2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32 #define GLINFO_LOCATION (*gl_info)
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34 #define MAKEDWORD_VERSION(maj, min) ((maj & 0xffff) << 16) | (min & 0xffff)
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
39 /* Extension detection */
41 const char *extension_string;
42 GL_SupportedExt extension;
46 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
47 {"GL_APPLE_fence", APPLE_FENCE, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
49 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
50 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
51 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
54 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
56 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
57 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
58 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
59 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
60 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
61 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
62 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
63 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
64 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_sync", ARB_SYNC, 0 },
77 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
78 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
79 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
80 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
81 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
82 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
83 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
84 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
85 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
86 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
87 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
88 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
89 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
90 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
91 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
92 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
95 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
96 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
97 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
98 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
99 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
102 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
103 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
104 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
105 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
106 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
107 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
108 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
109 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
110 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
111 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
112 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
113 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
114 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
115 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
116 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
117 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
118 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
119 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
120 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
121 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
122 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
123 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
124 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
125 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
126 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
127 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
128 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
129 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
130 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
131 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
134 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
135 {"GL_NV_fence", NV_FENCE, 0 },
136 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
137 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
138 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
139 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
140 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
141 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
142 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
143 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
144 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
145 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
146 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
147 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
148 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
149 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
150 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
151 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
152 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
153 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
156 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
159 /**********************************************************
160 * Utility functions follow
161 **********************************************************/
163 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
165 const struct min_lookup minMipLookup[] =
167 /* NONE POINT LINEAR */
168 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
169 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
170 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
173 const struct min_lookup minMipLookup_noFilter[] =
175 /* NONE POINT LINEAR */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
178 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
181 const struct min_lookup minMipLookup_noMip[] =
183 /* NONE POINT LINEAR */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
185 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
186 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
189 const GLenum magLookup[] =
191 /* NONE POINT LINEAR */
192 GL_NEAREST, GL_NEAREST, GL_LINEAR,
195 const GLenum magLookup_noFilter[] =
197 /* NONE POINT LINEAR */
198 GL_NEAREST, GL_NEAREST, GL_NEAREST,
201 /* drawStridedSlow attributes */
202 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc specular_func_3ubv;
205 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
206 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
207 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
210 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
211 * i.e., there is no GL Context - Get a default rendering context to enable the
212 * function query some info from GL.
215 struct wined3d_fake_gl_ctx
221 HGLRC restore_gl_ctx;
224 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
226 TRACE_(d3d_caps)("Destroying fake GL context.\n");
228 if (!pwglMakeCurrent(NULL, NULL))
230 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
233 if (!pwglDeleteContext(ctx->gl_ctx))
235 DWORD err = GetLastError();
236 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
239 ReleaseDC(ctx->wnd, ctx->dc);
240 DestroyWindow(ctx->wnd);
242 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
244 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
250 PIXELFORMATDESCRIPTOR pfd;
253 TRACE("getting context...\n");
255 ctx->restore_dc = pwglGetCurrentDC();
256 ctx->restore_gl_ctx = pwglGetCurrentContext();
258 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
263 ERR_(d3d_caps)("Failed to create a window.\n");
267 ctx->dc = GetDC(ctx->wnd);
270 ERR_(d3d_caps)("Failed to get a DC.\n");
274 /* PixelFormat selection */
275 ZeroMemory(&pfd, sizeof(pfd));
276 pfd.nSize = sizeof(pfd);
278 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279 pfd.iPixelType = PFD_TYPE_RGBA;
281 pfd.iLayerType = PFD_MAIN_PLANE;
283 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
286 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
290 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
293 /* Create a GL context. */
294 ctx->gl_ctx = pwglCreateContext(ctx->dc);
297 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
301 /* Make it the current GL context. */
302 if (!context_set_current(NULL))
304 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
309 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
316 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
318 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
320 if (ctx->wnd) DestroyWindow(ctx->wnd);
322 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
324 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
330 /* Adjust the amount of used texture memory */
331 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
333 struct wined3d_adapter *adapter = D3DDevice->adapter;
335 adapter->UsedTextureRam += glram;
336 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
337 return adapter->UsedTextureRam;
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
342 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
343 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
346 /**********************************************************
347 * IUnknown parts follows
348 **********************************************************/
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
352 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
354 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355 if (IsEqualGUID(riid, &IID_IUnknown)
356 || IsEqualGUID(riid, &IID_IWineD3DBase)
357 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358 IUnknown_AddRef(iface);
363 return E_NOINTERFACE;
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
368 ULONG refCount = InterlockedIncrement(&This->ref);
370 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375 IWineD3DImpl *This = (IWineD3DImpl *)iface;
377 TRACE("(%p) : Releasing from %d\n", This, This->ref);
378 ref = InterlockedDecrement(&This->ref);
382 for (i = 0; i < This->adapter_count; ++i)
384 wined3d_adapter_cleanup(&This->adapters[i]);
386 HeapFree(GetProcessHeap(), 0, This);
392 /**********************************************************
393 * IWineD3D parts follows
394 **********************************************************/
396 /* GL locking is done by the caller */
397 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
401 const char *testcode =
403 "PARAM C[66] = { program.env[0..65] };\n"
405 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
406 "ARL A0.x, zero.x;\n"
407 "MOV result.position, C[A0.x + 65];\n"
411 GL_EXTCALL(glGenProgramsARB(1, &prog));
413 ERR("Failed to create an ARB offset limit test program\n");
415 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
416 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
417 strlen(testcode), testcode));
418 if(glGetError() != 0) {
419 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
420 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
422 } else TRACE("OpenGL implementation allows offsets > 63\n");
424 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
425 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
426 checkGLcall("ARB vp offset limit test cleanup");
431 static DWORD ver_for_ext(GL_SupportedExt ext)
434 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
435 if(EXTENSION_MAP[i].extension == ext) {
436 return EXTENSION_MAP[i].version;
442 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
443 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
445 if (vendor != VENDOR_ATI) return FALSE;
446 if (device == CARD_ATI_RADEON_9500) return TRUE;
447 if (device == CARD_ATI_RADEON_X700) return TRUE;
448 if (device == CARD_ATI_RADEON_X1600) return TRUE;
452 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
453 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
455 if (vendor == VENDOR_NVIDIA)
457 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
465 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
466 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
468 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
469 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
470 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
472 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
473 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
474 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
475 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
476 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
477 * the chance that other implementations support them is rather small since Win32 QuickTime uses
478 * DirectDraw, not OpenGL. */
479 if (gl_info->supported[APPLE_FENCE]
480 && gl_info->supported[APPLE_CLIENT_STORAGE]
481 && gl_info->supported[APPLE_FLUSH_RENDER]
482 && gl_info->supported[APPLE_YCBCR_422])
492 /* Context activation is done by the caller. */
493 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
495 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
496 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
497 * all the texture. This function detects this bug by its symptom and disables PBOs
500 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
501 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
502 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
503 * read back is compared to the original. If they are equal PBOs are assumed to work,
504 * otherwise the PBO extension is disabled. */
506 static const unsigned int pattern[] =
508 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
509 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
510 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
511 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
513 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
515 /* No PBO -> No point in testing them. */
516 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
520 while (glGetError());
521 glGenTextures(1, &texture);
522 glBindTexture(GL_TEXTURE_2D, texture);
524 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
525 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
526 checkGLcall("Specifying the PBO test texture");
528 GL_EXTCALL(glGenBuffersARB(1, &pbo));
529 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
530 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
531 checkGLcall("Specifying the PBO test pbo");
533 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
534 checkGLcall("Loading the PBO test texture");
536 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
537 wglFinish(); /* just to be sure */
539 memset(check, 0, sizeof(check));
540 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
541 checkGLcall("Reading back the PBO test texture");
543 glDeleteTextures(1, &texture);
544 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
545 checkGLcall("PBO test cleanup");
549 if (memcmp(check, pattern, sizeof(check)))
551 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
552 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
553 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
557 TRACE_(d3d_caps)("PBO test successful.\n");
561 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
562 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
564 return vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer, vendor, device);
567 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
568 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
570 if (!match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
571 if (vendor != VENDOR_ATI) return FALSE;
572 if (device == CARD_ATI_RADEON_X1600) return FALSE;
576 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
577 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
579 if (vendor != VENDOR_ATI) return FALSE;
580 if (match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
581 if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
585 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
586 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
588 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
589 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
590 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
591 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
594 * dx10 cards usually have 64 varyings */
595 return gl_info->limits.glsl_varyings > 44;
598 /* A GL context is provided by the caller */
599 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
600 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
605 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
609 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
610 error = glGetError();
613 if(error == GL_NO_ERROR)
615 TRACE("GL Implementation accepts 4 component specular color pointers\n");
620 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
621 debug_glerror(error));
626 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
627 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
629 if (!match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
630 return gl_info->supported[NV_TEXTURE_SHADER];
633 /* A GL context is provided by the caller */
634 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
635 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
640 const char *testcode =
642 "OPTION NV_vertex_program2;\n"
643 "MOV result.clip[0], 0.0;\n"
644 "MOV result.position, 0.0;\n"
647 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
652 GL_EXTCALL(glGenProgramsARB(1, &prog));
655 ERR("Failed to create the NVvp clip test program\n");
659 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
660 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
661 strlen(testcode), testcode));
662 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
665 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
666 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
670 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
672 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
673 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
674 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
680 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
682 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
683 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
684 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
685 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
688 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
690 quirk_arb_constants(gl_info);
691 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
692 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
693 * allow 48 different offsets or other helper immediate values. */
694 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
695 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
698 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
699 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
700 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
701 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
702 * most games, but avoids the crash
704 * A more sophisticated way would be to find all units that need texture coordinates and enable
705 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
706 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
708 * Note that disabling the extension entirely does not gain predictability because there is no point
709 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
710 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
712 if (gl_info->supported[ARB_POINT_SPRITE])
714 TRACE("Limiting point sprites to one texture unit.\n");
715 gl_info->limits.point_sprite_units = 1;
719 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
721 quirk_arb_constants(gl_info);
723 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
724 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
725 * If real NP2 textures are used, the driver falls back to software. We could just remove the
726 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
727 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
728 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
729 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
731 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
732 * has this extension promoted to core. The extension loading code sets this extension supported
733 * due to that, so this code works on fglrx as well. */
734 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
736 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
737 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
738 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
741 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
742 * it is generally more efficient. Reserve just 8 constants. */
743 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
744 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
747 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
749 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
750 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
751 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
752 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
753 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
754 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
756 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
757 * triggering the software fallback. There is not much we can do here apart from disabling the
758 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
759 * in IWineD3DImpl_FillGLCaps).
760 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
761 * post-processing effects in the game "Max Payne 2").
762 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
763 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
764 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
765 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
768 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
770 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
771 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
772 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
773 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
774 * according to the spec.
776 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
777 * makes the shader slower and eats instruction slots which should be available to the d3d app.
779 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
780 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
781 * this workaround is activated on cards that do not need it, it won't break things, just affect
782 * performance negatively. */
783 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
784 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
787 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
789 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
792 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
794 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
797 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
799 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
800 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
801 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
804 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
806 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
811 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
812 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device);
813 void (*apply)(struct wined3d_gl_info *gl_info);
814 const char *description;
817 static const struct driver_quirk quirk_table[] =
820 match_ati_r300_to_500,
822 "ATI GLSL constant and normalized texrect quirk"
824 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
825 * used it falls back to software. While the compiler can detect if the shader uses all declared
826 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
827 * using relative addressing falls back to software.
829 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
832 quirk_apple_glsl_constants,
833 "Apple GLSL uniform override"
838 "Geforce 5 NP2 disable"
843 "Init texcoord .w for Apple Intel GPU driver"
846 match_apple_nonr500ati,
848 "Init texcoord .w for Apple ATI >= r600 GPU driver"
852 quirk_one_point_sprite,
853 "Fglrx point sprite crash workaround"
858 "Reserved varying for gl_ClipPos"
861 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
862 * GL implementations accept it. The Mac GL is the only implementation known to
865 * If we can pass 4 component specular colors, do it, because (a) we don't have
866 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
867 * passes specular alpha to the pixel shader if any is used. Otherwise the
868 * specular alpha is used to pass the fog coordinate, which we pass to opengl
869 * via GL_EXT_fog_coord.
871 match_allows_spec_alpha,
872 quirk_allows_specular_alpha,
873 "Allow specular alpha quirk"
876 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
881 "Apple NV_texture_shader disable"
884 match_broken_nv_clip,
885 quirk_disable_nvvp_clip,
886 "Apple NV_vertex_program clip bug quirk"
890 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
891 * reporting a driver version is moot because we are not the Windows driver, and we have different
892 * bugs, features, etc.
894 * The driver version has the form "x.y.z.w".
896 * "x" is the Windows version the driver is meant for:
903 * "y" is the Direct3D level the driver supports:
910 * "z" is unknown, possibly vendor specific.
912 * "w" is the vendor specific driver version.
914 struct driver_version_information
916 WORD vendor; /* reported PCI card vendor ID */
917 WORD card; /* reported PCI card device ID */
918 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
919 WORD d3d_level; /* driver hiword to report */
920 WORD lopart_hi, lopart_lo; /* driver loword to report */
923 static const struct driver_version_information driver_version_table[] =
925 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
926 * 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
927 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
928 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
930 * All version numbers used below are from the Linux nvidia drivers. */
931 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
932 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
933 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
934 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
935 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
936 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
937 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
938 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
939 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
940 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
941 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
942 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
943 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
944 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
945 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
946 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
947 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
948 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
949 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
950 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
951 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
952 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
953 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
954 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
955 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
956 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
957 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
958 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
959 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
960 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
961 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 },
963 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
964 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
965 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
966 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
967 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 14, 10, 6764 },
968 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
969 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
970 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
971 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
972 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
973 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
974 {VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
975 {VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
977 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
980 static void init_driver_info(struct wined3d_driver_info *driver_info,
981 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
983 OSVERSIONINFOW os_version;
984 WORD driver_os_version;
987 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
989 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
990 vendor = wined3d_settings.pci_vendor_id;
992 driver_info->vendor = vendor;
994 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
996 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
997 device = wined3d_settings.pci_device_id;
999 driver_info->device = device;
1004 driver_info->name = "ati2dvag.dll";
1008 driver_info->name = "nv4_disp.dll";
1012 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1013 driver_info->name = "Display";
1017 memset(&os_version, 0, sizeof(os_version));
1018 os_version.dwOSVersionInfoSize = sizeof(os_version);
1019 if (!GetVersionExW(&os_version))
1021 ERR("Failed to get OS version, reporting 2000/XP.\n");
1022 driver_os_version = 6;
1026 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1027 switch (os_version.dwMajorVersion)
1030 driver_os_version = 4;
1034 driver_os_version = 6;
1038 if (os_version.dwMinorVersion == 0)
1040 driver_os_version = 7;
1044 if (os_version.dwMinorVersion > 1)
1046 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1047 os_version.dwMajorVersion, os_version.dwMinorVersion);
1049 driver_os_version = 8;
1054 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1055 os_version.dwMajorVersion, os_version.dwMinorVersion);
1056 driver_os_version = 6;
1061 driver_info->description = "Direct3D HAL";
1062 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1063 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1065 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1067 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1069 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1071 driver_info->description = driver_version_table[i].description;
1072 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1073 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1074 driver_version_table[i].lopart_lo);
1079 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1080 driver_info->version_high, driver_info->version_low);
1083 /* Context activation is done by the caller. */
1084 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1085 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1089 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1091 if (!quirk_table[i].match(gl_info, gl_renderer, vendor, device)) continue;
1092 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1093 quirk_table[i].apply(gl_info);
1096 /* Find out if PBOs work as they are supposed to. */
1097 test_pbo_functionality(gl_info);
1100 static DWORD wined3d_parse_gl_version(const char *gl_version)
1102 const char *ptr = gl_version;
1106 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1108 while (isdigit(*ptr)) ++ptr;
1109 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1113 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1115 return MAKEDWORD_VERSION(major, minor);
1118 static enum wined3d_pci_vendor wined3d_guess_vendor(const char *gl_vendor, const char *gl_renderer)
1120 if (strstr(gl_vendor, "NVIDIA"))
1121 return VENDOR_NVIDIA;
1123 if (strstr(gl_vendor, "ATI"))
1126 if (strstr(gl_vendor, "Intel(R)")
1127 || strstr(gl_renderer, "Intel(R)")
1128 || strstr(gl_vendor, "Intel Inc."))
1129 return VENDOR_INTEL;
1131 if (strstr(gl_vendor, "Mesa")
1132 || strstr(gl_vendor, "DRI R300 Project")
1133 || strstr(gl_vendor, "Tungsten Graphics, Inc")
1134 || strstr(gl_vendor, "VMware, Inc."))
1137 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning VENDOR_WINE.\n", debugstr_a(gl_vendor));
1142 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1143 enum wined3d_pci_vendor *vendor, unsigned int *vidmem)
1145 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1146 * different GPUs with roughly the same features. In most cases GPUs from a
1147 * certain family differ in clockspeeds, the amount of video memory and the
1148 * number of shader pipelines.
1150 * A Direct3D device object contains the PCI id (vendor + device) of the
1151 * videocard which is used for rendering. Various applications use this
1152 * information to get a rough estimation of the features of the card and
1153 * some might use it for enabling 3d effects only on certain types of
1154 * videocards. In some cases games might even use it to work around bugs
1155 * which happen on certain videocards/driver combinations. The problem is
1156 * that OpenGL only exposes a rendering string containing the name of the
1157 * videocard and not the PCI id.
1159 * Various games depend on the PCI id, so somehow we need to provide one.
1160 * A simple option is to parse the renderer string and translate this to
1161 * the right PCI id. This is a lot of work because there are more than 200
1162 * GPUs just for Nvidia. Various cards share the same renderer string, so
1163 * the amount of code might be 'small' but there are quite a number of
1164 * exceptions which would make this a pain to maintain. Another way would
1165 * be to query the PCI id from the operating system (assuming this is the
1166 * videocard which is used for rendering which is not always the case).
1167 * This would work but it is not very portable. Second it would not work
1168 * well in, let's say, a remote X situation in which the amount of 3d
1169 * features which can be used is limited.
1171 * As said most games only use the PCI id to get an indication of the
1172 * capabilities of the card. It doesn't really matter if the given id is
1173 * the correct one if we return the id of a card with similar 3d features.
1175 * The code below checks the OpenGL capabilities of a videocard and matches
1176 * that to a certain level of Direct3D functionality. Once a card passes
1177 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1178 * least a GeforceFX. To give a better estimate we do a basic check on the
1179 * renderer string but if that won't pass we return a default card. This
1180 * way is better than maintaining a full card database as even without a
1181 * full database we can return a card with similar features. Second the
1182 * size of the database can be made quite small because when you know what
1183 * type of 3d functionality a card has, you know to which GPU family the
1184 * GPU must belong. Because of this you only have to check a small part of
1185 * the renderer string to distinguishes between different models from that
1188 * The code also selects a default amount of video memory which we will
1189 * use for an estimation of the amount of free texture memory. In case of
1190 * real D3D the amount of texture memory includes video memory and system
1191 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1192 * HyperMemory). We don't know how much system memory can be addressed by
1193 * the system but we can make a reasonable estimation about the amount of
1194 * video memory. If the value is slightly wrong it doesn't matter as we
1195 * didn't include AGP-like memory which makes the amount of addressable
1196 * memory higher and second OpenGL isn't that critical it moves to system
1197 * memory behind our backs if really needed. Note that the amount of video
1198 * memory can be overruled using a registry setting. */
1203 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1204 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1206 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1208 /* Geforce 200 - highend */
1209 if (strstr(gl_renderer, "GTX 280")
1210 || strstr(gl_renderer, "GTX 285")
1211 || strstr(gl_renderer, "GTX 295"))
1214 return CARD_NVIDIA_GEFORCE_GTX280;
1217 /* Geforce 200 - midend high */
1218 if (strstr(gl_renderer, "GTX 275"))
1221 return CARD_NVIDIA_GEFORCE_GTX275;
1224 /* Geforce 200 - midend */
1225 if (strstr(gl_renderer, "GTX 260"))
1228 return CARD_NVIDIA_GEFORCE_GTX260;
1230 /* Geforce 200 - midend */
1231 if (strstr(gl_renderer, "GT 240"))
1234 return CARD_NVIDIA_GEFORCE_GT240;
1237 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1238 if (strstr(gl_renderer, "9800")
1239 || strstr(gl_renderer, "GTS 150")
1240 || strstr(gl_renderer, "GTS 250"))
1243 return CARD_NVIDIA_GEFORCE_9800GT;
1246 /* Geforce9 - midend */
1247 if (strstr(gl_renderer, "9600"))
1249 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1250 return CARD_NVIDIA_GEFORCE_9600GT;
1253 /* Geforce9 - midend low / Geforce 200 - low */
1254 if (strstr(gl_renderer, "9500")
1255 || strstr(gl_renderer, "GT 120")
1256 || strstr(gl_renderer, "GT 130"))
1258 *vidmem = 256; /* The 9500GT has 256-1024MB */
1259 return CARD_NVIDIA_GEFORCE_9500GT;
1262 /* Geforce9 - lowend */
1263 if (strstr(gl_renderer, "9400"))
1265 *vidmem = 256; /* The 9400GT has 256-1024MB */
1266 return CARD_NVIDIA_GEFORCE_9400GT;
1269 /* Geforce9 - lowend low */
1270 if (strstr(gl_renderer, "9100")
1271 || strstr(gl_renderer, "9200")
1272 || strstr(gl_renderer, "9300")
1273 || strstr(gl_renderer, "G 100"))
1275 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1276 return CARD_NVIDIA_GEFORCE_9200;
1279 /* Geforce8 - highend */
1280 if (strstr(gl_renderer, "8800"))
1282 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1283 return CARD_NVIDIA_GEFORCE_8800GTS;
1286 /* Geforce8 - midend mobile */
1287 if (strstr(gl_renderer, "8600 M"))
1290 return CARD_NVIDIA_GEFORCE_8600MGT;
1293 /* Geforce8 - midend */
1294 if (strstr(gl_renderer, "8600")
1295 || strstr(gl_renderer, "8700"))
1298 return CARD_NVIDIA_GEFORCE_8600GT;
1301 /* Geforce8 - lowend */
1302 if (strstr(gl_renderer, "8100")
1303 || strstr(gl_renderer, "8200")
1304 || strstr(gl_renderer, "8300")
1305 || strstr(gl_renderer, "8400")
1306 || strstr(gl_renderer, "8500"))
1308 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1309 return CARD_NVIDIA_GEFORCE_8300GS;
1312 /* Geforce7 - highend */
1313 if (strstr(gl_renderer, "7800")
1314 || strstr(gl_renderer, "7900")
1315 || strstr(gl_renderer, "7950")
1316 || strstr(gl_renderer, "Quadro FX 4")
1317 || strstr(gl_renderer, "Quadro FX 5"))
1319 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1320 return CARD_NVIDIA_GEFORCE_7800GT;
1323 /* Geforce7 midend */
1324 if (strstr(gl_renderer, "7600")
1325 || strstr(gl_renderer, "7700"))
1327 *vidmem = 256; /* The 7600 uses 256-512MB */
1328 return CARD_NVIDIA_GEFORCE_7600;
1331 /* Geforce7 lower medium */
1332 if (strstr(gl_renderer, "7400"))
1334 *vidmem = 256; /* The 7400 uses 256-512MB */
1335 return CARD_NVIDIA_GEFORCE_7400;
1338 /* Geforce7 lowend */
1339 if (strstr(gl_renderer, "7300"))
1341 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1342 return CARD_NVIDIA_GEFORCE_7300;
1345 /* Geforce6 highend */
1346 if (strstr(gl_renderer, "6800"))
1348 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1349 return CARD_NVIDIA_GEFORCE_6800;
1352 /* Geforce6 - midend */
1353 if (strstr(gl_renderer, "6600")
1354 || strstr(gl_renderer, "6610")
1355 || strstr(gl_renderer, "6700"))
1357 *vidmem = 128; /* A 6600GT has 128-256MB */
1358 return CARD_NVIDIA_GEFORCE_6600GT;
1361 /* Geforce6/7 lowend */
1363 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1366 if (WINE_D3D9_CAPABLE(gl_info))
1368 /* GeforceFX - highend */
1369 if (strstr(gl_renderer, "5800")
1370 || strstr(gl_renderer, "5900")
1371 || strstr(gl_renderer, "5950")
1372 || strstr(gl_renderer, "Quadro FX"))
1374 *vidmem = 256; /* 5800-5900 cards use 256MB */
1375 return CARD_NVIDIA_GEFORCEFX_5800;
1378 /* GeforceFX - midend */
1379 if (strstr(gl_renderer, "5600")
1380 || strstr(gl_renderer, "5650")
1381 || strstr(gl_renderer, "5700")
1382 || strstr(gl_renderer, "5750"))
1384 *vidmem = 128; /* A 5600 uses 128-256MB */
1385 return CARD_NVIDIA_GEFORCEFX_5600;
1388 /* GeforceFX - lowend */
1389 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1390 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1393 if (WINE_D3D8_CAPABLE(gl_info))
1395 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1397 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1398 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1401 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1402 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1405 if (WINE_D3D7_CAPABLE(gl_info))
1407 if (strstr(gl_renderer, "GeForce4 MX"))
1409 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1410 * early models had 32MB but most have 64MB or even 128MB. */
1412 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1415 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1417 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1418 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1421 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1423 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1424 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1427 /* Most Geforce1 cards have 32MB, there are also some rare 16
1428 * and 64MB (Dell) models. */
1430 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1433 if (strstr(gl_renderer, "TNT2"))
1435 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1436 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1439 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1440 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1443 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1445 * Beware: renderer string do not match exact card model,
1446 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1447 if (WINE_D3D9_CAPABLE(gl_info))
1449 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1450 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1451 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1452 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1454 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1455 return CARD_ATI_RADEON_HD5800;
1458 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1459 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1460 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1461 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1463 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1464 return CARD_ATI_RADEON_HD5700;
1467 /* Radeon R7xx HD4800 - highend */
1468 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1469 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1470 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1471 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1472 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1474 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1475 return CARD_ATI_RADEON_HD4800;
1478 /* Radeon R740 HD4700 - midend */
1479 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1480 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1483 return CARD_ATI_RADEON_HD4700;
1486 /* Radeon R730 HD4600 - midend */
1487 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1488 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1489 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1492 return CARD_ATI_RADEON_HD4600;
1495 /* Radeon R710 HD4500/HD4350 - lowend */
1496 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1497 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1500 return CARD_ATI_RADEON_HD4350;
1503 /* Radeon R6xx HD2900/HD3800 - highend */
1504 if (strstr(gl_renderer, "HD 2900")
1505 || strstr(gl_renderer, "HD 3870")
1506 || strstr(gl_renderer, "HD 3850"))
1508 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1509 return CARD_ATI_RADEON_HD2900;
1512 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1513 if (strstr(gl_renderer, "HD 2600")
1514 || strstr(gl_renderer, "HD 3830")
1515 || strstr(gl_renderer, "HD 3690")
1516 || strstr(gl_renderer, "HD 3650"))
1518 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1519 return CARD_ATI_RADEON_HD2600;
1522 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1523 if (strstr(gl_renderer, "HD 2300")
1524 || strstr(gl_renderer, "HD 2400")
1525 || strstr(gl_renderer, "HD 3470")
1526 || strstr(gl_renderer, "HD 3450")
1527 || strstr(gl_renderer, "HD 3430")
1528 || strstr(gl_renderer, "HD 3400"))
1530 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1531 return CARD_ATI_RADEON_HD2300;
1534 /* Radeon R6xx/R7xx integrated */
1535 if (strstr(gl_renderer, "HD 3100")
1536 || strstr(gl_renderer, "HD 3200")
1537 || strstr(gl_renderer, "HD 3300"))
1539 *vidmem = 128; /* 128MB */
1540 return CARD_ATI_RADEON_HD3200;
1544 if (strstr(gl_renderer, "X1600")
1545 || strstr(gl_renderer, "X1650")
1546 || strstr(gl_renderer, "X1800")
1547 || strstr(gl_renderer, "X1900")
1548 || strstr(gl_renderer, "X1950"))
1550 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1551 return CARD_ATI_RADEON_X1600;
1554 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1555 if (strstr(gl_renderer, "X700")
1556 || strstr(gl_renderer, "X800")
1557 || strstr(gl_renderer, "X850")
1558 || strstr(gl_renderer, "X1300")
1559 || strstr(gl_renderer, "X1400")
1560 || strstr(gl_renderer, "X1450")
1561 || strstr(gl_renderer, "X1550"))
1563 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1564 return CARD_ATI_RADEON_X700;
1567 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1568 if (strstr(gl_renderer, "Radeon Xpress"))
1570 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1571 return CARD_ATI_RADEON_XPRESS_200M;
1575 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1576 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1579 if (WINE_D3D8_CAPABLE(gl_info))
1581 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1582 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1585 if (WINE_D3D7_CAPABLE(gl_info))
1587 *vidmem = 32; /* There are models with up to 64MB */
1588 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1591 *vidmem = 16; /* There are 16-32MB models */
1592 return CARD_ATI_RAGE_128PRO;
1595 if (strstr(gl_renderer, "X3100"))
1597 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1599 return CARD_INTEL_X3100;
1602 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1604 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1606 return CARD_INTEL_I945GM;
1609 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1610 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1611 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1612 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1613 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1614 return CARD_INTEL_I915G;
1619 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1620 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1621 * them a good generic choice. */
1622 *vendor = VENDOR_NVIDIA;
1623 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1624 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1625 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1626 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1627 return CARD_NVIDIA_RIVA_128;
1631 /* Context activation is done by the caller. */
1632 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_driver_info *driver_info, struct wined3d_gl_info *gl_info)
1634 const char *GL_Extensions = NULL;
1635 const char *WGL_Extensions = NULL;
1636 const char *gl_string = NULL;
1637 enum wined3d_pci_vendor vendor;
1638 enum wined3d_pci_device device;
1640 GLfloat gl_floatv[2];
1643 unsigned int vidmem=0;
1648 TRACE_(d3d_caps)("(%p)\n", gl_info);
1652 gl_string = (const char *)glGetString(GL_RENDERER);
1653 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_string));
1657 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
1661 len = strlen(gl_string) + 1;
1662 gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
1666 ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
1669 memcpy(gl_renderer, gl_string, len);
1671 gl_string = (const char *)glGetString(GL_VENDOR);
1672 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_string));
1676 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
1677 HeapFree(GetProcessHeap(), 0, gl_renderer);
1680 vendor = wined3d_guess_vendor(gl_string, gl_renderer);
1681 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), vendor);
1683 /* Parse the GL_VERSION field into major and minor information */
1684 gl_string = (const char *)glGetString(GL_VERSION);
1685 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_string));
1689 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
1690 HeapFree(GetProcessHeap(), 0, gl_renderer);
1693 gl_version = wined3d_parse_gl_version(gl_string);
1696 * Initialize openGL extension related variables
1697 * with Default values
1699 memset(gl_info->supported, 0, sizeof(gl_info->supported));
1700 gl_info->limits.buffers = 1;
1701 gl_info->limits.textures = 1;
1702 gl_info->limits.texture_stages = 1;
1703 gl_info->limits.fragment_samplers = 1;
1704 gl_info->limits.vertex_samplers = 0;
1705 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
1706 gl_info->limits.sampler_stages = 1;
1707 gl_info->limits.glsl_vs_float_constants = 0;
1708 gl_info->limits.glsl_ps_float_constants = 0;
1709 gl_info->limits.arb_vs_float_constants = 0;
1710 gl_info->limits.arb_vs_native_constants = 0;
1711 gl_info->limits.arb_vs_instructions = 0;
1712 gl_info->limits.arb_vs_temps = 0;
1713 gl_info->limits.arb_ps_float_constants = 0;
1714 gl_info->limits.arb_ps_local_constants = 0;
1715 gl_info->limits.arb_ps_instructions = 0;
1716 gl_info->limits.arb_ps_temps = 0;
1718 /* Retrieve opengl defaults */
1719 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1720 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1721 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1723 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1724 gl_info->limits.lights = gl_max;
1725 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1727 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1728 gl_info->limits.texture_size = gl_max;
1729 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1731 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1732 gl_info->limits.pointsize_min = gl_floatv[0];
1733 gl_info->limits.pointsize_max = gl_floatv[1];
1734 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1736 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1737 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1741 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1742 HeapFree(GetProcessHeap(), 0, gl_renderer);
1748 TRACE_(d3d_caps)("GL_Extensions reported:\n");
1750 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1752 while (*GL_Extensions)
1755 char current_ext[256];
1757 while (isspace(*GL_Extensions)) ++GL_Extensions;
1758 start = GL_Extensions;
1759 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1761 len = GL_Extensions - start;
1762 if (!len || len >= sizeof(current_ext)) continue;
1764 memcpy(current_ext, start, len);
1765 current_ext[len] = '\0';
1766 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
1768 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1770 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1772 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1773 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1779 /* Now work out what GL support this card really has */
1780 #define USE_GL_FUNC(type, pfn, ext, replace) \
1782 DWORD ver = ver_for_ext(ext); \
1783 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1784 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1785 else gl_info->pfn = NULL; \
1790 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1796 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1797 * loading the functions, otherwise the code above will load the extension entry points instead of the
1798 * core functions, which may not work. */
1799 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1801 if (!gl_info->supported[EXTENSION_MAP[i].extension]
1802 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1804 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1805 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1809 if (gl_info->supported[APPLE_FENCE])
1811 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1812 * The apple extension interacts with some other apple exts. Disable the NV
1813 * extension if the apple one is support to prevent confusion in other parts
1815 gl_info->supported[NV_FENCE] = FALSE;
1817 if (gl_info->supported[APPLE_FLOAT_PIXELS])
1819 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1821 * The enums are the same:
1822 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
1823 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
1824 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
1825 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
1826 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
1828 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1830 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1831 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1833 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1835 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1836 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1839 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1841 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1842 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1844 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
1846 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
1847 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
1849 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
1851 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
1852 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
1854 if (gl_info->supported[NV_TEXTURE_SHADER2])
1856 if (gl_info->supported[NV_REGISTER_COMBINERS])
1858 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1859 * are supported. The nv extensions provide the same functionality as the
1860 * ATI one, and a bit more(signed pixelformats). */
1861 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1864 if (gl_info->supported[ARB_DRAW_BUFFERS])
1866 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1867 gl_info->limits.buffers = gl_max;
1868 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1870 if (gl_info->supported[ARB_MULTITEXTURE])
1872 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1873 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
1874 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
1876 if (gl_info->supported[NV_REGISTER_COMBINERS])
1879 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
1880 gl_info->limits.texture_stages = min(MAX_TEXTURES, tmp);
1884 gl_info->limits.texture_stages = min(MAX_TEXTURES, gl_max);
1886 TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->limits.texture_stages);
1888 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1891 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1892 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1896 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
1898 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
1900 if (gl_info->supported[ARB_VERTEX_SHADER])
1903 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1904 gl_info->limits.vertex_samplers = tmp;
1905 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1906 gl_info->limits.combined_samplers = tmp;
1908 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1909 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1910 * an issue because then the sampler setup only depends on the two shaders. If a pixel
1911 * shader is used with fixed function vertex processing we're fine too because fixed function
1912 * vertex processing doesn't use any samplers. If fixed function fragment processing is
1913 * used we have to make sure that all vertex sampler setups are valid together with all
1914 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1915 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1916 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1917 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1918 * a fixed function pipeline anymore.
1920 * So this is just a check to check that our assumption holds true. If not, write a warning
1921 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1922 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
1923 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
1925 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1926 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
1927 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1928 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
1929 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
1931 gl_info->limits.vertex_samplers = 0;
1936 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
1938 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
1939 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
1941 if (gl_info->supported[ARB_VERTEX_BLEND])
1943 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1944 gl_info->limits.blends = gl_max;
1945 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
1947 if (gl_info->supported[EXT_TEXTURE3D])
1949 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1950 gl_info->limits.texture3d_size = gl_max;
1951 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
1953 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
1955 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
1956 gl_info->limits.anisotropy = gl_max;
1957 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
1959 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1961 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1962 gl_info->limits.arb_ps_float_constants = gl_max;
1963 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
1964 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
1965 gl_info->limits.arb_ps_native_constants = gl_max;
1966 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
1967 gl_info->limits.arb_ps_native_constants);
1968 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1969 gl_info->limits.arb_ps_temps = gl_max;
1970 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
1971 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1972 gl_info->limits.arb_ps_instructions = gl_max;
1973 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
1974 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
1975 gl_info->limits.arb_ps_local_constants = gl_max;
1976 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
1978 if (gl_info->supported[ARB_VERTEX_PROGRAM])
1980 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1981 gl_info->limits.arb_vs_float_constants = gl_max;
1982 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
1983 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
1984 gl_info->limits.arb_vs_native_constants = gl_max;
1985 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
1986 gl_info->limits.arb_vs_native_constants);
1987 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1988 gl_info->limits.arb_vs_temps = gl_max;
1989 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
1990 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1991 gl_info->limits.arb_vs_instructions = gl_max;
1992 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
1994 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
1996 if (gl_info->supported[ARB_VERTEX_SHADER])
1998 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
1999 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2000 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2002 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2004 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2005 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2006 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2007 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2008 gl_info->limits.glsl_varyings = gl_max;
2009 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2011 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2013 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2014 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2016 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2018 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2022 gl_info->limits.shininess = 128.0f;
2024 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2026 /* If we have full NP2 texture support, disable
2027 * GL_ARB_texture_rectangle because we will never use it.
2028 * This saves a few redundant glDisable calls. */
2029 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2031 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2033 /* Disable NV_register_combiners and fragment shader if this is supported.
2034 * generally the NV extensions are preferred over the ATI ones, and this
2035 * extension is disabled if register_combiners and texture_shader2 are both
2036 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2037 * fragment processing support. */
2038 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2039 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2040 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2041 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2042 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
2044 if (gl_info->supported[NV_HALF_FLOAT])
2046 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2047 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2049 if (gl_info->supported[ARB_POINT_SPRITE])
2051 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2055 gl_info->limits.point_sprite_units = 0;
2057 checkGLcall("extension detection");
2061 /* In some cases the number of texture stages can be larger than the number
2062 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2063 * shaders), but 8 texture stages (register combiners). */
2064 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2066 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2068 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2069 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2070 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2071 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2072 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2073 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2074 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2075 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2076 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2077 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2078 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2079 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2080 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2081 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2082 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2083 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2084 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2085 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2086 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2090 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2092 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2093 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2094 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2095 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2096 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2097 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2098 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2099 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2100 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2101 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2102 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2103 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2104 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2105 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2106 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2107 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2108 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2110 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2112 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2113 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2115 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2117 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2119 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2121 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2125 /* MRTs are currently only supported when FBOs are used. */
2126 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2128 gl_info->limits.buffers = 1;
2131 device = wined3d_guess_card(gl_info, gl_renderer, &vendor, &vidmem);
2132 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", vendor, device);
2134 /* If we have an estimate use it, else default to 64MB; */
2136 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2138 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2140 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2141 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2142 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2143 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2144 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2145 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2146 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2147 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2149 /* Make sure there's an active HDC else the WGL extensions will fail */
2150 hdc = pwglGetCurrentDC();
2152 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2153 if(GL_EXTCALL(wglGetExtensionsStringARB))
2154 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2156 if (NULL == WGL_Extensions) {
2157 ERR(" WGL_Extensions returns NULL\n");
2159 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2160 while (*WGL_Extensions != 0x00) {
2164 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2165 Start = WGL_Extensions;
2166 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2170 len = WGL_Extensions - Start;
2171 if (len == 0 || len >= sizeof(ThisExtn))
2174 memcpy(ThisExtn, Start, len);
2175 ThisExtn[len] = '\0';
2176 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2178 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2179 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2180 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2182 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2183 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2184 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2186 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2187 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2188 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2194 fixup_extensions(gl_info, gl_renderer, vendor, device);
2195 init_driver_info(driver_info, vendor, device);
2196 add_gl_compat_wrappers(gl_info);
2198 HeapFree(GetProcessHeap(), 0, gl_renderer);
2202 /**********************************************************
2203 * IWineD3D implementation follows
2204 **********************************************************/
2206 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2207 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2209 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2211 return This->adapter_count;
2214 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2216 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2221 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2222 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2224 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2226 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2230 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2233 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2234 of the same bpp but different resolutions */
2236 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2237 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2238 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2239 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2241 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2245 /* TODO: Store modes per adapter and read it from the adapter structure */
2246 if (Adapter == 0) { /* Display */
2247 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2248 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2253 memset(&mode, 0, sizeof(mode));
2254 mode.dmSize = sizeof(mode);
2256 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2260 if (Format == WINED3DFMT_UNKNOWN)
2262 /* This is for D3D8, do not enumerate P8 here */
2263 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2265 else if (mode.dmBitsPerPel == format_bits)
2271 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2274 FIXME_(d3d_caps)("Adapter not primary display\n");
2279 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2280 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2281 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2282 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2284 /* Validate the parameters as much as possible */
2285 if (NULL == pMode ||
2286 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2287 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2288 return WINED3DERR_INVALIDCALL;
2291 /* TODO: Store modes per adapter and read it from the adapter structure */
2294 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2295 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2301 ZeroMemory(&DevModeW, sizeof(DevModeW));
2302 DevModeW.dmSize = sizeof(DevModeW);
2304 /* If we are filtering to a specific format (D3D9), then need to skip
2305 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2306 just count through the ones with valid bit depths */
2307 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2309 if (Format == WINED3DFMT_UNKNOWN)
2311 /* This is for D3D8, do not enumerate P8 here */
2312 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2314 else if (DevModeW.dmBitsPerPel == format_bits)
2321 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2322 return WINED3DERR_INVALIDCALL;
2326 /* Now get the display mode via the calculated index */
2327 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2328 pMode->Width = DevModeW.dmPelsWidth;
2329 pMode->Height = DevModeW.dmPelsHeight;
2330 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2331 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2332 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2334 if (Format == WINED3DFMT_UNKNOWN) {
2335 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2337 pMode->Format = Format;
2340 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2341 return WINED3DERR_INVALIDCALL;
2344 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2345 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2346 DevModeW.dmBitsPerPel);
2351 FIXME_(d3d_caps)("Adapter not primary display\n");
2357 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2359 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2361 if (NULL == pMode ||
2362 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2363 return WINED3DERR_INVALIDCALL;
2366 if (Adapter == 0) { /* Display */
2370 ZeroMemory(&DevModeW, sizeof(DevModeW));
2371 DevModeW.dmSize = sizeof(DevModeW);
2373 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2374 pMode->Width = DevModeW.dmPelsWidth;
2375 pMode->Height = DevModeW.dmPelsHeight;
2376 bpp = DevModeW.dmBitsPerPel;
2377 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2378 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2380 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2383 pMode->Format = pixelformat_for_depth(bpp);
2385 FIXME_(d3d_caps)("Adapter not primary display\n");
2388 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2389 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2393 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2394 and fields being inserted in the middle, a new structure is used in place */
2395 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2396 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2397 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2398 struct wined3d_adapter *adapter;
2401 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2403 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2404 return WINED3DERR_INVALIDCALL;
2407 adapter = &This->adapters[Adapter];
2409 /* Return the information requested */
2410 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2412 if (pIdentifier->driver_size)
2414 const char *name = adapter->driver_info.name;
2415 len = min(strlen(name), pIdentifier->driver_size - 1);
2416 memcpy(pIdentifier->driver, name, len);
2417 pIdentifier->driver[len] = '\0';
2420 if (pIdentifier->description_size)
2422 const char *description = adapter->driver_info.description;
2423 len = min(strlen(description), pIdentifier->description_size - 1);
2424 memcpy(pIdentifier->description, description, len);
2425 pIdentifier->description[len] = '\0';
2428 /* Note that d3d8 doesn't supply a device name. */
2429 if (pIdentifier->device_name_size)
2431 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2433 len = strlen(device_name);
2434 if (len >= pIdentifier->device_name_size)
2436 ERR("Device name size too small.\n");
2437 return WINED3DERR_INVALIDCALL;
2440 memcpy(pIdentifier->device_name, device_name, len);
2441 pIdentifier->device_name[len] = '\0';
2444 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2445 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2446 pIdentifier->vendor_id = adapter->driver_info.vendor;
2447 pIdentifier->device_id = adapter->driver_info.device;
2448 pIdentifier->subsystem_id = 0;
2449 pIdentifier->revision = 0;
2450 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2451 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2452 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2453 pIdentifier->video_memory = adapter->TextureRam;
2458 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2459 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2461 short redSize, greenSize, blueSize, alphaSize, colorBits;
2466 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2467 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2469 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2473 if(cfg->redSize < redSize)
2476 if(cfg->greenSize < greenSize)
2479 if(cfg->blueSize < blueSize)
2482 if(cfg->alphaSize < alphaSize)
2486 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2487 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2488 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2489 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2490 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2491 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2492 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2493 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2494 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2495 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2496 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2497 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2498 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2500 /* Probably a color index mode */
2507 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2508 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2510 short depthSize, stencilSize;
2511 BOOL lockable = FALSE;
2516 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2518 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2522 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2525 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2526 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2527 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2528 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2531 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2532 * allow more stencil bits than requested. */
2533 if(cfg->stencilSize < stencilSize)
2539 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2540 WINED3DFORMAT AdapterFormat,
2541 WINED3DFORMAT RenderTargetFormat,
2542 WINED3DFORMAT DepthStencilFormat) {
2543 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2545 const WineD3D_PixelFormat *cfgs;
2546 const struct wined3d_adapter *adapter;
2547 const struct GlPixelFormatDesc *rt_format_desc;
2548 const struct GlPixelFormatDesc *ds_format_desc;
2551 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2553 DeviceType, debug_d3ddevicetype(DeviceType),
2554 AdapterFormat, debug_d3dformat(AdapterFormat),
2555 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2556 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2558 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2559 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2560 return WINED3DERR_INVALIDCALL;
2563 adapter = &This->adapters[Adapter];
2564 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2565 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2566 cfgs = adapter->cfgs;
2567 nCfgs = adapter->nCfgs;
2568 for (it = 0; it < nCfgs; ++it) {
2569 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2571 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2573 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2578 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2580 return WINED3DERR_NOTAVAILABLE;
2583 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2584 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2586 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2587 const struct GlPixelFormatDesc *glDesc;
2588 const struct wined3d_adapter *adapter;
2590 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2593 DeviceType, debug_d3ddevicetype(DeviceType),
2594 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2599 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2600 return WINED3DERR_INVALIDCALL;
2603 /* TODO: handle Windowed, add more quality levels */
2605 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2606 if(pQualityLevels) *pQualityLevels = 1;
2610 /* By default multisampling is disabled right now as it causes issues
2611 * on some Nvidia driver versions and it doesn't work well in combination
2613 if(!wined3d_settings.allow_multisampling)
2614 return WINED3DERR_NOTAVAILABLE;
2616 adapter = &This->adapters[Adapter];
2617 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2618 if (!glDesc) return WINED3DERR_INVALIDCALL;
2620 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2622 const WineD3D_PixelFormat *cfgs;
2624 cfgs = adapter->cfgs;
2625 nCfgs = adapter->nCfgs;
2626 for(i=0; i<nCfgs; i++) {
2627 if(cfgs[i].numSamples != MultiSampleType)
2630 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2633 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2636 *pQualityLevels = 1; /* Guess at a value! */
2640 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2641 short redSize, greenSize, blueSize, alphaSize, colorBits;
2643 const WineD3D_PixelFormat *cfgs;
2645 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2647 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2648 return WINED3DERR_NOTAVAILABLE;
2651 cfgs = adapter->cfgs;
2652 nCfgs = adapter->nCfgs;
2653 for(i=0; i<nCfgs; i++) {
2654 if(cfgs[i].numSamples != MultiSampleType)
2656 if(cfgs[i].redSize != redSize)
2658 if(cfgs[i].greenSize != greenSize)
2660 if(cfgs[i].blueSize != blueSize)
2662 if(cfgs[i].alphaSize != alphaSize)
2665 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2668 *pQualityLevels = 1; /* Guess at a value! */
2672 return WINED3DERR_NOTAVAILABLE;
2675 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2676 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
2678 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2681 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
2682 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
2683 debug_d3dformat(BackBufferFormat), Windowed);
2685 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2686 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2687 return WINED3DERR_INVALIDCALL;
2690 /* The task of this function is to check whether a certain display / backbuffer format
2691 * combination is available on the given adapter. In fullscreen mode microsoft specified
2692 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2693 * and display format should match exactly.
2694 * In windowed mode format conversion can occur and this depends on the driver. When format
2695 * conversion is done, this function should nevertheless fail and applications need to use
2696 * CheckDeviceFormatConversion.
2697 * At the moment we assume that fullscreen and windowed have the same capabilities */
2699 /* There are only 4 display formats */
2700 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
2701 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2702 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2703 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
2705 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2706 return WINED3DERR_NOTAVAILABLE;
2709 /* If the requested DisplayFormat is not available, don't continue */
2710 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2712 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2713 return WINED3DERR_NOTAVAILABLE;
2716 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2717 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2718 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2719 return WINED3DERR_NOTAVAILABLE;
2722 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2723 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
2725 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2726 return WINED3DERR_NOTAVAILABLE;
2729 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2730 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2731 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
2733 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2734 return WINED3DERR_NOTAVAILABLE;
2737 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2738 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2739 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
2741 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2742 return WINED3DERR_NOTAVAILABLE;
2745 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2746 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
2747 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
2749 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2750 return WINED3DERR_NOTAVAILABLE;
2753 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2754 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2756 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2762 /* Check if we support bumpmapping for a format */
2763 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
2764 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2766 const struct fragment_pipeline *fp;
2768 switch(format_desc->format)
2770 case WINED3DFMT_R8G8_SNORM:
2771 case WINED3DFMT_R16G16_SNORM:
2772 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
2773 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
2774 case WINED3DFMT_R8G8B8A8_SNORM:
2775 /* Ask the fixed function pipeline implementation if it can deal
2776 * with the conversion. If we've got a GL extension giving native
2777 * support this will be an identity conversion. */
2778 fp = select_fragment_implementation(adapter, DeviceType);
2779 if (fp->color_fixup_supported(format_desc->color_fixup))
2781 TRACE_(d3d_caps)("[OK]\n");
2784 TRACE_(d3d_caps)("[FAILED]\n");
2788 TRACE_(d3d_caps)("[FAILED]\n");
2793 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2794 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
2795 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2799 /* Only allow depth/stencil formats */
2800 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
2802 /* Walk through all WGL pixel formats to find a match */
2803 for (it = 0; it < adapter->nCfgs; ++it)
2805 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2806 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2808 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2818 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2820 /* The flags entry of a format contains the filtering capability */
2821 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2826 /* Check the render target capabilities of a format */
2827 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
2828 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2830 /* Filter out non-RT formats */
2831 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2833 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2834 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2836 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2837 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2839 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2840 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2842 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2843 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2844 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2845 TRACE_(d3d_caps)("[FAILED]\n");
2849 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2850 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2851 for (it = 0; it < adapter->nCfgs; ++it)
2853 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2854 &cfgs[it], check_format_desc))
2856 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2857 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2861 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2862 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2863 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2866 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2867 for (it = 0; it < adapter->nCfgs; ++it)
2869 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2870 &cfgs[it], check_format_desc))
2872 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2873 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2877 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2878 /* For now return TRUE for FBOs until we have some proper checks.
2879 * Note that this function will only be called when the format is around for texturing. */
2885 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2887 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2889 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2890 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2892 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2896 switch (format_desc->format)
2898 case WINED3DFMT_B8G8R8A8_UNORM:
2899 case WINED3DFMT_B8G8R8X8_UNORM:
2900 case WINED3DFMT_B4G4R4A4_UNORM:
2901 case WINED3DFMT_L8_UNORM:
2902 case WINED3DFMT_L8A8_UNORM:
2903 case WINED3DFMT_DXT1:
2904 case WINED3DFMT_DXT2:
2905 case WINED3DFMT_DXT3:
2906 case WINED3DFMT_DXT4:
2907 case WINED3DFMT_DXT5:
2908 TRACE_(d3d_caps)("[OK]\n");
2912 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2918 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
2919 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2921 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2922 * doing the color fixup in shaders.
2923 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2924 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
2926 int vs_selected_mode;
2927 int ps_selected_mode;
2928 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2930 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2931 TRACE_(d3d_caps)("[OK]\n");
2936 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2940 /* Check if a format support blending in combination with pixel shaders */
2941 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
2942 const struct GlPixelFormatDesc *format_desc)
2944 /* The flags entry of a format contains the post pixel shader blending capability */
2945 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2950 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2952 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2953 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2954 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2955 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2956 * capability anyway.
2958 * For now lets report this on all formats, but in the future we may want to
2959 * restrict it to some should games need that
2964 /* Check if a texture format is supported on the given adapter */
2965 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
2966 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2968 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2969 const shader_backend_t *shader_backend;
2970 const struct fragment_pipeline *fp;
2972 switch (format_desc->format)
2975 * supported: RGB(A) formats
2977 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
2978 case WINED3DFMT_B8G8R8A8_UNORM:
2979 case WINED3DFMT_B8G8R8X8_UNORM:
2980 case WINED3DFMT_B5G6R5_UNORM:
2981 case WINED3DFMT_B5G5R5X1_UNORM:
2982 case WINED3DFMT_B5G5R5A1_UNORM:
2983 case WINED3DFMT_B4G4R4A4_UNORM:
2984 case WINED3DFMT_A8_UNORM:
2985 case WINED3DFMT_B4G4R4X4_UNORM:
2986 case WINED3DFMT_R8G8B8A8_UNORM:
2987 case WINED3DFMT_R8G8B8X8_UNORM:
2988 case WINED3DFMT_B10G10R10A2_UNORM:
2989 case WINED3DFMT_R10G10B10A2_UNORM:
2990 case WINED3DFMT_R16G16_UNORM:
2991 TRACE_(d3d_caps)("[OK]\n");
2994 case WINED3DFMT_B2G3R3_UNORM:
2995 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2999 * supported: Palettized
3001 case WINED3DFMT_P8_UINT:
3002 TRACE_(d3d_caps)("[OK]\n");
3004 /* No Windows driver offers WINED3DFMT_P8_UINT_A8_UNORM, so don't offer it either */
3005 case WINED3DFMT_P8_UINT_A8_UNORM:
3009 * Supported: (Alpha)-Luminance
3011 case WINED3DFMT_L8_UNORM:
3012 case WINED3DFMT_L8A8_UNORM:
3013 case WINED3DFMT_L16_UNORM:
3014 TRACE_(d3d_caps)("[OK]\n");
3017 /* Not supported on Windows, thus disabled */
3018 case WINED3DFMT_L4A4_UNORM:
3019 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3023 * Supported: Depth/Stencil formats
3025 case WINED3DFMT_D16_LOCKABLE:
3026 case WINED3DFMT_D16_UNORM:
3027 case WINED3DFMT_S1_UINT_D15_UNORM:
3028 case WINED3DFMT_X8D24_UNORM:
3029 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3030 case WINED3DFMT_D24_UNORM_S8_UINT:
3031 case WINED3DFMT_S8_UINT_D24_FLOAT:
3032 case WINED3DFMT_D32_UNORM:
3033 case WINED3DFMT_D32_FLOAT:
3037 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3038 * GL_NV_texture_shader). Emulated by shaders
3040 case WINED3DFMT_R8G8_SNORM:
3041 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3042 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3043 case WINED3DFMT_R8G8B8A8_SNORM:
3044 case WINED3DFMT_R16G16_SNORM:
3045 /* Ask the shader backend if it can deal with the conversion. If
3046 * we've got a GL extension giving native support this will be an
3047 * identity conversion. */
3048 shader_backend = select_shader_backend(adapter, DeviceType);
3049 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3051 TRACE_(d3d_caps)("[OK]\n");
3054 TRACE_(d3d_caps)("[FAILED]\n");
3057 case WINED3DFMT_DXT1:
3058 case WINED3DFMT_DXT2:
3059 case WINED3DFMT_DXT3:
3060 case WINED3DFMT_DXT4:
3061 case WINED3DFMT_DXT5:
3062 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3064 TRACE_(d3d_caps)("[OK]\n");
3067 TRACE_(d3d_caps)("[FAILED]\n");
3072 * Odd formats - not supported
3074 case WINED3DFMT_VERTEXDATA:
3075 case WINED3DFMT_R16_UINT:
3076 case WINED3DFMT_R32_UINT:
3077 case WINED3DFMT_R16G16B16A16_SNORM:
3078 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3079 case WINED3DFMT_R10G11B11_SNORM:
3080 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3084 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3086 case WINED3DFMT_R8G8_SNORM_Cx:
3087 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3091 case WINED3DFMT_UYVY:
3092 case WINED3DFMT_YUY2:
3093 if (gl_info->supported[APPLE_YCBCR_422])
3095 TRACE_(d3d_caps)("[OK]\n");
3098 TRACE_(d3d_caps)("[FAILED]\n");
3100 case WINED3DFMT_YV12:
3101 TRACE_(d3d_caps)("[FAILED]\n");
3105 case WINED3DFMT_R16G16B16A16_UNORM:
3106 case WINED3DFMT_B2G3R3A8_UNORM:
3107 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3110 /* Floating point formats */
3111 case WINED3DFMT_R16_FLOAT:
3112 case WINED3DFMT_R16G16_FLOAT:
3113 case WINED3DFMT_R16G16B16A16_FLOAT:
3114 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3116 TRACE_(d3d_caps)("[OK]\n");
3119 TRACE_(d3d_caps)("[FAILED]\n");
3122 case WINED3DFMT_R32_FLOAT:
3123 case WINED3DFMT_R32G32_FLOAT:
3124 case WINED3DFMT_R32G32B32A32_FLOAT:
3125 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3127 TRACE_(d3d_caps)("[OK]\n");
3130 TRACE_(d3d_caps)("[FAILED]\n");
3133 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3134 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3135 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3136 * We can do instancing with all shader versions, but we need vertex shaders.
3138 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3139 * to enable instancing. WineD3D doesn't need that and just ignores it.
3141 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3143 case WINED3DFMT_INST:
3144 TRACE("ATI Instancing check hack\n");
3145 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3147 TRACE_(d3d_caps)("[OK]\n");
3150 TRACE_(d3d_caps)("[FAILED]\n");
3153 /* Some weird FOURCC formats */
3154 case WINED3DFMT_R8G8_B8G8:
3155 case WINED3DFMT_G8R8_G8B8:
3156 case WINED3DFMT_MULTI2_ARGB8:
3157 TRACE_(d3d_caps)("[FAILED]\n");
3160 /* Vendor specific formats */
3161 case WINED3DFMT_ATI2N:
3162 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3163 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3165 shader_backend = select_shader_backend(adapter, DeviceType);
3166 fp = select_fragment_implementation(adapter, DeviceType);
3167 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3168 && fp->color_fixup_supported(format_desc->color_fixup))
3170 TRACE_(d3d_caps)("[OK]\n");
3174 TRACE_(d3d_caps)("[OK]\n");
3177 TRACE_(d3d_caps)("[FAILED]\n");
3180 case WINED3DFMT_NVHU:
3181 case WINED3DFMT_NVHS:
3182 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3183 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3184 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3185 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3186 * Applications have to deal with not having NVHS and NVHU.
3188 TRACE_(d3d_caps)("[FAILED]\n");
3191 case WINED3DFMT_UNKNOWN:
3195 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3201 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3202 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3204 const struct blit_shader *blitter;
3206 if(SurfaceType == SURFACE_GDI) {
3207 switch(check_format_desc->format)
3209 case WINED3DFMT_B8G8R8_UNORM:
3210 case WINED3DFMT_B8G8R8A8_UNORM:
3211 case WINED3DFMT_B8G8R8X8_UNORM:
3212 case WINED3DFMT_B5G6R5_UNORM:
3213 case WINED3DFMT_B5G5R5X1_UNORM:
3214 case WINED3DFMT_B5G5R5A1_UNORM:
3215 case WINED3DFMT_B4G4R4A4_UNORM:
3216 case WINED3DFMT_B2G3R3_UNORM:
3217 case WINED3DFMT_A8_UNORM:
3218 case WINED3DFMT_B2G3R3A8_UNORM:
3219 case WINED3DFMT_B4G4R4X4_UNORM:
3220 case WINED3DFMT_R10G10B10A2_UNORM:
3221 case WINED3DFMT_R8G8B8A8_UNORM:
3222 case WINED3DFMT_R8G8B8X8_UNORM:
3223 case WINED3DFMT_R16G16_UNORM:
3224 case WINED3DFMT_B10G10R10A2_UNORM:
3225 case WINED3DFMT_R16G16B16A16_UNORM:
3226 case WINED3DFMT_P8_UINT:
3227 TRACE_(d3d_caps)("[OK]\n");
3230 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3235 /* All format that are supported for textures are supported for surfaces as well */
3236 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3237 /* All depth stencil formats are supported on surfaces */
3238 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3240 /* If opengl can't process the format natively, the blitter may be able to convert it */
3241 blitter = select_blit_implementation(adapter, DeviceType);
3242 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3244 TRACE_(d3d_caps)("[OK]\n");
3248 /* Reject other formats */
3249 TRACE_(d3d_caps)("[FAILED]\n");
3253 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3255 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3257 if (!gl_info->limits.vertex_samplers)
3259 TRACE_(d3d_caps)("[FAILED]\n");
3263 switch (format_desc->format)
3265 case WINED3DFMT_R32G32B32A32_FLOAT:
3266 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3268 TRACE_(d3d_caps)("[FAILED]\n");
3271 TRACE_(d3d_caps)("[OK]\n");
3275 TRACE_(d3d_caps)("[FAILED]\n");
3281 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3282 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3283 WINED3DSURFTYPE SurfaceType)
3285 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3286 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3287 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3288 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3289 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3290 DWORD UsageCaps = 0;
3292 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3295 DeviceType, debug_d3ddevicetype(DeviceType),
3296 AdapterFormat, debug_d3dformat(AdapterFormat),
3297 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3298 RType, debug_d3dresourcetype(RType),
3299 CheckFormat, debug_d3dformat(CheckFormat));
3301 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3302 return WINED3DERR_INVALIDCALL;
3305 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3307 if(SurfaceType != SURFACE_OPENGL) {
3308 TRACE("[FAILED]\n");
3309 return WINED3DERR_NOTAVAILABLE;
3312 /* Cubetexture allows:
3313 * - D3DUSAGE_AUTOGENMIPMAP
3314 * - D3DUSAGE_DEPTHSTENCIL
3315 * - D3DUSAGE_DYNAMIC
3316 * - D3DUSAGE_NONSECURE (d3d9ex)
3317 * - D3DUSAGE_RENDERTARGET
3318 * - D3DUSAGE_SOFTWAREPROCESSING
3319 * - D3DUSAGE_QUERY_WRAPANDMIP
3321 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3323 /* Check if the texture format is around */
3324 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3326 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3327 /* Check for automatic mipmap generation support */
3328 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3330 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3332 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3333 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3337 /* Always report dynamic locking */
3338 if(Usage & WINED3DUSAGE_DYNAMIC)
3339 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3341 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3342 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3344 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3346 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3347 return WINED3DERR_NOTAVAILABLE;
3351 /* Always report software processing */
3352 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3353 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3355 /* Check QUERY_FILTER support */
3356 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3357 if (CheckFilterCapability(adapter, format_desc))
3359 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3361 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3362 return WINED3DERR_NOTAVAILABLE;
3366 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3367 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3368 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3370 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3372 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3373 return WINED3DERR_NOTAVAILABLE;
3377 /* Check QUERY_SRGBREAD support */
3378 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3379 if (CheckSrgbReadCapability(adapter, format_desc))
3381 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3383 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3384 return WINED3DERR_NOTAVAILABLE;
3388 /* Check QUERY_SRGBWRITE support */
3389 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3390 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3392 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3394 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3395 return WINED3DERR_NOTAVAILABLE;
3399 /* Check QUERY_VERTEXTEXTURE support */
3400 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3401 if (CheckVertexTextureCapability(adapter, format_desc))
3403 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3405 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3406 return WINED3DERR_NOTAVAILABLE;
3410 /* Check QUERY_WRAPANDMIP support */
3411 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3412 if (CheckWrapAndMipCapability(adapter, format_desc))
3414 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3416 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3417 return WINED3DERR_NOTAVAILABLE;
3421 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3422 return WINED3DERR_NOTAVAILABLE;
3425 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3426 return WINED3DERR_NOTAVAILABLE;
3428 } else if(RType == WINED3DRTYPE_SURFACE) {
3430 * - D3DUSAGE_DEPTHSTENCIL
3431 * - D3DUSAGE_NONSECURE (d3d9ex)
3432 * - D3DUSAGE_RENDERTARGET
3435 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3437 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3438 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3440 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3442 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3443 return WINED3DERR_NOTAVAILABLE;
3447 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3448 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3450 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3452 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3453 return WINED3DERR_NOTAVAILABLE;
3457 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3458 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3459 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3461 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3463 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3464 return WINED3DERR_NOTAVAILABLE;
3468 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3469 return WINED3DERR_NOTAVAILABLE;
3472 } else if(RType == WINED3DRTYPE_TEXTURE) {
3474 * - D3DUSAGE_AUTOGENMIPMAP
3475 * - D3DUSAGE_DEPTHSTENCIL
3477 * - D3DUSAGE_DYNAMIC
3478 * - D3DUSAGE_NONSECURE (d3d9ex)
3479 * - D3DUSAGE_RENDERTARGET
3480 * - D3DUSAGE_SOFTWAREPROCESSING
3481 * - D3DUSAGE_TEXTAPI (d3d9ex)
3482 * - D3DUSAGE_QUERY_WRAPANDMIP
3485 if(SurfaceType != SURFACE_OPENGL) {
3486 TRACE("[FAILED]\n");
3487 return WINED3DERR_NOTAVAILABLE;
3490 /* Check if the texture format is around */
3491 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3493 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3494 /* Check for automatic mipmap generation support */
3495 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3497 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3499 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3500 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3504 /* Always report dynamic locking */
3505 if(Usage & WINED3DUSAGE_DYNAMIC)
3506 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3508 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3509 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3511 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3513 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3514 return WINED3DERR_NOTAVAILABLE;
3518 /* Always report software processing */
3519 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3520 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3522 /* Check QUERY_FILTER support */
3523 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3524 if (CheckFilterCapability(adapter, format_desc))
3526 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3528 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3529 return WINED3DERR_NOTAVAILABLE;
3533 /* Check QUERY_LEGACYBUMPMAP support */
3534 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3535 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3537 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3539 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3540 return WINED3DERR_NOTAVAILABLE;
3544 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3545 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3546 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3548 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3550 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3551 return WINED3DERR_NOTAVAILABLE;
3555 /* Check QUERY_SRGBREAD support */
3556 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3557 if (CheckSrgbReadCapability(adapter, format_desc))
3559 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3561 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3562 return WINED3DERR_NOTAVAILABLE;
3566 /* Check QUERY_SRGBWRITE support */
3567 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3568 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3570 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3572 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3573 return WINED3DERR_NOTAVAILABLE;
3577 /* Check QUERY_VERTEXTEXTURE support */
3578 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3579 if (CheckVertexTextureCapability(adapter, format_desc))
3581 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3583 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3584 return WINED3DERR_NOTAVAILABLE;
3588 /* Check QUERY_WRAPANDMIP support */
3589 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3590 if (CheckWrapAndMipCapability(adapter, format_desc))
3592 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3594 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3595 return WINED3DERR_NOTAVAILABLE;
3599 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3600 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3602 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3604 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3605 return WINED3DERR_NOTAVAILABLE;
3609 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3610 return WINED3DERR_NOTAVAILABLE;
3612 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3613 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3614 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3616 * Volumetexture allows:
3617 * - D3DUSAGE_DYNAMIC
3618 * - D3DUSAGE_NONSECURE (d3d9ex)
3619 * - D3DUSAGE_SOFTWAREPROCESSING
3620 * - D3DUSAGE_QUERY_WRAPANDMIP
3623 if(SurfaceType != SURFACE_OPENGL) {
3624 TRACE("[FAILED]\n");
3625 return WINED3DERR_NOTAVAILABLE;
3628 /* Check volume texture and volume usage caps */
3629 if (gl_info->supported[EXT_TEXTURE3D])
3631 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3633 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3634 return WINED3DERR_NOTAVAILABLE;
3637 /* Always report dynamic locking */
3638 if(Usage & WINED3DUSAGE_DYNAMIC)
3639 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3641 /* Always report software processing */
3642 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3643 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3645 /* Check QUERY_FILTER support */
3646 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3647 if (CheckFilterCapability(adapter, format_desc))
3649 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3651 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3652 return WINED3DERR_NOTAVAILABLE;
3656 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3657 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3658 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3660 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3662 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3663 return WINED3DERR_NOTAVAILABLE;
3667 /* Check QUERY_SRGBREAD support */
3668 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3669 if (CheckSrgbReadCapability(adapter, format_desc))
3671 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3673 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3674 return WINED3DERR_NOTAVAILABLE;
3678 /* Check QUERY_SRGBWRITE support */
3679 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3680 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3682 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3684 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3685 return WINED3DERR_NOTAVAILABLE;
3689 /* Check QUERY_VERTEXTEXTURE support */
3690 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3691 if (CheckVertexTextureCapability(adapter, format_desc))
3693 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3695 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3696 return WINED3DERR_NOTAVAILABLE;
3700 /* Check QUERY_WRAPANDMIP support */
3701 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3702 if (CheckWrapAndMipCapability(adapter, format_desc))
3704 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3706 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3707 return WINED3DERR_NOTAVAILABLE;
3711 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3712 return WINED3DERR_NOTAVAILABLE;
3715 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3716 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3717 * app needing one of those formats, don't advertize them to avoid leading apps into
3718 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3721 switch(CheckFormat) {
3722 case WINED3DFMT_P8_UINT:
3723 case WINED3DFMT_L4A4_UNORM:
3724 case WINED3DFMT_R32_FLOAT:
3725 case WINED3DFMT_R16_FLOAT:
3726 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3727 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3728 case WINED3DFMT_R16G16_UNORM:
3729 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3730 return WINED3DERR_NOTAVAILABLE;
3732 case WINED3DFMT_R8G8B8A8_SNORM:
3733 case WINED3DFMT_R16G16_SNORM:
3734 if (!gl_info->supported[NV_TEXTURE_SHADER])
3736 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3737 return WINED3DERR_NOTAVAILABLE;
3741 case WINED3DFMT_R8G8_SNORM:
3742 if (!gl_info->supported[NV_TEXTURE_SHADER])
3744 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3745 return WINED3DERR_NOTAVAILABLE;
3749 case WINED3DFMT_DXT1:
3750 case WINED3DFMT_DXT2:
3751 case WINED3DFMT_DXT3:
3752 case WINED3DFMT_DXT4:
3753 case WINED3DFMT_DXT5:
3754 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3755 * compressed texture results in an error. While the D3D refrast does
3756 * support s3tc volumes, at least the nvidia windows driver does not, so
3757 * we're free not to support this format.
3759 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3760 return WINED3DERR_NOTAVAILABLE;
3763 /* Do nothing, continue with checking the format below */
3766 } else if(RType == WINED3DRTYPE_BUFFER){
3767 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3768 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3769 return WINED3DERR_NOTAVAILABLE;
3772 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3773 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3774 * usage flags match. */
3775 if(UsageCaps == Usage) {
3777 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3778 return WINED3DOK_NOAUTOGEN;
3780 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);
3781 return WINED3DERR_NOTAVAILABLE;
3785 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
3786 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
3788 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
3789 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
3790 debug_d3dformat(dst_format));
3795 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3796 subset of a D3DCAPS9 structure. However, it has to come via a void *
3797 as the d3d8 interface cannot import the d3d9 header */
3798 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3800 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3801 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3802 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3803 int vs_selected_mode;
3804 int ps_selected_mode;
3805 struct shader_caps shader_caps;
3806 struct fragment_caps fragment_caps;
3807 const shader_backend_t *shader_backend;
3808 const struct fragment_pipeline *frag_pipeline = NULL;
3809 DWORD ckey_caps, blit_caps, fx_caps;
3811 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3813 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3814 return WINED3DERR_INVALIDCALL;
3817 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3819 /* ------------------------------------------------
3820 The following fields apply to both d3d8 and d3d9
3821 ------------------------------------------------ */
3822 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3823 pCaps->AdapterOrdinal = Adapter;
3826 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3827 WINED3DCAPS2_FULLSCREENGAMMA |
3828 WINED3DCAPS2_DYNAMICTEXTURES;
3829 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3831 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3834 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3835 WINED3DCAPS3_COPY_TO_VIDMEM |
3836 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3838 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3839 WINED3DPRESENT_INTERVAL_ONE;
3841 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3842 WINED3DCURSORCAPS_LOWRES;
3844 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3845 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3846 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3847 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3848 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3849 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3850 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3851 WINED3DDEVCAPS_PUREDEVICE |
3852 WINED3DDEVCAPS_HWRASTERIZATION |
3853 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3854 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3855 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3856 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3857 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3858 WINED3DDEVCAPS_RTPATCHES;
3860 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3861 WINED3DPMISCCAPS_CULLCCW |
3862 WINED3DPMISCCAPS_CULLCW |
3863 WINED3DPMISCCAPS_COLORWRITEENABLE |
3864 WINED3DPMISCCAPS_CLIPTLVERTS |
3865 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3866 WINED3DPMISCCAPS_MASKZ |
3867 WINED3DPMISCCAPS_BLENDOP |
3868 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3870 WINED3DPMISCCAPS_NULLREFERENCE
3871 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3872 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3873 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3874 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3876 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
3877 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3879 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3880 WINED3DPRASTERCAPS_PAT |
3881 WINED3DPRASTERCAPS_WFOG |
3882 WINED3DPRASTERCAPS_ZFOG |
3883 WINED3DPRASTERCAPS_FOGVERTEX |
3884 WINED3DPRASTERCAPS_FOGTABLE |
3885 WINED3DPRASTERCAPS_STIPPLE |
3886 WINED3DPRASTERCAPS_SUBPIXEL |
3887 WINED3DPRASTERCAPS_ZTEST |
3888 WINED3DPRASTERCAPS_SCISSORTEST |
3889 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3890 WINED3DPRASTERCAPS_DEPTHBIAS;
3892 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
3894 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3895 WINED3DPRASTERCAPS_ZBIAS |
3896 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3898 if (gl_info->supported[NV_FOG_DISTANCE])
3900 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3903 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3904 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3905 WINED3DPRASTERCAPS_ANTIALIASEDGES
3906 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3907 WINED3DPRASTERCAPS_WBUFFER */
3909 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3910 WINED3DPCMPCAPS_EQUAL |
3911 WINED3DPCMPCAPS_GREATER |
3912 WINED3DPCMPCAPS_GREATEREQUAL |
3913 WINED3DPCMPCAPS_LESS |
3914 WINED3DPCMPCAPS_LESSEQUAL |
3915 WINED3DPCMPCAPS_NEVER |
3916 WINED3DPCMPCAPS_NOTEQUAL;
3918 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3919 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3920 WINED3DPBLENDCAPS_DESTALPHA |
3921 WINED3DPBLENDCAPS_DESTCOLOR |
3922 WINED3DPBLENDCAPS_INVDESTALPHA |
3923 WINED3DPBLENDCAPS_INVDESTCOLOR |
3924 WINED3DPBLENDCAPS_INVSRCALPHA |
3925 WINED3DPBLENDCAPS_INVSRCCOLOR |
3926 WINED3DPBLENDCAPS_ONE |
3927 WINED3DPBLENDCAPS_SRCALPHA |
3928 WINED3DPBLENDCAPS_SRCALPHASAT |
3929 WINED3DPBLENDCAPS_SRCCOLOR |
3930 WINED3DPBLENDCAPS_ZERO;
3932 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3933 WINED3DPBLENDCAPS_DESTCOLOR |
3934 WINED3DPBLENDCAPS_INVDESTALPHA |
3935 WINED3DPBLENDCAPS_INVDESTCOLOR |
3936 WINED3DPBLENDCAPS_INVSRCALPHA |
3937 WINED3DPBLENDCAPS_INVSRCCOLOR |
3938 WINED3DPBLENDCAPS_ONE |
3939 WINED3DPBLENDCAPS_SRCALPHA |
3940 WINED3DPBLENDCAPS_SRCCOLOR |
3941 WINED3DPBLENDCAPS_ZERO;
3942 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3943 * according to the glBlendFunc manpage
3945 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3946 * legacy settings for srcblend only
3949 if (gl_info->supported[EXT_BLEND_COLOR])
3951 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3952 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3956 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3957 WINED3DPCMPCAPS_EQUAL |
3958 WINED3DPCMPCAPS_GREATER |
3959 WINED3DPCMPCAPS_GREATEREQUAL |
3960 WINED3DPCMPCAPS_LESS |
3961 WINED3DPCMPCAPS_LESSEQUAL |
3962 WINED3DPCMPCAPS_NEVER |
3963 WINED3DPCMPCAPS_NOTEQUAL;
3965 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3966 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3967 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3968 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3969 WINED3DPSHADECAPS_COLORFLATRGB |
3970 WINED3DPSHADECAPS_FOGFLAT |
3971 WINED3DPSHADECAPS_FOGGOURAUD |
3972 WINED3DPSHADECAPS_SPECULARFLATRGB;
3974 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3975 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3976 WINED3DPTEXTURECAPS_TRANSPARENCY |
3977 WINED3DPTEXTURECAPS_BORDER |
3978 WINED3DPTEXTURECAPS_MIPMAP |
3979 WINED3DPTEXTURECAPS_PROJECTED |
3980 WINED3DPTEXTURECAPS_PERSPECTIVE;
3982 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
3984 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3985 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3988 if (gl_info->supported[EXT_TEXTURE3D])
3990 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3991 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3992 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3995 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3997 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3998 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3999 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4003 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4004 WINED3DPTFILTERCAPS_MAGFPOINT |
4005 WINED3DPTFILTERCAPS_MINFLINEAR |
4006 WINED3DPTFILTERCAPS_MINFPOINT |
4007 WINED3DPTFILTERCAPS_MIPFLINEAR |
4008 WINED3DPTFILTERCAPS_MIPFPOINT |
4009 WINED3DPTFILTERCAPS_LINEAR |
4010 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4011 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4012 WINED3DPTFILTERCAPS_MIPLINEAR |
4013 WINED3DPTFILTERCAPS_MIPNEAREST |
4014 WINED3DPTFILTERCAPS_NEAREST;
4016 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4018 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4019 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4022 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4024 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4025 WINED3DPTFILTERCAPS_MAGFPOINT |
4026 WINED3DPTFILTERCAPS_MINFLINEAR |
4027 WINED3DPTFILTERCAPS_MINFPOINT |
4028 WINED3DPTFILTERCAPS_MIPFLINEAR |
4029 WINED3DPTFILTERCAPS_MIPFPOINT |
4030 WINED3DPTFILTERCAPS_LINEAR |
4031 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4032 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4033 WINED3DPTFILTERCAPS_MIPLINEAR |
4034 WINED3DPTFILTERCAPS_MIPNEAREST |
4035 WINED3DPTFILTERCAPS_NEAREST;
4037 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4039 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4040 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4043 pCaps->CubeTextureFilterCaps = 0;
4045 if (gl_info->supported[EXT_TEXTURE3D])
4047 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4048 WINED3DPTFILTERCAPS_MAGFPOINT |
4049 WINED3DPTFILTERCAPS_MINFLINEAR |
4050 WINED3DPTFILTERCAPS_MINFPOINT |
4051 WINED3DPTFILTERCAPS_MIPFLINEAR |
4052 WINED3DPTFILTERCAPS_MIPFPOINT |
4053 WINED3DPTFILTERCAPS_LINEAR |
4054 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4055 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4056 WINED3DPTFILTERCAPS_MIPLINEAR |
4057 WINED3DPTFILTERCAPS_MIPNEAREST |
4058 WINED3DPTFILTERCAPS_NEAREST;
4060 pCaps->VolumeTextureFilterCaps = 0;
4062 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4063 WINED3DPTADDRESSCAPS_CLAMP |
4064 WINED3DPTADDRESSCAPS_WRAP;
4066 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4068 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4070 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4072 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4074 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4076 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4079 if (gl_info->supported[EXT_TEXTURE3D])
4081 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4082 WINED3DPTADDRESSCAPS_CLAMP |
4083 WINED3DPTADDRESSCAPS_WRAP;
4084 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4086 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4088 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4090 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4092 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4094 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4097 pCaps->VolumeTextureAddressCaps = 0;
4099 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4100 WINED3DLINECAPS_ZTEST |
4101 WINED3DLINECAPS_BLEND |
4102 WINED3DLINECAPS_ALPHACMP |
4103 WINED3DLINECAPS_FOG;
4104 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4105 * idea how generating the smoothing alpha values works; the result is different
4108 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4109 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4111 if (gl_info->supported[EXT_TEXTURE3D])
4112 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4114 pCaps->MaxVolumeExtent = 0;
4116 pCaps->MaxTextureRepeat = 32768;
4117 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4118 pCaps->MaxVertexW = 1.0f;
4120 pCaps->GuardBandLeft = 0.0f;
4121 pCaps->GuardBandTop = 0.0f;
4122 pCaps->GuardBandRight = 0.0f;
4123 pCaps->GuardBandBottom = 0.0f;
4125 pCaps->ExtentsAdjust = 0.0f;
4127 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4128 WINED3DSTENCILCAPS_INCRSAT |
4129 WINED3DSTENCILCAPS_INVERT |
4130 WINED3DSTENCILCAPS_KEEP |
4131 WINED3DSTENCILCAPS_REPLACE |
4132 WINED3DSTENCILCAPS_ZERO;
4133 if (gl_info->supported[EXT_STENCIL_WRAP])
4135 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4136 WINED3DSTENCILCAPS_INCR;
4138 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4140 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4143 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4145 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4146 pCaps->MaxActiveLights = gl_info->limits.lights;
4148 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4149 pCaps->MaxVertexBlendMatrixIndex = 0;
4151 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4152 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4155 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4156 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4157 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4158 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4159 WINED3DVTXPCAPS_LOCALVIEWER |
4160 WINED3DVTXPCAPS_VERTEXFOG |
4161 WINED3DVTXPCAPS_TEXGEN;
4163 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4164 pCaps->MaxVertexIndex = 0xFFFFF;
4165 pCaps->MaxStreams = MAX_STREAMS;
4166 pCaps->MaxStreamStride = 1024;
4168 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4169 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4170 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4171 pCaps->MaxNpatchTessellationLevel = 0;
4172 pCaps->MasterAdapterOrdinal = 0;
4173 pCaps->AdapterOrdinalInGroup = 0;
4174 pCaps->NumberOfAdaptersInGroup = 1;
4176 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4178 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4179 WINED3DPTFILTERCAPS_MAGFPOINT |
4180 WINED3DPTFILTERCAPS_MINFLINEAR |
4181 WINED3DPTFILTERCAPS_MAGFLINEAR;
4182 pCaps->VertexTextureFilterCaps = 0;
4184 memset(&shader_caps, 0, sizeof(shader_caps));
4185 shader_backend = select_shader_backend(adapter, DeviceType);
4186 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4188 memset(&fragment_caps, 0, sizeof(fragment_caps));
4189 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4190 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4192 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4193 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4195 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4196 * Ignore shader model capabilities if disabled in config
4198 if(vs_selected_mode == SHADER_NONE) {
4199 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4200 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4201 pCaps->MaxVertexShaderConst = 0;
4203 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4204 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4207 if(ps_selected_mode == SHADER_NONE) {
4208 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4209 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4210 pCaps->PixelShader1xMaxValue = 0.0f;
4212 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4213 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4216 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4217 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4218 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4220 pCaps->VS20Caps = shader_caps.VS20Caps;
4221 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4222 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4223 pCaps->PS20Caps = shader_caps.PS20Caps;
4224 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4225 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4227 /* The following caps are shader specific, but they are things we cannot detect, or which
4228 * are the same among all shader models. So to avoid code duplication set the shader version
4229 * specific, but otherwise constant caps here
4231 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4232 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4233 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4234 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4235 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4236 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4237 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4239 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4240 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4242 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4244 pCaps->VS20Caps.Caps = 0;
4245 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4246 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4247 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4249 pCaps->MaxVShaderInstructionsExecuted = 65535;
4250 pCaps->MaxVertexShader30InstructionSlots = 0;
4251 } else { /* VS 1.x */
4252 pCaps->VS20Caps.Caps = 0;
4253 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4254 pCaps->VS20Caps.NumTemps = 0;
4255 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4257 pCaps->MaxVShaderInstructionsExecuted = 0;
4258 pCaps->MaxVertexShader30InstructionSlots = 0;
4261 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4262 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4263 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4265 /* 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 */
4266 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4267 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4268 WINED3DPS20CAPS_PREDICATION |
4269 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4270 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4271 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4272 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4273 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4274 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4276 pCaps->MaxPShaderInstructionsExecuted = 65535;
4277 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4278 adapter->gl_info.limits.arb_ps_instructions);
4280 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4282 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4283 pCaps->PS20Caps.Caps = 0;
4284 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4285 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4286 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4287 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4289 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4290 pCaps->MaxPixelShader30InstructionSlots = 0;
4291 } else { /* PS 1.x */
4292 pCaps->PS20Caps.Caps = 0;
4293 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4294 pCaps->PS20Caps.NumTemps = 0;
4295 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4296 pCaps->PS20Caps.NumInstructionSlots = 0;
4298 pCaps->MaxPShaderInstructionsExecuted = 0;
4299 pCaps->MaxPixelShader30InstructionSlots = 0;
4302 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4303 /* OpenGL supports all the formats below, perhaps not always
4304 * without conversion, but it supports them.
4305 * Further GLSL doesn't seem to have an official unsigned type so
4306 * don't advertise it yet as I'm not sure how we handle it.
4307 * We might need to add some clamping in the shader engine to
4309 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4310 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4311 WINED3DDTCAPS_UBYTE4N |
4312 WINED3DDTCAPS_SHORT2N |
4313 WINED3DDTCAPS_SHORT4N;
4314 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4316 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4317 WINED3DDTCAPS_FLOAT16_4;
4320 pCaps->DeclTypes = 0;
4322 /* Set DirectDraw helper Caps */
4323 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4324 WINEDDCKEYCAPS_SRCBLT;
4325 fx_caps = WINEDDFXCAPS_BLTALPHA |
4326 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4327 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4328 WINEDDFXCAPS_BLTROTATION90 |
4329 WINEDDFXCAPS_BLTSHRINKX |
4330 WINEDDFXCAPS_BLTSHRINKXN |
4331 WINEDDFXCAPS_BLTSHRINKY |
4332 WINEDDFXCAPS_BLTSHRINKXN |
4333 WINEDDFXCAPS_BLTSTRETCHX |
4334 WINEDDFXCAPS_BLTSTRETCHXN |
4335 WINEDDFXCAPS_BLTSTRETCHY |
4336 WINEDDFXCAPS_BLTSTRETCHYN;
4337 blit_caps = WINEDDCAPS_BLT |
4338 WINEDDCAPS_BLTCOLORFILL |
4339 WINEDDCAPS_BLTDEPTHFILL |
4340 WINEDDCAPS_BLTSTRETCH |
4341 WINEDDCAPS_CANBLTSYSMEM |
4342 WINEDDCAPS_CANCLIP |
4343 WINEDDCAPS_CANCLIPSTRETCHED |
4344 WINEDDCAPS_COLORKEY |
4345 WINEDDCAPS_COLORKEYHWASSIST |
4346 WINEDDCAPS_ALIGNBOUNDARYSRC;
4348 /* Fill the ddraw caps structure */
4349 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4350 WINEDDCAPS_PALETTE |
4352 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4353 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4354 WINEDDCAPS2_PRIMARYGAMMA |
4355 WINEDDCAPS2_WIDESURFACES |
4356 WINEDDCAPS2_CANRENDERWINDOWED;
4357 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4358 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4359 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4360 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4361 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4362 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4363 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4364 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4365 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4367 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4368 WINEDDSCAPS_BACKBUFFER |
4370 WINEDDSCAPS_FRONTBUFFER |
4371 WINEDDSCAPS_OFFSCREENPLAIN |
4372 WINEDDSCAPS_PALETTE |
4373 WINEDDSCAPS_PRIMARYSURFACE |
4374 WINEDDSCAPS_SYSTEMMEMORY |
4375 WINEDDSCAPS_VIDEOMEMORY |
4376 WINEDDSCAPS_VISIBLE;
4377 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4379 /* Set D3D caps if OpenGL is available. */
4380 if (adapter->opengl)
4382 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4383 WINEDDSCAPS_MIPMAP |
4384 WINEDDSCAPS_TEXTURE |
4385 WINEDDSCAPS_ZBUFFER;
4386 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4392 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4393 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4394 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4396 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4397 IWineD3DDeviceImpl *object;
4400 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4401 "parent %p, device_parent %p, device %p.\n",
4402 iface, adapter_idx, device_type, focus_window, flags,
4403 parent, device_parent, device);
4405 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4406 * number and create a device without a 3D adapter for 2D only operation. */
4407 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4409 return WINED3DERR_INVALIDCALL;
4412 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4415 ERR("Failed to allocate device memory.\n");
4416 return E_OUTOFMEMORY;
4419 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4422 WARN("Failed to initialize device, hr %#x.\n", hr);
4423 HeapFree(GetProcessHeap(), 0, object);
4427 TRACE("Created device %p.\n", object);
4428 *device = (IWineD3DDevice *)object;
4430 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4435 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4436 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4437 IUnknown_AddRef(This->parent);
4438 *pParent = This->parent;
4442 static void WINE_GLAPI invalid_func(const void *data)
4444 ERR("Invalid vertex attribute function called\n");
4448 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4450 ERR("Invalid texcoord function called\n");
4454 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4455 * the extension detection and are used in drawStridedSlow
4457 static void WINE_GLAPI position_d3dcolor(const void *data)
4459 DWORD pos = *((const DWORD *)data);
4461 FIXME("Add a test for fixed function position from d3dcolor type\n");
4462 glVertex4s(D3DCOLOR_B_R(pos),
4468 static void WINE_GLAPI position_float4(const void *data)
4470 const GLfloat *pos = data;
4472 if (pos[3] != 0.0f && pos[3] != 1.0f)
4474 float w = 1.0f / pos[3];
4476 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4484 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4486 DWORD diffuseColor = *((const DWORD *)data);
4488 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4489 D3DCOLOR_B_G(diffuseColor),
4490 D3DCOLOR_B_B(diffuseColor),
4491 D3DCOLOR_B_A(diffuseColor));
4494 static void WINE_GLAPI specular_d3dcolor(const void *data)
4496 DWORD specularColor = *((const DWORD *)data);
4497 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4498 D3DCOLOR_B_G(specularColor),
4499 D3DCOLOR_B_B(specularColor)};
4501 specular_func_3ubv(d);
4504 static void WINE_GLAPI warn_no_specular_func(const void *data)
4506 WARN("GL_EXT_secondary_color not supported\n");
4509 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4511 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4512 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4513 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4514 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4515 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4516 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4517 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4518 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4519 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4520 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4521 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4522 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4523 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4524 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4525 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4526 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4527 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4529 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4530 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4531 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4532 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4533 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4534 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4535 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4536 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4537 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4538 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4539 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4540 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4541 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4542 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4543 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4544 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4545 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4547 /* No 4 component entry points here */
4548 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4549 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4550 if (gl_info->supported[EXT_SECONDARY_COLOR])
4552 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4556 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4558 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4559 if (gl_info->supported[EXT_SECONDARY_COLOR])
4561 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4562 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4566 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4568 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4569 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4570 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4571 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4572 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4573 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4574 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4575 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4576 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4577 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4578 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4579 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4581 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4582 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4584 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4585 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4586 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4587 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4588 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4589 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4590 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4591 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4592 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4593 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4594 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4595 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4596 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4597 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4598 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4599 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4600 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4602 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4603 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4604 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4605 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4606 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4607 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4608 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4609 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4610 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4611 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4612 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4613 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4614 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4615 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4616 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4617 if (gl_info->supported[NV_HALF_FLOAT])
4619 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4620 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4621 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4623 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4624 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4628 BOOL InitAdapters(IWineD3DImpl *This)
4630 static HMODULE mod_gl;
4632 int ps_selected_mode, vs_selected_mode;
4634 /* No need to hold any lock. The calling library makes sure only one thread calls
4635 * wined3d simultaneously
4638 TRACE("Initializing adapters\n");
4641 #ifdef USE_WIN32_OPENGL
4642 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4643 mod_gl = LoadLibraryA("opengl32.dll");
4645 ERR("Can't load opengl32.dll!\n");
4649 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4650 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4651 mod_gl = GetModuleHandleA("gdi32.dll");
4655 /* Load WGL core functions from opengl32.dll */
4656 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4660 if(!pwglGetProcAddress) {
4661 ERR("Unable to load wglGetProcAddress!\n");
4665 /* Dynamically load all GL core functions */
4669 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4670 * otherwise because we have to use winex11.drv's override
4672 #ifdef USE_WIN32_OPENGL
4673 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4674 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4676 wglFinish = (void*)pwglGetProcAddress("wglFinish");
4677 wglFlush = (void*)pwglGetProcAddress("wglFlush");
4680 glEnableWINE = glEnable;
4681 glDisableWINE = glDisable;
4683 /* For now only one default adapter */
4685 struct wined3d_adapter *adapter = &This->adapters[0];
4686 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4687 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4691 WineD3D_PixelFormat *cfgs;
4692 DISPLAY_DEVICEW DisplayDevice;
4695 TRACE("Initializing default adapter\n");
4696 adapter->ordinal = 0;
4697 adapter->monitorPoint.x = -1;
4698 adapter->monitorPoint.y = -1;
4700 if (!AllocateLocallyUniqueId(&adapter->luid))
4702 DWORD err = GetLastError();
4703 ERR("Failed to set adapter LUID (%#x).\n", err);
4706 TRACE("Allocated LUID %08x:%08x for adapter.\n",
4707 adapter->luid.HighPart, adapter->luid.LowPart);
4709 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4711 ERR("Failed to get a gl context for default adapter\n");
4715 ret = IWineD3DImpl_FillGLCaps(&adapter->driver_info, &adapter->gl_info);
4717 ERR("Failed to initialize gl caps for default adapter\n");
4718 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4721 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
4723 ERR("Failed to init gl formats\n");
4724 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4728 hdc = fake_gl_ctx.dc;
4730 /* Use the VideoRamSize registry setting when set */
4731 if(wined3d_settings.emulated_textureram)
4732 adapter->TextureRam = wined3d_settings.emulated_textureram;
4734 adapter->TextureRam = adapter->gl_info.vidmem;
4735 adapter->UsedTextureRam = 0;
4736 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4738 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4739 DisplayDevice.cb = sizeof(DisplayDevice);
4740 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4741 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4742 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4744 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
4751 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4752 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4754 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4755 cfgs = adapter->cfgs;
4756 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4757 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4758 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4759 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4760 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4761 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4762 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4763 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4764 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4765 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4767 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4769 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4774 /* Cache the pixel format */
4775 cfgs->iPixelFormat = iPixelFormat;
4776 cfgs->redSize = values[0];
4777 cfgs->greenSize = values[1];
4778 cfgs->blueSize = values[2];
4779 cfgs->alphaSize = values[3];
4780 cfgs->depthSize = values[4];
4781 cfgs->stencilSize = values[5];
4782 cfgs->windowDrawable = values[6];
4783 cfgs->iPixelType = values[7];
4784 cfgs->doubleBuffer = values[8];
4785 cfgs->auxBuffers = values[9];
4787 cfgs->pbufferDrawable = FALSE;
4788 /* Check for pbuffer support when it is around as
4789 * wglGetPixelFormatAttribiv fails for unknown attributes. */
4790 if (gl_info->supported[WGL_ARB_PBUFFER])
4792 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4794 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4795 cfgs->pbufferDrawable = value;
4798 cfgs->numSamples = 0;
4799 /* Check multisample support */
4800 if (gl_info->supported[ARB_MULTISAMPLE])
4802 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4804 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4805 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4806 * value[1] = number of multi sample buffers*/
4808 cfgs->numSamples = value[1];
4812 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);
4818 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4819 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4820 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4822 cfgs = adapter->cfgs;
4823 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4825 PIXELFORMATDESCRIPTOR ppfd;
4827 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4831 /* We only want HW acceleration using an OpenGL ICD driver.
4832 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4833 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4835 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4837 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4841 cfgs->iPixelFormat = iPixelFormat;
4842 cfgs->redSize = ppfd.cRedBits;
4843 cfgs->greenSize = ppfd.cGreenBits;
4844 cfgs->blueSize = ppfd.cBlueBits;
4845 cfgs->alphaSize = ppfd.cAlphaBits;
4846 cfgs->depthSize = ppfd.cDepthBits;
4847 cfgs->stencilSize = ppfd.cStencilBits;
4848 cfgs->pbufferDrawable = 0;
4849 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4850 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4851 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4852 cfgs->auxBuffers = ppfd.cAuxBuffers;
4853 cfgs->numSamples = 0;
4855 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);
4860 /* 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 */
4863 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4865 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4866 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4871 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4872 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4873 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4874 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4875 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4876 * driver is allowed to consume more bits EXCEPT for stencil bits.
4878 * Mark an adapter with this broken stencil behavior.
4880 adapter->brokenStencil = TRUE;
4881 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4883 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4884 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4885 adapter->brokenStencil = FALSE;
4890 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4892 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4893 fillGLAttribFuncs(&adapter->gl_info);
4894 adapter->opengl = TRUE;
4896 This->adapter_count = 1;
4897 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4902 /* Initialize an adapter for ddraw-only memory counting */
4903 memset(This->adapters, 0, sizeof(This->adapters));
4904 This->adapters[0].ordinal = 0;
4905 This->adapters[0].opengl = FALSE;
4906 This->adapters[0].monitorPoint.x = -1;
4907 This->adapters[0].monitorPoint.y = -1;
4909 This->adapters[0].driver_info.name = "Display";
4910 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
4911 if(wined3d_settings.emulated_textureram) {
4912 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4914 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4917 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4919 This->adapter_count = 1;
4923 /**********************************************************
4924 * IWineD3D VTbl follows
4925 **********************************************************/
4927 const IWineD3DVtbl IWineD3D_Vtbl =
4930 IWineD3DImpl_QueryInterface,
4931 IWineD3DImpl_AddRef,
4932 IWineD3DImpl_Release,
4934 IWineD3DImpl_GetParent,
4935 IWineD3DImpl_GetAdapterCount,
4936 IWineD3DImpl_RegisterSoftwareDevice,
4937 IWineD3DImpl_GetAdapterMonitor,
4938 IWineD3DImpl_GetAdapterModeCount,
4939 IWineD3DImpl_EnumAdapterModes,
4940 IWineD3DImpl_GetAdapterDisplayMode,
4941 IWineD3DImpl_GetAdapterIdentifier,
4942 IWineD3DImpl_CheckDeviceMultiSampleType,
4943 IWineD3DImpl_CheckDepthStencilMatch,
4944 IWineD3DImpl_CheckDeviceType,
4945 IWineD3DImpl_CheckDeviceFormat,
4946 IWineD3DImpl_CheckDeviceFormatConversion,
4947 IWineD3DImpl_GetDeviceCaps,
4948 IWineD3DImpl_CreateDevice
4951 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
4953 const struct wined3d_parent_ops wined3d_null_parent_ops =
4955 wined3d_null_wined3d_object_destroyed,