2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
31 #define GLINFO_LOCATION (*gl_info)
33 /* The d3d device ID */
34 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
36 /* Extension detection */
38 const char *extension_string;
39 GL_SupportedExt extension;
43 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
44 {"GL_APPLE_fence", APPLE_FENCE, 0 },
45 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
46 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
50 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
51 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
52 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
53 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
54 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
57 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
58 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
59 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
60 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
61 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
62 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
63 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
64 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 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_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
73 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
74 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
75 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
76 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
77 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
78 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
79 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
80 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
81 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
82 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
83 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
84 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
85 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
86 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
87 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
88 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
89 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
92 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
93 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
94 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
95 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
96 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
97 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
98 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
101 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
102 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
103 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
104 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
105 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
106 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
107 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
108 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
109 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
110 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
111 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
112 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
113 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
114 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
115 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
116 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
117 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
118 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
119 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
122 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
123 {"GL_NV_fence", NV_FENCE, 0 },
124 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
125 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
126 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
127 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
128 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
129 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
130 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
131 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
132 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
133 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
134 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
135 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
136 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
137 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
138 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
139 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
145 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
148 /**********************************************************
149 * Utility functions follow
150 **********************************************************/
152 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
153 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
154 WINED3DDEVTYPE DeviceType);
155 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
156 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
159 const int minLookup[MAX_LOOKUPS] =
161 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
164 const int maxLookup[MAX_LOOKUPS] =
166 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
169 DWORD *stateLookup[MAX_LOOKUPS];
171 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
172 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
180 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
181 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
183 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
186 /* drawStridedSlow attributes */
187 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
188 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
189 glAttribFunc specular_func_3ubv;
190 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
191 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
192 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
195 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
196 * i.e., there is no GL Context - Get a default rendering context to enable the
197 * function query some info from GL.
200 static int wined3d_fake_gl_context_ref = 0;
201 static BOOL wined3d_fake_gl_context_foreign;
202 static BOOL wined3d_fake_gl_context_available = FALSE;
203 static HDC wined3d_fake_gl_context_hdc = NULL;
204 static HWND wined3d_fake_gl_context_hwnd = NULL;
206 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
207 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
209 0, 0, &wined3d_fake_gl_context_cs,
210 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
211 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
212 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
214 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
216 static void WineD3D_ReleaseFakeGLContext(void) {
219 EnterCriticalSection(&wined3d_fake_gl_context_cs);
221 if(!wined3d_fake_gl_context_available) {
222 TRACE_(d3d_caps)("context not available\n");
223 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
227 glCtx = pwglGetCurrentContext();
229 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
230 if (0 == (--wined3d_fake_gl_context_ref) ) {
231 if(!wined3d_fake_gl_context_foreign && glCtx) {
232 TRACE_(d3d_caps)("destroying fake GL context\n");
233 if (!pwglMakeCurrent(NULL, NULL))
235 ERR("Failed to disable fake GL context.\n");
237 pwglDeleteContext(glCtx);
239 if(wined3d_fake_gl_context_hdc)
240 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
241 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
242 if(wined3d_fake_gl_context_hwnd)
243 DestroyWindow(wined3d_fake_gl_context_hwnd);
244 wined3d_fake_gl_context_hwnd = NULL;
245 wined3d_fake_gl_context_available = FALSE;
248 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
251 static BOOL WineD3D_CreateFakeGLContext(void) {
254 EnterCriticalSection(&wined3d_fake_gl_context_cs);
256 TRACE("getting context...\n");
257 if(wined3d_fake_gl_context_ref > 0) goto ret;
259 wined3d_fake_gl_context_foreign = TRUE;
261 glCtx = pwglGetCurrentContext();
263 PIXELFORMATDESCRIPTOR pfd;
266 wined3d_fake_gl_context_foreign = FALSE;
268 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
269 wined3d_fake_gl_context_hwnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
270 if(!wined3d_fake_gl_context_hwnd) {
271 ERR("HWND creation failed!\n");
274 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
275 if(!wined3d_fake_gl_context_hdc) {
276 ERR("GetDC failed!\n");
280 /* PixelFormat selection */
281 ZeroMemory(&pfd, sizeof(pfd));
282 pfd.nSize = sizeof(pfd);
284 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
285 pfd.iPixelType = PFD_TYPE_RGBA;
287 pfd.iLayerType = PFD_MAIN_PLANE;
289 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
291 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
292 ERR("Can't find a suitable iPixelFormat\n");
295 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
296 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
298 /* Create a GL context */
299 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
301 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
305 /* Make it the current GL context */
306 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
307 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
313 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
314 wined3d_fake_gl_context_ref++;
315 wined3d_fake_gl_context_available = TRUE;
316 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
319 if(wined3d_fake_gl_context_hdc)
320 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
321 wined3d_fake_gl_context_hdc = NULL;
322 if(wined3d_fake_gl_context_hwnd)
323 DestroyWindow(wined3d_fake_gl_context_hwnd);
324 wined3d_fake_gl_context_hwnd = NULL;
325 if(glCtx) pwglDeleteContext(glCtx);
326 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
330 /* Adjust the amount of used texture memory */
331 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
332 struct WineD3DAdapter *adapter = D3DDevice->adapter;
334 adapter->UsedTextureRam += glram;
335 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
336 return adapter->UsedTextureRam;
339 /**********************************************************
340 * IUnknown parts follows
341 **********************************************************/
343 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
345 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
347 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
348 if (IsEqualGUID(riid, &IID_IUnknown)
349 || IsEqualGUID(riid, &IID_IWineD3DBase)
350 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
351 IUnknown_AddRef(iface);
356 return E_NOINTERFACE;
359 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
360 IWineD3DImpl *This = (IWineD3DImpl *)iface;
361 ULONG refCount = InterlockedIncrement(&This->ref);
363 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
367 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
368 IWineD3DImpl *This = (IWineD3DImpl *)iface;
370 TRACE("(%p) : Releasing from %d\n", This, This->ref);
371 ref = InterlockedDecrement(&This->ref);
375 for (i = 0; i < This->adapter_count; ++i)
377 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
379 HeapFree(GetProcessHeap(), 0, This);
385 /* Set the shader type for this device, depending on the given capabilities,
386 * the device type, and the user preferences in wined3d_settings */
388 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
390 if (wined3d_settings.vs_mode == VS_NONE) {
391 *vs_selected = SHADER_NONE;
392 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
393 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
394 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
395 * shaders only on this card. */
396 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
397 *vs_selected = SHADER_ARB;
399 *vs_selected = SHADER_GLSL;
400 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
401 *vs_selected = SHADER_ARB;
403 *vs_selected = SHADER_NONE;
406 if (wined3d_settings.ps_mode == PS_NONE) {
407 *ps_selected = SHADER_NONE;
408 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
409 *ps_selected = SHADER_GLSL;
410 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
411 *ps_selected = SHADER_ARB;
412 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
413 *ps_selected = SHADER_ATI;
415 *ps_selected = SHADER_NONE;
419 /** Select the number of report maximum shader constants based on the selected shader modes */
420 static void select_shader_max_constants(
421 int ps_selected_mode,
422 int vs_selected_mode,
423 WineD3D_GL_Info *gl_info) {
425 switch (vs_selected_mode) {
427 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
430 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
433 gl_info->max_vshader_constantsF = 0;
437 switch (ps_selected_mode) {
439 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
442 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
445 gl_info->max_pshader_constantsF = 0;
450 /**********************************************************
451 * IWineD3D parts follows
452 **********************************************************/
454 /* GL locking is done by the caller */
455 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
459 const char *testcode =
461 "PARAM C[66] = { program.env[0..65] };\n"
463 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
464 "ARL A0.x, zero.x;\n"
465 "MOV result.position, C[A0.x + 65];\n"
469 GL_EXTCALL(glGenProgramsARB(1, &prog));
471 ERR("Failed to create an ARB offset limit test program\n");
473 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
474 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
475 strlen(testcode), testcode));
476 if(glGetError() != 0) {
477 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
478 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
480 } else TRACE("OpenGL implementation allows offsets > 63\n");
482 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
483 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
484 checkGLcall("ARB vp offset limit test cleanup\n");
489 static DWORD ver_for_ext(GL_SupportedExt ext)
492 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
493 if(EXTENSION_MAP[i].extension == ext) {
494 return EXTENSION_MAP[i].version;
500 /* Context activation is done by the caller. */
501 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
502 const char *GL_Extensions = NULL;
503 const char *WGL_Extensions = NULL;
504 const char *gl_string = NULL;
505 const char *gl_string_cursor = NULL;
507 GLfloat gl_floatv[2];
508 int major = 1, minor = 0;
509 BOOL return_value = TRUE;
512 unsigned int vidmem=0;
514 TRACE_(d3d_caps)("(%p)\n", gl_info);
518 gl_string = (const char *) glGetString(GL_RENDERER);
519 if (!gl_string) gl_string = "None";
520 strcpy(gl_info->gl_renderer, gl_string);
522 gl_string = (const char *) glGetString(GL_VENDOR);
523 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
524 if (gl_string != NULL) {
525 /* Fill in the GL vendor */
526 if (strstr(gl_string, "NVIDIA")) {
527 gl_info->gl_vendor = VENDOR_NVIDIA;
528 } else if (strstr(gl_string, "ATI")) {
529 gl_info->gl_vendor = VENDOR_ATI;
530 } else if (strstr(gl_string, "Intel(R)") ||
531 strstr(gl_info->gl_renderer, "Intel(R)") ||
532 strstr(gl_string, "Intel Inc.")) {
533 gl_info->gl_vendor = VENDOR_INTEL;
534 } else if (strstr(gl_string, "Mesa")) {
535 gl_info->gl_vendor = VENDOR_MESA;
537 gl_info->gl_vendor = VENDOR_WINE;
540 gl_info->gl_vendor = VENDOR_WINE;
544 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
546 /* Parse the GL_VERSION field into major and minor information */
547 gl_string = (const char *) glGetString(GL_VERSION);
548 if (gl_string != NULL) {
550 /* First, parse the generic opengl version. This is supposed not to be convoluted with
551 * driver specific information
553 gl_string_cursor = gl_string;
554 major = atoi(gl_string_cursor);
556 ERR("Invalid opengl major version: %d\n", major);
558 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
561 if (*gl_string_cursor++ != '.') {
562 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
564 minor = atoi(gl_string_cursor);
565 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
566 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
568 /* Now parse the driver specific string which we'll report to the app */
569 switch (gl_info->gl_vendor) {
571 gl_string_cursor = strstr(gl_string, "NVIDIA");
572 if (!gl_string_cursor) {
573 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
577 gl_string_cursor = strstr(gl_string_cursor, " ");
578 if (!gl_string_cursor) {
579 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
583 while (*gl_string_cursor == ' ') {
587 if (!*gl_string_cursor) {
588 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
592 major = atoi(gl_string_cursor);
593 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
597 if (*gl_string_cursor++ != '.') {
598 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
602 minor = atoi(gl_string_cursor);
603 minor = major*100+minor;
610 gl_string_cursor = strchr(gl_string, '-');
611 if (gl_string_cursor) {
614 /* Check if version number is of the form x.y.z */
615 if ( *gl_string_cursor < '0' || *gl_string_cursor > '9'
616 || *(gl_string_cursor+1) != '.'
617 || *(gl_string_cursor+2) < '0' || *(gl_string_cursor+2) > '9'
618 || *(gl_string_cursor+3) != '.'
619 || *(gl_string_cursor+4) < '0' || *(gl_string_cursor+4) > '9' )
620 /* Mark version number as malformed */
621 gl_string_cursor = 0;
624 if (!gl_string_cursor)
625 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
627 major = *gl_string_cursor - '0';
628 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
633 /* Apple and Mesa version strings look differently, but both provide intel drivers */
634 if(strstr(gl_string, "APPLE")) {
635 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
636 * We only need the first part, and use the APPLE as identification
639 gl_string_cursor = gl_string;
640 major = atoi(gl_string_cursor);
641 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
645 if (*gl_string_cursor++ != '.') {
646 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
650 minor = atoi(gl_string_cursor);
655 gl_string_cursor = strstr(gl_string, "Mesa");
656 gl_string_cursor = strstr(gl_string_cursor, " ");
657 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
658 if (*gl_string_cursor) {
662 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
663 tmp[cursor++] = *gl_string_cursor;
669 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
673 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
674 tmp[cursor++] = *gl_string_cursor;
686 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
687 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
688 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
689 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
691 FIXME("OpenGL driver did not return version information\n");
692 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
693 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
696 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
699 * Initialize openGL extension related variables
700 * with Default values
702 memset(gl_info->supported, 0, sizeof(gl_info->supported));
703 gl_info->max_buffers = 1;
704 gl_info->max_textures = 1;
705 gl_info->max_texture_stages = 1;
706 gl_info->max_fragment_samplers = 1;
707 gl_info->max_vertex_samplers = 0;
708 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
709 gl_info->max_sampler_stages = 1;
710 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
711 gl_info->ps_arb_max_temps = 0;
712 gl_info->ps_arb_max_instructions = 0;
713 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
714 gl_info->vs_arb_max_temps = 0;
715 gl_info->vs_arb_max_instructions = 0;
716 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
717 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
718 gl_info->vs_glsl_constantsF = 0;
719 gl_info->ps_glsl_constantsF = 0;
720 gl_info->vs_arb_constantsF = 0;
721 gl_info->ps_arb_constantsF = 0;
723 /* Retrieve opengl defaults */
724 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
725 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
726 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
728 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
729 gl_info->max_lights = gl_max;
730 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
732 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
733 gl_info->max_texture_size = gl_max;
734 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
736 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
737 gl_info->max_pointsizemin = gl_floatv[0];
738 gl_info->max_pointsize = gl_floatv[1];
739 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
741 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
742 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
743 TRACE_(d3d_caps)("GL_Extensions reported:\n");
745 if (NULL == GL_Extensions) {
746 ERR(" GL_Extensions returns NULL\n");
748 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
750 while (*GL_Extensions != 0x00) {
755 while (isspace(*GL_Extensions)) GL_Extensions++;
756 Start = GL_Extensions;
757 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
761 len = GL_Extensions - Start;
762 if (len == 0 || len >= sizeof(ThisExtn))
765 memcpy(ThisExtn, Start, len);
766 ThisExtn[len] = '\0';
767 TRACE_(d3d_caps)("- %s\n", ThisExtn);
769 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
770 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
771 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
772 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
780 /* Now work out what GL support this card really has */
781 #define USE_GL_FUNC(type, pfn, ext, replace) { \
782 DWORD ver = ver_for_ext(ext); \
783 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
784 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
785 else gl_info->pfn = NULL; \
790 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
795 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
796 * loading the functions, otherwise the code above will load the extension entry points instead of the
797 * core functions, which may not work
799 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
800 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
801 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
802 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
803 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
807 if (gl_info->supported[APPLE_FENCE]) {
808 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
809 * The apple extension interacts with some other apple exts. Disable the NV
810 * extension if the apple one is support to prevent confusion in other parts
813 gl_info->supported[NV_FENCE] = FALSE;
815 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
816 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
818 * The enums are the same:
819 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
820 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
821 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
822 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
823 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
825 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
826 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
827 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
829 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
830 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
831 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
834 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
835 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
836 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
838 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
839 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
840 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
841 * are supported. The nv extensions provide the same functionality as the
842 * ATI one, and a bit more(signed pixelformats)
844 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
847 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
848 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
849 gl_info->max_buffers = gl_max;
850 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
852 if (gl_info->supported[ARB_MULTITEXTURE]) {
853 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
854 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
855 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
857 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
859 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
860 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
862 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
864 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
866 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
868 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
869 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
871 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
873 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
875 if (gl_info->supported[ARB_VERTEX_SHADER]) {
877 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
878 gl_info->max_vertex_samplers = tmp;
879 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
880 gl_info->max_combined_samplers = tmp;
882 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
883 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
884 * an issue because then the sampler setup only depends on the two shaders. If a pixel
885 * shader is used with fixed function vertex processing we're fine too because fixed function
886 * vertex processing doesn't use any samplers. If fixed function fragment processing is
887 * used we have to make sure that all vertex sampler setups are valid together with all
888 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
889 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
890 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
891 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
892 * a fixed function pipeline anymore.
894 * So this is just a check to check that our assumption holds true. If not, write a warning
895 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
897 if(gl_info->max_vertex_samplers && gl_info->max_combined_samplers < 12 &&
898 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
899 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
900 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
901 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
902 if( gl_info->max_combined_samplers > MAX_TEXTURES )
903 gl_info->max_vertex_samplers =
904 gl_info->max_combined_samplers - MAX_TEXTURES;
906 gl_info->max_vertex_samplers = 0;
909 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
911 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
912 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
914 if (gl_info->supported[ARB_VERTEX_BLEND]) {
915 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
916 gl_info->max_blends = gl_max;
917 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
919 if (gl_info->supported[EXT_TEXTURE3D]) {
920 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
921 gl_info->max_texture3d_size = gl_max;
922 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
924 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
925 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
926 gl_info->max_anisotropy = gl_max;
927 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
929 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
930 gl_info->ps_arb_version = PS_VERSION_11;
931 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
932 gl_info->ps_arb_constantsF = gl_max;
933 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
934 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
935 gl_info->ps_arb_max_temps = gl_max;
936 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
937 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
938 gl_info->ps_arb_max_instructions = gl_max;
939 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
941 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
942 gl_info->vs_arb_version = VS_VERSION_11;
943 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
944 gl_info->vs_arb_constantsF = gl_max;
945 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
946 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
947 gl_info->vs_arb_max_temps = gl_max;
948 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
949 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
950 gl_info->vs_arb_max_instructions = gl_max;
951 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
953 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
955 if (gl_info->supported[ARB_VERTEX_SHADER]) {
956 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
957 gl_info->vs_glsl_constantsF = gl_max / 4;
958 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
960 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
961 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
962 gl_info->ps_glsl_constantsF = gl_max / 4;
963 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
964 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
965 gl_info->max_glsl_varyings = gl_max;
966 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
968 if (gl_info->supported[EXT_VERTEX_SHADER]) {
969 gl_info->vs_ati_version = VS_VERSION_11;
971 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
972 gl_info->vs_nv_version = VS_VERSION_30;
973 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
974 gl_info->vs_nv_version = VS_VERSION_20;
975 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
976 gl_info->vs_nv_version = VS_VERSION_11;
977 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
978 gl_info->vs_nv_version = VS_VERSION_10;
980 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
981 gl_info->ps_nv_version = PS_VERSION_30;
982 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
983 gl_info->ps_nv_version = PS_VERSION_20;
985 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
986 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
988 gl_info->max_shininess = 128.0;
990 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
991 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
992 * This saves a few redundant glDisable calls
994 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
996 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
997 /* Disable NV_register_combiners and fragment shader if this is supported.
998 * generally the NV extensions are preferred over the ATI ones, and this
999 * extension is disabled if register_combiners and texture_shader2 are both
1000 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1001 * fragment processing support
1003 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1004 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1005 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1006 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1007 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1009 if(gl_info->supported[NV_HALF_FLOAT]) {
1010 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float */
1011 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
1013 if(gl_info->supported[ARB_POINT_SPRITE]) {
1014 gl_info->max_point_sprite_units = gl_info->max_textures;
1016 gl_info->max_point_sprite_units = 0;
1019 checkGLcall("extension detection\n");
1021 /* In some cases the number of texture stages can be larger than the number
1022 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1023 * shaders), but 8 texture stages (register combiners). */
1024 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1026 /* We can only use ORM_FBO when the hardware supports it. */
1027 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1028 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to backbuffer offscreen rendering mode.\n");
1029 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1032 /* MRTs are currently only supported when FBOs are used. */
1033 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1034 gl_info->max_buffers = 1;
1037 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1038 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1039 * in case of the latest videocards in the number of pixel/vertex pipelines.
1041 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1042 * rendering. Various games use this information to get a rough estimation of the features of the card
1043 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1044 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1045 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1048 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1049 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1050 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1051 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1052 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1053 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1054 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1057 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1058 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1059 * similar 3d features.
1061 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1062 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1063 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1064 * won't pass we return a default card. This way is better than maintaining a full card database as even
1065 * without a full database we can return a card with similar features. Second the size of the database
1066 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1067 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1068 * to distinguishes between different models from that family.
1070 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1071 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1072 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1073 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1074 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1075 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1076 * memory behind our backs if really needed.
1077 * Note that the amount of video memory can be overruled using a registry setting.
1079 switch (gl_info->gl_vendor) {
1081 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1082 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1084 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1085 /* Geforce 200 - highend */
1086 if(strstr(gl_info->gl_renderer, "GTX 280") ||
1087 strstr(gl_info->gl_renderer, "GTX 285") ||
1088 strstr(gl_info->gl_renderer, "GTX 295"))
1090 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1093 /* Geforce 200 - midend high */
1094 if(strstr(gl_info->gl_renderer, "GTX 275")) {
1095 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1098 /* Geforce 200 - midend */
1099 if(strstr(gl_info->gl_renderer, "GTX 260")) {
1100 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
1103 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1104 else if(strstr(gl_info->gl_renderer, "9800") ||
1105 strstr(gl_info->gl_renderer, "GTS 150") ||
1106 strstr(gl_info->gl_renderer, "GTS 250"))
1108 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1111 /* Geforce9 - midend */
1112 else if(strstr(gl_info->gl_renderer, "9600")) {
1113 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1114 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1116 /* Geforce9 - midend low / Geforce 200 - low*/
1117 else if(strstr(gl_info->gl_renderer, "9500") ||
1118 strstr(gl_info->gl_renderer, "GT 120") ||
1119 strstr(gl_info->gl_renderer, "GT 130"))
1121 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
1122 vidmem = 256; /* The 9500GT has 256-1024MB */
1124 /* Geforce9 - lowend */
1125 else if(strstr(gl_info->gl_renderer, "9400")) {
1126 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
1127 vidmem = 256; /* The 9400GT has 256-1024MB */
1129 /* Geforce9 - lowend low */
1130 else if(strstr(gl_info->gl_renderer, "9100") ||
1131 strstr(gl_info->gl_renderer, "9200") ||
1132 strstr(gl_info->gl_renderer, "9300") ||
1133 strstr(gl_info->gl_renderer, "G 100"))
1135 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
1136 vidmem = 256; /* The 9100-9300 cards have 256MB */
1138 /* Geforce8 - highend */
1139 else if (strstr(gl_info->gl_renderer, "8800")) {
1140 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1141 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1143 /* Geforce8 - midend mobile */
1144 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1145 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1148 /* Geforce8 - midend */
1149 else if(strstr(gl_info->gl_renderer, "8600") ||
1150 strstr(gl_info->gl_renderer, "8700"))
1152 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1155 /* Geforce8 - lowend */
1156 else if(strstr(gl_info->gl_renderer, "8300") ||
1157 strstr(gl_info->gl_renderer, "8400") ||
1158 strstr(gl_info->gl_renderer, "8500"))
1160 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1161 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1163 /* Geforce7 - highend */
1164 else if(strstr(gl_info->gl_renderer, "7800") ||
1165 strstr(gl_info->gl_renderer, "7900") ||
1166 strstr(gl_info->gl_renderer, "7950") ||
1167 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1168 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1170 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1171 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1173 /* Geforce7 midend */
1174 else if(strstr(gl_info->gl_renderer, "7600") ||
1175 strstr(gl_info->gl_renderer, "7700")) {
1176 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1177 vidmem = 256; /* The 7600 uses 256-512MB */
1178 /* Geforce7 lower medium */
1179 } else if(strstr(gl_info->gl_renderer, "7400")) {
1180 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1181 vidmem = 256; /* The 7400 uses 256-512MB */
1183 /* Geforce7 lowend */
1184 else if(strstr(gl_info->gl_renderer, "7300")) {
1185 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1186 vidmem = 256; /* Mac Pros with this card have 256 MB */
1188 /* Geforce6 highend */
1189 else if(strstr(gl_info->gl_renderer, "6800"))
1191 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1192 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1194 /* Geforce6 - midend */
1195 else if(strstr(gl_info->gl_renderer, "6600") ||
1196 strstr(gl_info->gl_renderer, "6610") ||
1197 strstr(gl_info->gl_renderer, "6700"))
1199 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1200 vidmem = 128; /* A 6600GT has 128-256MB */
1202 /* Geforce6/7 lowend */
1204 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1207 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1208 /* GeforceFX - highend */
1209 if (strstr(gl_info->gl_renderer, "5800") ||
1210 strstr(gl_info->gl_renderer, "5900") ||
1211 strstr(gl_info->gl_renderer, "5950") ||
1212 strstr(gl_info->gl_renderer, "Quadro FX"))
1214 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1215 vidmem = 256; /* 5800-5900 cards use 256MB */
1217 /* GeforceFX - midend */
1218 else if(strstr(gl_info->gl_renderer, "5600") ||
1219 strstr(gl_info->gl_renderer, "5650") ||
1220 strstr(gl_info->gl_renderer, "5700") ||
1221 strstr(gl_info->gl_renderer, "5750"))
1223 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1224 vidmem = 128; /* A 5600 uses 128-256MB */
1226 /* GeforceFX - lowend */
1228 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1229 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1231 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1232 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1233 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1234 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1237 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1238 vidmem = 64; /* Geforce3 cards have 64-128MB */
1240 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1241 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1242 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1243 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1245 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1246 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1247 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1249 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1250 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1251 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1254 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1255 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1258 if (strstr(gl_info->gl_renderer, "TNT2")) {
1259 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1260 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1263 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1264 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1269 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1271 * beware: renderer string do not match exact card model,
1272 * eg HD 4800 is returned for multiple card, even for RV790 based one
1274 if(WINE_D3D9_CAPABLE(gl_info)) {
1275 /* Radeon R7xx HD4800 - highend */
1276 if (strstr(gl_info->gl_renderer, "HD 4800") || /* Radeon RV7xx HD48xx generic renderer string */
1277 strstr(gl_info->gl_renderer, "HD 4830") || /* Radeon RV770 */
1278 strstr(gl_info->gl_renderer, "HD 4850") || /* Radeon RV770 */
1279 strstr(gl_info->gl_renderer, "HD 4870") || /* Radeon RV770 */
1280 strstr(gl_info->gl_renderer, "HD 4890")) /* Radeon RV790 */
1282 gl_info->gl_card = CARD_ATI_RADEON_HD4800;
1283 vidmem = 512; /* note: HD4890 cards use 1024MB */
1285 /* Radeon R740 HD4700 - midend */
1286 else if (strstr(gl_info->gl_renderer, "HD 4700") || /* Radeon RV770 */
1287 strstr(gl_info->gl_renderer, "HD 4770")) /* Radeon RV740 */
1289 gl_info->gl_card = CARD_ATI_RADEON_HD4700;
1292 /* Radeon R730 HD4600 - midend */
1293 else if (strstr(gl_info->gl_renderer, "HD 4600") || /* Radeon RV730 */
1294 strstr(gl_info->gl_renderer, "HD 4650") || /* Radeon RV730 */
1295 strstr(gl_info->gl_renderer, "HD 4670")) /* Radeon RV730 */
1297 gl_info->gl_card = CARD_ATI_RADEON_HD4600;
1300 /* Radeon R710 HD4500/HD4350 - lowend */
1301 else if (strstr(gl_info->gl_renderer, "HD 4350") || /* Radeon RV710 */
1302 strstr(gl_info->gl_renderer, "HD 4550")) /* Radeon RV710 */
1304 gl_info->gl_card = CARD_ATI_RADEON_HD4350;
1307 /* Radeon R6xx HD2900/HD3800 - highend */
1308 else if (strstr(gl_info->gl_renderer, "HD 2900") ||
1309 strstr(gl_info->gl_renderer, "HD 3870") ||
1310 strstr(gl_info->gl_renderer, "HD 3850"))
1312 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1313 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1315 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1316 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1317 strstr(gl_info->gl_renderer, "HD 3830") ||
1318 strstr(gl_info->gl_renderer, "HD 3690") ||
1319 strstr(gl_info->gl_renderer, "HD 3650"))
1321 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1322 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1324 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1325 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1326 strstr(gl_info->gl_renderer, "HD 2400") ||
1327 strstr(gl_info->gl_renderer, "HD 3470") ||
1328 strstr(gl_info->gl_renderer, "HD 3450") ||
1329 strstr(gl_info->gl_renderer, "HD 3430") ||
1330 strstr(gl_info->gl_renderer, "HD 3400"))
1332 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1333 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1335 /* Radeon R6xx/R7xx integrated */
1336 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1337 strstr(gl_info->gl_renderer, "HD 3200") ||
1338 strstr(gl_info->gl_renderer, "HD 3300"))
1340 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1341 vidmem = 128; /* 128MB */
1344 else if (strstr(gl_info->gl_renderer, "X1600") ||
1345 strstr(gl_info->gl_renderer, "X1650") ||
1346 strstr(gl_info->gl_renderer, "X1800") ||
1347 strstr(gl_info->gl_renderer, "X1900") ||
1348 strstr(gl_info->gl_renderer, "X1950"))
1350 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1351 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1353 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1354 else if(strstr(gl_info->gl_renderer, "X700") ||
1355 strstr(gl_info->gl_renderer, "X800") ||
1356 strstr(gl_info->gl_renderer, "X850") ||
1357 strstr(gl_info->gl_renderer, "X1300") ||
1358 strstr(gl_info->gl_renderer, "X1400") ||
1359 strstr(gl_info->gl_renderer, "X1450") ||
1360 strstr(gl_info->gl_renderer, "X1550"))
1362 gl_info->gl_card = CARD_ATI_RADEON_X700;
1363 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1365 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1366 else if(strstr(gl_info->gl_renderer, "Radeon Xpress"))
1368 gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1369 vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1373 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1374 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1376 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1377 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1378 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1379 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1380 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1381 vidmem = 32; /* There are models with up to 64MB */
1383 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1384 vidmem = 16; /* There are 16-32MB models */
1388 if (strstr(gl_info->gl_renderer, "GMA 950") ||
1389 strstr(gl_info->gl_renderer, "945GM")) {
1390 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1391 gl_info->gl_card = CARD_INTEL_I945GM;
1393 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1394 gl_info->gl_card = CARD_INTEL_I915GM;
1395 } else if (strstr(gl_info->gl_renderer, "915G")) {
1396 gl_info->gl_card = CARD_INTEL_I915G;
1397 } else if (strstr(gl_info->gl_renderer, "865G")) {
1398 gl_info->gl_card = CARD_INTEL_I865G;
1399 } else if (strstr(gl_info->gl_renderer, "855G")) {
1400 gl_info->gl_card = CARD_INTEL_I855G;
1401 } else if (strstr(gl_info->gl_renderer, "830G")) {
1402 gl_info->gl_card = CARD_INTEL_I830G;
1404 gl_info->gl_card = CARD_INTEL_I915G;
1410 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1411 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1412 * them a good generic choice.
1414 gl_info->gl_vendor = VENDOR_NVIDIA;
1415 if(WINE_D3D9_CAPABLE(gl_info))
1416 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1417 else if(WINE_D3D8_CAPABLE(gl_info))
1418 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1419 else if(WINE_D3D7_CAPABLE(gl_info))
1420 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1421 else if(WINE_D3D6_CAPABLE(gl_info))
1422 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1424 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1426 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1428 /* If we have an estimate use it, else default to 64MB; */
1430 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1432 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1434 /* Load all the lookup tables */
1435 for (i = 0; i < MAX_LOOKUPS; i++) {
1436 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1439 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1440 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1441 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1442 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1443 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1444 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1445 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1446 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1447 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1448 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1450 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1451 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1452 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1453 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1454 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1457 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1458 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1459 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1460 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1461 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1462 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1463 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1464 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1465 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1466 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1467 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1468 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1469 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1470 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1471 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1473 /* TODO: config lookups */
1475 /* Make sure there's an active HDC else the WGL extensions will fail */
1476 hdc = pwglGetCurrentDC();
1478 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1479 if(GL_EXTCALL(wglGetExtensionsStringARB))
1480 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1482 if (NULL == WGL_Extensions) {
1483 ERR(" WGL_Extensions returns NULL\n");
1485 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1486 while (*WGL_Extensions != 0x00) {
1491 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1492 Start = WGL_Extensions;
1493 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1497 len = WGL_Extensions - Start;
1498 if (len == 0 || len >= sizeof(ThisExtn))
1501 memcpy(ThisExtn, Start, len);
1502 ThisExtn[len] = '\0';
1503 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1505 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1506 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1507 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1509 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
1510 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
1511 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
1513 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1514 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1515 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1522 return return_value;
1525 /**********************************************************
1526 * IWineD3D implementation follows
1527 **********************************************************/
1529 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1530 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1532 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
1534 return This->adapter_count;
1537 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1538 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1539 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1543 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1544 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1546 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1548 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1552 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1555 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1556 of the same bpp but different resolutions */
1558 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1559 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1560 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1561 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1563 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1567 /* TODO: Store modes per adapter and read it from the adapter structure */
1568 if (Adapter == 0) { /* Display */
1573 memset(&mode, 0, sizeof(mode));
1574 mode.dmSize = sizeof(mode);
1576 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
1581 case WINED3DFMT_UNKNOWN:
1582 /* This is for D3D8, do not enumerate P8 here */
1583 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
1586 case WINED3DFMT_X8R8G8B8:
1587 if (mode.dmBitsPerPel == 32) ++i;
1590 case WINED3DFMT_R5G6B5:
1591 if (mode.dmBitsPerPel == 16) ++i;
1595 if (mode.dmBitsPerPel == 8) ++i;
1599 /* Skip other modes as they do not match the requested format */
1604 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1607 FIXME_(d3d_caps)("Adapter not primary display\n");
1612 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1613 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1614 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1615 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1617 /* Validate the parameters as much as possible */
1618 if (NULL == pMode ||
1619 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1620 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1621 return WINED3DERR_INVALIDCALL;
1624 /* TODO: Store modes per adapter and read it from the adapter structure */
1632 ZeroMemory(&DevModeW, sizeof(DevModeW));
1633 DevModeW.dmSize = sizeof(DevModeW);
1635 /* If we are filtering to a specific format (D3D9), then need to skip
1636 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1637 just count through the ones with valid bit depths */
1638 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1641 case WINED3DFMT_UNKNOWN:
1642 /* This is D3D8. Do not enumerate P8 here */
1643 if (DevModeW.dmBitsPerPel == 32 ||
1644 DevModeW.dmBitsPerPel == 16) i++;
1646 case WINED3DFMT_X8R8G8B8:
1647 if (DevModeW.dmBitsPerPel == 32) i++;
1649 case WINED3DFMT_R5G6B5:
1650 if (DevModeW.dmBitsPerPel == 16) i++;
1653 if (DevModeW.dmBitsPerPel == 8) i++;
1656 /* Modes that don't match what we support can get an early-out */
1657 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1658 return WINED3DERR_INVALIDCALL;
1663 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1664 return WINED3DERR_INVALIDCALL;
1668 /* Now get the display mode via the calculated index */
1669 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1670 pMode->Width = DevModeW.dmPelsWidth;
1671 pMode->Height = DevModeW.dmPelsHeight;
1672 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1673 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1674 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1676 if (Format == WINED3DFMT_UNKNOWN) {
1677 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1679 pMode->Format = Format;
1682 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1683 return WINED3DERR_INVALIDCALL;
1686 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1687 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1688 DevModeW.dmBitsPerPel);
1693 FIXME_(d3d_caps)("Adapter not primary display\n");
1699 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1700 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1701 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1703 if (NULL == pMode ||
1704 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1705 return WINED3DERR_INVALIDCALL;
1708 if (Adapter == 0) { /* Display */
1712 ZeroMemory(&DevModeW, sizeof(DevModeW));
1713 DevModeW.dmSize = sizeof(DevModeW);
1715 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1716 pMode->Width = DevModeW.dmPelsWidth;
1717 pMode->Height = DevModeW.dmPelsHeight;
1718 bpp = DevModeW.dmBitsPerPel;
1719 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1720 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1722 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1725 pMode->Format = pixelformat_for_depth(bpp);
1727 FIXME_(d3d_caps)("Adapter not primary display\n");
1730 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1731 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1735 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1736 and fields being inserted in the middle, a new structure is used in place */
1737 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1738 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1739 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1741 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1743 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1744 return WINED3DERR_INVALIDCALL;
1747 /* Return the information requested */
1748 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1749 strcpy(pIdentifier->Driver, This->adapters[Adapter].driver);
1750 if(This->adapters[Adapter].gl_info.driver_description)
1751 strcpy(pIdentifier->Description, This->adapters[Adapter].gl_info.driver_description);
1752 else /* Copy default description "Direct3D HAL" */
1753 strcpy(pIdentifier->Description, This->adapters[Adapter].description);
1755 /* Note dx8 doesn't supply a DeviceName */
1756 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY1"); /* FIXME: May depend on desktop? */
1757 pIdentifier->DriverVersion->u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
1758 pIdentifier->DriverVersion->u.LowPart = This->adapters[Adapter].gl_info.driver_version;
1759 *(pIdentifier->VendorId) = This->adapters[Adapter].gl_info.gl_vendor;
1760 *(pIdentifier->DeviceId) = This->adapters[Adapter].gl_info.gl_card;
1761 *(pIdentifier->SubSysId) = 0;
1762 *(pIdentifier->Revision) = 0;
1763 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1765 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1767 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1768 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1771 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1773 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1774 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1777 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1778 *(pIdentifier->WHQLLevel) = 0;
1780 *(pIdentifier->WHQLLevel) = 1;
1786 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
1787 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1789 short redSize, greenSize, blueSize, alphaSize, colorBits;
1794 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1795 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1797 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1801 if(cfg->redSize < redSize)
1804 if(cfg->greenSize < greenSize)
1807 if(cfg->blueSize < blueSize)
1810 if(cfg->alphaSize < alphaSize)
1814 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1815 if (format_desc->format == WINED3DFMT_R16_FLOAT)
1816 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1817 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
1818 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1819 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
1820 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1821 if (format_desc->format == WINED3DFMT_R32_FLOAT)
1822 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1823 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
1824 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1825 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
1826 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1828 /* Probably a color index mode */
1835 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
1836 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1838 short depthSize, stencilSize;
1839 BOOL lockable = FALSE;
1844 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
1846 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1850 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
1853 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1854 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1855 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1856 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1859 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1860 * allow more stencil bits than requested. */
1861 if(cfg->stencilSize < stencilSize)
1867 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1868 WINED3DFORMAT AdapterFormat,
1869 WINED3DFORMAT RenderTargetFormat,
1870 WINED3DFORMAT DepthStencilFormat) {
1871 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1873 const WineD3D_PixelFormat *cfgs;
1874 const struct WineD3DAdapter *adapter;
1875 const struct GlPixelFormatDesc *rt_format_desc;
1876 const struct GlPixelFormatDesc *ds_format_desc;
1879 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1881 DeviceType, debug_d3ddevicetype(DeviceType),
1882 AdapterFormat, debug_d3dformat(AdapterFormat),
1883 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1884 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1886 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1887 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1888 return WINED3DERR_INVALIDCALL;
1891 adapter = &This->adapters[Adapter];
1892 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
1893 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
1894 cfgs = adapter->cfgs;
1895 nCfgs = adapter->nCfgs;
1896 for (it = 0; it < nCfgs; ++it) {
1897 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
1899 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
1901 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1906 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1908 return WINED3DERR_NOTAVAILABLE;
1911 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1912 WINED3DFORMAT SurfaceFormat,
1913 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1915 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1916 const struct GlPixelFormatDesc *glDesc;
1917 const struct WineD3DAdapter *adapter;
1919 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1922 DeviceType, debug_d3ddevicetype(DeviceType),
1923 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1928 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1929 return WINED3DERR_INVALIDCALL;
1932 /* TODO: handle Windowed, add more quality levels */
1934 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
1935 if(pQualityLevels) *pQualityLevels = 1;
1939 /* By default multisampling is disabled right now as it causes issues
1940 * on some Nvidia driver versions and it doesn't work well in combination
1942 if(!wined3d_settings.allow_multisampling)
1943 return WINED3DERR_NOTAVAILABLE;
1945 adapter = &This->adapters[Adapter];
1946 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
1947 if (!glDesc) return WINED3DERR_INVALIDCALL;
1949 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1951 const WineD3D_PixelFormat *cfgs;
1953 cfgs = adapter->cfgs;
1954 nCfgs = adapter->nCfgs;
1955 for(i=0; i<nCfgs; i++) {
1956 if(cfgs[i].numSamples != MultiSampleType)
1959 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
1962 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1965 *pQualityLevels = 1; /* Guess at a value! */
1969 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1970 short redSize, greenSize, blueSize, alphaSize, colorBits;
1972 const WineD3D_PixelFormat *cfgs;
1974 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1976 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1977 return WINED3DERR_NOTAVAILABLE;
1980 cfgs = adapter->cfgs;
1981 nCfgs = adapter->nCfgs;
1982 for(i=0; i<nCfgs; i++) {
1983 if(cfgs[i].numSamples != MultiSampleType)
1985 if(cfgs[i].redSize != redSize)
1987 if(cfgs[i].greenSize != greenSize)
1989 if(cfgs[i].blueSize != blueSize)
1991 if(cfgs[i].alphaSize != alphaSize)
1994 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1997 *pQualityLevels = 1; /* Guess at a value! */
2001 return WINED3DERR_NOTAVAILABLE;
2004 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2005 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
2007 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2008 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2011 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
2014 DeviceType, debug_d3ddevicetype(DeviceType),
2015 DisplayFormat, debug_d3dformat(DisplayFormat),
2016 BackBufferFormat, debug_d3dformat(BackBufferFormat),
2019 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2020 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2021 return WINED3DERR_INVALIDCALL;
2024 /* The task of this function is to check whether a certain display / backbuffer format
2025 * combination is available on the given adapter. In fullscreen mode microsoft specified
2026 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2027 * and display format should match exactly.
2028 * In windowed mode format conversion can occur and this depends on the driver. When format
2029 * conversion is done, this function should nevertheless fail and applications need to use
2030 * CheckDeviceFormatConversion.
2031 * At the moment we assume that fullscreen and windowed have the same capabilities */
2033 /* There are only 4 display formats */
2034 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
2035 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
2036 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
2037 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
2039 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2040 return WINED3DERR_NOTAVAILABLE;
2043 /* If the requested DisplayFormat is not available, don't continue */
2044 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2046 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2047 return WINED3DERR_NOTAVAILABLE;
2050 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2051 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2052 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2053 return WINED3DERR_NOTAVAILABLE;
2056 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2057 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2058 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2059 return WINED3DERR_NOTAVAILABLE;
2062 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2063 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2064 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2065 return WINED3DERR_NOTAVAILABLE;
2068 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2069 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2070 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2071 return WINED3DERR_NOTAVAILABLE;
2074 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2075 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2076 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2077 return WINED3DERR_NOTAVAILABLE;
2080 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2081 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2083 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2089 /* Check if we support bumpmapping for a format */
2090 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2091 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2093 const struct fragment_pipeline *fp;
2095 switch(format_desc->format)
2097 case WINED3DFMT_R8G8_SNORM:
2098 case WINED3DFMT_R16G16_SNORM:
2099 case WINED3DFMT_L6V5U5:
2100 case WINED3DFMT_X8L8V8U8:
2101 case WINED3DFMT_R8G8B8A8_SNORM:
2102 /* Ask the fixed function pipeline implementation if it can deal
2103 * with the conversion. If we've got a GL extension giving native
2104 * support this will be an identity conversion. */
2105 fp = select_fragment_implementation(adapter, DeviceType);
2106 if (fp->color_fixup_supported(format_desc->color_fixup))
2108 TRACE_(d3d_caps)("[OK]\n");
2111 TRACE_(d3d_caps)("[FAILED]\n");
2115 TRACE_(d3d_caps)("[FAILED]\n");
2120 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2121 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2122 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2126 /* Only allow depth/stencil formats */
2127 if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2129 /* Walk through all WGL pixel formats to find a match */
2130 for (it = 0; it < adapter->nCfgs; ++it)
2132 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2133 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2135 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2145 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2147 /* The flags entry of a format contains the filtering capability */
2148 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2153 /* Check the render target capabilities of a format */
2154 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2155 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2157 /* Filter out non-RT formats */
2158 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2160 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2161 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2163 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2164 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2166 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2167 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2169 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2170 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2171 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2172 TRACE_(d3d_caps)("[FAILED]\n");
2176 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2177 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2178 for (it = 0; it < adapter->nCfgs; ++it)
2180 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2181 &cfgs[it], check_format_desc))
2183 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2184 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2188 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2189 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2190 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2193 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2194 for (it = 0; it < adapter->nCfgs; ++it)
2196 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2197 &cfgs[it], check_format_desc))
2199 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2200 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2204 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2205 /* For now return TRUE for FBOs until we have some proper checks.
2206 * Note that this function will only be called when the format is around for texturing. */
2212 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2214 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2216 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2217 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2218 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2222 switch (format_desc->format)
2224 case WINED3DFMT_A8R8G8B8:
2225 case WINED3DFMT_X8R8G8B8:
2226 case WINED3DFMT_A4R4G4B4:
2228 case WINED3DFMT_A8L8:
2229 case WINED3DFMT_DXT1:
2230 case WINED3DFMT_DXT2:
2231 case WINED3DFMT_DXT3:
2232 case WINED3DFMT_DXT4:
2233 case WINED3DFMT_DXT5:
2234 TRACE_(d3d_caps)("[OK]\n");
2238 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2244 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2245 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2247 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2248 * doing the color fixup in shaders.
2249 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2250 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2252 int vs_selected_mode;
2253 int ps_selected_mode;
2254 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2256 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2257 TRACE_(d3d_caps)("[OK]\n");
2262 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2266 /* Check if a format support blending in combination with pixel shaders */
2267 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2268 const struct GlPixelFormatDesc *format_desc)
2270 /* The flags entry of a format contains the post pixel shader blending capability */
2271 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2276 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2278 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2279 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2280 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2281 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2282 * capability anyway.
2284 * For now lets report this on all formats, but in the future we may want to
2285 * restrict it to some should games need that
2290 /* Check if a texture format is supported on the given adapter */
2291 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2292 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2294 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2295 const shader_backend_t *shader_backend;
2296 const struct fragment_pipeline *fp;
2298 switch (format_desc->format)
2301 * supported: RGB(A) formats
2303 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2304 case WINED3DFMT_A8R8G8B8:
2305 case WINED3DFMT_X8R8G8B8:
2306 case WINED3DFMT_R5G6B5:
2307 case WINED3DFMT_X1R5G5B5:
2308 case WINED3DFMT_A1R5G5B5:
2309 case WINED3DFMT_A4R4G4B4:
2310 case WINED3DFMT_A8_UNORM:
2311 case WINED3DFMT_X4R4G4B4:
2312 case WINED3DFMT_R8G8B8A8_UNORM:
2313 case WINED3DFMT_X8B8G8R8:
2314 case WINED3DFMT_A2R10G10B10:
2315 case WINED3DFMT_R10G10B10A2_UNORM:
2316 case WINED3DFMT_R16G16_UNORM:
2317 TRACE_(d3d_caps)("[OK]\n");
2320 case WINED3DFMT_R3G3B2:
2321 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2325 * supported: Palettized
2328 TRACE_(d3d_caps)("[OK]\n");
2330 /* No Windows driver offers A8P8, so don't offer it either */
2331 case WINED3DFMT_A8P8:
2335 * Supported: (Alpha)-Luminance
2338 case WINED3DFMT_A8L8:
2339 case WINED3DFMT_L16:
2340 TRACE_(d3d_caps)("[OK]\n");
2343 /* Not supported on Windows, thus disabled */
2344 case WINED3DFMT_A4L4:
2345 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2349 * Supported: Depth/Stencil formats
2351 case WINED3DFMT_D16_LOCKABLE:
2352 case WINED3DFMT_D16_UNORM:
2353 case WINED3DFMT_D15S1:
2354 case WINED3DFMT_D24X8:
2355 case WINED3DFMT_D24X4S4:
2356 case WINED3DFMT_D24S8:
2357 case WINED3DFMT_D24FS8:
2358 case WINED3DFMT_D32:
2359 case WINED3DFMT_D32F_LOCKABLE:
2363 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2364 * GL_NV_texture_shader). Emulated by shaders
2366 case WINED3DFMT_R8G8_SNORM:
2367 case WINED3DFMT_X8L8V8U8:
2368 case WINED3DFMT_L6V5U5:
2369 case WINED3DFMT_R8G8B8A8_SNORM:
2370 case WINED3DFMT_R16G16_SNORM:
2371 /* Ask the shader backend if it can deal with the conversion. If
2372 * we've got a GL extension giving native support this will be an
2373 * identity conversion. */
2374 shader_backend = select_shader_backend(adapter, DeviceType);
2375 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2377 TRACE_(d3d_caps)("[OK]\n");
2380 TRACE_(d3d_caps)("[FAILED]\n");
2383 case WINED3DFMT_DXT1:
2384 case WINED3DFMT_DXT2:
2385 case WINED3DFMT_DXT3:
2386 case WINED3DFMT_DXT4:
2387 case WINED3DFMT_DXT5:
2388 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2389 TRACE_(d3d_caps)("[OK]\n");
2392 TRACE_(d3d_caps)("[FAILED]\n");
2397 * Odd formats - not supported
2399 case WINED3DFMT_VERTEXDATA:
2400 case WINED3DFMT_R16_UINT:
2401 case WINED3DFMT_R32_UINT:
2402 case WINED3DFMT_R16G16B16A16_SNORM:
2403 case WINED3DFMT_A2W10V10U10:
2404 case WINED3DFMT_W11V11U10:
2405 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2409 * WINED3DFMT_CxV8U8: Not supported right now
2411 case WINED3DFMT_CxV8U8:
2412 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2416 case WINED3DFMT_UYVY:
2417 case WINED3DFMT_YUY2:
2418 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2419 TRACE_(d3d_caps)("[OK]\n");
2422 TRACE_(d3d_caps)("[FAILED]\n");
2424 case WINED3DFMT_YV12:
2425 TRACE_(d3d_caps)("[FAILED]\n");
2429 case WINED3DFMT_R16G16B16A16_UNORM:
2430 case WINED3DFMT_A8R3G3B2:
2431 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2434 /* Floating point formats */
2435 case WINED3DFMT_R16_FLOAT:
2436 case WINED3DFMT_R16G16_FLOAT:
2437 case WINED3DFMT_R16G16B16A16_FLOAT:
2438 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2439 TRACE_(d3d_caps)("[OK]\n");
2442 TRACE_(d3d_caps)("[FAILED]\n");
2445 case WINED3DFMT_R32_FLOAT:
2446 case WINED3DFMT_R32G32_FLOAT:
2447 case WINED3DFMT_R32G32B32A32_FLOAT:
2448 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2449 TRACE_(d3d_caps)("[OK]\n");
2452 TRACE_(d3d_caps)("[FAILED]\n");
2455 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2456 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2457 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2458 * We can do instancing with all shader versions, but we need vertex shaders.
2460 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2461 * to enable instancing. WineD3D doesn't need that and just ignores it.
2463 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2465 case WINEMAKEFOURCC('I','N','S','T'):
2466 TRACE("ATI Instancing check hack\n");
2467 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2468 TRACE_(d3d_caps)("[OK]\n");
2471 TRACE_(d3d_caps)("[FAILED]\n");
2474 /* Some weird FOURCC formats */
2475 case WINED3DFMT_R8G8_B8G8:
2476 case WINED3DFMT_G8R8_G8B8:
2477 case WINED3DFMT_MULTI2_ARGB8:
2478 TRACE_(d3d_caps)("[FAILED]\n");
2481 /* Vendor specific formats */
2482 case WINED3DFMT_ATI2N:
2483 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2484 shader_backend = select_shader_backend(adapter, DeviceType);
2485 fp = select_fragment_implementation(adapter, DeviceType);
2486 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
2487 && fp->color_fixup_supported(format_desc->color_fixup))
2489 TRACE_(d3d_caps)("[OK]\n");
2493 TRACE_(d3d_caps)("[OK]\n");
2496 TRACE_(d3d_caps)("[FAILED]\n");
2499 case WINED3DFMT_NVHU:
2500 case WINED3DFMT_NVHS:
2501 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2502 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2503 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2504 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2505 * Applications have to deal with not having NVHS and NVHU.
2507 TRACE_(d3d_caps)("[FAILED]\n");
2510 case WINED3DFMT_UNKNOWN:
2514 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
2520 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
2521 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
2523 const struct blit_shader *blitter;
2525 if(SurfaceType == SURFACE_GDI) {
2526 switch(check_format_desc->format)
2528 case WINED3DFMT_R8G8B8:
2529 case WINED3DFMT_A8R8G8B8:
2530 case WINED3DFMT_X8R8G8B8:
2531 case WINED3DFMT_R5G6B5:
2532 case WINED3DFMT_X1R5G5B5:
2533 case WINED3DFMT_A1R5G5B5:
2534 case WINED3DFMT_A4R4G4B4:
2535 case WINED3DFMT_R3G3B2:
2536 case WINED3DFMT_A8_UNORM:
2537 case WINED3DFMT_A8R3G3B2:
2538 case WINED3DFMT_X4R4G4B4:
2539 case WINED3DFMT_R10G10B10A2_UNORM:
2540 case WINED3DFMT_R8G8B8A8_UNORM:
2541 case WINED3DFMT_X8B8G8R8:
2542 case WINED3DFMT_R16G16_UNORM:
2543 case WINED3DFMT_A2R10G10B10:
2544 case WINED3DFMT_R16G16B16A16_UNORM:
2546 TRACE_(d3d_caps)("[OK]\n");
2549 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2554 /* All format that are supported for textures are supported for surfaces as well */
2555 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
2556 /* All depth stencil formats are supported on surfaces */
2557 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
2559 /* If opengl can't process the format natively, the blitter may be able to convert it */
2560 blitter = select_blit_implementation(adapter, DeviceType);
2561 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
2563 TRACE_(d3d_caps)("[OK]\n");
2567 /* Reject other formats */
2568 TRACE_(d3d_caps)("[FAILED]\n");
2572 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2574 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2576 if (!GL_LIMITS(vertex_samplers)) {
2577 TRACE_(d3d_caps)("[FAILED]\n");
2581 switch (format_desc->format)
2583 case WINED3DFMT_R32G32B32A32_FLOAT:
2584 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2585 TRACE_(d3d_caps)("[FAILED]\n");
2588 TRACE_(d3d_caps)("[OK]\n");
2592 TRACE_(d3d_caps)("[FAILED]\n");
2598 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2599 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2600 WINED3DSURFTYPE SurfaceType) {
2601 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2602 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
2603 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2604 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
2605 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
2606 DWORD UsageCaps = 0;
2608 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2611 DeviceType, debug_d3ddevicetype(DeviceType),
2612 AdapterFormat, debug_d3dformat(AdapterFormat),
2613 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2614 RType, debug_d3dresourcetype(RType),
2615 CheckFormat, debug_d3dformat(CheckFormat));
2617 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2618 return WINED3DERR_INVALIDCALL;
2621 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2623 if(SurfaceType != SURFACE_OPENGL) {
2624 TRACE("[FAILED]\n");
2625 return WINED3DERR_NOTAVAILABLE;
2628 /* Cubetexture allows:
2629 * - D3DUSAGE_AUTOGENMIPMAP
2630 * - D3DUSAGE_DEPTHSTENCIL
2631 * - D3DUSAGE_DYNAMIC
2632 * - D3DUSAGE_NONSECURE (d3d9ex)
2633 * - D3DUSAGE_RENDERTARGET
2634 * - D3DUSAGE_SOFTWAREPROCESSING
2635 * - D3DUSAGE_QUERY_WRAPANDMIP
2637 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2638 /* Check if the texture format is around */
2639 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2641 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2642 /* Check for automatic mipmap generation support */
2643 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2644 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2646 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2647 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2651 /* Always report dynamic locking */
2652 if(Usage & WINED3DUSAGE_DYNAMIC)
2653 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2655 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2656 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2658 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2660 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2661 return WINED3DERR_NOTAVAILABLE;
2665 /* Always report software processing */
2666 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2667 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2669 /* Check QUERY_FILTER support */
2670 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2671 if (CheckFilterCapability(adapter, format_desc))
2673 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2675 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2676 return WINED3DERR_NOTAVAILABLE;
2680 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2681 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2682 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2684 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2686 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2687 return WINED3DERR_NOTAVAILABLE;
2691 /* Check QUERY_SRGBREAD support */
2692 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2693 if (CheckSrgbReadCapability(adapter, format_desc))
2695 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2697 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2698 return WINED3DERR_NOTAVAILABLE;
2702 /* Check QUERY_SRGBWRITE support */
2703 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2704 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2706 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2708 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2709 return WINED3DERR_NOTAVAILABLE;
2713 /* Check QUERY_VERTEXTEXTURE support */
2714 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2715 if (CheckVertexTextureCapability(adapter, format_desc))
2717 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2719 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2720 return WINED3DERR_NOTAVAILABLE;
2724 /* Check QUERY_WRAPANDMIP support */
2725 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2726 if (CheckWrapAndMipCapability(adapter, format_desc))
2728 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2730 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2731 return WINED3DERR_NOTAVAILABLE;
2735 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2736 return WINED3DERR_NOTAVAILABLE;
2739 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2740 return WINED3DERR_NOTAVAILABLE;
2742 } else if(RType == WINED3DRTYPE_SURFACE) {
2744 * - D3DUSAGE_DEPTHSTENCIL
2745 * - D3DUSAGE_NONSECURE (d3d9ex)
2746 * - D3DUSAGE_RENDERTARGET
2749 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
2751 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2752 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2754 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2756 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2757 return WINED3DERR_NOTAVAILABLE;
2761 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2762 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2764 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2766 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2767 return WINED3DERR_NOTAVAILABLE;
2771 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2772 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2773 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2775 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2777 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2778 return WINED3DERR_NOTAVAILABLE;
2782 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2783 return WINED3DERR_NOTAVAILABLE;
2786 } else if(RType == WINED3DRTYPE_TEXTURE) {
2788 * - D3DUSAGE_AUTOGENMIPMAP
2789 * - D3DUSAGE_DEPTHSTENCIL
2791 * - D3DUSAGE_DYNAMIC
2792 * - D3DUSAGE_NONSECURE (d3d9ex)
2793 * - D3DUSAGE_RENDERTARGET
2794 * - D3DUSAGE_SOFTWAREPROCESSING
2795 * - D3DUSAGE_TEXTAPI (d3d9ex)
2796 * - D3DUSAGE_QUERY_WRAPANDMIP
2799 if(SurfaceType != SURFACE_OPENGL) {
2800 TRACE("[FAILED]\n");
2801 return WINED3DERR_NOTAVAILABLE;
2804 /* Check if the texture format is around */
2805 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2807 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2808 /* Check for automatic mipmap generation support */
2809 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2810 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2812 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2813 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2817 /* Always report dynamic locking */
2818 if(Usage & WINED3DUSAGE_DYNAMIC)
2819 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2821 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2822 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2824 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2826 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2827 return WINED3DERR_NOTAVAILABLE;
2831 /* Always report software processing */
2832 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2833 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2835 /* Check QUERY_FILTER support */
2836 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2837 if (CheckFilterCapability(adapter, format_desc))
2839 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2841 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2842 return WINED3DERR_NOTAVAILABLE;
2846 /* Check QUERY_LEGACYBUMPMAP support */
2847 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2848 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
2850 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2852 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2853 return WINED3DERR_NOTAVAILABLE;
2857 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2858 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2859 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2861 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2863 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2864 return WINED3DERR_NOTAVAILABLE;
2868 /* Check QUERY_SRGBREAD support */
2869 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2870 if (CheckSrgbReadCapability(adapter, format_desc))
2872 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2874 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2875 return WINED3DERR_NOTAVAILABLE;
2879 /* Check QUERY_SRGBWRITE support */
2880 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2881 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2883 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2885 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2886 return WINED3DERR_NOTAVAILABLE;
2890 /* Check QUERY_VERTEXTEXTURE support */
2891 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2892 if (CheckVertexTextureCapability(adapter, format_desc))
2894 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2896 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2897 return WINED3DERR_NOTAVAILABLE;
2901 /* Check QUERY_WRAPANDMIP support */
2902 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2903 if (CheckWrapAndMipCapability(adapter, format_desc))
2905 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2907 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2908 return WINED3DERR_NOTAVAILABLE;
2912 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2913 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2915 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2917 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2918 return WINED3DERR_NOTAVAILABLE;
2922 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2923 return WINED3DERR_NOTAVAILABLE;
2925 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2926 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2927 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2929 * Volumetexture allows:
2930 * - D3DUSAGE_DYNAMIC
2931 * - D3DUSAGE_NONSECURE (d3d9ex)
2932 * - D3DUSAGE_SOFTWAREPROCESSING
2933 * - D3DUSAGE_QUERY_WRAPANDMIP
2936 if(SurfaceType != SURFACE_OPENGL) {
2937 TRACE("[FAILED]\n");
2938 return WINED3DERR_NOTAVAILABLE;
2941 /* Check volume texture and volume usage caps */
2942 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2943 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
2945 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2946 return WINED3DERR_NOTAVAILABLE;
2949 /* Always report dynamic locking */
2950 if(Usage & WINED3DUSAGE_DYNAMIC)
2951 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2953 /* Always report software processing */
2954 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2955 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2957 /* Check QUERY_FILTER support */
2958 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2959 if (CheckFilterCapability(adapter, format_desc))
2961 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2963 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2964 return WINED3DERR_NOTAVAILABLE;
2968 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2969 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2970 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2972 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2974 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2975 return WINED3DERR_NOTAVAILABLE;
2979 /* Check QUERY_SRGBREAD support */
2980 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2981 if (CheckSrgbReadCapability(adapter, format_desc))
2983 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2985 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2986 return WINED3DERR_NOTAVAILABLE;
2990 /* Check QUERY_SRGBWRITE support */
2991 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2992 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2994 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2996 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2997 return WINED3DERR_NOTAVAILABLE;
3001 /* Check QUERY_VERTEXTEXTURE support */
3002 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3003 if (CheckVertexTextureCapability(adapter, format_desc))
3005 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3007 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3008 return WINED3DERR_NOTAVAILABLE;
3012 /* Check QUERY_WRAPANDMIP support */
3013 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3014 if (CheckWrapAndMipCapability(adapter, format_desc))
3016 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3018 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3019 return WINED3DERR_NOTAVAILABLE;
3023 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3024 return WINED3DERR_NOTAVAILABLE;
3027 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3028 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3029 * app needing one of those formats, don't advertize them to avoid leading apps into
3030 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3033 switch(CheckFormat) {
3035 case WINED3DFMT_A4L4:
3036 case WINED3DFMT_R32_FLOAT:
3037 case WINED3DFMT_R16_FLOAT:
3038 case WINED3DFMT_X8L8V8U8:
3039 case WINED3DFMT_L6V5U5:
3040 case WINED3DFMT_R16G16_UNORM:
3041 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3042 return WINED3DERR_NOTAVAILABLE;
3044 case WINED3DFMT_R8G8B8A8_SNORM:
3045 case WINED3DFMT_R16G16_SNORM:
3046 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3047 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3048 return WINED3DERR_NOTAVAILABLE;
3052 case WINED3DFMT_R8G8_SNORM:
3053 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3054 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3055 return WINED3DERR_NOTAVAILABLE;
3059 case WINED3DFMT_DXT1:
3060 case WINED3DFMT_DXT2:
3061 case WINED3DFMT_DXT3:
3062 case WINED3DFMT_DXT4:
3063 case WINED3DFMT_DXT5:
3064 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3065 * compressed texture results in an error. While the D3D refrast does
3066 * support s3tc volumes, at least the nvidia windows driver does not, so
3067 * we're free not to support this format.
3069 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3070 return WINED3DERR_NOTAVAILABLE;
3073 /* Do nothing, continue with checking the format below */
3076 } else if(RType == WINED3DRTYPE_BUFFER){
3077 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3078 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3079 return WINED3DERR_NOTAVAILABLE;
3082 /* This format is nothing special and it is supported perfectly.
3083 * However, ati and nvidia driver on windows do not mark this format as
3084 * supported (tested with the dxCapsViewer) and pretending to
3085 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3086 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3087 * Enable it on dx7. It will need additional checking on dx10 when we support it.
3089 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3090 TRACE_(d3d_caps)("[FAILED]\n");
3091 return WINED3DERR_NOTAVAILABLE;
3094 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3095 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3096 * usage flags match. */
3097 if(UsageCaps == Usage) {
3099 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3100 return WINED3DOK_NOAUTOGEN;
3102 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
3103 return WINED3DERR_NOTAVAILABLE;
3107 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3108 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3109 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3111 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3114 DeviceType, debug_d3ddevicetype(DeviceType),
3115 SourceFormat, debug_d3dformat(SourceFormat),
3116 TargetFormat, debug_d3dformat(TargetFormat));
3120 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3122 const shader_backend_t *ret;
3123 int vs_selected_mode;
3124 int ps_selected_mode;
3126 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3127 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3128 ret = &glsl_shader_backend;
3129 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3130 ret = &arb_program_shader_backend;
3132 ret = &none_shader_backend;
3137 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3138 WINED3DDEVTYPE DeviceType)
3140 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3141 int vs_selected_mode;
3142 int ps_selected_mode;
3144 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3145 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3146 return &arbfp_fragment_pipeline;
3147 } else if(ps_selected_mode == SHADER_ATI) {
3148 return &atifs_fragment_pipeline;
3149 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3150 return &nvts_fragment_pipeline;
3151 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3152 return &nvrc_fragment_pipeline;
3154 return &ffp_fragment_pipeline;
3158 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3160 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3161 int vs_selected_mode;
3162 int ps_selected_mode;
3164 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3165 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3172 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3173 subset of a D3DCAPS9 structure. However, it has to come via a void *
3174 as the d3d8 interface cannot import the d3d9 header */
3175 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3177 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3178 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3179 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3180 int vs_selected_mode;
3181 int ps_selected_mode;
3182 struct shader_caps shader_caps;
3183 struct fragment_caps fragment_caps;
3184 const shader_backend_t *shader_backend;
3185 const struct fragment_pipeline *frag_pipeline = NULL;
3186 DWORD ckey_caps, blit_caps, fx_caps;
3188 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3190 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3191 return WINED3DERR_INVALIDCALL;
3194 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3196 /* This function should *not* be modifying GL caps
3197 * TODO: move the functionality where it belongs */
3198 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3200 /* ------------------------------------------------
3201 The following fields apply to both d3d8 and d3d9
3202 ------------------------------------------------ */
3203 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3204 pCaps->AdapterOrdinal = Adapter;
3207 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3208 WINED3DCAPS2_FULLSCREENGAMMA |
3209 WINED3DCAPS2_DYNAMICTEXTURES;
3210 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3211 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3214 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3215 WINED3DCAPS3_COPY_TO_VIDMEM |
3216 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3218 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3219 WINED3DPRESENT_INTERVAL_ONE;
3221 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3222 WINED3DCURSORCAPS_LOWRES;
3224 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3225 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3226 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3227 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3228 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3229 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3230 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3231 WINED3DDEVCAPS_PUREDEVICE |
3232 WINED3DDEVCAPS_HWRASTERIZATION |
3233 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3234 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3235 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3236 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3237 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3238 WINED3DDEVCAPS_RTPATCHES;
3240 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3241 WINED3DPMISCCAPS_CULLCCW |
3242 WINED3DPMISCCAPS_CULLCW |
3243 WINED3DPMISCCAPS_COLORWRITEENABLE |
3244 WINED3DPMISCCAPS_CLIPTLVERTS |
3245 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3246 WINED3DPMISCCAPS_MASKZ |
3247 WINED3DPMISCCAPS_BLENDOP |
3248 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3250 WINED3DPMISCCAPS_NULLREFERENCE
3251 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3252 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3253 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3254 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3256 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3257 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3259 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3260 WINED3DPRASTERCAPS_PAT |
3261 WINED3DPRASTERCAPS_WFOG |
3262 WINED3DPRASTERCAPS_ZFOG |
3263 WINED3DPRASTERCAPS_FOGVERTEX |
3264 WINED3DPRASTERCAPS_FOGTABLE |
3265 WINED3DPRASTERCAPS_STIPPLE |
3266 WINED3DPRASTERCAPS_SUBPIXEL |
3267 WINED3DPRASTERCAPS_ZTEST |
3268 WINED3DPRASTERCAPS_SCISSORTEST |
3269 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3270 WINED3DPRASTERCAPS_DEPTHBIAS;
3272 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3273 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3274 WINED3DPRASTERCAPS_ZBIAS |
3275 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3277 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3278 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3281 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3282 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3283 WINED3DPRASTERCAPS_ANTIALIASEDGES
3284 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3285 WINED3DPRASTERCAPS_WBUFFER */
3287 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3288 WINED3DPCMPCAPS_EQUAL |
3289 WINED3DPCMPCAPS_GREATER |
3290 WINED3DPCMPCAPS_GREATEREQUAL |
3291 WINED3DPCMPCAPS_LESS |
3292 WINED3DPCMPCAPS_LESSEQUAL |
3293 WINED3DPCMPCAPS_NEVER |
3294 WINED3DPCMPCAPS_NOTEQUAL;
3296 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3297 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3298 WINED3DPBLENDCAPS_DESTALPHA |
3299 WINED3DPBLENDCAPS_DESTCOLOR |
3300 WINED3DPBLENDCAPS_INVDESTALPHA |
3301 WINED3DPBLENDCAPS_INVDESTCOLOR |
3302 WINED3DPBLENDCAPS_INVSRCALPHA |
3303 WINED3DPBLENDCAPS_INVSRCCOLOR |
3304 WINED3DPBLENDCAPS_ONE |
3305 WINED3DPBLENDCAPS_SRCALPHA |
3306 WINED3DPBLENDCAPS_SRCALPHASAT |
3307 WINED3DPBLENDCAPS_SRCCOLOR |
3308 WINED3DPBLENDCAPS_ZERO;
3310 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3311 WINED3DPBLENDCAPS_DESTCOLOR |
3312 WINED3DPBLENDCAPS_INVDESTALPHA |
3313 WINED3DPBLENDCAPS_INVDESTCOLOR |
3314 WINED3DPBLENDCAPS_INVSRCALPHA |
3315 WINED3DPBLENDCAPS_INVSRCCOLOR |
3316 WINED3DPBLENDCAPS_ONE |
3317 WINED3DPBLENDCAPS_SRCALPHA |
3318 WINED3DPBLENDCAPS_SRCCOLOR |
3319 WINED3DPBLENDCAPS_ZERO;
3320 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3321 * according to the glBlendFunc manpage
3323 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3324 * legacy settings for srcblend only
3327 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3328 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3329 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3333 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3334 WINED3DPCMPCAPS_EQUAL |
3335 WINED3DPCMPCAPS_GREATER |
3336 WINED3DPCMPCAPS_GREATEREQUAL |
3337 WINED3DPCMPCAPS_LESS |
3338 WINED3DPCMPCAPS_LESSEQUAL |
3339 WINED3DPCMPCAPS_NEVER |
3340 WINED3DPCMPCAPS_NOTEQUAL;
3342 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3343 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3344 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3345 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3346 WINED3DPSHADECAPS_COLORFLATRGB |
3347 WINED3DPSHADECAPS_FOGFLAT |
3348 WINED3DPSHADECAPS_FOGGOURAUD |
3349 WINED3DPSHADECAPS_SPECULARFLATRGB;
3351 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3352 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3353 WINED3DPTEXTURECAPS_TRANSPARENCY |
3354 WINED3DPTEXTURECAPS_BORDER |
3355 WINED3DPTEXTURECAPS_MIPMAP |
3356 WINED3DPTEXTURECAPS_PROJECTED |
3357 WINED3DPTEXTURECAPS_PERSPECTIVE;
3359 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3360 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3361 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3364 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3365 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3366 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3367 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3370 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3371 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3372 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3373 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3377 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3378 WINED3DPTFILTERCAPS_MAGFPOINT |
3379 WINED3DPTFILTERCAPS_MINFLINEAR |
3380 WINED3DPTFILTERCAPS_MINFPOINT |
3381 WINED3DPTFILTERCAPS_MIPFLINEAR |
3382 WINED3DPTFILTERCAPS_MIPFPOINT |
3383 WINED3DPTFILTERCAPS_LINEAR |
3384 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3385 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3386 WINED3DPTFILTERCAPS_MIPLINEAR |
3387 WINED3DPTFILTERCAPS_MIPNEAREST |
3388 WINED3DPTFILTERCAPS_NEAREST;
3390 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3391 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3392 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3395 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3396 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3397 WINED3DPTFILTERCAPS_MAGFPOINT |
3398 WINED3DPTFILTERCAPS_MINFLINEAR |
3399 WINED3DPTFILTERCAPS_MINFPOINT |
3400 WINED3DPTFILTERCAPS_MIPFLINEAR |
3401 WINED3DPTFILTERCAPS_MIPFPOINT |
3402 WINED3DPTFILTERCAPS_LINEAR |
3403 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3404 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3405 WINED3DPTFILTERCAPS_MIPLINEAR |
3406 WINED3DPTFILTERCAPS_MIPNEAREST |
3407 WINED3DPTFILTERCAPS_NEAREST;
3409 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3410 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3411 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3414 pCaps->CubeTextureFilterCaps = 0;
3416 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3417 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3418 WINED3DPTFILTERCAPS_MAGFPOINT |
3419 WINED3DPTFILTERCAPS_MINFLINEAR |
3420 WINED3DPTFILTERCAPS_MINFPOINT |
3421 WINED3DPTFILTERCAPS_MIPFLINEAR |
3422 WINED3DPTFILTERCAPS_MIPFPOINT |
3423 WINED3DPTFILTERCAPS_LINEAR |
3424 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3425 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3426 WINED3DPTFILTERCAPS_MIPLINEAR |
3427 WINED3DPTFILTERCAPS_MIPNEAREST |
3428 WINED3DPTFILTERCAPS_NEAREST;
3430 pCaps->VolumeTextureFilterCaps = 0;
3432 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3433 WINED3DPTADDRESSCAPS_CLAMP |
3434 WINED3DPTADDRESSCAPS_WRAP;
3436 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3437 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3439 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3440 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3442 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3443 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3446 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3447 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3448 WINED3DPTADDRESSCAPS_CLAMP |
3449 WINED3DPTADDRESSCAPS_WRAP;
3450 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3451 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3453 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3454 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3456 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3457 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3460 pCaps->VolumeTextureAddressCaps = 0;
3462 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3463 WINED3DLINECAPS_ZTEST |
3464 WINED3DLINECAPS_BLEND |
3465 WINED3DLINECAPS_ALPHACMP |
3466 WINED3DLINECAPS_FOG;
3467 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3468 * idea how generating the smoothing alpha values works; the result is different
3471 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3472 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3474 if(GL_SUPPORT(EXT_TEXTURE3D))
3475 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3477 pCaps->MaxVolumeExtent = 0;
3479 pCaps->MaxTextureRepeat = 32768;
3480 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3481 pCaps->MaxVertexW = 1.0;
3483 pCaps->GuardBandLeft = 0;
3484 pCaps->GuardBandTop = 0;
3485 pCaps->GuardBandRight = 0;
3486 pCaps->GuardBandBottom = 0;
3488 pCaps->ExtentsAdjust = 0;
3490 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3491 WINED3DSTENCILCAPS_INCRSAT |
3492 WINED3DSTENCILCAPS_INVERT |
3493 WINED3DSTENCILCAPS_KEEP |
3494 WINED3DSTENCILCAPS_REPLACE |
3495 WINED3DSTENCILCAPS_ZERO;
3496 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3497 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3498 WINED3DSTENCILCAPS_INCR;
3500 if ( This->dxVersion > 8 &&
3501 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3502 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3503 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3506 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3508 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3509 pCaps->MaxActiveLights = GL_LIMITS(lights);
3511 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3512 pCaps->MaxVertexBlendMatrixIndex = 0;
3514 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3515 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3518 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3519 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3520 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3521 WINED3DVTXPCAPS_LOCALVIEWER |
3522 WINED3DVTXPCAPS_VERTEXFOG |
3523 WINED3DVTXPCAPS_TEXGEN;
3525 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3527 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3528 pCaps->MaxVertexIndex = 0xFFFFF;
3529 pCaps->MaxStreams = MAX_STREAMS;
3530 pCaps->MaxStreamStride = 1024;
3532 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3533 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3534 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3535 pCaps->MaxNpatchTessellationLevel = 0;
3536 pCaps->MasterAdapterOrdinal = 0;
3537 pCaps->AdapterOrdinalInGroup = 0;
3538 pCaps->NumberOfAdaptersInGroup = 1;
3540 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3542 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3543 WINED3DPTFILTERCAPS_MAGFPOINT |
3544 WINED3DPTFILTERCAPS_MINFLINEAR |
3545 WINED3DPTFILTERCAPS_MAGFLINEAR;
3546 pCaps->VertexTextureFilterCaps = 0;
3548 memset(&shader_caps, 0, sizeof(shader_caps));
3549 shader_backend = select_shader_backend(adapter, DeviceType);
3550 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3552 memset(&fragment_caps, 0, sizeof(fragment_caps));
3553 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3554 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
3556 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3557 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3559 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3560 * Ignore shader model capabilities if disabled in config
3562 if(vs_selected_mode == SHADER_NONE) {
3563 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3564 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3565 pCaps->MaxVertexShaderConst = 0;
3567 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3568 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3571 if(ps_selected_mode == SHADER_NONE) {
3572 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3573 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3574 pCaps->PixelShader1xMaxValue = 0.0;
3576 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3577 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3580 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3581 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3582 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3584 pCaps->VS20Caps = shader_caps.VS20Caps;
3585 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3586 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3587 pCaps->PS20Caps = shader_caps.PS20Caps;
3588 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3589 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3591 /* The following caps are shader specific, but they are things we cannot detect, or which
3592 * are the same among all shader models. So to avoid code duplication set the shader version
3593 * specific, but otherwise constant caps here
3595 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3596 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3597 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3598 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3599 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3600 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
3601 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3603 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3604 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
3605 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3606 pCaps->VS20Caps.Caps = 0;
3607 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3608 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
3609 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3611 pCaps->MaxVShaderInstructionsExecuted = 65535;
3612 pCaps->MaxVertexShader30InstructionSlots = 0;
3613 } else { /* VS 1.x */
3614 pCaps->VS20Caps.Caps = 0;
3615 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3616 pCaps->VS20Caps.NumTemps = 0;
3617 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3619 pCaps->MaxVShaderInstructionsExecuted = 0;
3620 pCaps->MaxVertexShader30InstructionSlots = 0;
3623 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3624 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3625 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3627 /* 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 */
3628 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3629 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3630 WINED3DPS20CAPS_PREDICATION |
3631 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3632 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3633 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3634 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
3635 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3636 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3638 pCaps->MaxPShaderInstructionsExecuted = 65535;
3639 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
3640 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3641 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3642 pCaps->PS20Caps.Caps = 0;
3643 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3644 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
3645 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3646 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3648 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3649 pCaps->MaxPixelShader30InstructionSlots = 0;
3650 } else { /* PS 1.x */
3651 pCaps->PS20Caps.Caps = 0;
3652 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3653 pCaps->PS20Caps.NumTemps = 0;
3654 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3655 pCaps->PS20Caps.NumInstructionSlots = 0;
3657 pCaps->MaxPShaderInstructionsExecuted = 0;
3658 pCaps->MaxPixelShader30InstructionSlots = 0;
3661 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3662 /* OpenGL supports all the formats below, perhaps not always
3663 * without conversion, but it supports them.
3664 * Further GLSL doesn't seem to have an official unsigned type so
3665 * don't advertise it yet as I'm not sure how we handle it.
3666 * We might need to add some clamping in the shader engine to
3668 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3669 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3670 WINED3DDTCAPS_UBYTE4N |
3671 WINED3DDTCAPS_SHORT2N |
3672 WINED3DDTCAPS_SHORT4N;
3673 if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
3674 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3675 WINED3DDTCAPS_FLOAT16_4;
3678 pCaps->DeclTypes = 0;
3680 /* Set DirectDraw helper Caps */
3681 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3682 WINEDDCKEYCAPS_SRCBLT;
3683 fx_caps = WINEDDFXCAPS_BLTALPHA |
3684 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3685 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3686 WINEDDFXCAPS_BLTROTATION90 |
3687 WINEDDFXCAPS_BLTSHRINKX |
3688 WINEDDFXCAPS_BLTSHRINKXN |
3689 WINEDDFXCAPS_BLTSHRINKY |
3690 WINEDDFXCAPS_BLTSHRINKXN |
3691 WINEDDFXCAPS_BLTSTRETCHX |
3692 WINEDDFXCAPS_BLTSTRETCHXN |
3693 WINEDDFXCAPS_BLTSTRETCHY |
3694 WINEDDFXCAPS_BLTSTRETCHYN;
3695 blit_caps = WINEDDCAPS_BLT |
3696 WINEDDCAPS_BLTCOLORFILL |
3697 WINEDDCAPS_BLTDEPTHFILL |
3698 WINEDDCAPS_BLTSTRETCH |
3699 WINEDDCAPS_CANBLTSYSMEM |
3700 WINEDDCAPS_CANCLIP |
3701 WINEDDCAPS_CANCLIPSTRETCHED |
3702 WINEDDCAPS_COLORKEY |
3703 WINEDDCAPS_COLORKEYHWASSIST |
3704 WINEDDCAPS_ALIGNBOUNDARYSRC;
3706 /* Fill the ddraw caps structure */
3707 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3708 WINEDDCAPS_PALETTE |
3710 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3711 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3712 WINEDDCAPS2_PRIMARYGAMMA |
3713 WINEDDCAPS2_WIDESURFACES |
3714 WINEDDCAPS2_CANRENDERWINDOWED;
3715 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3716 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3717 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3718 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3719 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3720 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3721 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3722 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3723 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3725 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3726 WINEDDSCAPS_BACKBUFFER |
3728 WINEDDSCAPS_FRONTBUFFER |
3729 WINEDDSCAPS_OFFSCREENPLAIN |
3730 WINEDDSCAPS_PALETTE |
3731 WINEDDSCAPS_PRIMARYSURFACE |
3732 WINEDDSCAPS_SYSTEMMEMORY |
3733 WINEDDSCAPS_VIDEOMEMORY |
3734 WINEDDSCAPS_VISIBLE;
3735 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3737 /* Set D3D caps if OpenGL is available. */
3738 if (adapter->opengl)
3740 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3741 WINEDDSCAPS_MIPMAP |
3742 WINEDDSCAPS_TEXTURE |
3743 WINEDDSCAPS_ZBUFFER;
3744 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3750 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3751 and fields being inserted in the middle, a new structure is used in place */
3752 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
3753 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
3754 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
3756 IWineD3DDeviceImpl *object = NULL;
3757 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3758 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3759 WINED3DDISPLAYMODE mode;
3760 const struct fragment_pipeline *frag_pipeline = NULL;
3762 struct fragment_caps ffp_caps;
3763 struct shader_caps shader_caps;
3766 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3767 * number and create a device without a 3D adapter for 2D only operation.
3769 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3770 return WINED3DERR_INVALIDCALL;
3773 /* Create a WineD3DDevice object */
3774 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3775 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3776 TRACE("Created WineD3DDevice object @ %p\n", object);
3777 if (NULL == object) {
3778 return WINED3DERR_OUTOFVIDEOMEMORY;
3781 /* Set up initial COM information */
3782 object->lpVtbl = &IWineD3DDevice_Vtbl;
3784 object->wineD3D = iface;
3785 object->adapter = This->adapter_count ? adapter : NULL;
3786 IWineD3D_AddRef(object->wineD3D);
3787 object->parent = parent;
3788 object->device_parent = device_parent;
3789 list_init(&object->resources);
3790 list_init(&object->shaders);
3792 if(This->dxVersion == 7) {
3793 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3795 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3797 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3799 /* Set the state up as invalid until the device is fully created */
3800 object->state = WINED3DERR_DRIVERINTERNALERROR;
3802 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3803 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3805 /* Save the creation parameters */
3806 object->createParms.AdapterOrdinal = Adapter;
3807 object->createParms.DeviceType = DeviceType;
3808 object->createParms.hFocusWindow = hFocusWindow;
3809 object->createParms.BehaviorFlags = BehaviourFlags;
3811 /* Initialize other useful values */
3812 object->adapterNo = Adapter;
3813 object->devType = DeviceType;
3815 select_shader_mode(&adapter->gl_info, DeviceType,
3816 &object->ps_selected_mode, &object->vs_selected_mode);
3817 object->shader_backend = select_shader_backend(adapter, DeviceType);
3819 memset(&shader_caps, 0, sizeof(shader_caps));
3820 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3821 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
3822 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
3823 object->vs_clipping = shader_caps.VSClipping;
3825 memset(&ffp_caps, 0, sizeof(ffp_caps));
3826 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3827 object->frag_pipe = frag_pipeline;
3828 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
3829 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3830 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3831 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
3832 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3835 IWineD3D_Release(object->wineD3D);
3836 HeapFree(GetProcessHeap(), 0, object);
3841 object->blitter = select_blit_implementation(adapter, DeviceType);
3843 /* set the state of the device to valid */
3844 object->state = WINED3D_OK;
3846 /* Get the initial screen setup for ddraw */
3847 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3849 object->ddraw_width = mode.Width;
3850 object->ddraw_height = mode.Height;
3851 object->ddraw_format = mode.Format;
3853 for(i = 0; i < PATCHMAP_SIZE; i++) {
3854 list_init(&object->patches[i]);
3857 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
3862 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3863 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3864 IUnknown_AddRef(This->parent);
3865 *pParent = This->parent;
3869 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3870 IUnknown* surfaceParent;
3871 TRACE("(%p) call back\n", pSurface);
3873 /* Now, release the parent, which will take care of cleaning up the surface for us */
3874 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3875 IUnknown_Release(surfaceParent);
3876 return IUnknown_Release(surfaceParent);
3879 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3880 IUnknown* volumeParent;
3881 TRACE("(%p) call back\n", pVolume);
3883 /* Now, release the parent, which will take care of cleaning up the volume for us */
3884 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3885 IUnknown_Release(volumeParent);
3886 return IUnknown_Release(volumeParent);
3889 static BOOL match_apple(const WineD3D_GL_Info *gl_info)
3891 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3892 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3893 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3895 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3896 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3897 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3898 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3899 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3900 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3901 * DirectDraw, not OpenGL.
3903 if(gl_info->supported[APPLE_FENCE] &&
3904 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3905 gl_info->supported[APPLE_FLUSH_RENDER] &&
3906 gl_info->supported[APPLE_YCBCR_422]) {
3907 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3908 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3911 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3912 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3917 /* Context activation is done by the caller. */
3918 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3919 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3920 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3921 * all the texture. This function detects this bug by its symptom and disables PBOs
3922 * if the test fails.
3924 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3925 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3926 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3927 * read back is compared to the original. If they are equal PBOs are assumed to work,
3928 * otherwise the PBO extension is disabled.
3930 GLuint texture, pbo;
3931 static const unsigned int pattern[] = {
3932 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3933 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3934 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3935 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3937 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3939 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3940 /* No PBO -> No point in testing them */
3946 while(glGetError());
3947 glGenTextures(1, &texture);
3948 glBindTexture(GL_TEXTURE_2D, texture);
3950 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3951 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3952 checkGLcall("Specifying the PBO test texture\n");
3954 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3955 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3956 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3957 checkGLcall("Specifying the PBO test pbo\n");
3959 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3960 checkGLcall("Loading the PBO test texture\n");
3962 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3963 glFinish(); /* just to be sure */
3965 memset(check, 0, sizeof(check));
3966 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3967 checkGLcall("Reading back the PBO test texture\n");
3969 glDeleteTextures(1, &texture);
3970 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3971 checkGLcall("PBO test cleanup\n");
3975 if(memcmp(check, pattern, sizeof(check)) != 0) {
3976 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3977 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3978 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3980 TRACE_(d3d_caps)("PBO test successful\n");
3984 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3985 * reporting a driver version is moot because we are not the Windows driver, and we have different
3986 * bugs, features, etc.
3988 * If a card is not found in this table, the gl driver version is reported
3990 struct driver_version_information {
3991 WORD vendor; /* reported PCI card vendor ID */
3992 WORD card; /* reported PCI card device ID */
3993 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
3994 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3995 WORD lopart_hi, lopart_lo; /* driver loword to report */
3998 static const struct driver_version_information driver_version_table[] = {
3999 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
4000 * 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
4001 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
4002 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
4004 * All version numbers used below are from the Linux nvidia drivers.
4006 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
4007 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
4008 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
4009 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
4010 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
4011 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 4, 3 },
4012 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 4, 3 },
4013 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 4, 3 },
4014 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7341 },
4015 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7341 },
4016 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7341 },
4017 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8044 },
4018 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8044 },
4019 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8044 },
4020 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8044 },
4021 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8044 },
4022 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8044 },
4023 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8044 },
4024 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8044 },
4025 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8044 },
4026 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8044 },
4027 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8044 },
4028 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8044 },
4029 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8044 },
4030 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8044 },
4031 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8044 },
4032 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8044 },
4033 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8044 },
4034 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8044 },
4035 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8044 },
4037 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
4038 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
4039 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
4040 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
4041 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
4042 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
4043 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
4044 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 6, 14, 10, 6764 },
4045 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 6, 14, 10, 6764 },
4046 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 6, 14, 10, 6764 },
4047 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 6, 14, 10, 6764 },
4049 /* TODO: Add information about legacy ATI hardware, Intel and other cards */
4052 static BOOL match_ati_r300_to_500(const WineD3D_GL_Info *gl_info) {
4053 if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
4054 if(gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
4055 if(gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
4056 if(gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
4060 static BOOL match_geforce5(const WineD3D_GL_Info *gl_info) {
4061 if(gl_info->gl_vendor == VENDOR_NVIDIA) {
4062 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
4069 static BOOL match_apple_intel(const WineD3D_GL_Info *gl_info) {
4070 return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info);
4073 static BOOL match_apple_nonr500ati(const WineD3D_GL_Info *gl_info) {
4074 if(!match_apple(gl_info)) return FALSE;
4075 if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
4076 if(gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
4080 static BOOL match_fglrx(const WineD3D_GL_Info *gl_info) {
4081 if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
4082 if(match_apple(gl_info)) return FALSE;
4083 if(strstr(gl_info->gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers */
4087 static BOOL match_dx10_capable(const WineD3D_GL_Info *gl_info) {
4088 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
4089 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
4090 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
4091 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
4094 * dx10 cards usually have 64 varyings
4096 return gl_info->max_glsl_varyings > 44;
4099 static void quirk_arb_constants(WineD3D_GL_Info *gl_info) {
4100 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL\n", gl_info->vs_arb_constantsF);
4101 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
4102 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL\n", gl_info->ps_arb_constantsF);
4103 gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
4106 static void quirk_apple_glsl_constants(WineD3D_GL_Info *gl_info) {
4107 quirk_arb_constants(gl_info);
4108 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
4109 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
4110 * allow 48 different offsets or other helper immediate values
4112 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use\n");
4113 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
4116 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
4117 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
4118 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
4119 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
4120 * most games, but avoids the crash
4122 * A more sophisticated way would be to find all units that need texture coordinates and enable
4123 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
4124 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
4126 * Note that disabling the extension entirely does not gain predictability because there is no point
4127 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension.
4129 static void quirk_one_point_sprite(WineD3D_GL_Info *gl_info) {
4130 if(gl_info->supported[ARB_POINT_SPRITE]) {
4131 TRACE("Limiting point sprites to one texture unit\n");
4132 gl_info->max_point_sprite_units = 1;
4136 static void quirk_ati_dx9(WineD3D_GL_Info *gl_info) {
4137 quirk_arb_constants(gl_info);
4139 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
4140 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
4141 * If real NP2 textures are used, the driver falls back to software. We could just remove the
4142 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
4143 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
4144 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
4145 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
4147 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
4148 * has this extension promoted to core. The extension loading code sets this extension supported
4149 * due to that, so this code works on fglrx as well.
4151 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
4152 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4153 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
4155 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
4156 * it is generally more efficient. Reserve just 8 constants
4158 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use\n");
4159 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
4162 static void quirk_no_np2(WineD3D_GL_Info *gl_info) {
4163 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
4164 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
4165 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
4166 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
4167 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
4168 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
4170 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
4171 * triggering the software fallback. There is not much we can do here apart from disabling the
4172 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
4173 * in IWineD3DImpl_FillGLCaps).
4174 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
4175 * post-processing effects in the game "Max Payne 2").
4176 * The behaviour can be verified through a simple test app attached in bugreport #14724.
4178 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
4179 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4180 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
4183 static void quirk_texcoord_w(WineD3D_GL_Info *gl_info) {
4184 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
4185 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
4186 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
4187 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
4188 * according to the spec.
4190 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
4191 * makes the shader slower and eats instruction slots which should be available to the d3d app.
4193 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
4194 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
4195 * this workaround is activated on cards that do not need it, it won't break things, just affect
4196 * performance negatively.
4198 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
4199 gl_info->set_texcoord_w = TRUE;
4202 static void quirk_clip_varying(WineD3D_GL_Info *gl_info) {
4203 gl_info->glsl_clip_varying = TRUE;
4208 BOOL (*match)(const WineD3D_GL_Info *gl_info);
4209 void (*apply)(WineD3D_GL_Info *gl_info);
4210 const char *description;
4213 struct driver_quirk quirk_table[] = {
4215 match_ati_r300_to_500,
4217 "ATI GLSL constant and normalized texrect quirk"
4219 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
4220 * used it falls back to software. While the compiler can detect if the shader uses all declared
4221 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
4222 * using relative addressing falls back to software.
4224 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
4228 quirk_apple_glsl_constants,
4229 "Apple GLSL uniform override"
4234 "Geforce 5 NP2 disable"
4239 "Init texcoord .w for Apple Intel GPU driver"
4242 match_apple_nonr500ati,
4244 "Init texcoord .w for Apple ATI >= r600 GPU driver"
4248 quirk_one_point_sprite,
4249 "Fglrx point sprite crash workaround"
4254 "Reserved varying for gl_ClipPos"
4258 /* Context activation is done by the caller. */
4259 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
4262 for(i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); i++) {
4263 if(!quirk_table[i].match(gl_info)) continue;
4264 TRACE_(d3d_caps)("Applying driver quirk \"%s\"\n", quirk_table[i].description);
4265 quirk_table[i].apply(gl_info);
4268 /* Find out if PBOs work as they are supposed to */
4269 test_pbo_functionality(gl_info);
4271 /* Fixup the driver version */
4272 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
4273 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
4274 gl_info->gl_card == driver_version_table[i].card) {
4275 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
4277 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
4278 driver_version_table[i].lopart_lo);
4279 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
4280 driver_version_table[i].hipart_lo);
4281 strcpy(gl_info->driver_description, driver_version_table[i].description);
4287 static void WINE_GLAPI invalid_func(const void *data)
4289 ERR("Invalid vertex attribute function called\n");
4293 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4295 ERR("Invalid texcoord function called\n");
4299 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4300 * the extension detection and are used in drawStridedSlow
4302 static void WINE_GLAPI position_d3dcolor(const void *data)
4304 DWORD pos = *((const DWORD *)data);
4306 FIXME("Add a test for fixed function position from d3dcolor type\n");
4307 glVertex4s(D3DCOLOR_B_R(pos),
4313 static void WINE_GLAPI position_float4(const void *data)
4315 const GLfloat *pos = data;
4317 if (pos[3] != 0.0 && pos[3] != 1.0)
4319 float w = 1.0 / pos[3];
4321 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4329 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4331 DWORD diffuseColor = *((const DWORD *)data);
4333 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4334 D3DCOLOR_B_G(diffuseColor),
4335 D3DCOLOR_B_B(diffuseColor),
4336 D3DCOLOR_B_A(diffuseColor));
4339 static void WINE_GLAPI specular_d3dcolor(const void *data)
4341 DWORD specularColor = *((const DWORD *)data);
4342 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4343 D3DCOLOR_B_G(specularColor),
4344 D3DCOLOR_B_B(specularColor)};
4346 specular_func_3ubv(d);
4349 static void WINE_GLAPI warn_no_specular_func(const void *data)
4351 WARN("GL_EXT_secondary_color not supported\n");
4354 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4356 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4357 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4358 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4359 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4360 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4361 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4362 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4363 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4364 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4365 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4366 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4367 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4368 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4369 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4370 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4371 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4372 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4374 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4375 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4376 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4377 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4378 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4379 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4380 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4381 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4382 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4383 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4384 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4385 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4386 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4387 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4388 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4389 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4390 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4392 /* No 4 component entry points here */
4393 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4394 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4395 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4396 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4398 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4400 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4401 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4402 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4403 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4405 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4407 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4408 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4409 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4410 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4411 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4412 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4413 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4414 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4415 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4416 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4417 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4418 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4420 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4421 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4423 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4424 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4425 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4426 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4427 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4428 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4429 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4430 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4431 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4432 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4433 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4434 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4435 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4436 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4437 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4438 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4439 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4441 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4442 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4443 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4444 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4445 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4446 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4447 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4448 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4449 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4450 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4451 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4452 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4453 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4454 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4455 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4456 if (GL_SUPPORT(NV_HALF_FLOAT))
4458 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4459 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4460 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4462 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4463 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4467 BOOL InitAdapters(IWineD3DImpl *This)
4469 static HMODULE mod_gl;
4471 int ps_selected_mode, vs_selected_mode;
4473 /* No need to hold any lock. The calling library makes sure only one thread calls
4474 * wined3d simultaneously
4477 TRACE("Initializing adapters\n");
4480 #ifdef USE_WIN32_OPENGL
4481 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4482 mod_gl = LoadLibraryA("opengl32.dll");
4484 ERR("Can't load opengl32.dll!\n");
4488 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4489 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4490 mod_gl = GetModuleHandleA("gdi32.dll");
4494 /* Load WGL core functions from opengl32.dll */
4495 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4499 if(!pwglGetProcAddress) {
4500 ERR("Unable to load wglGetProcAddress!\n");
4504 /* Dynamically load all GL core functions */
4508 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4509 * otherwise because we have to use winex11.drv's override
4511 #ifdef USE_WIN32_OPENGL
4512 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4513 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4515 glFinish = (void*)pwglGetProcAddress("wglFinish");
4516 glFlush = (void*)pwglGetProcAddress("wglFlush");
4519 glEnableWINE = glEnable;
4520 glDisableWINE = glDisable;
4522 /* For now only one default adapter */
4524 struct WineD3DAdapter *adapter = &This->adapters[0];
4525 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4529 WineD3D_PixelFormat *cfgs;
4530 DISPLAY_DEVICEW DisplayDevice;
4533 TRACE("Initializing default adapter\n");
4535 adapter->monitorPoint.x = -1;
4536 adapter->monitorPoint.y = -1;
4538 if (!WineD3D_CreateFakeGLContext()) {
4539 ERR("Failed to get a gl context for default adapter\n");
4540 WineD3D_ReleaseFakeGLContext();
4544 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4546 ERR("Failed to initialize gl caps for default adapter\n");
4547 WineD3D_ReleaseFakeGLContext();
4550 ret = initPixelFormats(&adapter->gl_info);
4552 ERR("Failed to init gl formats\n");
4553 WineD3D_ReleaseFakeGLContext();
4557 hdc = pwglGetCurrentDC();
4559 ERR("Failed to get gl HDC\n");
4560 WineD3D_ReleaseFakeGLContext();
4564 adapter->driver = "Display";
4565 adapter->description = "Direct3D HAL";
4567 /* Use the VideoRamSize registry setting when set */
4568 if(wined3d_settings.emulated_textureram)
4569 adapter->TextureRam = wined3d_settings.emulated_textureram;
4571 adapter->TextureRam = adapter->gl_info.vidmem;
4572 adapter->UsedTextureRam = 0;
4573 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4575 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4576 DisplayDevice.cb = sizeof(DisplayDevice);
4577 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4578 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4579 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4581 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4588 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4589 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4591 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4592 cfgs = adapter->cfgs;
4593 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4594 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4595 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4596 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4597 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4598 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4599 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4600 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4601 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4602 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4604 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4606 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4611 /* Cache the pixel format */
4612 cfgs->iPixelFormat = iPixelFormat;
4613 cfgs->redSize = values[0];
4614 cfgs->greenSize = values[1];
4615 cfgs->blueSize = values[2];
4616 cfgs->alphaSize = values[3];
4617 cfgs->depthSize = values[4];
4618 cfgs->stencilSize = values[5];
4619 cfgs->windowDrawable = values[6];
4620 cfgs->iPixelType = values[7];
4621 cfgs->doubleBuffer = values[8];
4622 cfgs->auxBuffers = values[9];
4624 cfgs->pbufferDrawable = FALSE;
4625 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4626 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4627 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4629 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4630 cfgs->pbufferDrawable = value;
4633 cfgs->numSamples = 0;
4634 /* Check multisample support */
4635 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4636 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4638 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4639 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4640 * value[1] = number of multi sample buffers*/
4642 cfgs->numSamples = value[1];
4646 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4652 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4653 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4654 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4656 cfgs = adapter->cfgs;
4657 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4659 PIXELFORMATDESCRIPTOR ppfd;
4661 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4665 /* We only want HW acceleration using an OpenGL ICD driver.
4666 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4667 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4669 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4671 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4675 cfgs->iPixelFormat = iPixelFormat;
4676 cfgs->redSize = ppfd.cRedBits;
4677 cfgs->greenSize = ppfd.cGreenBits;
4678 cfgs->blueSize = ppfd.cBlueBits;
4679 cfgs->alphaSize = ppfd.cAlphaBits;
4680 cfgs->depthSize = ppfd.cDepthBits;
4681 cfgs->stencilSize = ppfd.cStencilBits;
4682 cfgs->pbufferDrawable = 0;
4683 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4684 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4685 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4686 cfgs->auxBuffers = ppfd.cAuxBuffers;
4687 cfgs->numSamples = 0;
4689 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4694 /* 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 */
4697 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4699 WineD3D_ReleaseFakeGLContext();
4700 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4705 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4706 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4707 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4708 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4709 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4710 * driver is allowed to consume more bits EXCEPT for stencil bits.
4712 * Mark an adapter with this broken stencil behavior.
4714 adapter->brokenStencil = TRUE;
4715 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4717 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4718 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4719 adapter->brokenStencil = FALSE;
4724 fixup_extensions(&adapter->gl_info);
4725 add_gl_compat_wrappers(&adapter->gl_info);
4727 WineD3D_ReleaseFakeGLContext();
4729 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4730 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4731 fillGLAttribFuncs(&adapter->gl_info);
4732 adapter->opengl = TRUE;
4734 This->adapter_count = 1;
4735 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4740 /* Initialize an adapter for ddraw-only memory counting */
4741 memset(This->adapters, 0, sizeof(This->adapters));
4742 This->adapters[0].num = 0;
4743 This->adapters[0].opengl = FALSE;
4744 This->adapters[0].monitorPoint.x = -1;
4745 This->adapters[0].monitorPoint.y = -1;
4747 This->adapters[0].driver = "Display";
4748 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4749 if(wined3d_settings.emulated_textureram) {
4750 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4752 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4755 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4757 This->adapter_count = 1;
4761 /**********************************************************
4762 * IWineD3D VTbl follows
4763 **********************************************************/
4765 const IWineD3DVtbl IWineD3D_Vtbl =
4768 IWineD3DImpl_QueryInterface,
4769 IWineD3DImpl_AddRef,
4770 IWineD3DImpl_Release,
4772 IWineD3DImpl_GetParent,
4773 IWineD3DImpl_GetAdapterCount,
4774 IWineD3DImpl_RegisterSoftwareDevice,
4775 IWineD3DImpl_GetAdapterMonitor,
4776 IWineD3DImpl_GetAdapterModeCount,
4777 IWineD3DImpl_EnumAdapterModes,
4778 IWineD3DImpl_GetAdapterDisplayMode,
4779 IWineD3DImpl_GetAdapterIdentifier,
4780 IWineD3DImpl_CheckDeviceMultiSampleType,
4781 IWineD3DImpl_CheckDepthStencilMatch,
4782 IWineD3DImpl_CheckDeviceType,
4783 IWineD3DImpl_CheckDeviceFormat,
4784 IWineD3DImpl_CheckDeviceFormatConversion,
4785 IWineD3DImpl_GetDeviceCaps,
4786 IWineD3DImpl_CreateDevice