAPS_VISIBLE;
4736 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4738 /* Set D3D caps if OpenGL is available. */
4739 if (adapter->opengl)
4741 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4742 WINEDDSCAPS_MIPMAP |
4743 WINEDDSCAPS_TEXTURE |
4744 WINEDDSCAPS_ZBUFFER;
4745 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4751 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4752 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4753 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4755 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4756 IWineD3DDeviceImpl *object;
4759 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4760 "parent %p, device_parent %p, device %p.\n",
4761 iface, adapter_idx, device_type, focus_window, flags,
4762 parent, device_parent, device);
4764 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4765 * number and create a device without a 3D adapter for 2D only operation. */
4766 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4768 return WINED3DERR_INVALIDCALL;
4771 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4774 ERR("Failed to allocate device memory.\n");
4775 return E_OUTOFMEMORY;
4778 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4781 WARN("Failed to initialize device, hr %#x.\n", hr);
4782 HeapFree(GetProcessHeap(), 0, object);
4786 TRACE("Created device %p.\n", object);
4787 *device = (IWineD3DDevice *)object;
4789 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4794 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4795 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4796 IUnknown_AddRef(This->parent);
4797 *pParent = This->parent;
4801 static void WINE_GLAPI invalid_func(const void *data)
4803 ERR("Invalid vertex attribute function called\n");
4807 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4809 ERR("Invalid texcoord function called\n");
4813 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4814 * the extension detection and are used in drawStridedSlow
4816 static void WINE_GLAPI position_d3dcolor(const void *data)
4818 DWORD pos = *((const DWORD *)data);
4820 FIXME("Add a test for fixed function position from d3dcolor type\n");
4821 glVertex4s(D3DCOLOR_B_R(pos),
4827 static void WINE_GLAPI position_float4(const void *data)
4829 const GLfloat *pos = data;
4831 if (pos[3] != 0.0f && pos[3] != 1.0f)
4833 float w = 1.0f / pos[3];
4835 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4843 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4845 DWORD diffuseColor = *((const DWORD *)data);
4847 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4848 D3DCOLOR_B_G(diffuseColor),
4849 D3DCOLOR_B_B(diffuseColor),
4850 D3DCOLOR_B_A(diffuseColor));
4853 static void WINE_GLAPI specular_d3dcolor(const void *data)
4855 DWORD specularColor = *((const DWORD *)data);
4856 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4857 D3DCOLOR_B_G(specularColor),
4858 D3DCOLOR_B_B(specularColor)};
4860 specular_func_3ubv(d);
4863 static void WINE_GLAPI warn_no_specular_func(const void *data)
4865 WARN("GL_EXT_secondary_color not supported\n");
4868 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4870 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4871 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4872 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4873 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4874 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4875 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4876 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4877 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4878 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4879 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4880 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4881 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4882 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4883 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4884 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4885 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4886 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4888 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4889 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4890 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4891 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4892 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4893 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4894 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4895 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4896 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4897 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4898 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4899 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4900 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4901 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4902 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4903 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4904 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4906 /* No 4 component entry points here */
4907 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4908 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4909 if (gl_info->supported[EXT_SECONDARY_COLOR])
4911 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4915 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4917 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4918 if (gl_info->supported[EXT_SECONDARY_COLOR])
4920 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4921 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4925 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4927 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4928 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4929 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4930 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4931 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4932 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4933 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4934 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4935 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4936 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4937 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4938 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4940 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4941 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4943 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4944 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4945 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4946 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4947 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4948 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4949 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4950 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4951 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4952 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4953 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4954 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4955 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4956 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4957 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4958 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4959 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4961 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4962 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4963 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4964 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4965 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4966 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4967 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4968 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4969 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4970 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4971 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4972 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4973 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4974 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4975 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4976 if (gl_info->supported[NV_HALF_FLOAT])
4978 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4979 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4980 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4982 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4983 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4987 static BOOL InitAdapters(IWineD3DImpl *This)
4989 static HMODULE mod_gl;
4991 int ps_selected_mode, vs_selected_mode;
4993 /* No need to hold any lock. The calling library makes sure only one thread calls
4994 * wined3d simultaneously
4997 TRACE("Initializing adapters\n");
5000 #ifdef USE_WIN32_OPENGL
5001 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5002 mod_gl = LoadLibraryA("opengl32.dll");
5004 ERR("Can't load opengl32.dll!\n");
5008 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5009 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5010 mod_gl = GetModuleHandleA("gdi32.dll");
5014 /* Load WGL core functions from opengl32.dll */
5015 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5019 if(!pwglGetProcAddress) {
5020 ERR("Unable to load wglGetProcAddress!\n");
5024 /* Dynamically load all GL core functions */
5028 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5029 * otherwise because we have to use winex11.drv's override
5031 #ifdef USE_WIN32_OPENGL
5032 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5033 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5035 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5036 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5039 glEnableWINE = glEnable;
5040 glDisableWINE = glDisable;
5042 /* For now only one default adapter */
5044 struct wined3d_adapter *adapter = &This->adapters[0];
5045 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5046 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5050 WineD3D_PixelFormat *cfgs;
5051 DISPLAY_DEVICEW DisplayDevice;
5054 TRACE("Initializing default adapter\n");
5055 adapter->ordinal = 0;
5056 adapter->monitorPoint.x = -1;
5057 adapter->monitorPoint.y = -1;
5059 if (!AllocateLocallyUniqueId(&adapter->luid))
5061 DWORD err = GetLastError();
5062 ERR("Failed to set adapter LUID (%#x).\n", err);
5065 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5066 adapter->luid.HighPart, adapter->luid.LowPart);
5068 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5070 ERR("Failed to get a gl context for default adapter\n");
5074 ret = IWineD3DImpl_FillGLCaps(adapter);
5076 ERR("Failed to initialize gl caps for default adapter\n");
5077 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5080 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5082 ERR("Failed to init gl formats\n");
5083 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5087 hdc = fake_gl_ctx.dc;
5089 /* Use the VideoRamSize registry setting when set */
5090 if(wined3d_settings.emulated_textureram)
5091 adapter->TextureRam = wined3d_settings.emulated_textureram;
5093 adapter->TextureRam = adapter->gl_info.vidmem;
5094 adapter->UsedTextureRam = 0;
5095 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5097 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5098 DisplayDevice.cb = sizeof(DisplayDevice);
5099 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5100 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5101 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5103 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5110 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5111 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5113 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5114 cfgs = adapter->cfgs;
5115 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5116 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5117 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5118 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5119 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5120 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5121 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5122 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5123 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5124 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5125 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5127 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5129 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5134 /* Cache the pixel format */
5135 cfgs->iPixelFormat = iPixelFormat;
5136 cfgs->redSize = values[0];
5137 cfgs->greenSize = values[1];
5138 cfgs->blueSize = values[2];
5139 cfgs->alphaSize = values[3];
5140 cfgs->colorSize = values[4];
5141 cfgs->depthSize = values[5];
5142 cfgs->stencilSize = values[6];
5143 cfgs->windowDrawable = values[7];
5144 cfgs->iPixelType = values[8];
5145 cfgs->doubleBuffer = values[9];
5146 cfgs->auxBuffers = values[10];
5148 cfgs->numSamples = 0;
5149 /* Check multisample support */
5150 if (gl_info->supported[ARB_MULTISAMPLE])
5152 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5154 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5155 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5156 * value[1] = number of multi sample buffers*/
5158 cfgs->numSamples = value[1];
5162 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5163 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5164 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5165 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5166 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5172 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5173 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5174 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5176 cfgs = adapter->cfgs;
5177 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5179 PIXELFORMATDESCRIPTOR ppfd;
5181 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5185 /* We only want HW acceleration using an OpenGL ICD driver.
5186 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5187 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5189 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5191 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5195 cfgs->iPixelFormat = iPixelFormat;
5196 cfgs->redSize = ppfd.cRedBits;
5197 cfgs->greenSize = ppfd.cGreenBits;
5198 cfgs->blueSize = ppfd.cBlueBits;
5199 cfgs->alphaSize = ppfd.cAlphaBits;
5200 cfgs->colorSize = ppfd.cColorBits;
5201 cfgs->depthSize = ppfd.cDepthBits;
5202 cfgs->stencilSize = ppfd.cStencilBits;
5203 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5204 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5205 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5206 cfgs->auxBuffers = ppfd.cAuxBuffers;
5207 cfgs->numSamples = 0;
5209 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5210 "depth=%d, stencil=%d, windowDrawable=%d\n",
5211 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5212 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5213 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5218 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5221 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5223 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5224 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5229 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5230 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5231 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5232 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5233 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5234 * driver is allowed to consume more bits EXCEPT for stencil bits.
5236 * Mark an adapter with this broken stencil behavior.
5238 adapter->brokenStencil = TRUE;
5239 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5241 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5242 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5243 adapter->brokenStencil = FALSE;
5248 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5250 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5251 fillGLAttribFuncs(&adapter->gl_info);
5252 adapter->opengl = TRUE;
5254 This->adapter_count = 1;
5255 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5260 /* Initialize an adapter for ddraw-only memory counting */
5261 memset(This->adapters, 0, sizeof(This->adapters));
5262 This->adapters[0].ordinal = 0;
5263 This->adapters[0].opengl = FALSE;
5264 This->adapters[0].monitorPoint.x = -1;
5265 This->adapters[0].monitorPoint.y = -1;
5267 This->adapters[0].driver_info.name = "Display";
5268 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5269 if(wined3d_settings.emulated_textureram) {
5270 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5272 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5275 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5277 This->adapter_count = 1;
5281 /**********************************************************
5282 * IWineD3D VTbl follows
5283 **********************************************************/
5285 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5288 IWineD3DImpl_QueryInterface,
5289 IWineD3DImpl_AddRef,
5290 IWineD3DImpl_Release,
5292 IWineD3DImpl_GetParent,
5293 IWineD3DImpl_GetAdapterCount,
5294 IWineD3DImpl_RegisterSoftwareDevice,
5295 IWineD3DImpl_GetAdapterMonitor,
5296 IWineD3DImpl_GetAdapterModeCount,
5297 IWineD3DImpl_EnumAdapterModes,
5298 IWineD3DImpl_GetAdapterDisplayMode,
5299 IWineD3DImpl_GetAdapterIdentifier,
5300 IWineD3DImpl_CheckDeviceMultiSampleType,
5301 IWineD3DImpl_CheckDepthStencilMatch,
5302 IWineD3DImpl_CheckDeviceType,
5303 IWineD3DImpl_CheckDeviceFormat,
5304 IWineD3DImpl_CheckDeviceFormatConversion,
5305 IWineD3DImpl_GetDeviceCaps,
5306 IWineD3DImpl_CreateDevice
5309 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5311 const struct wined3d_parent_ops wined3d_null_parent_ops =
5313 wined3d_null_wined3d_object_destroyed,
5316 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5318 wined3d->lpVtbl = &IWineD3D_Vtbl;
5319 wined3d->dxVersion = version;
5321 wined3d->parent = parent;
5323 if (!InitAdapters(wined3d))
5325 WARN("Failed to initialize adapters.\n");
5328 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);