2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
31 #define GLINFO_LOCATION (*gl_info)
33 /* The d3d device ID */
34 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
36 /* Extension detection */
38 const char *extension_string;
39 GL_SupportedExt extension;
43 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
44 {"GL_APPLE_fence", APPLE_FENCE, 0 },
45 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
46 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
50 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
51 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
52 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
53 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
54 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
57 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
58 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
59 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
60 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
61 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
62 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
63 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
64 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
73 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
74 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
75 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
76 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
77 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
78 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
79 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
80 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
81 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
82 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
83 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
84 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
85 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
86 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
87 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
88 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
89 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
92 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
93 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
94 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
95 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
96 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
97 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
98 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
101 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
102 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
103 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
104 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
105 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
106 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
107 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
108 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
109 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
110 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
111 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
112 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
113 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
114 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
115 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
116 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
117 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
118 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
119 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
122 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
123 {"GL_NV_fence", NV_FENCE, 0 },
124 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
125 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
126 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
127 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
128 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
129 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
130 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
131 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
132 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
133 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
134 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
135 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
136 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
137 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
138 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
139 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
145 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
148 /**********************************************************
149 * Utility functions follow
150 **********************************************************/
152 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
153 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
154 WINED3DDEVTYPE DeviceType);
155 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
156 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
159 const int minLookup[MAX_LOOKUPS] =
161 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
164 const int maxLookup[MAX_LOOKUPS] =
166 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
169 DWORD *stateLookup[MAX_LOOKUPS];
171 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
172 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
180 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
181 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
183 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
186 /* drawStridedSlow attributes */
187 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
188 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
189 glAttribFunc specular_func_3ubv;
190 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
191 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
192 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
195 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
196 * i.e., there is no GL Context - Get a default rendering context to enable the
197 * function query some info from GL.
200 struct wined3d_fake_gl_ctx
207 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
209 TRACE_(d3d_caps)("Destroying fake GL context.\n");
211 if (!pwglMakeCurrent(NULL, NULL))
213 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
216 pwglDeleteContext(ctx->gl_ctx);
217 ReleaseDC(ctx->wnd, ctx->dc);
218 DestroyWindow(ctx->wnd);
221 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
223 PIXELFORMATDESCRIPTOR pfd;
226 TRACE("getting context...\n");
228 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
229 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
230 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
233 ERR_(d3d_caps)("Failed to create a window.\n");
237 ctx->dc = GetDC(ctx->wnd);
240 ERR_(d3d_caps)("Failed to get a DC.\n");
244 /* PixelFormat selection */
245 ZeroMemory(&pfd, sizeof(pfd));
246 pfd.nSize = sizeof(pfd);
248 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
249 pfd.iPixelType = PFD_TYPE_RGBA;
251 pfd.iLayerType = PFD_MAIN_PLANE;
253 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
256 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
257 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
260 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
261 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
263 /* Create a GL context. */
264 ctx->gl_ctx = pwglCreateContext(ctx->dc);
267 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
271 /* Make it the current GL context. */
272 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
274 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
277 context_set_last_device(NULL);
282 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
284 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
286 if (ctx->wnd) DestroyWindow(ctx->wnd);
292 /* Adjust the amount of used texture memory */
293 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
294 struct WineD3DAdapter *adapter = D3DDevice->adapter;
296 adapter->UsedTextureRam += glram;
297 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
298 return adapter->UsedTextureRam;
301 /**********************************************************
302 * IUnknown parts follows
303 **********************************************************/
305 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
307 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
309 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
310 if (IsEqualGUID(riid, &IID_IUnknown)
311 || IsEqualGUID(riid, &IID_IWineD3DBase)
312 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
313 IUnknown_AddRef(iface);
318 return E_NOINTERFACE;
321 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
322 IWineD3DImpl *This = (IWineD3DImpl *)iface;
323 ULONG refCount = InterlockedIncrement(&This->ref);
325 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
329 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
330 IWineD3DImpl *This = (IWineD3DImpl *)iface;
332 TRACE("(%p) : Releasing from %d\n", This, This->ref);
333 ref = InterlockedDecrement(&This->ref);
337 for (i = 0; i < This->adapter_count; ++i)
339 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
341 HeapFree(GetProcessHeap(), 0, This);
347 /* Set the shader type for this device, depending on the given capabilities,
348 * the device type, and the user preferences in wined3d_settings */
350 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
352 if (wined3d_settings.vs_mode == VS_NONE) {
353 *vs_selected = SHADER_NONE;
354 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
355 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
356 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
357 * shaders only on this card. */
358 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
359 *vs_selected = SHADER_ARB;
361 *vs_selected = SHADER_GLSL;
362 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
363 *vs_selected = SHADER_ARB;
365 *vs_selected = SHADER_NONE;
368 if (wined3d_settings.ps_mode == PS_NONE) {
369 *ps_selected = SHADER_NONE;
370 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
371 *ps_selected = SHADER_GLSL;
372 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
373 *ps_selected = SHADER_ARB;
374 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
375 *ps_selected = SHADER_ATI;
377 *ps_selected = SHADER_NONE;
381 /** Select the number of report maximum shader constants based on the selected shader modes */
382 static void select_shader_max_constants(
383 int ps_selected_mode,
384 int vs_selected_mode,
385 WineD3D_GL_Info *gl_info) {
387 switch (vs_selected_mode) {
389 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
392 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
395 gl_info->max_vshader_constantsF = 0;
399 switch (ps_selected_mode) {
401 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
404 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
407 gl_info->max_pshader_constantsF = 0;
412 /**********************************************************
413 * IWineD3D parts follows
414 **********************************************************/
416 /* GL locking is done by the caller */
417 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
421 const char *testcode =
423 "PARAM C[66] = { program.env[0..65] };\n"
425 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
426 "ARL A0.x, zero.x;\n"
427 "MOV result.position, C[A0.x + 65];\n"
431 GL_EXTCALL(glGenProgramsARB(1, &prog));
433 ERR("Failed to create an ARB offset limit test program\n");
435 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
436 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
437 strlen(testcode), testcode));
438 if(glGetError() != 0) {
439 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
440 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
442 } else TRACE("OpenGL implementation allows offsets > 63\n");
444 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
445 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
446 checkGLcall("ARB vp offset limit test cleanup\n");
451 static DWORD ver_for_ext(GL_SupportedExt ext)
454 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
455 if(EXTENSION_MAP[i].extension == ext) {
456 return EXTENSION_MAP[i].version;
462 /* Context activation is done by the caller. */
463 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
464 const char *GL_Extensions = NULL;
465 const char *WGL_Extensions = NULL;
466 const char *gl_string = NULL;
467 const char *gl_string_cursor = NULL;
469 GLfloat gl_floatv[2];
470 int major = 1, minor = 0;
471 BOOL return_value = TRUE;
474 unsigned int vidmem=0;
476 TRACE_(d3d_caps)("(%p)\n", gl_info);
480 gl_string = (const char *)glGetString(GL_RENDERER);
481 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", gl_string);
484 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
487 strcpy(gl_info->gl_renderer, gl_string);
489 gl_string = (const char *)glGetString(GL_VENDOR);
490 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", gl_string);
493 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
497 /* Fill in the GL vendor */
498 if (strstr(gl_string, "NVIDIA"))
500 gl_info->gl_vendor = VENDOR_NVIDIA;
502 else if (strstr(gl_string, "ATI"))
504 gl_info->gl_vendor = VENDOR_ATI;
506 else if (strstr(gl_string, "Intel(R)")
507 || strstr(gl_info->gl_renderer, "Intel(R)")
508 || strstr(gl_string, "Intel Inc."))
510 gl_info->gl_vendor = VENDOR_INTEL;
512 else if (strstr(gl_string, "Mesa"))
514 gl_info->gl_vendor = VENDOR_MESA;
518 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Setting VENDOR_WINE.\n", gl_string);
519 gl_info->gl_vendor = VENDOR_WINE;
521 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
523 /* Parse the GL_VERSION field into major and minor information */
524 gl_string = (const char *)glGetString(GL_VERSION);
525 TRACE_(d3d_caps)("GL_VERSION: %s.\n", gl_string);
528 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
532 /* First, parse the generic opengl version. This is supposed not to be
533 * convoluted with driver specific information. */
534 gl_string_cursor = gl_string;
536 major = atoi(gl_string_cursor);
537 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
538 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
539 if (*gl_string_cursor++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_string));
541 minor = atoi(gl_string_cursor);
542 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
543 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
545 /* Now parse the driver specific string which we'll report to the app. */
546 switch (gl_info->gl_vendor)
549 gl_string_cursor = strstr(gl_string, "NVIDIA");
550 if (!gl_string_cursor)
552 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
556 gl_string_cursor = strstr(gl_string_cursor, " ");
557 if (!gl_string_cursor)
559 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
563 while (*gl_string_cursor == ' ') ++gl_string_cursor;
565 if (!*gl_string_cursor)
567 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
571 major = atoi(gl_string_cursor);
572 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
574 if (*gl_string_cursor++ != '.')
576 ERR_(d3d_caps)("Invalid nVidia version string: %s.\n", debugstr_a(gl_string));
580 minor = atoi(gl_string_cursor);
581 minor = major * 100 + minor;
587 gl_string_cursor = strchr(gl_string, '-');
588 if (gl_string_cursor)
592 /* Check if version number is of the form x.y.z. */
593 if (*gl_string_cursor < '0' || *gl_string_cursor > '9'
594 || gl_string_cursor[1] != '.'
595 || gl_string_cursor[2] < '0' || gl_string_cursor[2] > '9'
596 || gl_string_cursor[3] != '.'
597 || gl_string_cursor[4] < '0' || gl_string_cursor[4] > '9')
598 /* Mark version number as malformed. */
599 gl_string_cursor = 0;
602 if (!gl_string_cursor)
604 WARN_(d3d_caps)("malformed GL_VERSION (%s).\n", debugstr_a(gl_string));
608 major = *gl_string_cursor - '0';
609 minor = (gl_string_cursor[2] - '0') * 256 + (gl_string_cursor[4] - '0');
614 /* Apple and Mesa version strings look differently, but both provide intel drivers. */
615 if (strstr(gl_string, "APPLE"))
617 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
618 * We only need the first part, and use the APPLE as identification
619 * "1.2 APPLE-1.4.56". */
620 gl_string_cursor = gl_string;
621 major = atoi(gl_string_cursor);
622 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') ++gl_string_cursor;
624 if (*gl_string_cursor++ != '.')
626 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s.\n", debugstr_a(gl_string));
630 minor = atoi(gl_string_cursor);
636 gl_string_cursor = strstr(gl_string, "Mesa");
637 gl_string_cursor = strstr(gl_string_cursor, " ");
638 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
639 if (*gl_string_cursor)
644 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0')
646 tmp[cursor++] = *gl_string_cursor;
652 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s).\n", debugstr_a(gl_string));
656 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0')
658 tmp[cursor++] = *gl_string_cursor;
672 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
673 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x).\n",
674 debugstr_a(gl_string), major, minor, gl_info->driver_version);
675 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version). */
676 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
678 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
681 * Initialize openGL extension related variables
682 * with Default values
684 memset(gl_info->supported, 0, sizeof(gl_info->supported));
685 gl_info->max_buffers = 1;
686 gl_info->max_textures = 1;
687 gl_info->max_texture_stages = 1;
688 gl_info->max_fragment_samplers = 1;
689 gl_info->max_vertex_samplers = 0;
690 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
691 gl_info->max_sampler_stages = 1;
692 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
693 gl_info->ps_arb_max_temps = 0;
694 gl_info->ps_arb_max_instructions = 0;
695 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
696 gl_info->vs_arb_max_temps = 0;
697 gl_info->vs_arb_max_instructions = 0;
698 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
699 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
700 gl_info->vs_glsl_constantsF = 0;
701 gl_info->ps_glsl_constantsF = 0;
702 gl_info->vs_arb_constantsF = 0;
703 gl_info->ps_arb_constantsF = 0;
704 gl_info->ps_arb_max_local_constants = 0;
706 /* Retrieve opengl defaults */
707 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
708 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
709 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
711 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
712 gl_info->max_lights = gl_max;
713 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
715 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
716 gl_info->max_texture_size = gl_max;
717 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
719 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
720 gl_info->max_pointsizemin = gl_floatv[0];
721 gl_info->max_pointsize = gl_floatv[1];
722 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
724 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
725 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
728 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
732 TRACE_(d3d_caps)("GL_Extensions reported:\n");
734 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
736 while (*GL_Extensions)
739 char current_ext[256];
742 while (isspace(*GL_Extensions)) ++GL_Extensions;
743 start = GL_Extensions;
744 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
746 len = GL_Extensions - start;
747 if (!len || len >= sizeof(current_ext)) continue;
749 memcpy(current_ext, start, len);
750 current_ext[len] = '\0';
751 TRACE_(d3d_caps)("- %s\n", current_ext);
753 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
755 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
757 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
758 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
766 /* Now work out what GL support this card really has */
767 #define USE_GL_FUNC(type, pfn, ext, replace) \
769 DWORD ver = ver_for_ext(ext); \
770 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
771 else if (ver && ver <= gl_info->gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
772 else gl_info->pfn = NULL; \
777 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
783 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
784 * loading the functions, otherwise the code above will load the extension entry points instead of the
785 * core functions, which may not work. */
786 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
788 if (!gl_info->supported[EXTENSION_MAP[i].extension]
789 && EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version)
791 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
792 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
796 if (gl_info->supported[APPLE_FENCE])
798 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
799 * The apple extension interacts with some other apple exts. Disable the NV
800 * extension if the apple one is support to prevent confusion in other parts
802 gl_info->supported[NV_FENCE] = FALSE;
804 if (gl_info->supported[APPLE_FLOAT_PIXELS])
806 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
808 * The enums are the same:
809 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
810 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
811 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
812 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
813 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
815 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
817 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
818 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
820 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
822 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
823 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
826 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
828 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
829 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
831 if (gl_info->supported[NV_TEXTURE_SHADER2])
833 if (gl_info->supported[NV_REGISTER_COMBINERS])
835 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
836 * are supported. The nv extensions provide the same functionality as the
837 * ATI one, and a bit more(signed pixelformats). */
838 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
841 if (gl_info->supported[ARB_DRAW_BUFFERS])
843 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
844 gl_info->max_buffers = gl_max;
845 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
847 if (gl_info->supported[ARB_MULTITEXTURE])
849 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
850 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
851 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->max_textures);
853 if (gl_info->supported[NV_REGISTER_COMBINERS])
856 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
857 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
861 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
863 TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->max_texture_stages);
865 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
868 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
869 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
873 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
875 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->max_fragment_samplers);
877 if (gl_info->supported[ARB_VERTEX_SHADER])
880 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
881 gl_info->max_vertex_samplers = tmp;
882 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
883 gl_info->max_combined_samplers = tmp;
885 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
886 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
887 * an issue because then the sampler setup only depends on the two shaders. If a pixel
888 * shader is used with fixed function vertex processing we're fine too because fixed function
889 * vertex processing doesn't use any samplers. If fixed function fragment processing is
890 * used we have to make sure that all vertex sampler setups are valid together with all
891 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
892 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
893 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
894 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
895 * a fixed function pipeline anymore.
897 * So this is just a check to check that our assumption holds true. If not, write a warning
898 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
899 if (gl_info->max_vertex_samplers && gl_info->max_combined_samplers < 12
900 && MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers)
902 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
903 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
904 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
905 if (gl_info->max_combined_samplers > MAX_TEXTURES)
906 gl_info->max_vertex_samplers = gl_info->max_combined_samplers - MAX_TEXTURES;
908 gl_info->max_vertex_samplers = 0;
913 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
915 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->max_vertex_samplers);
916 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->max_combined_samplers);
918 if (gl_info->supported[ARB_VERTEX_BLEND])
920 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
921 gl_info->max_blends = gl_max;
922 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->max_blends);
924 if (gl_info->supported[EXT_TEXTURE3D])
926 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
927 gl_info->max_texture3d_size = gl_max;
928 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->max_texture3d_size);
930 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
932 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
933 gl_info->max_anisotropy = gl_max;
934 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->max_anisotropy);
936 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
938 gl_info->ps_arb_version = PS_VERSION_11;
939 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
940 gl_info->ps_arb_constantsF = gl_max;
941 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->ps_arb_constantsF);
942 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
943 gl_info->ps_arb_max_temps = gl_max;
944 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->ps_arb_max_temps);
945 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
946 gl_info->ps_arb_max_instructions = gl_max;
947 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->ps_arb_max_instructions);
949 if (gl_info->supported[ARB_VERTEX_PROGRAM])
951 gl_info->vs_arb_version = VS_VERSION_11;
952 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
953 gl_info->vs_arb_constantsF = gl_max;
954 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->vs_arb_constantsF);
955 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
956 gl_info->vs_arb_max_temps = gl_max;
957 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->vs_arb_max_temps);
958 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
959 gl_info->vs_arb_max_instructions = gl_max;
960 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->vs_arb_max_instructions);
962 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
964 if (gl_info->supported[ARB_VERTEX_SHADER])
966 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
967 gl_info->vs_glsl_constantsF = gl_max / 4;
968 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->vs_glsl_constantsF);
970 if (gl_info->supported[ARB_FRAGMENT_SHADER])
972 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
973 gl_info->ps_glsl_constantsF = gl_max / 4;
974 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->ps_glsl_constantsF);
975 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
976 gl_info->max_glsl_varyings = gl_max;
977 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
979 if (gl_info->supported[EXT_VERTEX_SHADER])
981 gl_info->vs_ati_version = VS_VERSION_11;
983 if (gl_info->supported[NV_VERTEX_PROGRAM3])
985 gl_info->vs_nv_version = VS_VERSION_30;
987 else if (gl_info->supported[NV_VERTEX_PROGRAM2])
989 gl_info->vs_nv_version = VS_VERSION_20;
991 else if (gl_info->supported[NV_VERTEX_PROGRAM1_1])
993 gl_info->vs_nv_version = VS_VERSION_11;
995 else if (gl_info->supported[NV_VERTEX_PROGRAM])
997 gl_info->vs_nv_version = VS_VERSION_10;
999 if (gl_info->supported[NV_FRAGMENT_PROGRAM2])
1001 gl_info->ps_nv_version = PS_VERSION_30;
1003 else if (gl_info->supported[NV_FRAGMENT_PROGRAM])
1005 gl_info->ps_nv_version = PS_VERSION_20;
1007 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
1009 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
1013 gl_info->max_shininess = 128.0;
1015 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
1017 /* If we have full NP2 texture support, disable
1018 * GL_ARB_texture_rectangle because we will never use it.
1019 * This saves a few redundant glDisable calls. */
1020 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1022 if (gl_info->supported[ATI_FRAGMENT_SHADER])
1024 /* Disable NV_register_combiners and fragment shader if this is supported.
1025 * generally the NV extensions are preferred over the ATI ones, and this
1026 * extension is disabled if register_combiners and texture_shader2 are both
1027 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1028 * fragment processing support. */
1029 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1030 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1031 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1032 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1033 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1035 if (gl_info->supported[NV_HALF_FLOAT])
1037 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
1038 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
1040 if (gl_info->supported[ARB_POINT_SPRITE])
1042 gl_info->max_point_sprite_units = gl_info->max_textures;
1046 gl_info->max_point_sprite_units = 0;
1048 checkGLcall("extension detection\n");
1050 /* In some cases the number of texture stages can be larger than the number
1051 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1052 * shaders), but 8 texture stages (register combiners). */
1053 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1055 /* We can only use ORM_FBO when the hardware supports it. */
1056 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1057 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to backbuffer offscreen rendering mode.\n");
1058 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
1061 /* MRTs are currently only supported when FBOs are used. */
1062 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1063 gl_info->max_buffers = 1;
1066 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1067 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1068 * in case of the latest videocards in the number of pixel/vertex pipelines.
1070 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1071 * rendering. Various games use this information to get a rough estimation of the features of the card
1072 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1073 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1074 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1077 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1078 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1079 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1080 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1081 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1082 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1083 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1086 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1087 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1088 * similar 3d features.
1090 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1091 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1092 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1093 * won't pass we return a default card. This way is better than maintaining a full card database as even
1094 * without a full database we can return a card with similar features. Second the size of the database
1095 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1096 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1097 * to distinguishes between different models from that family.
1099 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1100 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1101 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1102 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1103 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1104 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1105 * memory behind our backs if really needed.
1106 * Note that the amount of video memory can be overruled using a registry setting.
1108 switch (gl_info->gl_vendor) {
1110 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1111 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1113 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1114 /* Geforce 200 - highend */
1115 if(strstr(gl_info->gl_renderer, "GTX 280") ||
1116 strstr(gl_info->gl_renderer, "GTX 285") ||
1117 strstr(gl_info->gl_renderer, "GTX 295"))
1119 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1122 /* Geforce 200 - midend high */
1123 if(strstr(gl_info->gl_renderer, "GTX 275")) {
1124 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1127 /* Geforce 200 - midend */
1128 if(strstr(gl_info->gl_renderer, "GTX 260")) {
1129 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
1132 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1133 else if(strstr(gl_info->gl_renderer, "9800") ||
1134 strstr(gl_info->gl_renderer, "GTS 150") ||
1135 strstr(gl_info->gl_renderer, "GTS 250"))
1137 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1140 /* Geforce9 - midend */
1141 else if(strstr(gl_info->gl_renderer, "9600")) {
1142 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1143 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1145 /* Geforce9 - midend low / Geforce 200 - low*/
1146 else if(strstr(gl_info->gl_renderer, "9500") ||
1147 strstr(gl_info->gl_renderer, "GT 120") ||
1148 strstr(gl_info->gl_renderer, "GT 130"))
1150 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
1151 vidmem = 256; /* The 9500GT has 256-1024MB */
1153 /* Geforce9 - lowend */
1154 else if(strstr(gl_info->gl_renderer, "9400")) {
1155 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
1156 vidmem = 256; /* The 9400GT has 256-1024MB */
1158 /* Geforce9 - lowend low */
1159 else if(strstr(gl_info->gl_renderer, "9100") ||
1160 strstr(gl_info->gl_renderer, "9200") ||
1161 strstr(gl_info->gl_renderer, "9300") ||
1162 strstr(gl_info->gl_renderer, "G 100"))
1164 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
1165 vidmem = 256; /* The 9100-9300 cards have 256MB */
1167 /* Geforce8 - highend */
1168 else if (strstr(gl_info->gl_renderer, "8800")) {
1169 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1170 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1172 /* Geforce8 - midend mobile */
1173 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1174 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1177 /* Geforce8 - midend */
1178 else if(strstr(gl_info->gl_renderer, "8600") ||
1179 strstr(gl_info->gl_renderer, "8700"))
1181 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1184 /* Geforce8 - lowend */
1185 else if(strstr(gl_info->gl_renderer, "8300") ||
1186 strstr(gl_info->gl_renderer, "8400") ||
1187 strstr(gl_info->gl_renderer, "8500"))
1189 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1190 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1192 /* Geforce7 - highend */
1193 else if(strstr(gl_info->gl_renderer, "7800") ||
1194 strstr(gl_info->gl_renderer, "7900") ||
1195 strstr(gl_info->gl_renderer, "7950") ||
1196 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1197 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1199 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1200 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1202 /* Geforce7 midend */
1203 else if(strstr(gl_info->gl_renderer, "7600") ||
1204 strstr(gl_info->gl_renderer, "7700")) {
1205 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1206 vidmem = 256; /* The 7600 uses 256-512MB */
1207 /* Geforce7 lower medium */
1208 } else if(strstr(gl_info->gl_renderer, "7400")) {
1209 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1210 vidmem = 256; /* The 7400 uses 256-512MB */
1212 /* Geforce7 lowend */
1213 else if(strstr(gl_info->gl_renderer, "7300")) {
1214 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1215 vidmem = 256; /* Mac Pros with this card have 256 MB */
1217 /* Geforce6 highend */
1218 else if(strstr(gl_info->gl_renderer, "6800"))
1220 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1221 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1223 /* Geforce6 - midend */
1224 else if(strstr(gl_info->gl_renderer, "6600") ||
1225 strstr(gl_info->gl_renderer, "6610") ||
1226 strstr(gl_info->gl_renderer, "6700"))
1228 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1229 vidmem = 128; /* A 6600GT has 128-256MB */
1231 /* Geforce6/7 lowend */
1233 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1236 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1237 /* GeforceFX - highend */
1238 if (strstr(gl_info->gl_renderer, "5800") ||
1239 strstr(gl_info->gl_renderer, "5900") ||
1240 strstr(gl_info->gl_renderer, "5950") ||
1241 strstr(gl_info->gl_renderer, "Quadro FX"))
1243 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1244 vidmem = 256; /* 5800-5900 cards use 256MB */
1246 /* GeforceFX - midend */
1247 else if(strstr(gl_info->gl_renderer, "5600") ||
1248 strstr(gl_info->gl_renderer, "5650") ||
1249 strstr(gl_info->gl_renderer, "5700") ||
1250 strstr(gl_info->gl_renderer, "5750"))
1252 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1253 vidmem = 128; /* A 5600 uses 128-256MB */
1255 /* GeforceFX - lowend */
1257 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1258 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1260 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1261 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1262 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1263 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1266 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1267 vidmem = 64; /* Geforce3 cards have 64-128MB */
1269 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1270 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1271 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1272 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1274 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1275 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1276 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1278 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1279 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1280 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1283 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1284 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1287 if (strstr(gl_info->gl_renderer, "TNT2")) {
1288 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1289 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1292 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1293 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1298 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1300 * beware: renderer string do not match exact card model,
1301 * eg HD 4800 is returned for multiple card, even for RV790 based one
1303 if(WINE_D3D9_CAPABLE(gl_info)) {
1304 /* Radeon R7xx HD4800 - highend */
1305 if (strstr(gl_info->gl_renderer, "HD 4800") || /* Radeon RV7xx HD48xx generic renderer string */
1306 strstr(gl_info->gl_renderer, "HD 4830") || /* Radeon RV770 */
1307 strstr(gl_info->gl_renderer, "HD 4850") || /* Radeon RV770 */
1308 strstr(gl_info->gl_renderer, "HD 4870") || /* Radeon RV770 */
1309 strstr(gl_info->gl_renderer, "HD 4890")) /* Radeon RV790 */
1311 gl_info->gl_card = CARD_ATI_RADEON_HD4800;
1312 vidmem = 512; /* note: HD4890 cards use 1024MB */
1314 /* Radeon R740 HD4700 - midend */
1315 else if (strstr(gl_info->gl_renderer, "HD 4700") || /* Radeon RV770 */
1316 strstr(gl_info->gl_renderer, "HD 4770")) /* Radeon RV740 */
1318 gl_info->gl_card = CARD_ATI_RADEON_HD4700;
1321 /* Radeon R730 HD4600 - midend */
1322 else if (strstr(gl_info->gl_renderer, "HD 4600") || /* Radeon RV730 */
1323 strstr(gl_info->gl_renderer, "HD 4650") || /* Radeon RV730 */
1324 strstr(gl_info->gl_renderer, "HD 4670")) /* Radeon RV730 */
1326 gl_info->gl_card = CARD_ATI_RADEON_HD4600;
1329 /* Radeon R710 HD4500/HD4350 - lowend */
1330 else if (strstr(gl_info->gl_renderer, "HD 4350") || /* Radeon RV710 */
1331 strstr(gl_info->gl_renderer, "HD 4550")) /* Radeon RV710 */
1333 gl_info->gl_card = CARD_ATI_RADEON_HD4350;
1336 /* Radeon R6xx HD2900/HD3800 - highend */
1337 else if (strstr(gl_info->gl_renderer, "HD 2900") ||
1338 strstr(gl_info->gl_renderer, "HD 3870") ||
1339 strstr(gl_info->gl_renderer, "HD 3850"))
1341 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1342 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1344 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1345 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1346 strstr(gl_info->gl_renderer, "HD 3830") ||
1347 strstr(gl_info->gl_renderer, "HD 3690") ||
1348 strstr(gl_info->gl_renderer, "HD 3650"))
1350 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1351 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1353 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1354 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1355 strstr(gl_info->gl_renderer, "HD 2400") ||
1356 strstr(gl_info->gl_renderer, "HD 3470") ||
1357 strstr(gl_info->gl_renderer, "HD 3450") ||
1358 strstr(gl_info->gl_renderer, "HD 3430") ||
1359 strstr(gl_info->gl_renderer, "HD 3400"))
1361 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1362 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1364 /* Radeon R6xx/R7xx integrated */
1365 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1366 strstr(gl_info->gl_renderer, "HD 3200") ||
1367 strstr(gl_info->gl_renderer, "HD 3300"))
1369 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1370 vidmem = 128; /* 128MB */
1373 else if (strstr(gl_info->gl_renderer, "X1600") ||
1374 strstr(gl_info->gl_renderer, "X1650") ||
1375 strstr(gl_info->gl_renderer, "X1800") ||
1376 strstr(gl_info->gl_renderer, "X1900") ||
1377 strstr(gl_info->gl_renderer, "X1950"))
1379 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1380 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1382 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1383 else if(strstr(gl_info->gl_renderer, "X700") ||
1384 strstr(gl_info->gl_renderer, "X800") ||
1385 strstr(gl_info->gl_renderer, "X850") ||
1386 strstr(gl_info->gl_renderer, "X1300") ||
1387 strstr(gl_info->gl_renderer, "X1400") ||
1388 strstr(gl_info->gl_renderer, "X1450") ||
1389 strstr(gl_info->gl_renderer, "X1550"))
1391 gl_info->gl_card = CARD_ATI_RADEON_X700;
1392 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1394 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1395 else if(strstr(gl_info->gl_renderer, "Radeon Xpress"))
1397 gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1398 vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1402 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1403 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1405 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1406 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1407 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1408 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1409 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1410 vidmem = 32; /* There are models with up to 64MB */
1412 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1413 vidmem = 16; /* There are 16-32MB models */
1417 if (strstr(gl_info->gl_renderer, "GMA 950") ||
1418 strstr(gl_info->gl_renderer, "945GM")) {
1419 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1420 gl_info->gl_card = CARD_INTEL_I945GM;
1422 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1423 gl_info->gl_card = CARD_INTEL_I915GM;
1424 } else if (strstr(gl_info->gl_renderer, "915G")) {
1425 gl_info->gl_card = CARD_INTEL_I915G;
1426 } else if (strstr(gl_info->gl_renderer, "865G")) {
1427 gl_info->gl_card = CARD_INTEL_I865G;
1428 } else if (strstr(gl_info->gl_renderer, "855G")) {
1429 gl_info->gl_card = CARD_INTEL_I855G;
1430 } else if (strstr(gl_info->gl_renderer, "830G")) {
1431 gl_info->gl_card = CARD_INTEL_I830G;
1433 gl_info->gl_card = CARD_INTEL_I915G;
1439 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1440 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1441 * them a good generic choice.
1443 gl_info->gl_vendor = VENDOR_NVIDIA;
1444 if(WINE_D3D9_CAPABLE(gl_info))
1445 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1446 else if(WINE_D3D8_CAPABLE(gl_info))
1447 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1448 else if(WINE_D3D7_CAPABLE(gl_info))
1449 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1450 else if(WINE_D3D6_CAPABLE(gl_info))
1451 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1453 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1455 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1457 /* If we have an estimate use it, else default to 64MB; */
1459 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1461 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1463 /* Load all the lookup tables */
1464 for (i = 0; i < MAX_LOOKUPS; i++) {
1465 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1468 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1469 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1470 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1471 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1472 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1473 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1474 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1475 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1476 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1477 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1479 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1480 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1481 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1482 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1483 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1486 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1487 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1488 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1489 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1490 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1491 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1492 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1493 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1494 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1495 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1496 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1497 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1498 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1499 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1500 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1502 /* TODO: config lookups */
1504 /* Make sure there's an active HDC else the WGL extensions will fail */
1505 hdc = pwglGetCurrentDC();
1507 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1508 if(GL_EXTCALL(wglGetExtensionsStringARB))
1509 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1511 if (NULL == WGL_Extensions) {
1512 ERR(" WGL_Extensions returns NULL\n");
1514 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1515 while (*WGL_Extensions != 0x00) {
1520 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1521 Start = WGL_Extensions;
1522 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1526 len = WGL_Extensions - Start;
1527 if (len == 0 || len >= sizeof(ThisExtn))
1530 memcpy(ThisExtn, Start, len);
1531 ThisExtn[len] = '\0';
1532 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1534 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1535 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1536 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1538 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
1539 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
1540 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
1542 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1543 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1544 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1551 return return_value;
1554 /**********************************************************
1555 * IWineD3D implementation follows
1556 **********************************************************/
1558 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1559 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1561 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
1563 return This->adapter_count;
1566 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1567 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1568 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1572 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1573 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1575 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1577 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1581 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1584 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1585 of the same bpp but different resolutions */
1587 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1588 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1589 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1590 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1592 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1596 /* TODO: Store modes per adapter and read it from the adapter structure */
1597 if (Adapter == 0) { /* Display */
1602 memset(&mode, 0, sizeof(mode));
1603 mode.dmSize = sizeof(mode);
1605 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
1610 case WINED3DFMT_UNKNOWN:
1611 /* This is for D3D8, do not enumerate P8 here */
1612 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
1615 case WINED3DFMT_X8R8G8B8:
1616 if (mode.dmBitsPerPel == 32) ++i;
1619 case WINED3DFMT_R5G6B5:
1620 if (mode.dmBitsPerPel == 16) ++i;
1624 if (mode.dmBitsPerPel == 8) ++i;
1628 /* Skip other modes as they do not match the requested format */
1633 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1636 FIXME_(d3d_caps)("Adapter not primary display\n");
1641 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1642 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1643 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1644 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1646 /* Validate the parameters as much as possible */
1647 if (NULL == pMode ||
1648 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1649 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1650 return WINED3DERR_INVALIDCALL;
1653 /* TODO: Store modes per adapter and read it from the adapter structure */
1661 ZeroMemory(&DevModeW, sizeof(DevModeW));
1662 DevModeW.dmSize = sizeof(DevModeW);
1664 /* If we are filtering to a specific format (D3D9), then need to skip
1665 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1666 just count through the ones with valid bit depths */
1667 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1670 case WINED3DFMT_UNKNOWN:
1671 /* This is D3D8. Do not enumerate P8 here */
1672 if (DevModeW.dmBitsPerPel == 32 ||
1673 DevModeW.dmBitsPerPel == 16) i++;
1675 case WINED3DFMT_X8R8G8B8:
1676 if (DevModeW.dmBitsPerPel == 32) i++;
1678 case WINED3DFMT_R5G6B5:
1679 if (DevModeW.dmBitsPerPel == 16) i++;
1682 if (DevModeW.dmBitsPerPel == 8) i++;
1685 /* Modes that don't match what we support can get an early-out */
1686 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1687 return WINED3DERR_INVALIDCALL;
1692 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1693 return WINED3DERR_INVALIDCALL;
1697 /* Now get the display mode via the calculated index */
1698 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1699 pMode->Width = DevModeW.dmPelsWidth;
1700 pMode->Height = DevModeW.dmPelsHeight;
1701 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1702 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1703 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1705 if (Format == WINED3DFMT_UNKNOWN) {
1706 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1708 pMode->Format = Format;
1711 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1712 return WINED3DERR_INVALIDCALL;
1715 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1716 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1717 DevModeW.dmBitsPerPel);
1722 FIXME_(d3d_caps)("Adapter not primary display\n");
1728 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1729 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1730 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1732 if (NULL == pMode ||
1733 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1734 return WINED3DERR_INVALIDCALL;
1737 if (Adapter == 0) { /* Display */
1741 ZeroMemory(&DevModeW, sizeof(DevModeW));
1742 DevModeW.dmSize = sizeof(DevModeW);
1744 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1745 pMode->Width = DevModeW.dmPelsWidth;
1746 pMode->Height = DevModeW.dmPelsHeight;
1747 bpp = DevModeW.dmBitsPerPel;
1748 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1749 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1751 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1754 pMode->Format = pixelformat_for_depth(bpp);
1756 FIXME_(d3d_caps)("Adapter not primary display\n");
1759 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1760 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1764 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1765 and fields being inserted in the middle, a new structure is used in place */
1766 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1767 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1768 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1770 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1772 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1773 return WINED3DERR_INVALIDCALL;
1776 /* Return the information requested */
1777 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1778 strcpy(pIdentifier->Driver, This->adapters[Adapter].driver);
1779 if(This->adapters[Adapter].gl_info.driver_description)
1780 strcpy(pIdentifier->Description, This->adapters[Adapter].gl_info.driver_description);
1781 else /* Copy default description "Direct3D HAL" */
1782 strcpy(pIdentifier->Description, This->adapters[Adapter].description);
1784 /* Note dx8 doesn't supply a DeviceName */
1785 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY1"); /* FIXME: May depend on desktop? */
1786 pIdentifier->DriverVersion->u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
1787 pIdentifier->DriverVersion->u.LowPart = This->adapters[Adapter].gl_info.driver_version;
1788 *(pIdentifier->VendorId) = This->adapters[Adapter].gl_info.gl_vendor;
1789 *(pIdentifier->DeviceId) = This->adapters[Adapter].gl_info.gl_card;
1790 *(pIdentifier->SubSysId) = 0;
1791 *(pIdentifier->Revision) = 0;
1792 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1794 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1796 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1797 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1800 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1802 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1803 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1806 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1807 *(pIdentifier->WHQLLevel) = 0;
1809 *(pIdentifier->WHQLLevel) = 1;
1815 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
1816 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1818 short redSize, greenSize, blueSize, alphaSize, colorBits;
1823 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1824 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1826 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1830 if(cfg->redSize < redSize)
1833 if(cfg->greenSize < greenSize)
1836 if(cfg->blueSize < blueSize)
1839 if(cfg->alphaSize < alphaSize)
1843 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1844 if (format_desc->format == WINED3DFMT_R16_FLOAT)
1845 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1846 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
1847 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1848 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
1849 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1850 if (format_desc->format == WINED3DFMT_R32_FLOAT)
1851 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1852 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
1853 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1854 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
1855 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1857 /* Probably a color index mode */
1864 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
1865 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1867 short depthSize, stencilSize;
1868 BOOL lockable = FALSE;
1873 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
1875 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1879 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
1882 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1883 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1884 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1885 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1888 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1889 * allow more stencil bits than requested. */
1890 if(cfg->stencilSize < stencilSize)
1896 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1897 WINED3DFORMAT AdapterFormat,
1898 WINED3DFORMAT RenderTargetFormat,
1899 WINED3DFORMAT DepthStencilFormat) {
1900 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1902 const WineD3D_PixelFormat *cfgs;
1903 const struct WineD3DAdapter *adapter;
1904 const struct GlPixelFormatDesc *rt_format_desc;
1905 const struct GlPixelFormatDesc *ds_format_desc;
1908 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1910 DeviceType, debug_d3ddevicetype(DeviceType),
1911 AdapterFormat, debug_d3dformat(AdapterFormat),
1912 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1913 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1915 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1916 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1917 return WINED3DERR_INVALIDCALL;
1920 adapter = &This->adapters[Adapter];
1921 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
1922 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
1923 cfgs = adapter->cfgs;
1924 nCfgs = adapter->nCfgs;
1925 for (it = 0; it < nCfgs; ++it) {
1926 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
1928 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
1930 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1935 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1937 return WINED3DERR_NOTAVAILABLE;
1940 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1941 WINED3DFORMAT SurfaceFormat,
1942 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1944 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1945 const struct GlPixelFormatDesc *glDesc;
1946 const struct WineD3DAdapter *adapter;
1948 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1951 DeviceType, debug_d3ddevicetype(DeviceType),
1952 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1957 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1958 return WINED3DERR_INVALIDCALL;
1961 /* TODO: handle Windowed, add more quality levels */
1963 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
1964 if(pQualityLevels) *pQualityLevels = 1;
1968 /* By default multisampling is disabled right now as it causes issues
1969 * on some Nvidia driver versions and it doesn't work well in combination
1971 if(!wined3d_settings.allow_multisampling)
1972 return WINED3DERR_NOTAVAILABLE;
1974 adapter = &This->adapters[Adapter];
1975 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
1976 if (!glDesc) return WINED3DERR_INVALIDCALL;
1978 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1980 const WineD3D_PixelFormat *cfgs;
1982 cfgs = adapter->cfgs;
1983 nCfgs = adapter->nCfgs;
1984 for(i=0; i<nCfgs; i++) {
1985 if(cfgs[i].numSamples != MultiSampleType)
1988 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
1991 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1994 *pQualityLevels = 1; /* Guess at a value! */
1998 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1999 short redSize, greenSize, blueSize, alphaSize, colorBits;
2001 const WineD3D_PixelFormat *cfgs;
2003 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2005 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2006 return WINED3DERR_NOTAVAILABLE;
2009 cfgs = adapter->cfgs;
2010 nCfgs = adapter->nCfgs;
2011 for(i=0; i<nCfgs; i++) {
2012 if(cfgs[i].numSamples != MultiSampleType)
2014 if(cfgs[i].redSize != redSize)
2016 if(cfgs[i].greenSize != greenSize)
2018 if(cfgs[i].blueSize != blueSize)
2020 if(cfgs[i].alphaSize != alphaSize)
2023 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2026 *pQualityLevels = 1; /* Guess at a value! */
2030 return WINED3DERR_NOTAVAILABLE;
2033 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2034 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
2036 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2037 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2040 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
2043 DeviceType, debug_d3ddevicetype(DeviceType),
2044 DisplayFormat, debug_d3dformat(DisplayFormat),
2045 BackBufferFormat, debug_d3dformat(BackBufferFormat),
2048 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2049 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2050 return WINED3DERR_INVALIDCALL;
2053 /* The task of this function is to check whether a certain display / backbuffer format
2054 * combination is available on the given adapter. In fullscreen mode microsoft specified
2055 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2056 * and display format should match exactly.
2057 * In windowed mode format conversion can occur and this depends on the driver. When format
2058 * conversion is done, this function should nevertheless fail and applications need to use
2059 * CheckDeviceFormatConversion.
2060 * At the moment we assume that fullscreen and windowed have the same capabilities */
2062 /* There are only 4 display formats */
2063 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
2064 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
2065 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
2066 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
2068 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2069 return WINED3DERR_NOTAVAILABLE;
2072 /* If the requested DisplayFormat is not available, don't continue */
2073 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2075 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2076 return WINED3DERR_NOTAVAILABLE;
2079 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2080 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2081 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2082 return WINED3DERR_NOTAVAILABLE;
2085 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2086 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2087 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2088 return WINED3DERR_NOTAVAILABLE;
2091 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2092 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2093 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2094 return WINED3DERR_NOTAVAILABLE;
2097 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2098 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2099 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2100 return WINED3DERR_NOTAVAILABLE;
2103 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2104 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2105 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2106 return WINED3DERR_NOTAVAILABLE;
2109 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2110 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2112 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2118 /* Check if we support bumpmapping for a format */
2119 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2120 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2122 const struct fragment_pipeline *fp;
2124 switch(format_desc->format)
2126 case WINED3DFMT_R8G8_SNORM:
2127 case WINED3DFMT_R16G16_SNORM:
2128 case WINED3DFMT_L6V5U5:
2129 case WINED3DFMT_X8L8V8U8:
2130 case WINED3DFMT_R8G8B8A8_SNORM:
2131 /* Ask the fixed function pipeline implementation if it can deal
2132 * with the conversion. If we've got a GL extension giving native
2133 * support this will be an identity conversion. */
2134 fp = select_fragment_implementation(adapter, DeviceType);
2135 if (fp->color_fixup_supported(format_desc->color_fixup))
2137 TRACE_(d3d_caps)("[OK]\n");
2140 TRACE_(d3d_caps)("[FAILED]\n");
2144 TRACE_(d3d_caps)("[FAILED]\n");
2149 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2150 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2151 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2155 /* Only allow depth/stencil formats */
2156 if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2158 /* Walk through all WGL pixel formats to find a match */
2159 for (it = 0; it < adapter->nCfgs; ++it)
2161 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2162 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2164 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2174 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2176 /* The flags entry of a format contains the filtering capability */
2177 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2182 /* Check the render target capabilities of a format */
2183 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2184 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2186 /* Filter out non-RT formats */
2187 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2189 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2190 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2192 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2193 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2195 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2196 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2198 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2199 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2200 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2201 TRACE_(d3d_caps)("[FAILED]\n");
2205 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2206 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2207 for (it = 0; it < adapter->nCfgs; ++it)
2209 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2210 &cfgs[it], check_format_desc))
2212 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2213 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2217 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2218 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2219 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2222 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2223 for (it = 0; it < adapter->nCfgs; ++it)
2225 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2226 &cfgs[it], check_format_desc))
2228 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2229 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2233 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2234 /* For now return TRUE for FBOs until we have some proper checks.
2235 * Note that this function will only be called when the format is around for texturing. */
2241 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2243 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2245 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2246 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2247 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2251 switch (format_desc->format)
2253 case WINED3DFMT_A8R8G8B8:
2254 case WINED3DFMT_X8R8G8B8:
2255 case WINED3DFMT_A4R4G4B4:
2257 case WINED3DFMT_A8L8:
2258 case WINED3DFMT_DXT1:
2259 case WINED3DFMT_DXT2:
2260 case WINED3DFMT_DXT3:
2261 case WINED3DFMT_DXT4:
2262 case WINED3DFMT_DXT5:
2263 TRACE_(d3d_caps)("[OK]\n");
2267 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2273 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2274 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2276 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2277 * doing the color fixup in shaders.
2278 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2279 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2281 int vs_selected_mode;
2282 int ps_selected_mode;
2283 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2285 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2286 TRACE_(d3d_caps)("[OK]\n");
2291 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2295 /* Check if a format support blending in combination with pixel shaders */
2296 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2297 const struct GlPixelFormatDesc *format_desc)
2299 /* The flags entry of a format contains the post pixel shader blending capability */
2300 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2305 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2307 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2308 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2309 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2310 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2311 * capability anyway.
2313 * For now lets report this on all formats, but in the future we may want to
2314 * restrict it to some should games need that
2319 /* Check if a texture format is supported on the given adapter */
2320 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2321 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2323 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2324 const shader_backend_t *shader_backend;
2325 const struct fragment_pipeline *fp;
2327 switch (format_desc->format)
2330 * supported: RGB(A) formats
2332 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2333 case WINED3DFMT_A8R8G8B8:
2334 case WINED3DFMT_X8R8G8B8:
2335 case WINED3DFMT_R5G6B5:
2336 case WINED3DFMT_X1R5G5B5:
2337 case WINED3DFMT_A1R5G5B5:
2338 case WINED3DFMT_A4R4G4B4:
2339 case WINED3DFMT_A8_UNORM:
2340 case WINED3DFMT_X4R4G4B4:
2341 case WINED3DFMT_R8G8B8A8_UNORM:
2342 case WINED3DFMT_X8B8G8R8:
2343 case WINED3DFMT_A2R10G10B10:
2344 case WINED3DFMT_R10G10B10A2_UNORM:
2345 case WINED3DFMT_R16G16_UNORM:
2346 TRACE_(d3d_caps)("[OK]\n");
2349 case WINED3DFMT_R3G3B2:
2350 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2354 * supported: Palettized
2357 TRACE_(d3d_caps)("[OK]\n");
2359 /* No Windows driver offers A8P8, so don't offer it either */
2360 case WINED3DFMT_A8P8:
2364 * Supported: (Alpha)-Luminance
2367 case WINED3DFMT_A8L8:
2368 case WINED3DFMT_L16:
2369 TRACE_(d3d_caps)("[OK]\n");
2372 /* Not supported on Windows, thus disabled */
2373 case WINED3DFMT_A4L4:
2374 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2378 * Supported: Depth/Stencil formats
2380 case WINED3DFMT_D16_LOCKABLE:
2381 case WINED3DFMT_D16_UNORM:
2382 case WINED3DFMT_D15S1:
2383 case WINED3DFMT_D24X8:
2384 case WINED3DFMT_D24X4S4:
2385 case WINED3DFMT_D24S8:
2386 case WINED3DFMT_D24FS8:
2387 case WINED3DFMT_D32:
2388 case WINED3DFMT_D32F_LOCKABLE:
2392 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2393 * GL_NV_texture_shader). Emulated by shaders
2395 case WINED3DFMT_R8G8_SNORM:
2396 case WINED3DFMT_X8L8V8U8:
2397 case WINED3DFMT_L6V5U5:
2398 case WINED3DFMT_R8G8B8A8_SNORM:
2399 case WINED3DFMT_R16G16_SNORM:
2400 /* Ask the shader backend if it can deal with the conversion. If
2401 * we've got a GL extension giving native support this will be an
2402 * identity conversion. */
2403 shader_backend = select_shader_backend(adapter, DeviceType);
2404 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2406 TRACE_(d3d_caps)("[OK]\n");
2409 TRACE_(d3d_caps)("[FAILED]\n");
2412 case WINED3DFMT_DXT1:
2413 case WINED3DFMT_DXT2:
2414 case WINED3DFMT_DXT3:
2415 case WINED3DFMT_DXT4:
2416 case WINED3DFMT_DXT5:
2417 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2418 TRACE_(d3d_caps)("[OK]\n");
2421 TRACE_(d3d_caps)("[FAILED]\n");
2426 * Odd formats - not supported
2428 case WINED3DFMT_VERTEXDATA:
2429 case WINED3DFMT_R16_UINT:
2430 case WINED3DFMT_R32_UINT:
2431 case WINED3DFMT_R16G16B16A16_SNORM:
2432 case WINED3DFMT_A2W10V10U10:
2433 case WINED3DFMT_W11V11U10:
2434 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2438 * WINED3DFMT_CxV8U8: Not supported right now
2440 case WINED3DFMT_CxV8U8:
2441 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2445 case WINED3DFMT_UYVY:
2446 case WINED3DFMT_YUY2:
2447 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2448 TRACE_(d3d_caps)("[OK]\n");
2451 TRACE_(d3d_caps)("[FAILED]\n");
2453 case WINED3DFMT_YV12:
2454 TRACE_(d3d_caps)("[FAILED]\n");
2458 case WINED3DFMT_R16G16B16A16_UNORM:
2459 case WINED3DFMT_A8R3G3B2:
2460 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2463 /* Floating point formats */
2464 case WINED3DFMT_R16_FLOAT:
2465 case WINED3DFMT_R16G16_FLOAT:
2466 case WINED3DFMT_R16G16B16A16_FLOAT:
2467 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2468 TRACE_(d3d_caps)("[OK]\n");
2471 TRACE_(d3d_caps)("[FAILED]\n");
2474 case WINED3DFMT_R32_FLOAT:
2475 case WINED3DFMT_R32G32_FLOAT:
2476 case WINED3DFMT_R32G32B32A32_FLOAT:
2477 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2478 TRACE_(d3d_caps)("[OK]\n");
2481 TRACE_(d3d_caps)("[FAILED]\n");
2484 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2485 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2486 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2487 * We can do instancing with all shader versions, but we need vertex shaders.
2489 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2490 * to enable instancing. WineD3D doesn't need that and just ignores it.
2492 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2494 case WINEMAKEFOURCC('I','N','S','T'):
2495 TRACE("ATI Instancing check hack\n");
2496 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2497 TRACE_(d3d_caps)("[OK]\n");
2500 TRACE_(d3d_caps)("[FAILED]\n");
2503 /* Some weird FOURCC formats */
2504 case WINED3DFMT_R8G8_B8G8:
2505 case WINED3DFMT_G8R8_G8B8:
2506 case WINED3DFMT_MULTI2_ARGB8:
2507 TRACE_(d3d_caps)("[FAILED]\n");
2510 /* Vendor specific formats */
2511 case WINED3DFMT_ATI2N:
2512 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2513 shader_backend = select_shader_backend(adapter, DeviceType);
2514 fp = select_fragment_implementation(adapter, DeviceType);
2515 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
2516 && fp->color_fixup_supported(format_desc->color_fixup))
2518 TRACE_(d3d_caps)("[OK]\n");
2522 TRACE_(d3d_caps)("[OK]\n");
2525 TRACE_(d3d_caps)("[FAILED]\n");
2528 case WINED3DFMT_NVHU:
2529 case WINED3DFMT_NVHS:
2530 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2531 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2532 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2533 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2534 * Applications have to deal with not having NVHS and NVHU.
2536 TRACE_(d3d_caps)("[FAILED]\n");
2539 case WINED3DFMT_UNKNOWN:
2543 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
2549 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
2550 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
2552 const struct blit_shader *blitter;
2554 if(SurfaceType == SURFACE_GDI) {
2555 switch(check_format_desc->format)
2557 case WINED3DFMT_R8G8B8:
2558 case WINED3DFMT_A8R8G8B8:
2559 case WINED3DFMT_X8R8G8B8:
2560 case WINED3DFMT_R5G6B5:
2561 case WINED3DFMT_X1R5G5B5:
2562 case WINED3DFMT_A1R5G5B5:
2563 case WINED3DFMT_A4R4G4B4:
2564 case WINED3DFMT_R3G3B2:
2565 case WINED3DFMT_A8_UNORM:
2566 case WINED3DFMT_A8R3G3B2:
2567 case WINED3DFMT_X4R4G4B4:
2568 case WINED3DFMT_R10G10B10A2_UNORM:
2569 case WINED3DFMT_R8G8B8A8_UNORM:
2570 case WINED3DFMT_X8B8G8R8:
2571 case WINED3DFMT_R16G16_UNORM:
2572 case WINED3DFMT_A2R10G10B10:
2573 case WINED3DFMT_R16G16B16A16_UNORM:
2575 TRACE_(d3d_caps)("[OK]\n");
2578 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2583 /* All format that are supported for textures are supported for surfaces as well */
2584 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
2585 /* All depth stencil formats are supported on surfaces */
2586 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
2588 /* If opengl can't process the format natively, the blitter may be able to convert it */
2589 blitter = select_blit_implementation(adapter, DeviceType);
2590 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
2592 TRACE_(d3d_caps)("[OK]\n");
2596 /* Reject other formats */
2597 TRACE_(d3d_caps)("[FAILED]\n");
2601 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2603 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2605 if (!GL_LIMITS(vertex_samplers)) {
2606 TRACE_(d3d_caps)("[FAILED]\n");
2610 switch (format_desc->format)
2612 case WINED3DFMT_R32G32B32A32_FLOAT:
2613 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2614 TRACE_(d3d_caps)("[FAILED]\n");
2617 TRACE_(d3d_caps)("[OK]\n");
2621 TRACE_(d3d_caps)("[FAILED]\n");
2627 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2628 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2629 WINED3DSURFTYPE SurfaceType) {
2630 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2631 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
2632 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2633 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
2634 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
2635 DWORD UsageCaps = 0;
2637 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2640 DeviceType, debug_d3ddevicetype(DeviceType),
2641 AdapterFormat, debug_d3dformat(AdapterFormat),
2642 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2643 RType, debug_d3dresourcetype(RType),
2644 CheckFormat, debug_d3dformat(CheckFormat));
2646 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2647 return WINED3DERR_INVALIDCALL;
2650 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2652 if(SurfaceType != SURFACE_OPENGL) {
2653 TRACE("[FAILED]\n");
2654 return WINED3DERR_NOTAVAILABLE;
2657 /* Cubetexture allows:
2658 * - D3DUSAGE_AUTOGENMIPMAP
2659 * - D3DUSAGE_DEPTHSTENCIL
2660 * - D3DUSAGE_DYNAMIC
2661 * - D3DUSAGE_NONSECURE (d3d9ex)
2662 * - D3DUSAGE_RENDERTARGET
2663 * - D3DUSAGE_SOFTWAREPROCESSING
2664 * - D3DUSAGE_QUERY_WRAPANDMIP
2666 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2667 /* Check if the texture format is around */
2668 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2670 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2671 /* Check for automatic mipmap generation support */
2672 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2673 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2675 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2676 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2680 /* Always report dynamic locking */
2681 if(Usage & WINED3DUSAGE_DYNAMIC)
2682 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2684 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2685 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2687 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2689 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2690 return WINED3DERR_NOTAVAILABLE;
2694 /* Always report software processing */
2695 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2696 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2698 /* Check QUERY_FILTER support */
2699 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2700 if (CheckFilterCapability(adapter, format_desc))
2702 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2704 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2705 return WINED3DERR_NOTAVAILABLE;
2709 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2710 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2711 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2713 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2715 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2716 return WINED3DERR_NOTAVAILABLE;
2720 /* Check QUERY_SRGBREAD support */
2721 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2722 if (CheckSrgbReadCapability(adapter, format_desc))
2724 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2726 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2727 return WINED3DERR_NOTAVAILABLE;
2731 /* Check QUERY_SRGBWRITE support */
2732 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2733 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2735 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2737 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2738 return WINED3DERR_NOTAVAILABLE;
2742 /* Check QUERY_VERTEXTEXTURE support */
2743 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2744 if (CheckVertexTextureCapability(adapter, format_desc))
2746 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2748 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2749 return WINED3DERR_NOTAVAILABLE;
2753 /* Check QUERY_WRAPANDMIP support */
2754 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2755 if (CheckWrapAndMipCapability(adapter, format_desc))
2757 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2759 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2760 return WINED3DERR_NOTAVAILABLE;
2764 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2765 return WINED3DERR_NOTAVAILABLE;
2768 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2769 return WINED3DERR_NOTAVAILABLE;
2771 } else if(RType == WINED3DRTYPE_SURFACE) {
2773 * - D3DUSAGE_DEPTHSTENCIL
2774 * - D3DUSAGE_NONSECURE (d3d9ex)
2775 * - D3DUSAGE_RENDERTARGET
2778 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
2780 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2781 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2783 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2785 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2786 return WINED3DERR_NOTAVAILABLE;
2790 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2791 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2793 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2795 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2796 return WINED3DERR_NOTAVAILABLE;
2800 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2801 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2802 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2804 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2806 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2807 return WINED3DERR_NOTAVAILABLE;
2811 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2812 return WINED3DERR_NOTAVAILABLE;
2815 } else if(RType == WINED3DRTYPE_TEXTURE) {
2817 * - D3DUSAGE_AUTOGENMIPMAP
2818 * - D3DUSAGE_DEPTHSTENCIL
2820 * - D3DUSAGE_DYNAMIC
2821 * - D3DUSAGE_NONSECURE (d3d9ex)
2822 * - D3DUSAGE_RENDERTARGET
2823 * - D3DUSAGE_SOFTWAREPROCESSING
2824 * - D3DUSAGE_TEXTAPI (d3d9ex)
2825 * - D3DUSAGE_QUERY_WRAPANDMIP
2828 if(SurfaceType != SURFACE_OPENGL) {
2829 TRACE("[FAILED]\n");
2830 return WINED3DERR_NOTAVAILABLE;
2833 /* Check if the texture format is around */
2834 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2836 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2837 /* Check for automatic mipmap generation support */
2838 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2839 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2841 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2842 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2846 /* Always report dynamic locking */
2847 if(Usage & WINED3DUSAGE_DYNAMIC)
2848 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2850 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2851 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2853 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2855 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2856 return WINED3DERR_NOTAVAILABLE;
2860 /* Always report software processing */
2861 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2862 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2864 /* Check QUERY_FILTER support */
2865 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2866 if (CheckFilterCapability(adapter, format_desc))
2868 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2870 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2871 return WINED3DERR_NOTAVAILABLE;
2875 /* Check QUERY_LEGACYBUMPMAP support */
2876 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2877 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
2879 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2881 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2882 return WINED3DERR_NOTAVAILABLE;
2886 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2887 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2888 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2890 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2892 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2893 return WINED3DERR_NOTAVAILABLE;
2897 /* Check QUERY_SRGBREAD support */
2898 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2899 if (CheckSrgbReadCapability(adapter, format_desc))
2901 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2903 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2904 return WINED3DERR_NOTAVAILABLE;
2908 /* Check QUERY_SRGBWRITE support */
2909 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2910 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2912 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2914 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2915 return WINED3DERR_NOTAVAILABLE;
2919 /* Check QUERY_VERTEXTEXTURE support */
2920 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2921 if (CheckVertexTextureCapability(adapter, format_desc))
2923 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2925 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2926 return WINED3DERR_NOTAVAILABLE;
2930 /* Check QUERY_WRAPANDMIP support */
2931 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2932 if (CheckWrapAndMipCapability(adapter, format_desc))
2934 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2936 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2937 return WINED3DERR_NOTAVAILABLE;
2941 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2942 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2944 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2946 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2947 return WINED3DERR_NOTAVAILABLE;
2951 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2952 return WINED3DERR_NOTAVAILABLE;
2954 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2955 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2956 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2958 * Volumetexture allows:
2959 * - D3DUSAGE_DYNAMIC
2960 * - D3DUSAGE_NONSECURE (d3d9ex)
2961 * - D3DUSAGE_SOFTWAREPROCESSING
2962 * - D3DUSAGE_QUERY_WRAPANDMIP
2965 if(SurfaceType != SURFACE_OPENGL) {
2966 TRACE("[FAILED]\n");
2967 return WINED3DERR_NOTAVAILABLE;
2970 /* Check volume texture and volume usage caps */
2971 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2972 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
2974 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2975 return WINED3DERR_NOTAVAILABLE;
2978 /* Always report dynamic locking */
2979 if(Usage & WINED3DUSAGE_DYNAMIC)
2980 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2982 /* Always report software processing */
2983 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2984 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2986 /* Check QUERY_FILTER support */
2987 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2988 if (CheckFilterCapability(adapter, format_desc))
2990 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2992 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2993 return WINED3DERR_NOTAVAILABLE;
2997 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2998 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2999 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3001 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3003 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3004 return WINED3DERR_NOTAVAILABLE;
3008 /* Check QUERY_SRGBREAD support */
3009 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3010 if (CheckSrgbReadCapability(adapter, format_desc))
3012 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3014 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3015 return WINED3DERR_NOTAVAILABLE;
3019 /* Check QUERY_SRGBWRITE support */
3020 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3021 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3023 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3025 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3026 return WINED3DERR_NOTAVAILABLE;
3030 /* Check QUERY_VERTEXTEXTURE support */
3031 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3032 if (CheckVertexTextureCapability(adapter, format_desc))
3034 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3036 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3037 return WINED3DERR_NOTAVAILABLE;
3041 /* Check QUERY_WRAPANDMIP support */
3042 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3043 if (CheckWrapAndMipCapability(adapter, format_desc))
3045 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3047 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3048 return WINED3DERR_NOTAVAILABLE;
3052 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3053 return WINED3DERR_NOTAVAILABLE;
3056 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3057 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3058 * app needing one of those formats, don't advertize them to avoid leading apps into
3059 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3062 switch(CheckFormat) {
3064 case WINED3DFMT_A4L4:
3065 case WINED3DFMT_R32_FLOAT:
3066 case WINED3DFMT_R16_FLOAT:
3067 case WINED3DFMT_X8L8V8U8:
3068 case WINED3DFMT_L6V5U5:
3069 case WINED3DFMT_R16G16_UNORM:
3070 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3071 return WINED3DERR_NOTAVAILABLE;
3073 case WINED3DFMT_R8G8B8A8_SNORM:
3074 case WINED3DFMT_R16G16_SNORM:
3075 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3076 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3077 return WINED3DERR_NOTAVAILABLE;
3081 case WINED3DFMT_R8G8_SNORM:
3082 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3083 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3084 return WINED3DERR_NOTAVAILABLE;
3088 case WINED3DFMT_DXT1:
3089 case WINED3DFMT_DXT2:
3090 case WINED3DFMT_DXT3:
3091 case WINED3DFMT_DXT4:
3092 case WINED3DFMT_DXT5:
3093 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3094 * compressed texture results in an error. While the D3D refrast does
3095 * support s3tc volumes, at least the nvidia windows driver does not, so
3096 * we're free not to support this format.
3098 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3099 return WINED3DERR_NOTAVAILABLE;
3102 /* Do nothing, continue with checking the format below */
3105 } else if(RType == WINED3DRTYPE_BUFFER){
3106 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3107 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3108 return WINED3DERR_NOTAVAILABLE;
3111 /* This format is nothing special and it is supported perfectly.
3112 * However, ati and nvidia driver on windows do not mark this format as
3113 * supported (tested with the dxCapsViewer) and pretending to
3114 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3115 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3116 * Enable it on dx7. It will need additional checking on dx10 when we support it.
3118 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3119 TRACE_(d3d_caps)("[FAILED]\n");
3120 return WINED3DERR_NOTAVAILABLE;
3123 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3124 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3125 * usage flags match. */
3126 if(UsageCaps == Usage) {
3128 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3129 return WINED3DOK_NOAUTOGEN;
3131 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);
3132 return WINED3DERR_NOTAVAILABLE;
3136 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3137 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3138 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3140 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3143 DeviceType, debug_d3ddevicetype(DeviceType),
3144 SourceFormat, debug_d3dformat(SourceFormat),
3145 TargetFormat, debug_d3dformat(TargetFormat));
3149 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3151 const shader_backend_t *ret;
3152 int vs_selected_mode;
3153 int ps_selected_mode;
3155 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3156 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3157 ret = &glsl_shader_backend;
3158 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3159 ret = &arb_program_shader_backend;
3161 ret = &none_shader_backend;
3166 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3167 WINED3DDEVTYPE DeviceType)
3169 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3170 int vs_selected_mode;
3171 int ps_selected_mode;
3173 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3174 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3175 return &arbfp_fragment_pipeline;
3176 } else if(ps_selected_mode == SHADER_ATI) {
3177 return &atifs_fragment_pipeline;
3178 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3179 return &nvts_fragment_pipeline;
3180 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3181 return &nvrc_fragment_pipeline;
3183 return &ffp_fragment_pipeline;
3187 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3189 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3190 int vs_selected_mode;
3191 int ps_selected_mode;
3193 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3194 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3201 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3202 subset of a D3DCAPS9 structure. However, it has to come via a void *
3203 as the d3d8 interface cannot import the d3d9 header */
3204 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3206 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3207 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3208 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3209 int vs_selected_mode;
3210 int ps_selected_mode;
3211 struct shader_caps shader_caps;
3212 struct fragment_caps fragment_caps;
3213 const shader_backend_t *shader_backend;
3214 const struct fragment_pipeline *frag_pipeline = NULL;
3215 DWORD ckey_caps, blit_caps, fx_caps;
3217 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3219 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3220 return WINED3DERR_INVALIDCALL;
3223 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3225 /* This function should *not* be modifying GL caps
3226 * TODO: move the functionality where it belongs */
3227 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3229 /* ------------------------------------------------
3230 The following fields apply to both d3d8 and d3d9
3231 ------------------------------------------------ */
3232 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3233 pCaps->AdapterOrdinal = Adapter;
3236 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3237 WINED3DCAPS2_FULLSCREENGAMMA |
3238 WINED3DCAPS2_DYNAMICTEXTURES;
3239 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3240 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3243 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3244 WINED3DCAPS3_COPY_TO_VIDMEM |
3245 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3247 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3248 WINED3DPRESENT_INTERVAL_ONE;
3250 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3251 WINED3DCURSORCAPS_LOWRES;
3253 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3254 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3255 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3256 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3257 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3258 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3259 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3260 WINED3DDEVCAPS_PUREDEVICE |
3261 WINED3DDEVCAPS_HWRASTERIZATION |
3262 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3263 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3264 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3265 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3266 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3267 WINED3DDEVCAPS_RTPATCHES;
3269 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3270 WINED3DPMISCCAPS_CULLCCW |
3271 WINED3DPMISCCAPS_CULLCW |
3272 WINED3DPMISCCAPS_COLORWRITEENABLE |
3273 WINED3DPMISCCAPS_CLIPTLVERTS |
3274 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3275 WINED3DPMISCCAPS_MASKZ |
3276 WINED3DPMISCCAPS_BLENDOP |
3277 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3279 WINED3DPMISCCAPS_NULLREFERENCE
3280 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3281 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3282 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3283 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3285 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3286 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3288 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3289 WINED3DPRASTERCAPS_PAT |
3290 WINED3DPRASTERCAPS_WFOG |
3291 WINED3DPRASTERCAPS_ZFOG |
3292 WINED3DPRASTERCAPS_FOGVERTEX |
3293 WINED3DPRASTERCAPS_FOGTABLE |
3294 WINED3DPRASTERCAPS_STIPPLE |
3295 WINED3DPRASTERCAPS_SUBPIXEL |
3296 WINED3DPRASTERCAPS_ZTEST |
3297 WINED3DPRASTERCAPS_SCISSORTEST |
3298 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3299 WINED3DPRASTERCAPS_DEPTHBIAS;
3301 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3302 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3303 WINED3DPRASTERCAPS_ZBIAS |
3304 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3306 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3307 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3310 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3311 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3312 WINED3DPRASTERCAPS_ANTIALIASEDGES
3313 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3314 WINED3DPRASTERCAPS_WBUFFER */
3316 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3317 WINED3DPCMPCAPS_EQUAL |
3318 WINED3DPCMPCAPS_GREATER |
3319 WINED3DPCMPCAPS_GREATEREQUAL |
3320 WINED3DPCMPCAPS_LESS |
3321 WINED3DPCMPCAPS_LESSEQUAL |
3322 WINED3DPCMPCAPS_NEVER |
3323 WINED3DPCMPCAPS_NOTEQUAL;
3325 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3326 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3327 WINED3DPBLENDCAPS_DESTALPHA |
3328 WINED3DPBLENDCAPS_DESTCOLOR |
3329 WINED3DPBLENDCAPS_INVDESTALPHA |
3330 WINED3DPBLENDCAPS_INVDESTCOLOR |
3331 WINED3DPBLENDCAPS_INVSRCALPHA |
3332 WINED3DPBLENDCAPS_INVSRCCOLOR |
3333 WINED3DPBLENDCAPS_ONE |
3334 WINED3DPBLENDCAPS_SRCALPHA |
3335 WINED3DPBLENDCAPS_SRCALPHASAT |
3336 WINED3DPBLENDCAPS_SRCCOLOR |
3337 WINED3DPBLENDCAPS_ZERO;
3339 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3340 WINED3DPBLENDCAPS_DESTCOLOR |
3341 WINED3DPBLENDCAPS_INVDESTALPHA |
3342 WINED3DPBLENDCAPS_INVDESTCOLOR |
3343 WINED3DPBLENDCAPS_INVSRCALPHA |
3344 WINED3DPBLENDCAPS_INVSRCCOLOR |
3345 WINED3DPBLENDCAPS_ONE |
3346 WINED3DPBLENDCAPS_SRCALPHA |
3347 WINED3DPBLENDCAPS_SRCCOLOR |
3348 WINED3DPBLENDCAPS_ZERO;
3349 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3350 * according to the glBlendFunc manpage
3352 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3353 * legacy settings for srcblend only
3356 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3357 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3358 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3362 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3363 WINED3DPCMPCAPS_EQUAL |
3364 WINED3DPCMPCAPS_GREATER |
3365 WINED3DPCMPCAPS_GREATEREQUAL |
3366 WINED3DPCMPCAPS_LESS |
3367 WINED3DPCMPCAPS_LESSEQUAL |
3368 WINED3DPCMPCAPS_NEVER |
3369 WINED3DPCMPCAPS_NOTEQUAL;
3371 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3372 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3373 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3374 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3375 WINED3DPSHADECAPS_COLORFLATRGB |
3376 WINED3DPSHADECAPS_FOGFLAT |
3377 WINED3DPSHADECAPS_FOGGOURAUD |
3378 WINED3DPSHADECAPS_SPECULARFLATRGB;
3380 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3381 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3382 WINED3DPTEXTURECAPS_TRANSPARENCY |
3383 WINED3DPTEXTURECAPS_BORDER |
3384 WINED3DPTEXTURECAPS_MIPMAP |
3385 WINED3DPTEXTURECAPS_PROJECTED |
3386 WINED3DPTEXTURECAPS_PERSPECTIVE;
3388 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3389 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3390 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3393 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3394 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3395 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3396 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3399 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3400 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3401 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3402 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3406 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3407 WINED3DPTFILTERCAPS_MAGFPOINT |
3408 WINED3DPTFILTERCAPS_MINFLINEAR |
3409 WINED3DPTFILTERCAPS_MINFPOINT |
3410 WINED3DPTFILTERCAPS_MIPFLINEAR |
3411 WINED3DPTFILTERCAPS_MIPFPOINT |
3412 WINED3DPTFILTERCAPS_LINEAR |
3413 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3414 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3415 WINED3DPTFILTERCAPS_MIPLINEAR |
3416 WINED3DPTFILTERCAPS_MIPNEAREST |
3417 WINED3DPTFILTERCAPS_NEAREST;
3419 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3420 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3421 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3424 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3425 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3426 WINED3DPTFILTERCAPS_MAGFPOINT |
3427 WINED3DPTFILTERCAPS_MINFLINEAR |
3428 WINED3DPTFILTERCAPS_MINFPOINT |
3429 WINED3DPTFILTERCAPS_MIPFLINEAR |
3430 WINED3DPTFILTERCAPS_MIPFPOINT |
3431 WINED3DPTFILTERCAPS_LINEAR |
3432 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3433 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3434 WINED3DPTFILTERCAPS_MIPLINEAR |
3435 WINED3DPTFILTERCAPS_MIPNEAREST |
3436 WINED3DPTFILTERCAPS_NEAREST;
3438 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3439 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3440 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3443 pCaps->CubeTextureFilterCaps = 0;
3445 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3446 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3447 WINED3DPTFILTERCAPS_MAGFPOINT |
3448 WINED3DPTFILTERCAPS_MINFLINEAR |
3449 WINED3DPTFILTERCAPS_MINFPOINT |
3450 WINED3DPTFILTERCAPS_MIPFLINEAR |
3451 WINED3DPTFILTERCAPS_MIPFPOINT |
3452 WINED3DPTFILTERCAPS_LINEAR |
3453 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3454 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3455 WINED3DPTFILTERCAPS_MIPLINEAR |
3456 WINED3DPTFILTERCAPS_MIPNEAREST |
3457 WINED3DPTFILTERCAPS_NEAREST;
3459 pCaps->VolumeTextureFilterCaps = 0;
3461 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3462 WINED3DPTADDRESSCAPS_CLAMP |
3463 WINED3DPTADDRESSCAPS_WRAP;
3465 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3466 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3468 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3469 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3471 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3472 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3475 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3476 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3477 WINED3DPTADDRESSCAPS_CLAMP |
3478 WINED3DPTADDRESSCAPS_WRAP;
3479 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3480 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3482 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3483 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3485 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3486 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3489 pCaps->VolumeTextureAddressCaps = 0;
3491 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3492 WINED3DLINECAPS_ZTEST |
3493 WINED3DLINECAPS_BLEND |
3494 WINED3DLINECAPS_ALPHACMP |
3495 WINED3DLINECAPS_FOG;
3496 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3497 * idea how generating the smoothing alpha values works; the result is different
3500 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3501 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3503 if(GL_SUPPORT(EXT_TEXTURE3D))
3504 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3506 pCaps->MaxVolumeExtent = 0;
3508 pCaps->MaxTextureRepeat = 32768;
3509 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3510 pCaps->MaxVertexW = 1.0;
3512 pCaps->GuardBandLeft = 0;
3513 pCaps->GuardBandTop = 0;
3514 pCaps->GuardBandRight = 0;
3515 pCaps->GuardBandBottom = 0;
3517 pCaps->ExtentsAdjust = 0;
3519 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3520 WINED3DSTENCILCAPS_INCRSAT |
3521 WINED3DSTENCILCAPS_INVERT |
3522 WINED3DSTENCILCAPS_KEEP |
3523 WINED3DSTENCILCAPS_REPLACE |
3524 WINED3DSTENCILCAPS_ZERO;
3525 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3526 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3527 WINED3DSTENCILCAPS_INCR;
3529 if ( This->dxVersion > 8 &&
3530 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3531 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3532 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3535 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3537 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3538 pCaps->MaxActiveLights = GL_LIMITS(lights);
3540 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3541 pCaps->MaxVertexBlendMatrixIndex = 0;
3543 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3544 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3547 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3548 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3549 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3550 WINED3DVTXPCAPS_LOCALVIEWER |
3551 WINED3DVTXPCAPS_VERTEXFOG |
3552 WINED3DVTXPCAPS_TEXGEN;
3554 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3556 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3557 pCaps->MaxVertexIndex = 0xFFFFF;
3558 pCaps->MaxStreams = MAX_STREAMS;
3559 pCaps->MaxStreamStride = 1024;
3561 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3562 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3563 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3564 pCaps->MaxNpatchTessellationLevel = 0;
3565 pCaps->MasterAdapterOrdinal = 0;
3566 pCaps->AdapterOrdinalInGroup = 0;
3567 pCaps->NumberOfAdaptersInGroup = 1;
3569 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3571 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3572 WINED3DPTFILTERCAPS_MAGFPOINT |
3573 WINED3DPTFILTERCAPS_MINFLINEAR |
3574 WINED3DPTFILTERCAPS_MAGFLINEAR;
3575 pCaps->VertexTextureFilterCaps = 0;
3577 memset(&shader_caps, 0, sizeof(shader_caps));
3578 shader_backend = select_shader_backend(adapter, DeviceType);
3579 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3581 memset(&fragment_caps, 0, sizeof(fragment_caps));
3582 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3583 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
3585 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3586 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3588 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3589 * Ignore shader model capabilities if disabled in config
3591 if(vs_selected_mode == SHADER_NONE) {
3592 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3593 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3594 pCaps->MaxVertexShaderConst = 0;
3596 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3597 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3600 if(ps_selected_mode == SHADER_NONE) {
3601 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3602 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3603 pCaps->PixelShader1xMaxValue = 0.0;
3605 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3606 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3609 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3610 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3611 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3613 pCaps->VS20Caps = shader_caps.VS20Caps;
3614 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3615 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3616 pCaps->PS20Caps = shader_caps.PS20Caps;
3617 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3618 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3620 /* The following caps are shader specific, but they are things we cannot detect, or which
3621 * are the same among all shader models. So to avoid code duplication set the shader version
3622 * specific, but otherwise constant caps here
3624 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3625 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3626 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3627 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3628 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3629 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
3630 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3632 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3633 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
3634 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3635 pCaps->VS20Caps.Caps = 0;
3636 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3637 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
3638 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3640 pCaps->MaxVShaderInstructionsExecuted = 65535;
3641 pCaps->MaxVertexShader30InstructionSlots = 0;
3642 } else { /* VS 1.x */
3643 pCaps->VS20Caps.Caps = 0;
3644 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3645 pCaps->VS20Caps.NumTemps = 0;
3646 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3648 pCaps->MaxVShaderInstructionsExecuted = 0;
3649 pCaps->MaxVertexShader30InstructionSlots = 0;
3652 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3653 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3654 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3656 /* 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 */
3657 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3658 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3659 WINED3DPS20CAPS_PREDICATION |
3660 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3661 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3662 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3663 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
3664 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3665 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3667 pCaps->MaxPShaderInstructionsExecuted = 65535;
3668 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
3669 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3670 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3671 pCaps->PS20Caps.Caps = 0;
3672 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3673 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
3674 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3675 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3677 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3678 pCaps->MaxPixelShader30InstructionSlots = 0;
3679 } else { /* PS 1.x */
3680 pCaps->PS20Caps.Caps = 0;
3681 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3682 pCaps->PS20Caps.NumTemps = 0;
3683 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3684 pCaps->PS20Caps.NumInstructionSlots = 0;
3686 pCaps->MaxPShaderInstructionsExecuted = 0;
3687 pCaps->MaxPixelShader30InstructionSlots = 0;
3690 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3691 /* OpenGL supports all the formats below, perhaps not always
3692 * without conversion, but it supports them.
3693 * Further GLSL doesn't seem to have an official unsigned type so
3694 * don't advertise it yet as I'm not sure how we handle it.
3695 * We might need to add some clamping in the shader engine to
3697 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3698 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3699 WINED3DDTCAPS_UBYTE4N |
3700 WINED3DDTCAPS_SHORT2N |
3701 WINED3DDTCAPS_SHORT4N;
3702 if (GL_SUPPORT(ARB_HALF_FLOAT_VERTEX)) {
3703 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3704 WINED3DDTCAPS_FLOAT16_4;
3707 pCaps->DeclTypes = 0;
3709 /* Set DirectDraw helper Caps */
3710 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3711 WINEDDCKEYCAPS_SRCBLT;
3712 fx_caps = WINEDDFXCAPS_BLTALPHA |
3713 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3714 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3715 WINEDDFXCAPS_BLTROTATION90 |
3716 WINEDDFXCAPS_BLTSHRINKX |
3717 WINEDDFXCAPS_BLTSHRINKXN |
3718 WINEDDFXCAPS_BLTSHRINKY |
3719 WINEDDFXCAPS_BLTSHRINKXN |
3720 WINEDDFXCAPS_BLTSTRETCHX |
3721 WINEDDFXCAPS_BLTSTRETCHXN |
3722 WINEDDFXCAPS_BLTSTRETCHY |
3723 WINEDDFXCAPS_BLTSTRETCHYN;
3724 blit_caps = WINEDDCAPS_BLT |
3725 WINEDDCAPS_BLTCOLORFILL |
3726 WINEDDCAPS_BLTDEPTHFILL |
3727 WINEDDCAPS_BLTSTRETCH |
3728 WINEDDCAPS_CANBLTSYSMEM |
3729 WINEDDCAPS_CANCLIP |
3730 WINEDDCAPS_CANCLIPSTRETCHED |
3731 WINEDDCAPS_COLORKEY |
3732 WINEDDCAPS_COLORKEYHWASSIST |
3733 WINEDDCAPS_ALIGNBOUNDARYSRC;
3735 /* Fill the ddraw caps structure */
3736 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3737 WINEDDCAPS_PALETTE |
3739 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3740 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3741 WINEDDCAPS2_PRIMARYGAMMA |
3742 WINEDDCAPS2_WIDESURFACES |
3743 WINEDDCAPS2_CANRENDERWINDOWED;
3744 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3745 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3746 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3747 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3748 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3749 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3750 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3751 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3752 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3754 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3755 WINEDDSCAPS_BACKBUFFER |
3757 WINEDDSCAPS_FRONTBUFFER |
3758 WINEDDSCAPS_OFFSCREENPLAIN |
3759 WINEDDSCAPS_PALETTE |
3760 WINEDDSCAPS_PRIMARYSURFACE |
3761 WINEDDSCAPS_SYSTEMMEMORY |
3762 WINEDDSCAPS_VIDEOMEMORY |
3763 WINEDDSCAPS_VISIBLE;
3764 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3766 /* Set D3D caps if OpenGL is available. */
3767 if (adapter->opengl)
3769 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3770 WINEDDSCAPS_MIPMAP |
3771 WINEDDSCAPS_TEXTURE |
3772 WINEDDSCAPS_ZBUFFER;
3773 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3779 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3780 and fields being inserted in the middle, a new structure is used in place */
3781 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
3782 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
3783 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
3785 IWineD3DDeviceImpl *object = NULL;
3786 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3787 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3788 WINED3DDISPLAYMODE mode;
3789 const struct fragment_pipeline *frag_pipeline = NULL;
3791 struct fragment_caps ffp_caps;
3792 struct shader_caps shader_caps;
3795 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3796 * number and create a device without a 3D adapter for 2D only operation.
3798 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3799 return WINED3DERR_INVALIDCALL;
3802 /* Create a WineD3DDevice object */
3803 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3804 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3805 TRACE("Created WineD3DDevice object @ %p\n", object);
3806 if (NULL == object) {
3807 return WINED3DERR_OUTOFVIDEOMEMORY;
3810 /* Set up initial COM information */
3811 object->lpVtbl = &IWineD3DDevice_Vtbl;
3813 object->wineD3D = iface;
3814 object->adapter = This->adapter_count ? adapter : NULL;
3815 IWineD3D_AddRef(object->wineD3D);
3816 object->parent = parent;
3817 object->device_parent = device_parent;
3818 list_init(&object->resources);
3819 list_init(&object->shaders);
3821 if(This->dxVersion == 7) {
3822 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3824 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3826 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3828 /* Set the state up as invalid until the device is fully created */
3829 object->state = WINED3DERR_DRIVERINTERNALERROR;
3831 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3832 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3834 /* Save the creation parameters */
3835 object->createParms.AdapterOrdinal = Adapter;
3836 object->createParms.DeviceType = DeviceType;
3837 object->createParms.hFocusWindow = hFocusWindow;
3838 object->createParms.BehaviorFlags = BehaviourFlags;
3840 /* Initialize other useful values */
3841 object->adapterNo = Adapter;
3842 object->devType = DeviceType;
3844 select_shader_mode(&adapter->gl_info, DeviceType,
3845 &object->ps_selected_mode, &object->vs_selected_mode);
3846 object->shader_backend = select_shader_backend(adapter, DeviceType);
3848 memset(&shader_caps, 0, sizeof(shader_caps));
3849 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3850 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
3851 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
3852 object->vs_clipping = shader_caps.VSClipping;
3854 memset(&ffp_caps, 0, sizeof(ffp_caps));
3855 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3856 object->frag_pipe = frag_pipeline;
3857 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
3858 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3859 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3860 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
3861 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3864 IWineD3D_Release(object->wineD3D);
3865 HeapFree(GetProcessHeap(), 0, object);
3870 object->blitter = select_blit_implementation(adapter, DeviceType);
3872 /* set the state of the device to valid */
3873 object->state = WINED3D_OK;
3875 /* Get the initial screen setup for ddraw */
3876 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3878 object->ddraw_width = mode.Width;
3879 object->ddraw_height = mode.Height;
3880 object->ddraw_format = mode.Format;
3882 for(i = 0; i < PATCHMAP_SIZE; i++) {
3883 list_init(&object->patches[i]);
3886 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
3891 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3892 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3893 IUnknown_AddRef(This->parent);
3894 *pParent = This->parent;
3898 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3899 IUnknown* surfaceParent;
3900 TRACE("(%p) call back\n", pSurface);
3902 /* Now, release the parent, which will take care of cleaning up the surface for us */
3903 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3904 IUnknown_Release(surfaceParent);
3905 return IUnknown_Release(surfaceParent);
3908 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3909 IUnknown* volumeParent;
3910 TRACE("(%p) call back\n", pVolume);
3912 /* Now, release the parent, which will take care of cleaning up the volume for us */
3913 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3914 IUnknown_Release(volumeParent);
3915 return IUnknown_Release(volumeParent);
3918 static BOOL match_apple(const WineD3D_GL_Info *gl_info)
3920 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3921 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3922 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3924 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3925 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3926 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3927 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3928 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3929 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3930 * DirectDraw, not OpenGL.
3932 if(gl_info->supported[APPLE_FENCE] &&
3933 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3934 gl_info->supported[APPLE_FLUSH_RENDER] &&
3935 gl_info->supported[APPLE_YCBCR_422]) {
3936 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3937 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3940 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3941 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3946 /* Context activation is done by the caller. */
3947 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3948 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3949 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3950 * all the texture. This function detects this bug by its symptom and disables PBOs
3951 * if the test fails.
3953 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3954 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3955 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3956 * read back is compared to the original. If they are equal PBOs are assumed to work,
3957 * otherwise the PBO extension is disabled.
3959 GLuint texture, pbo;
3960 static const unsigned int pattern[] = {
3961 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3962 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3963 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3964 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3966 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3968 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3969 /* No PBO -> No point in testing them */
3975 while(glGetError());
3976 glGenTextures(1, &texture);
3977 glBindTexture(GL_TEXTURE_2D, texture);
3979 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3980 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3981 checkGLcall("Specifying the PBO test texture\n");
3983 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3984 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3985 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3986 checkGLcall("Specifying the PBO test pbo\n");
3988 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3989 checkGLcall("Loading the PBO test texture\n");
3991 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3992 glFinish(); /* just to be sure */
3994 memset(check, 0, sizeof(check));
3995 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3996 checkGLcall("Reading back the PBO test texture\n");
3998 glDeleteTextures(1, &texture);
3999 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
4000 checkGLcall("PBO test cleanup\n");
4004 if(memcmp(check, pattern, sizeof(check)) != 0) {
4005 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
4006 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
4007 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
4009 TRACE_(d3d_caps)("PBO test successful\n");
4013 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
4014 * reporting a driver version is moot because we are not the Windows driver, and we have different
4015 * bugs, features, etc.
4017 * If a card is not found in this table, the gl driver version is reported
4019 struct driver_version_information {
4020 WORD vendor; /* reported PCI card vendor ID */
4021 WORD card; /* reported PCI card device ID */
4022 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
4023 WORD hipart_hi, hipart_lo; /* driver hiword to report */
4024 WORD lopart_hi, lopart_lo; /* driver loword to report */
4027 static const struct driver_version_information driver_version_table[] = {
4028 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
4029 * 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
4030 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
4031 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
4033 * All version numbers used below are from the Linux nvidia drivers.
4035 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
4036 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
4037 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
4038 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
4039 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
4040 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 4, 3 },
4041 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 4, 3 },
4042 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 4, 3 },
4043 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7341 },
4044 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7341 },
4045 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7341 },
4046 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8044 },
4047 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8044 },
4048 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8044 },
4049 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8044 },
4050 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8044 },
4051 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8044 },
4052 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8044 },
4053 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8044 },
4054 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8044 },
4055 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8044 },
4056 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8044 },
4057 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8044 },
4058 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8044 },
4059 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8044 },
4060 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8044 },
4061 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8044 },
4062 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8044 },
4063 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8044 },
4064 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8044 },
4066 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
4067 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
4068 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
4069 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
4070 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
4071 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
4072 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
4073 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 6, 14, 10, 6764 },
4074 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 6, 14, 10, 6764 },
4075 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 6, 14, 10, 6764 },
4076 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 6, 14, 10, 6764 },
4078 /* TODO: Add information about legacy ATI hardware, Intel and other cards */
4081 static BOOL match_ati_r300_to_500(const WineD3D_GL_Info *gl_info) {
4082 if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
4083 if(gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
4084 if(gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
4085 if(gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
4089 static BOOL match_geforce5(const WineD3D_GL_Info *gl_info) {
4090 if(gl_info->gl_vendor == VENDOR_NVIDIA) {
4091 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
4098 static BOOL match_apple_intel(const WineD3D_GL_Info *gl_info) {
4099 return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info);
4102 static BOOL match_apple_nonr500ati(const WineD3D_GL_Info *gl_info) {
4103 if(!match_apple(gl_info)) return FALSE;
4104 if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
4105 if(gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
4109 static BOOL match_fglrx(const WineD3D_GL_Info *gl_info) {
4110 if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
4111 if(match_apple(gl_info)) return FALSE;
4112 if(strstr(gl_info->gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers */
4116 static BOOL match_dx10_capable(const WineD3D_GL_Info *gl_info) {
4117 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
4118 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
4119 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
4120 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
4123 * dx10 cards usually have 64 varyings
4125 return gl_info->max_glsl_varyings > 44;
4128 static void quirk_arb_constants(WineD3D_GL_Info *gl_info) {
4129 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL\n", gl_info->vs_arb_constantsF);
4130 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
4131 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL\n", gl_info->ps_arb_constantsF);
4132 gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
4135 static void quirk_apple_glsl_constants(WineD3D_GL_Info *gl_info) {
4136 quirk_arb_constants(gl_info);
4137 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
4138 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
4139 * allow 48 different offsets or other helper immediate values
4141 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use\n");
4142 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
4145 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
4146 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
4147 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
4148 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
4149 * most games, but avoids the crash
4151 * A more sophisticated way would be to find all units that need texture coordinates and enable
4152 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
4153 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
4155 * Note that disabling the extension entirely does not gain predictability because there is no point
4156 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension.
4158 static void quirk_one_point_sprite(WineD3D_GL_Info *gl_info) {
4159 if(gl_info->supported[ARB_POINT_SPRITE]) {
4160 TRACE("Limiting point sprites to one texture unit\n");
4161 gl_info->max_point_sprite_units = 1;
4165 static void quirk_ati_dx9(WineD3D_GL_Info *gl_info) {
4166 quirk_arb_constants(gl_info);
4168 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
4169 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
4170 * If real NP2 textures are used, the driver falls back to software. We could just remove the
4171 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
4172 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
4173 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
4174 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
4176 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
4177 * has this extension promoted to core. The extension loading code sets this extension supported
4178 * due to that, so this code works on fglrx as well.
4180 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
4181 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4182 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
4184 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
4185 * it is generally more efficient. Reserve just 8 constants
4187 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use\n");
4188 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
4191 static void quirk_no_np2(WineD3D_GL_Info *gl_info) {
4192 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
4193 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
4194 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
4195 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
4196 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
4197 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
4199 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
4200 * triggering the software fallback. There is not much we can do here apart from disabling the
4201 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
4202 * in IWineD3DImpl_FillGLCaps).
4203 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
4204 * post-processing effects in the game "Max Payne 2").
4205 * The behaviour can be verified through a simple test app attached in bugreport #14724.
4207 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
4208 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4209 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
4212 static void quirk_texcoord_w(WineD3D_GL_Info *gl_info) {
4213 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
4214 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
4215 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
4216 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
4217 * according to the spec.
4219 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
4220 * makes the shader slower and eats instruction slots which should be available to the d3d app.
4222 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
4223 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
4224 * this workaround is activated on cards that do not need it, it won't break things, just affect
4225 * performance negatively.
4227 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
4228 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
4231 static void quirk_clip_varying(WineD3D_GL_Info *gl_info) {
4232 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
4237 BOOL (*match)(const WineD3D_GL_Info *gl_info);
4238 void (*apply)(WineD3D_GL_Info *gl_info);
4239 const char *description;
4242 struct driver_quirk quirk_table[] = {
4244 match_ati_r300_to_500,
4246 "ATI GLSL constant and normalized texrect quirk"
4248 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
4249 * used it falls back to software. While the compiler can detect if the shader uses all declared
4250 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
4251 * using relative addressing falls back to software.
4253 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
4257 quirk_apple_glsl_constants,
4258 "Apple GLSL uniform override"
4263 "Geforce 5 NP2 disable"
4268 "Init texcoord .w for Apple Intel GPU driver"
4271 match_apple_nonr500ati,
4273 "Init texcoord .w for Apple ATI >= r600 GPU driver"
4277 quirk_one_point_sprite,
4278 "Fglrx point sprite crash workaround"
4283 "Reserved varying for gl_ClipPos"
4287 /* Context activation is done by the caller. */
4288 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
4291 for(i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); i++) {
4292 if(!quirk_table[i].match(gl_info)) continue;
4293 TRACE_(d3d_caps)("Applying driver quirk \"%s\"\n", quirk_table[i].description);
4294 quirk_table[i].apply(gl_info);
4297 /* Find out if PBOs work as they are supposed to */
4298 test_pbo_functionality(gl_info);
4300 /* Fixup the driver version */
4301 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
4302 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
4303 gl_info->gl_card == driver_version_table[i].card) {
4304 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
4306 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
4307 driver_version_table[i].lopart_lo);
4308 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
4309 driver_version_table[i].hipart_lo);
4310 strcpy(gl_info->driver_description, driver_version_table[i].description);
4316 static void WINE_GLAPI invalid_func(const void *data)
4318 ERR("Invalid vertex attribute function called\n");
4322 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4324 ERR("Invalid texcoord function called\n");
4328 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4329 * the extension detection and are used in drawStridedSlow
4331 static void WINE_GLAPI position_d3dcolor(const void *data)
4333 DWORD pos = *((const DWORD *)data);
4335 FIXME("Add a test for fixed function position from d3dcolor type\n");
4336 glVertex4s(D3DCOLOR_B_R(pos),
4342 static void WINE_GLAPI position_float4(const void *data)
4344 const GLfloat *pos = data;
4346 if (pos[3] != 0.0 && pos[3] != 1.0)
4348 float w = 1.0 / pos[3];
4350 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4358 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4360 DWORD diffuseColor = *((const DWORD *)data);
4362 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4363 D3DCOLOR_B_G(diffuseColor),
4364 D3DCOLOR_B_B(diffuseColor),
4365 D3DCOLOR_B_A(diffuseColor));
4368 static void WINE_GLAPI specular_d3dcolor(const void *data)
4370 DWORD specularColor = *((const DWORD *)data);
4371 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4372 D3DCOLOR_B_G(specularColor),
4373 D3DCOLOR_B_B(specularColor)};
4375 specular_func_3ubv(d);
4378 static void WINE_GLAPI warn_no_specular_func(const void *data)
4380 WARN("GL_EXT_secondary_color not supported\n");
4383 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4385 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4386 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4387 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4388 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4389 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4390 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4391 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4392 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4393 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4394 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4395 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4396 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4397 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4398 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4399 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4400 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4401 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4403 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4404 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4405 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4406 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4407 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4408 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4409 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4410 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4411 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4412 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4413 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4414 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4415 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4416 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4417 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4418 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4419 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4421 /* No 4 component entry points here */
4422 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4423 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4424 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4425 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4427 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4429 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4430 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4431 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4432 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4434 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4436 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4437 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4438 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4439 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4440 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4441 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4442 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4443 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4444 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4445 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4446 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4447 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4449 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4450 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4452 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4453 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4454 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4455 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4456 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4457 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4458 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4459 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4460 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4461 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4462 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4463 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4464 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4465 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4466 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4467 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4468 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4470 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4471 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4472 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4473 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4474 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4475 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4476 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4477 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4478 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4479 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4480 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4481 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4482 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4483 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4484 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4485 if (GL_SUPPORT(NV_HALF_FLOAT))
4487 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4488 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4489 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4491 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4492 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4496 BOOL InitAdapters(IWineD3DImpl *This)
4498 static HMODULE mod_gl;
4500 int ps_selected_mode, vs_selected_mode;
4502 /* No need to hold any lock. The calling library makes sure only one thread calls
4503 * wined3d simultaneously
4506 TRACE("Initializing adapters\n");
4509 #ifdef USE_WIN32_OPENGL
4510 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4511 mod_gl = LoadLibraryA("opengl32.dll");
4513 ERR("Can't load opengl32.dll!\n");
4517 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4518 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4519 mod_gl = GetModuleHandleA("gdi32.dll");
4523 /* Load WGL core functions from opengl32.dll */
4524 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4528 if(!pwglGetProcAddress) {
4529 ERR("Unable to load wglGetProcAddress!\n");
4533 /* Dynamically load all GL core functions */
4537 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4538 * otherwise because we have to use winex11.drv's override
4540 #ifdef USE_WIN32_OPENGL
4541 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4542 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4544 glFinish = (void*)pwglGetProcAddress("wglFinish");
4545 glFlush = (void*)pwglGetProcAddress("wglFlush");
4548 glEnableWINE = glEnable;
4549 glDisableWINE = glDisable;
4551 /* For now only one default adapter */
4553 struct WineD3DAdapter *adapter = &This->adapters[0];
4554 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4555 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4559 WineD3D_PixelFormat *cfgs;
4560 DISPLAY_DEVICEW DisplayDevice;
4563 TRACE("Initializing default adapter\n");
4565 adapter->monitorPoint.x = -1;
4566 adapter->monitorPoint.y = -1;
4568 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4570 ERR("Failed to get a gl context for default adapter\n");
4574 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4576 ERR("Failed to initialize gl caps for default adapter\n");
4577 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4580 ret = initPixelFormats(&adapter->gl_info);
4582 ERR("Failed to init gl formats\n");
4583 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4587 hdc = fake_gl_ctx.dc;
4589 adapter->driver = "Display";
4590 adapter->description = "Direct3D HAL";
4592 /* Use the VideoRamSize registry setting when set */
4593 if(wined3d_settings.emulated_textureram)
4594 adapter->TextureRam = wined3d_settings.emulated_textureram;
4596 adapter->TextureRam = adapter->gl_info.vidmem;
4597 adapter->UsedTextureRam = 0;
4598 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4600 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4601 DisplayDevice.cb = sizeof(DisplayDevice);
4602 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4603 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4604 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4606 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4613 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4614 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4616 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4617 cfgs = adapter->cfgs;
4618 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4619 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4620 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4621 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4622 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4623 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4624 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4625 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4626 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4627 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4629 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4631 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4636 /* Cache the pixel format */
4637 cfgs->iPixelFormat = iPixelFormat;
4638 cfgs->redSize = values[0];
4639 cfgs->greenSize = values[1];
4640 cfgs->blueSize = values[2];
4641 cfgs->alphaSize = values[3];
4642 cfgs->depthSize = values[4];
4643 cfgs->stencilSize = values[5];
4644 cfgs->windowDrawable = values[6];
4645 cfgs->iPixelType = values[7];
4646 cfgs->doubleBuffer = values[8];
4647 cfgs->auxBuffers = values[9];
4649 cfgs->pbufferDrawable = FALSE;
4650 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4651 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4652 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4654 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4655 cfgs->pbufferDrawable = value;
4658 cfgs->numSamples = 0;
4659 /* Check multisample support */
4660 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4661 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4663 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4664 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4665 * value[1] = number of multi sample buffers*/
4667 cfgs->numSamples = value[1];
4671 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);
4677 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4678 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4679 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4681 cfgs = adapter->cfgs;
4682 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4684 PIXELFORMATDESCRIPTOR ppfd;
4686 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4690 /* We only want HW acceleration using an OpenGL ICD driver.
4691 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4692 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4694 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4696 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4700 cfgs->iPixelFormat = iPixelFormat;
4701 cfgs->redSize = ppfd.cRedBits;
4702 cfgs->greenSize = ppfd.cGreenBits;
4703 cfgs->blueSize = ppfd.cBlueBits;
4704 cfgs->alphaSize = ppfd.cAlphaBits;
4705 cfgs->depthSize = ppfd.cDepthBits;
4706 cfgs->stencilSize = ppfd.cStencilBits;
4707 cfgs->pbufferDrawable = 0;
4708 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4709 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4710 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4711 cfgs->auxBuffers = ppfd.cAuxBuffers;
4712 cfgs->numSamples = 0;
4714 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);
4719 /* 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 */
4722 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4724 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4725 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4730 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4731 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4732 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4733 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4734 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4735 * driver is allowed to consume more bits EXCEPT for stencil bits.
4737 * Mark an adapter with this broken stencil behavior.
4739 adapter->brokenStencil = TRUE;
4740 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4742 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4743 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4744 adapter->brokenStencil = FALSE;
4749 fixup_extensions(&adapter->gl_info);
4750 add_gl_compat_wrappers(&adapter->gl_info);
4752 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4754 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4755 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4756 fillGLAttribFuncs(&adapter->gl_info);
4757 adapter->opengl = TRUE;
4759 This->adapter_count = 1;
4760 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4765 /* Initialize an adapter for ddraw-only memory counting */
4766 memset(This->adapters, 0, sizeof(This->adapters));
4767 This->adapters[0].num = 0;
4768 This->adapters[0].opengl = FALSE;
4769 This->adapters[0].monitorPoint.x = -1;
4770 This->adapters[0].monitorPoint.y = -1;
4772 This->adapters[0].driver = "Display";
4773 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4774 if(wined3d_settings.emulated_textureram) {
4775 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4777 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4780 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4782 This->adapter_count = 1;
4786 /**********************************************************
4787 * IWineD3D VTbl follows
4788 **********************************************************/
4790 const IWineD3DVtbl IWineD3D_Vtbl =
4793 IWineD3DImpl_QueryInterface,
4794 IWineD3DImpl_AddRef,
4795 IWineD3DImpl_Release,
4797 IWineD3DImpl_GetParent,
4798 IWineD3DImpl_GetAdapterCount,
4799 IWineD3DImpl_RegisterSoftwareDevice,
4800 IWineD3DImpl_GetAdapterMonitor,
4801 IWineD3DImpl_GetAdapterModeCount,
4802 IWineD3DImpl_EnumAdapterModes,
4803 IWineD3DImpl_GetAdapterDisplayMode,
4804 IWineD3DImpl_GetAdapterIdentifier,
4805 IWineD3DImpl_CheckDeviceMultiSampleType,
4806 IWineD3DImpl_CheckDepthStencilMatch,
4807 IWineD3DImpl_CheckDeviceType,
4808 IWineD3DImpl_CheckDeviceFormat,
4809 IWineD3DImpl_CheckDeviceFormatConversion,
4810 IWineD3DImpl_GetDeviceCaps,
4811 IWineD3DImpl_CreateDevice