2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
40 const char *extension_string;
41 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
109 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
110 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
111 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
112 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
113 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
114 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
115 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
116 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
117 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
118 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
119 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
120 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
121 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
122 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
123 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
124 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
125 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
126 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
127 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
128 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
129 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
130 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
131 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
134 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
135 {"GL_NV_fence", NV_FENCE, 0 },
136 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
137 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
138 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
139 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
140 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
141 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
142 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
143 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
144 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
145 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
146 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
147 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
148 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
149 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
150 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
151 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
152 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
153 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
156 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
159 /**********************************************************
160 * Utility functions follow
161 **********************************************************/
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 /* Do not call while under the GL lock. */
247 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
249 PIXELFORMATDESCRIPTOR pfd;
252 TRACE("getting context...\n");
254 ctx->restore_dc = pwglGetCurrentDC();
255 ctx->restore_gl_ctx = pwglGetCurrentContext();
257 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
258 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
259 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
262 ERR_(d3d_caps)("Failed to create a window.\n");
266 ctx->dc = GetDC(ctx->wnd);
269 ERR_(d3d_caps)("Failed to get a DC.\n");
273 /* PixelFormat selection */
274 ZeroMemory(&pfd, sizeof(pfd));
275 pfd.nSize = sizeof(pfd);
277 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
278 pfd.iPixelType = PFD_TYPE_RGBA;
280 pfd.iLayerType = PFD_MAIN_PLANE;
282 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
285 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
286 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
289 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
290 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
292 /* Create a GL context. */
293 ctx->gl_ctx = pwglCreateContext(ctx->dc);
296 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
300 /* Make it the current GL context. */
301 if (!context_set_current(NULL))
303 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
306 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
308 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
315 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319 if (ctx->wnd) DestroyWindow(ctx->wnd);
321 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
323 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
329 /* Adjust the amount of used texture memory */
330 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
332 struct wined3d_adapter *adapter = device->adapter;
334 adapter->UsedTextureRam += glram;
335 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
336 return adapter->UsedTextureRam;
339 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
341 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
342 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
345 /**********************************************************
346 * IUnknown parts follows
347 **********************************************************/
349 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
351 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
353 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
354 if (IsEqualGUID(riid, &IID_IUnknown)
355 || IsEqualGUID(riid, &IID_IWineD3DBase)
356 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
357 IUnknown_AddRef(iface);
362 return E_NOINTERFACE;
365 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
366 IWineD3DImpl *This = (IWineD3DImpl *)iface;
367 ULONG refCount = InterlockedIncrement(&This->ref);
369 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
373 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
374 IWineD3DImpl *This = (IWineD3DImpl *)iface;
376 TRACE("(%p) : Releasing from %d\n", This, This->ref);
377 ref = InterlockedDecrement(&This->ref);
381 for (i = 0; i < This->adapter_count; ++i)
383 wined3d_adapter_cleanup(&This->adapters[i]);
385 HeapFree(GetProcessHeap(), 0, This);
391 /**********************************************************
392 * IWineD3D parts follows
393 **********************************************************/
395 /* GL locking is done by the caller */
396 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 const char *testcode =
402 "PARAM C[66] = { program.env[0..65] };\n"
404 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
405 "ARL A0.x, zero.x;\n"
406 "MOV result.position, C[A0.x + 65];\n"
410 GL_EXTCALL(glGenProgramsARB(1, &prog));
412 ERR("Failed to create an ARB offset limit test program\n");
414 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
415 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
416 strlen(testcode), testcode));
417 if(glGetError() != 0) {
418 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
419 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
421 } else TRACE("OpenGL implementation allows offsets > 63\n");
423 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
424 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
425 checkGLcall("ARB vp offset limit test cleanup");
430 static DWORD ver_for_ext(GL_SupportedExt ext)
433 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
434 if(EXTENSION_MAP[i].extension == ext) {
435 return EXTENSION_MAP[i].version;
441 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
442 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
444 if (card_vendor != HW_VENDOR_ATI) return FALSE;
445 if (device == CARD_ATI_RADEON_9500) return TRUE;
446 if (device == CARD_ATI_RADEON_X700) return TRUE;
447 if (device == CARD_ATI_RADEON_X1600) return TRUE;
451 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
452 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
454 if (card_vendor == HW_VENDOR_NVIDIA)
456 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
457 device == CARD_NVIDIA_GEFORCEFX_5600 ||
458 device == CARD_NVIDIA_GEFORCEFX_5800)
466 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
467 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
469 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
470 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
471 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
473 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
474 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
475 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
476 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
477 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
478 * the chance that other implementations support them is rather small since Win32 QuickTime uses
479 * DirectDraw, not OpenGL.
481 * This test has been moved into wined3d_guess_gl_vendor()
483 if (gl_vendor == GL_VENDOR_APPLE)
490 /* Context activation is done by the caller. */
491 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
493 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
494 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
495 * all the texture. This function detects this bug by its symptom and disables PBOs
498 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
499 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
500 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
501 * read back is compared to the original. If they are equal PBOs are assumed to work,
502 * otherwise the PBO extension is disabled. */
504 static const unsigned int pattern[] =
506 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
507 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
508 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
509 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
511 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
513 /* No PBO -> No point in testing them. */
514 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
518 while (glGetError());
519 glGenTextures(1, &texture);
520 glBindTexture(GL_TEXTURE_2D, texture);
522 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
523 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
524 checkGLcall("Specifying the PBO test texture");
526 GL_EXTCALL(glGenBuffersARB(1, &pbo));
527 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
528 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
529 checkGLcall("Specifying the PBO test pbo");
531 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
532 checkGLcall("Loading the PBO test texture");
534 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
537 wglFinish(); /* just to be sure */
539 memset(check, 0, sizeof(check));
541 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
542 checkGLcall("Reading back the PBO test texture");
544 glDeleteTextures(1, &texture);
545 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
546 checkGLcall("PBO test cleanup");
550 if (memcmp(check, pattern, sizeof(check)))
552 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
553 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
554 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
558 TRACE_(d3d_caps)("PBO test successful.\n");
562 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
568 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
569 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
571 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
572 if (card_vendor != HW_VENDOR_ATI) return FALSE;
573 if (device == CARD_ATI_RADEON_X1600) return FALSE;
577 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
578 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
580 return gl_vendor == GL_VENDOR_FGLRX;
584 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
585 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
587 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
588 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
589 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
590 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
593 * dx10 cards usually have 64 varyings */
594 return gl_info->limits.glsl_varyings > 44;
597 /* A GL context is provided by the caller */
598 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
599 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
604 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
608 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
609 error = glGetError();
612 if(error == GL_NO_ERROR)
614 TRACE("GL Implementation accepts 4 component specular color pointers\n");
619 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
620 debug_glerror(error));
625 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
626 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
628 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
629 return gl_info->supported[NV_TEXTURE_SHADER];
632 /* A GL context is provided by the caller */
633 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
634 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
639 const char *testcode =
641 "OPTION NV_vertex_program2;\n"
642 "MOV result.clip[0], 0.0;\n"
643 "MOV result.position, 0.0;\n"
646 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
651 GL_EXTCALL(glGenProgramsARB(1, &prog));
654 ERR("Failed to create the NVvp clip test program\n");
658 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
659 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
660 strlen(testcode), testcode));
661 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
664 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
665 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
669 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
671 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
672 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
673 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
679 /* Context activation is done by the caller. */
680 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
681 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
683 char data[4 * 4 * 4];
687 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
689 memset(data, 0xcc, sizeof(data));
693 glGenTextures(1, &tex);
694 glBindTexture(GL_TEXTURE_2D, tex);
695 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
696 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
697 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
698 checkGLcall("glTexImage2D");
700 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
701 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
702 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
703 checkGLcall("glFramebufferTexture2D");
705 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
706 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
707 checkGLcall("glCheckFramebufferStatus");
709 memset(data, 0x11, sizeof(data));
710 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
711 checkGLcall("glTexSubImage2D");
713 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
714 glClear(GL_COLOR_BUFFER_BIT);
715 checkGLcall("glClear");
717 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
718 checkGLcall("glGetTexImage");
720 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
721 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
722 glBindTexture(GL_TEXTURE_2D, 0);
723 checkGLcall("glBindTexture");
725 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
726 glDeleteTextures(1, &tex);
727 checkGLcall("glDeleteTextures");
731 return *(DWORD *)data == 0x11111111;
734 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
736 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
737 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
738 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
739 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
742 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
744 quirk_arb_constants(gl_info);
745 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
746 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
747 * allow 48 different offsets or other helper immediate values. */
748 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
749 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
752 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
753 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
754 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
755 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
756 * most games, but avoids the crash
758 * A more sophisticated way would be to find all units that need texture coordinates and enable
759 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
760 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
762 * Note that disabling the extension entirely does not gain predictability because there is no point
763 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
764 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
766 if (gl_info->supported[ARB_POINT_SPRITE])
768 TRACE("Limiting point sprites to one texture unit.\n");
769 gl_info->limits.point_sprite_units = 1;
773 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
775 quirk_arb_constants(gl_info);
777 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
778 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
779 * If real NP2 textures are used, the driver falls back to software. We could just remove the
780 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
781 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
782 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
783 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
785 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
786 * has this extension promoted to core. The extension loading code sets this extension supported
787 * due to that, so this code works on fglrx as well. */
788 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
790 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
791 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
792 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
795 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
796 * it is generally more efficient. Reserve just 8 constants. */
797 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
798 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
801 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
803 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
804 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
805 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
806 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
807 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
808 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
810 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
811 * triggering the software fallback. There is not much we can do here apart from disabling the
812 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
813 * in IWineD3DImpl_FillGLCaps).
814 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
815 * post-processing effects in the game "Max Payne 2").
816 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
817 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
818 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
819 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
822 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
824 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
825 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
826 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
827 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
828 * according to the spec.
830 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
831 * makes the shader slower and eats instruction slots which should be available to the d3d app.
833 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
834 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
835 * this workaround is activated on cards that do not need it, it won't break things, just affect
836 * performance negatively. */
837 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
838 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
841 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
843 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
846 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
848 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
851 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
853 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
854 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
857 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
859 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
862 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
864 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
869 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
870 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
871 void (*apply)(struct wined3d_gl_info *gl_info);
872 const char *description;
875 static const struct driver_quirk quirk_table[] =
878 match_ati_r300_to_500,
880 "ATI GLSL constant and normalized texrect quirk"
882 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
883 * used it falls back to software. While the compiler can detect if the shader uses all declared
884 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
885 * using relative addressing falls back to software.
887 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
890 quirk_apple_glsl_constants,
891 "Apple GLSL uniform override"
896 "Geforce 5 NP2 disable"
901 "Init texcoord .w for Apple Intel GPU driver"
904 match_apple_nonr500ati,
906 "Init texcoord .w for Apple ATI >= r600 GPU driver"
910 quirk_one_point_sprite,
911 "Fglrx point sprite crash workaround"
916 "Reserved varying for gl_ClipPos"
919 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
920 * GL implementations accept it. The Mac GL is the only implementation known to
923 * If we can pass 4 component specular colors, do it, because (a) we don't have
924 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
925 * passes specular alpha to the pixel shader if any is used. Otherwise the
926 * specular alpha is used to pass the fog coordinate, which we pass to opengl
927 * via GL_EXT_fog_coord.
929 match_allows_spec_alpha,
930 quirk_allows_specular_alpha,
931 "Allow specular alpha quirk"
934 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
939 "Apple NV_texture_shader disable"
942 match_broken_nv_clip,
943 quirk_disable_nvvp_clip,
944 "Apple NV_vertex_program clip bug quirk"
947 match_fbo_tex_update,
948 quirk_fbo_tex_update,
949 "FBO rebind for attachment updates"
953 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
954 * reporting a driver version is moot because we are not the Windows driver, and we have different
955 * bugs, features, etc.
957 * The driver version has the form "x.y.z.w".
959 * "x" is the Windows version the driver is meant for:
966 * "y" is the maximum Direct3D version the driver supports.
967 * y -> d3d version mapping:
976 * "z" is the subversion number.
978 * "w" is the vendor specific driver build number.
981 struct driver_version_information
983 enum wined3d_display_driver driver;
984 enum wined3d_driver_model driver_model;
985 const char *driver_name; /* name of Windows driver */
986 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
987 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
988 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
991 /* The driver version table contains driver information for different devices on several OS versions. */
992 static const struct driver_version_information driver_version_table[] =
995 * - Radeon HD2x00 (R600) and up supported by current drivers.
996 * - Radeon 9500 (R300) - X1*00 (R5xx) supported upto Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7) */
997 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
998 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
999 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1000 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1003 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1004 * - GeforceFX support is up to 173.x on <= XP
1005 * - Geforce2MX/3/4 up to 96.x on <= XP
1006 * - TNT/Geforce1/2 up to 71.x on <= XP
1007 * All version numbers used below are from the Linux nvidia drivers. */
1008 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1009 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1010 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1011 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1012 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1015 struct gpu_description
1017 WORD vendor; /* reported PCI card vendor ID */
1018 WORD card; /* reported PCI card device ID */
1019 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1020 enum wined3d_display_driver driver;
1023 static const struct gpu_description gpu_description_table[] =
1026 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT },
1027 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT },
1028 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT },
1029 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT },
1030 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX },
1031 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX },
1032 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX },
1033 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX },
1034 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX },
1035 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX },
1036 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX },
1037 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6 },
1038 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6 },
1039 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6 },
1040 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6 },
1041 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6 },
1042 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6 },
1043 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6 },
1044 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6 },
1045 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6 },
1046 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6 },
1047 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6 },
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6 },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6 },
1066 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, },
1067 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, },
1068 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, },
1069 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, },
1070 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, },
1071 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, },
1072 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, },
1073 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, },
1074 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, },
1075 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, },
1076 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, },
1077 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, }
1079 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1082 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1083 enum wined3d_driver_model driver_model)
1087 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1088 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1090 const struct driver_version_information *entry = &driver_version_table[i];
1092 if (entry->driver == driver && entry->driver_model == driver_model)
1094 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1095 entry->driver_name, entry->version, entry->subversion, entry->build);
1103 static void init_driver_info(struct wined3d_driver_info *driver_info,
1104 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1106 OSVERSIONINFOW os_version;
1107 WORD driver_os_version;
1109 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1110 enum wined3d_driver_model driver_model;
1111 const struct driver_version_information *version_info;
1113 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1115 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1116 vendor = wined3d_settings.pci_vendor_id;
1118 driver_info->vendor = vendor;
1120 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1122 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1123 device = wined3d_settings.pci_device_id;
1125 driver_info->device = device;
1127 memset(&os_version, 0, sizeof(os_version));
1128 os_version.dwOSVersionInfoSize = sizeof(os_version);
1129 if (!GetVersionExW(&os_version))
1131 ERR("Failed to get OS version, reporting 2000/XP.\n");
1132 driver_os_version = 6;
1133 driver_model = DRIVER_MODEL_NT5X;
1137 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1138 switch (os_version.dwMajorVersion)
1141 /* If needed we could distinguish between 9x and NT4, but this code won't make
1142 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1144 driver_os_version = 4;
1145 driver_model = DRIVER_MODEL_WIN9X;
1149 driver_os_version = 6;
1150 driver_model = DRIVER_MODEL_NT5X;
1154 if (os_version.dwMinorVersion == 0)
1156 driver_os_version = 7;
1157 driver_model = DRIVER_MODEL_NT6X;
1161 if (os_version.dwMinorVersion > 1)
1163 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1164 os_version.dwMajorVersion, os_version.dwMinorVersion);
1166 driver_os_version = 8;
1167 driver_model = DRIVER_MODEL_NT6X;
1172 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1173 os_version.dwMajorVersion, os_version.dwMinorVersion);
1174 driver_os_version = 6;
1175 driver_model = DRIVER_MODEL_NT5X;
1180 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1181 * This means that unless the ids are overriden, we will always find a GPU description. */
1182 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1184 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1186 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1188 driver_info->description = gpu_description_table[i].description;
1189 driver = gpu_description_table[i].driver;
1194 /* Try to obtain driver version information for the current Windows version. This fails in
1196 * - the gpu is not available on the currently selected OS version:
1197 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1198 * version information for the current Windows version is returned instead of faked info.
1199 * We do the same and assume the default Windows version to emulate is WinXP.
1201 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1202 * For now return the XP driver info. Perhaps later on we should return VESA.
1204 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1205 * This could be an indication that our database is not up to date, so this should be fixed.
1207 version_info = get_driver_version_info(driver, driver_model);
1210 driver_info->name = version_info->driver_name;
1211 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1212 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1216 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1219 driver_info->name = version_info->driver_name;
1220 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1221 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1225 driver_info->description = "Direct3D HAL";
1226 driver_info->name = "Display";
1227 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1228 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1230 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1231 vendor, device, driver_model);
1235 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1236 driver_info->version_high, driver_info->version_low);
1239 /* Context activation is done by the caller. */
1240 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1241 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1245 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1247 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1248 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1249 quirk_table[i].apply(gl_info);
1252 /* Find out if PBOs work as they are supposed to. */
1253 test_pbo_functionality(gl_info);
1256 static DWORD wined3d_parse_gl_version(const char *gl_version)
1258 const char *ptr = gl_version;
1262 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1264 while (isdigit(*ptr)) ++ptr;
1265 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1269 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1271 return MAKEDWORD_VERSION(major, minor);
1274 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1277 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1278 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1279 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1281 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1282 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1283 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1284 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1285 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1286 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1287 * DirectDraw, not OpenGL. */
1288 if (gl_info->supported[APPLE_FENCE]
1289 && gl_info->supported[APPLE_CLIENT_STORAGE]
1290 && gl_info->supported[APPLE_FLUSH_RENDER]
1291 && gl_info->supported[APPLE_YCBCR_422])
1292 return GL_VENDOR_APPLE;
1294 if (strstr(gl_vendor_string, "NVIDIA"))
1295 return GL_VENDOR_NVIDIA;
1297 if (strstr(gl_vendor_string, "ATI"))
1298 return GL_VENDOR_FGLRX;
1300 if (strstr(gl_vendor_string, "Intel(R)")
1301 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1302 || strstr(gl_renderer, "Intel")
1303 || strstr(gl_vendor_string, "Intel Inc."))
1304 return GL_VENDOR_INTEL;
1306 if (strstr(gl_vendor_string, "Mesa")
1307 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1308 || strstr(gl_vendor_string, "DRI R300 Project")
1309 || strstr(gl_vendor_string, "X.Org R300 Project")
1310 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1311 || strstr(gl_vendor_string, "VMware, Inc.")
1312 || strstr(gl_renderer, "Mesa")
1313 || strstr(gl_renderer, "Gallium"))
1314 return GL_VENDOR_MESA;
1316 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1317 debugstr_a(gl_vendor_string));
1319 return GL_VENDOR_UNKNOWN;
1322 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1324 if (strstr(gl_vendor_string, "NVIDIA"))
1325 return HW_VENDOR_NVIDIA;
1327 if (strstr(gl_vendor_string, "ATI")
1328 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1329 || strstr(gl_vendor_string, "X.Org R300 Project")
1330 || strstr(gl_renderer, "R100")
1331 || strstr(gl_renderer, "R200")
1332 || strstr(gl_renderer, "R300")
1333 || strstr(gl_renderer, "R600")
1334 || strstr(gl_renderer, "R700"))
1335 return HW_VENDOR_ATI;
1337 if (strstr(gl_vendor_string, "Intel(R)")
1338 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1339 || strstr(gl_renderer, "Intel")
1340 || strstr(gl_vendor_string, "Intel Inc."))
1341 return HW_VENDOR_INTEL;
1343 if (strstr(gl_vendor_string, "Mesa")
1344 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1345 || strstr(gl_vendor_string, "VMware, Inc."))
1346 return HW_VENDOR_SOFTWARE;
1348 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1350 return HW_VENDOR_NVIDIA;
1355 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1356 const char *gl_renderer, unsigned int *vidmem)
1358 if (WINE_D3D10_CAPABLE(gl_info))
1360 /* Geforce 400 - highend */
1361 if (strstr(gl_renderer, "GTX 480"))
1364 return CARD_NVIDIA_GEFORCE_GTX480;
1367 /* Geforce 400 - midend high */
1368 if (strstr(gl_renderer, "GTX 470"))
1371 return CARD_NVIDIA_GEFORCE_GTX470;
1374 /* Geforce 300 highend mobile */
1375 if (strstr(gl_renderer, "GTS 350M")
1376 || strstr(gl_renderer, "GTS 360M"))
1379 return CARD_NVIDIA_GEFORCE_GTS350M;
1382 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1383 if (strstr(gl_renderer, "GT 325M")
1384 || strstr(gl_renderer, "GT 330M"))
1387 return CARD_NVIDIA_GEFORCE_GT325M;
1390 /* Geforce 200 - highend */
1391 if (strstr(gl_renderer, "GTX 280")
1392 || strstr(gl_renderer, "GTX 285")
1393 || strstr(gl_renderer, "GTX 295"))
1396 return CARD_NVIDIA_GEFORCE_GTX280;
1399 /* Geforce 200 - midend high */
1400 if (strstr(gl_renderer, "GTX 275"))
1403 return CARD_NVIDIA_GEFORCE_GTX275;
1406 /* Geforce 200 - midend */
1407 if (strstr(gl_renderer, "GTX 260"))
1410 return CARD_NVIDIA_GEFORCE_GTX260;
1412 /* Geforce 200 - midend */
1413 if (strstr(gl_renderer, "GT 240"))
1416 return CARD_NVIDIA_GEFORCE_GT240;
1419 /* Geforce 200 lowend */
1420 if (strstr(gl_renderer, "GT 220"))
1422 *vidmem = 512; /* The GT 220 has 512-1024MB */
1423 return CARD_NVIDIA_GEFORCE_GT220;
1425 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1426 if (strstr(gl_renderer, "Geforce 210")
1427 || strstr(gl_renderer, "G 210")
1428 || strstr(gl_renderer, "Geforce 305")
1429 || strstr(gl_renderer, "Geforce 310"))
1432 return CARD_NVIDIA_GEFORCE_210;
1435 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1436 if (strstr(gl_renderer, "9800")
1437 || strstr(gl_renderer, "GTS 150")
1438 || strstr(gl_renderer, "GTS 250"))
1441 return CARD_NVIDIA_GEFORCE_9800GT;
1444 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1445 if (strstr(gl_renderer, "9600")
1446 || strstr(gl_renderer, "GT 140"))
1448 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1449 return CARD_NVIDIA_GEFORCE_9600GT;
1452 /* Geforce9 - midend low / Geforce 200 - low */
1453 if (strstr(gl_renderer, "9500")
1454 || strstr(gl_renderer, "GT 120")
1455 || strstr(gl_renderer, "GT 130"))
1457 *vidmem = 256; /* The 9500GT has 256-1024MB */
1458 return CARD_NVIDIA_GEFORCE_9500GT;
1461 /* Geforce9 - lowend */
1462 if (strstr(gl_renderer, "9400"))
1464 *vidmem = 256; /* The 9400GT has 256-1024MB */
1465 return CARD_NVIDIA_GEFORCE_9400GT;
1468 /* Geforce9 - lowend low */
1469 if (strstr(gl_renderer, "9100")
1470 || strstr(gl_renderer, "9200")
1471 || strstr(gl_renderer, "9300")
1472 || strstr(gl_renderer, "G 100"))
1474 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1475 return CARD_NVIDIA_GEFORCE_9200;
1478 /* Geforce8 - highend high*/
1479 if (strstr(gl_renderer, "8800 GTX"))
1482 return CARD_NVIDIA_GEFORCE_8800GTX;
1485 /* Geforce8 - highend */
1486 if (strstr(gl_renderer, "8800"))
1488 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1489 return CARD_NVIDIA_GEFORCE_8800GTS;
1492 /* Geforce8 - midend mobile */
1493 if (strstr(gl_renderer, "8600 M"))
1496 return CARD_NVIDIA_GEFORCE_8600MGT;
1499 /* Geforce8 - midend */
1500 if (strstr(gl_renderer, "8600")
1501 || strstr(gl_renderer, "8700"))
1504 return CARD_NVIDIA_GEFORCE_8600GT;
1507 /* Geforce8 - mid-lowend */
1508 if (strstr(gl_renderer, "8400")
1509 || strstr(gl_renderer, "8500"))
1511 *vidmem = 128; /* 128-256MB for a 8400, 256-512MB for a 8500 */
1512 return CARD_NVIDIA_GEFORCE_8400GS;
1515 /* Geforce8 - lowend */
1516 if (strstr(gl_renderer, "8100")
1517 || strstr(gl_renderer, "8200")
1518 || strstr(gl_renderer, "8300"))
1520 *vidmem = 128; /* 128-256MB for a 8300 */
1521 return CARD_NVIDIA_GEFORCE_8300GS;
1524 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1526 return CARD_NVIDIA_GEFORCE_8300GS;
1529 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1530 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1532 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1534 /* Geforce7 - highend */
1535 if (strstr(gl_renderer, "7800")
1536 || strstr(gl_renderer, "7900")
1537 || strstr(gl_renderer, "7950")
1538 || strstr(gl_renderer, "Quadro FX 4")
1539 || strstr(gl_renderer, "Quadro FX 5"))
1541 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1542 return CARD_NVIDIA_GEFORCE_7800GT;
1545 /* Geforce7 midend */
1546 if (strstr(gl_renderer, "7600")
1547 || strstr(gl_renderer, "7700"))
1549 *vidmem = 256; /* The 7600 uses 256-512MB */
1550 return CARD_NVIDIA_GEFORCE_7600;
1553 /* Geforce7 lower medium */
1554 if (strstr(gl_renderer, "7400"))
1556 *vidmem = 256; /* The 7400 uses 256-512MB */
1557 return CARD_NVIDIA_GEFORCE_7400;
1560 /* Geforce7 lowend */
1561 if (strstr(gl_renderer, "7300"))
1563 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1564 return CARD_NVIDIA_GEFORCE_7300;
1567 /* Geforce6 highend */
1568 if (strstr(gl_renderer, "6800"))
1570 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1571 return CARD_NVIDIA_GEFORCE_6800;
1574 /* Geforce6 - midend */
1575 if (strstr(gl_renderer, "6600")
1576 || strstr(gl_renderer, "6610")
1577 || strstr(gl_renderer, "6700"))
1579 *vidmem = 128; /* A 6600GT has 128-256MB */
1580 return CARD_NVIDIA_GEFORCE_6600GT;
1583 /* Geforce6/7 lowend */
1585 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1588 if (WINE_D3D9_CAPABLE(gl_info))
1590 /* GeforceFX - highend */
1591 if (strstr(gl_renderer, "5800")
1592 || strstr(gl_renderer, "5900")
1593 || strstr(gl_renderer, "5950")
1594 || strstr(gl_renderer, "Quadro FX"))
1596 *vidmem = 256; /* 5800-5900 cards use 256MB */
1597 return CARD_NVIDIA_GEFORCEFX_5800;
1600 /* GeforceFX - midend */
1601 if (strstr(gl_renderer, "5600")
1602 || strstr(gl_renderer, "5650")
1603 || strstr(gl_renderer, "5700")
1604 || strstr(gl_renderer, "5750"))
1606 *vidmem = 128; /* A 5600 uses 128-256MB */
1607 return CARD_NVIDIA_GEFORCEFX_5600;
1610 /* GeforceFX - lowend */
1611 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1612 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1615 if (WINE_D3D8_CAPABLE(gl_info))
1617 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1619 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1620 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1623 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1624 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1627 if (WINE_D3D7_CAPABLE(gl_info))
1629 if (strstr(gl_renderer, "GeForce4 MX"))
1631 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1632 * early models had 32MB but most have 64MB or even 128MB. */
1634 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1637 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1639 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1640 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1643 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1645 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1646 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1649 /* Most Geforce1 cards have 32MB, there are also some rare 16
1650 * and 64MB (Dell) models. */
1652 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1655 if (strstr(gl_renderer, "TNT2"))
1657 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1658 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1661 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1662 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1666 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1667 const char *gl_renderer, unsigned int *vidmem)
1669 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1671 * Beware: renderer string do not match exact card model,
1672 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1673 if (WINE_D3D10_CAPABLE(gl_info))
1675 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1676 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1677 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1678 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1680 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1681 return CARD_ATI_RADEON_HD5800;
1684 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1685 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1686 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1687 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1689 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1690 return CARD_ATI_RADEON_HD5700;
1693 /* Radeon R7xx HD4800 - highend */
1694 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1695 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1696 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1697 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1698 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1700 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1701 return CARD_ATI_RADEON_HD4800;
1704 /* Radeon R740 HD4700 - midend */
1705 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1706 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1709 return CARD_ATI_RADEON_HD4700;
1712 /* Radeon R730 HD4600 - midend */
1713 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1714 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1715 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1718 return CARD_ATI_RADEON_HD4600;
1721 /* Radeon R710 HD4500/HD4350 - lowend */
1722 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1723 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1726 return CARD_ATI_RADEON_HD4350;
1729 /* Radeon R6xx HD2900/HD3800 - highend */
1730 if (strstr(gl_renderer, "HD 2900")
1731 || strstr(gl_renderer, "HD 3870")
1732 || strstr(gl_renderer, "HD 3850"))
1734 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1735 return CARD_ATI_RADEON_HD2900;
1738 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1739 if (strstr(gl_renderer, "HD 2600")
1740 || strstr(gl_renderer, "HD 3830")
1741 || strstr(gl_renderer, "HD 3690")
1742 || strstr(gl_renderer, "HD 3650"))
1744 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1745 return CARD_ATI_RADEON_HD2600;
1748 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1749 * Note HD2300=DX9, HD2350=DX10 */
1750 if (strstr(gl_renderer, "HD 2350")
1751 || strstr(gl_renderer, "HD 2400")
1752 || strstr(gl_renderer, "HD 3470")
1753 || strstr(gl_renderer, "HD 3450")
1754 || strstr(gl_renderer, "HD 3430")
1755 || strstr(gl_renderer, "HD 3400"))
1757 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1758 return CARD_ATI_RADEON_HD2350;
1761 /* Radeon R6xx/R7xx integrated */
1762 if (strstr(gl_renderer, "HD 3100")
1763 || strstr(gl_renderer, "HD 3200")
1764 || strstr(gl_renderer, "HD 3300"))
1766 *vidmem = 128; /* 128MB */
1767 return CARD_ATI_RADEON_HD3200;
1770 /* Default for when no GPU has been found */
1771 *vidmem = 128; /* 128MB */
1772 return CARD_ATI_RADEON_HD3200;
1775 if (WINE_D3D8_CAPABLE(gl_info))
1778 if (strstr(gl_renderer, "X1600")
1779 || strstr(gl_renderer, "X1650")
1780 || strstr(gl_renderer, "X1800")
1781 || strstr(gl_renderer, "X1900")
1782 || strstr(gl_renderer, "X1950"))
1784 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1785 return CARD_ATI_RADEON_X1600;
1788 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1789 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1790 if (strstr(gl_renderer, "X700")
1791 || strstr(gl_renderer, "X800")
1792 || strstr(gl_renderer, "X850")
1793 || strstr(gl_renderer, "X1300")
1794 || strstr(gl_renderer, "X1400")
1795 || strstr(gl_renderer, "X1450")
1796 || strstr(gl_renderer, "X1550")
1797 || strstr(gl_renderer, "X2300")
1798 || strstr(gl_renderer, "X2500")
1799 || strstr(gl_renderer, "HD 2300")
1802 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1803 return CARD_ATI_RADEON_X700;
1806 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1807 if (strstr(gl_renderer, "Radeon Xpress"))
1809 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1810 return CARD_ATI_RADEON_XPRESS_200M;
1814 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1815 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1818 if (WINE_D3D8_CAPABLE(gl_info))
1820 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1821 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1824 if (WINE_D3D7_CAPABLE(gl_info))
1826 *vidmem = 32; /* There are models with up to 64MB */
1827 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1830 *vidmem = 16; /* There are 16-32MB models */
1831 return CARD_ATI_RAGE_128PRO;
1835 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1836 const char *gl_renderer, unsigned int *vidmem)
1838 if (strstr(gl_renderer, "X3100"))
1840 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1842 return CARD_INTEL_X3100;
1845 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1847 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1849 return CARD_INTEL_I945GM;
1852 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1853 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1854 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1855 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1856 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1857 return CARD_INTEL_I915G;
1861 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1862 const char *gl_renderer, unsigned int *vidmem)
1864 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1866 * Beware: renderer string do not match exact card model,
1867 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1868 if (strstr(gl_renderer, "Gallium"))
1870 /* Radeon R7xx HD4800 - highend */
1871 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1872 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1873 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1875 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1876 return CARD_ATI_RADEON_HD4800;
1879 /* Radeon R740 HD4700 - midend */
1880 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1883 return CARD_ATI_RADEON_HD4700;
1886 /* Radeon R730 HD4600 - midend */
1887 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1890 return CARD_ATI_RADEON_HD4600;
1893 /* Radeon R710 HD4500/HD4350 - lowend */
1894 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1897 return CARD_ATI_RADEON_HD4350;
1900 /* Radeon R6xx HD2900/HD3800 - highend */
1901 if (strstr(gl_renderer, "R600")
1902 || strstr(gl_renderer, "RV670")
1903 || strstr(gl_renderer, "R680"))
1905 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1906 return CARD_ATI_RADEON_HD2900;
1909 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1910 if (strstr(gl_renderer, "RV630")
1911 || strstr(gl_renderer, "RV635"))
1913 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1914 return CARD_ATI_RADEON_HD2600;
1917 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1918 if (strstr(gl_renderer, "RV610")
1919 || strstr(gl_renderer, "RV620"))
1921 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1922 return CARD_ATI_RADEON_HD2350;
1925 /* Radeon R6xx/R7xx integrated */
1926 if (strstr(gl_renderer, "RS780")
1927 || strstr(gl_renderer, "RS880"))
1929 *vidmem = 128; /* 128MB */
1930 return CARD_ATI_RADEON_HD3200;
1934 if (strstr(gl_renderer, "RV530")
1935 || strstr(gl_renderer, "RV535")
1936 || strstr(gl_renderer, "RV560")
1937 || strstr(gl_renderer, "R520")
1938 || strstr(gl_renderer, "RV570")
1939 || strstr(gl_renderer, "R580"))
1941 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1942 return CARD_ATI_RADEON_X1600;
1945 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1946 if (strstr(gl_renderer, "R410")
1947 || strstr(gl_renderer, "R420")
1948 || strstr(gl_renderer, "R423")
1949 || strstr(gl_renderer, "R430")
1950 || strstr(gl_renderer, "R480")
1951 || strstr(gl_renderer, "R481")
1952 || strstr(gl_renderer, "RV410")
1953 || strstr(gl_renderer, "RV515")
1954 || strstr(gl_renderer, "RV516"))
1956 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1957 return CARD_ATI_RADEON_X700;
1960 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1961 if (strstr(gl_renderer, "RS400")
1962 || strstr(gl_renderer, "RS480")
1963 || strstr(gl_renderer, "RS482")
1964 || strstr(gl_renderer, "RS485")
1965 || strstr(gl_renderer, "RS600")
1966 || strstr(gl_renderer, "RS690")
1967 || strstr(gl_renderer, "RS740"))
1969 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1970 return CARD_ATI_RADEON_XPRESS_200M;
1974 if (strstr(gl_renderer, "R300")
1975 || strstr(gl_renderer, "RV350")
1976 || strstr(gl_renderer, "RV351")
1977 || strstr(gl_renderer, "RV360")
1978 || strstr(gl_renderer, "RV370")
1979 || strstr(gl_renderer, "R350")
1980 || strstr(gl_renderer, "R360"))
1982 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1983 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1987 if (WINE_D3D9_CAPABLE(gl_info))
1989 /* Radeon R7xx HD4800 - highend */
1990 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1991 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1992 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1994 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1995 return CARD_ATI_RADEON_HD4800;
1998 /* Radeon R740 HD4700 - midend */
1999 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
2002 return CARD_ATI_RADEON_HD4700;
2005 /* Radeon R730 HD4600 - midend */
2006 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
2009 return CARD_ATI_RADEON_HD4600;
2012 /* Radeon R710 HD4500/HD4350 - lowend */
2013 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
2016 return CARD_ATI_RADEON_HD4350;
2019 /* Radeon R6xx HD2900/HD3800 - highend */
2020 if (strstr(gl_renderer, "(R600")
2021 || strstr(gl_renderer, "(RV670")
2022 || strstr(gl_renderer, "(R680"))
2024 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
2025 return CARD_ATI_RADEON_HD2900;
2028 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
2029 if (strstr(gl_renderer, "(RV630")
2030 || strstr(gl_renderer, "(RV635"))
2032 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
2033 return CARD_ATI_RADEON_HD2600;
2036 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
2037 if (strstr(gl_renderer, "(RV610")
2038 || strstr(gl_renderer, "(RV620"))
2040 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
2041 return CARD_ATI_RADEON_HD2350;
2044 /* Radeon R6xx/R7xx integrated */
2045 if (strstr(gl_renderer, "(RS780")
2046 || strstr(gl_renderer, "(RS880"))
2048 *vidmem = 128; /* 128MB */
2049 return CARD_ATI_RADEON_HD3200;
2053 if (WINE_D3D8_CAPABLE(gl_info))
2055 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
2056 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2059 if (WINE_D3D7_CAPABLE(gl_info))
2061 *vidmem = 32; /* There are models with up to 64MB */
2062 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2065 *vidmem = 16; /* There are 16-32MB models */
2066 return CARD_ATI_RAGE_128PRO;
2070 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2071 const char *gl_renderer, unsigned int *vidmem)
2073 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2074 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2075 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2076 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2077 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2078 return CARD_NVIDIA_RIVA_128;
2081 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
2082 const char *gl_renderer, unsigned int *vidmem)
2084 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
2085 return CARD_INTEL_I915G;
2089 struct vendor_card_selection
2091 enum wined3d_gl_vendor gl_vendor;
2092 enum wined3d_pci_vendor card_vendor;
2093 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2094 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2095 unsigned int *vidmem );
2098 static const struct vendor_card_selection vendor_card_select_table[] =
2100 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2101 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2102 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
2103 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
2104 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2105 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2106 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2107 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
2108 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
2112 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2113 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
2115 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2116 * different GPUs with roughly the same features. In most cases GPUs from a
2117 * certain family differ in clockspeeds, the amount of video memory and the
2118 * number of shader pipelines.
2120 * A Direct3D device object contains the PCI id (vendor + device) of the
2121 * videocard which is used for rendering. Various applications use this
2122 * information to get a rough estimation of the features of the card and
2123 * some might use it for enabling 3d effects only on certain types of
2124 * videocards. In some cases games might even use it to work around bugs
2125 * which happen on certain videocards/driver combinations. The problem is
2126 * that OpenGL only exposes a rendering string containing the name of the
2127 * videocard and not the PCI id.
2129 * Various games depend on the PCI id, so somehow we need to provide one.
2130 * A simple option is to parse the renderer string and translate this to
2131 * the right PCI id. This is a lot of work because there are more than 200
2132 * GPUs just for Nvidia. Various cards share the same renderer string, so
2133 * the amount of code might be 'small' but there are quite a number of
2134 * exceptions which would make this a pain to maintain. Another way would
2135 * be to query the PCI id from the operating system (assuming this is the
2136 * videocard which is used for rendering which is not always the case).
2137 * This would work but it is not very portable. Second it would not work
2138 * well in, let's say, a remote X situation in which the amount of 3d
2139 * features which can be used is limited.
2141 * As said most games only use the PCI id to get an indication of the
2142 * capabilities of the card. It doesn't really matter if the given id is
2143 * the correct one if we return the id of a card with similar 3d features.
2145 * The code below checks the OpenGL capabilities of a videocard and matches
2146 * that to a certain level of Direct3D functionality. Once a card passes
2147 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2148 * least a GeforceFX. To give a better estimate we do a basic check on the
2149 * renderer string but if that won't pass we return a default card. This
2150 * way is better than maintaining a full card database as even without a
2151 * full database we can return a card with similar features. Second the
2152 * size of the database can be made quite small because when you know what
2153 * type of 3d functionality a card has, you know to which GPU family the
2154 * GPU must belong. Because of this you only have to check a small part of
2155 * the renderer string to distinguishes between different models from that
2158 * The code also selects a default amount of video memory which we will
2159 * use for an estimation of the amount of free texture memory. In case of
2160 * real D3D the amount of texture memory includes video memory and system
2161 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2162 * HyperMemory). We don't know how much system memory can be addressed by
2163 * the system but we can make a reasonable estimation about the amount of
2164 * video memory. If the value is slightly wrong it doesn't matter as we
2165 * didn't include AGP-like memory which makes the amount of addressable
2166 * memory higher and second OpenGL isn't that critical it moves to system
2167 * memory behind our backs if really needed. Note that the amount of video
2168 * memory can be overruled using a registry setting. */
2172 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2174 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2175 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2177 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2178 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2181 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2182 *gl_vendor, *card_vendor);
2184 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2185 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2186 * them a good generic choice. */
2187 *card_vendor = HW_VENDOR_NVIDIA;
2188 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2189 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2190 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2191 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2192 return CARD_NVIDIA_RIVA_128;
2195 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2197 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2198 int vs_selected_mode, ps_selected_mode;
2200 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2201 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2202 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2203 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2204 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2205 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2206 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2207 else return &ffp_fragment_pipeline;
2210 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2212 int vs_selected_mode, ps_selected_mode;
2214 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2215 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2216 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2217 return &none_shader_backend;
2220 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2222 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2223 int vs_selected_mode, ps_selected_mode;
2225 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2226 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2227 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2228 else return &ffp_blit;
2231 /* Context activation is done by the caller. */
2232 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2234 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2235 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2236 const char *GL_Extensions = NULL;
2237 const char *WGL_Extensions = NULL;
2238 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2239 struct fragment_caps fragment_caps;
2240 enum wined3d_gl_vendor gl_vendor;
2241 enum wined3d_pci_vendor card_vendor;
2242 enum wined3d_pci_device device;
2244 GLfloat gl_floatv[2];
2247 unsigned int vidmem=0;
2251 TRACE_(d3d_caps)("(%p)\n", gl_info);
2255 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2256 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2257 if (!gl_renderer_str)
2260 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2264 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2265 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2269 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2273 /* Parse the GL_VERSION field into major and minor information */
2274 gl_version_str = (const char *)glGetString(GL_VERSION);
2275 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2276 if (!gl_version_str)
2279 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2282 gl_version = wined3d_parse_gl_version(gl_version_str);
2285 * Initialize openGL extension related variables
2286 * with Default values
2288 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2289 gl_info->limits.blends = 1;
2290 gl_info->limits.buffers = 1;
2291 gl_info->limits.textures = 1;
2292 gl_info->limits.fragment_samplers = 1;
2293 gl_info->limits.vertex_samplers = 0;
2294 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2295 gl_info->limits.sampler_stages = 1;
2296 gl_info->limits.glsl_vs_float_constants = 0;
2297 gl_info->limits.glsl_ps_float_constants = 0;
2298 gl_info->limits.arb_vs_float_constants = 0;
2299 gl_info->limits.arb_vs_native_constants = 0;
2300 gl_info->limits.arb_vs_instructions = 0;
2301 gl_info->limits.arb_vs_temps = 0;
2302 gl_info->limits.arb_ps_float_constants = 0;
2303 gl_info->limits.arb_ps_local_constants = 0;
2304 gl_info->limits.arb_ps_instructions = 0;
2305 gl_info->limits.arb_ps_temps = 0;
2307 /* Retrieve opengl defaults */
2308 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2309 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2310 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2312 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2313 gl_info->limits.lights = gl_max;
2314 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2316 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2317 gl_info->limits.texture_size = gl_max;
2318 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2320 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2321 gl_info->limits.pointsize_min = gl_floatv[0];
2322 gl_info->limits.pointsize_max = gl_floatv[1];
2323 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2325 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2326 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2330 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2336 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2338 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2340 while (*GL_Extensions)
2344 while (isspace(*GL_Extensions)) ++GL_Extensions;
2345 start = GL_Extensions;
2346 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2348 len = GL_Extensions - start;
2351 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2353 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2355 if (len == strlen(EXTENSION_MAP[i].extension_string)
2356 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2358 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2359 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2365 /* Now work out what GL support this card really has */
2366 #define USE_GL_FUNC(type, pfn, ext, replace) \
2368 DWORD ver = ver_for_ext(ext); \
2369 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2370 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2371 else gl_info->pfn = NULL; \
2376 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2382 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2383 * loading the functions, otherwise the code above will load the extension entry points instead of the
2384 * core functions, which may not work. */
2385 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2387 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2388 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2390 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2391 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2395 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2397 if (gl_info->supported[APPLE_FENCE])
2399 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2400 * The apple extension interacts with some other apple exts. Disable the NV
2401 * extension if the apple one is support to prevent confusion in other parts
2403 gl_info->supported[NV_FENCE] = FALSE;
2405 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2407 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2409 * The enums are the same:
2410 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2411 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2412 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2413 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2414 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2416 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2418 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2419 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2421 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2423 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2424 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2427 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2429 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2430 * functionality. Prefer the ARB extension */
2431 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2433 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2435 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2436 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2438 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2440 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2441 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2443 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2445 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2446 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2448 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2450 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2451 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2453 if (gl_info->supported[NV_TEXTURE_SHADER2])
2455 if (gl_info->supported[NV_REGISTER_COMBINERS])
2457 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2458 * are supported. The nv extensions provide the same functionality as the
2459 * ATI one, and a bit more(signed pixelformats). */
2460 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2464 if (gl_info->supported[NV_REGISTER_COMBINERS])
2466 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2467 gl_info->limits.general_combiners = gl_max;
2468 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2470 if (gl_info->supported[ARB_DRAW_BUFFERS])
2472 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2473 gl_info->limits.buffers = gl_max;
2474 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2476 if (gl_info->supported[ARB_MULTITEXTURE])
2478 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2479 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2480 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2482 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2485 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2486 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2490 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2492 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2494 if (gl_info->supported[ARB_VERTEX_SHADER])
2497 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2498 gl_info->limits.vertex_samplers = tmp;
2499 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2500 gl_info->limits.combined_samplers = tmp;
2502 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2503 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2504 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2505 * shader is used with fixed function vertex processing we're fine too because fixed function
2506 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2507 * used we have to make sure that all vertex sampler setups are valid together with all
2508 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2509 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2510 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2511 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2512 * a fixed function pipeline anymore.
2514 * So this is just a check to check that our assumption holds true. If not, write a warning
2515 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2516 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2517 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2519 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2520 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2521 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2522 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2523 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2525 gl_info->limits.vertex_samplers = 0;
2530 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2532 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2533 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2535 if (gl_info->supported[ARB_VERTEX_BLEND])
2537 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2538 gl_info->limits.blends = gl_max;
2539 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2541 if (gl_info->supported[EXT_TEXTURE3D])
2543 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2544 gl_info->limits.texture3d_size = gl_max;
2545 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2547 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2549 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2550 gl_info->limits.anisotropy = gl_max;
2551 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2553 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2555 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2556 gl_info->limits.arb_ps_float_constants = gl_max;
2557 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2558 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2559 gl_info->limits.arb_ps_native_constants = gl_max;
2560 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2561 gl_info->limits.arb_ps_native_constants);
2562 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2563 gl_info->limits.arb_ps_temps = gl_max;
2564 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2565 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2566 gl_info->limits.arb_ps_instructions = gl_max;
2567 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2568 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2569 gl_info->limits.arb_ps_local_constants = gl_max;
2570 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2572 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2574 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2575 gl_info->limits.arb_vs_float_constants = gl_max;
2576 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2577 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2578 gl_info->limits.arb_vs_native_constants = gl_max;
2579 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2580 gl_info->limits.arb_vs_native_constants);
2581 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2582 gl_info->limits.arb_vs_temps = gl_max;
2583 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2584 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2585 gl_info->limits.arb_vs_instructions = gl_max;
2586 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2588 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2590 if (gl_info->supported[ARB_VERTEX_SHADER])
2592 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2593 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2594 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2596 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2598 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2599 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2600 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2601 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2602 gl_info->limits.glsl_varyings = gl_max;
2603 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2605 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2607 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2608 unsigned int major, minor;
2610 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2612 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2613 sscanf(str, "%u.%u", &major, &minor);
2614 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2616 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2618 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2622 gl_info->limits.shininess = 128.0f;
2624 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2626 /* If we have full NP2 texture support, disable
2627 * GL_ARB_texture_rectangle because we will never use it.
2628 * This saves a few redundant glDisable calls. */
2629 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2631 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2633 /* Disable NV_register_combiners and fragment shader if this is supported.
2634 * generally the NV extensions are preferred over the ATI ones, and this
2635 * extension is disabled if register_combiners and texture_shader2 are both
2636 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2637 * fragment processing support. */
2638 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2639 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2640 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2641 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2643 if (gl_info->supported[NV_HALF_FLOAT])
2645 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2646 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2648 if (gl_info->supported[ARB_POINT_SPRITE])
2650 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2654 gl_info->limits.point_sprite_units = 0;
2656 checkGLcall("extension detection");
2660 adapter->fragment_pipe = select_fragment_implementation(adapter);
2661 adapter->shader_backend = select_shader_backend(adapter);
2662 adapter->blitter = select_blit_implementation(adapter);
2664 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2665 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2666 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2668 /* In some cases the number of texture stages can be larger than the number
2669 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2670 * shaders), but 8 texture stages (register combiners). */
2671 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2673 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2675 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2676 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2677 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2678 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2679 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2680 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2681 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2682 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2683 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2684 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2685 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2686 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2687 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2688 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2689 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2690 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2691 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2692 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2693 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2697 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2699 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2700 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2701 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2702 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2703 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2704 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2705 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2706 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2707 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2708 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2709 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2710 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2711 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2712 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2713 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2714 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2715 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2717 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2719 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2720 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2722 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2724 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2726 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2728 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2732 /* MRTs are currently only supported when FBOs are used. */
2733 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2735 gl_info->limits.buffers = 1;
2738 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2739 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2740 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2742 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2743 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2745 /* If we have an estimate use it, else default to 64MB; */
2747 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2749 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2751 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2752 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2753 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2754 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2755 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2756 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2757 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2758 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2760 /* Make sure there's an active HDC else the WGL extensions will fail */
2761 hdc = pwglGetCurrentDC();
2763 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2764 if(GL_EXTCALL(wglGetExtensionsStringARB))
2765 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2767 if (NULL == WGL_Extensions) {
2768 ERR(" WGL_Extensions returns NULL\n");
2770 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2771 while (*WGL_Extensions != 0x00) {
2775 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2776 Start = WGL_Extensions;
2777 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2781 len = WGL_Extensions - Start;
2782 if (len == 0 || len >= sizeof(ThisExtn))
2785 memcpy(ThisExtn, Start, len);
2786 ThisExtn[len] = '\0';
2787 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2789 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2790 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2791 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2793 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2794 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2795 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2801 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2802 init_driver_info(driver_info, card_vendor, device);
2803 add_gl_compat_wrappers(gl_info);
2808 /**********************************************************
2809 * IWineD3D implementation follows
2810 **********************************************************/
2812 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2813 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2815 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2817 return This->adapter_count;
2820 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2822 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2827 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2828 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2830 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2832 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2836 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2839 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2840 of the same bpp but different resolutions */
2842 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2843 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2845 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2847 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2849 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2853 /* TODO: Store modes per adapter and read it from the adapter structure */
2856 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2857 UINT format_bits = format->byte_count * CHAR_BIT;
2862 memset(&mode, 0, sizeof(mode));
2863 mode.dmSize = sizeof(mode);
2865 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2869 if (format_id == WINED3DFMT_UNKNOWN)
2871 /* This is for D3D8, do not enumerate P8 here */
2872 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2874 else if (mode.dmBitsPerPel == format_bits)
2880 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2883 FIXME_(d3d_caps)("Adapter not primary display\n");
2888 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2889 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2890 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2892 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2894 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2895 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2897 /* Validate the parameters as much as possible */
2898 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2899 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2901 return WINED3DERR_INVALIDCALL;
2904 /* TODO: Store modes per adapter and read it from the adapter structure */
2907 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2908 UINT format_bits = format->byte_count * CHAR_BIT;
2914 ZeroMemory(&DevModeW, sizeof(DevModeW));
2915 DevModeW.dmSize = sizeof(DevModeW);
2917 /* If we are filtering to a specific format (D3D9), then need to skip
2918 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2919 just count through the ones with valid bit depths */
2920 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2922 if (format_id == WINED3DFMT_UNKNOWN)
2924 /* This is for D3D8, do not enumerate P8 here */
2925 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2927 else if (DevModeW.dmBitsPerPel == format_bits)
2935 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2936 return WINED3DERR_INVALIDCALL;
2940 /* Now get the display mode via the calculated index */
2941 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2942 pMode->Width = DevModeW.dmPelsWidth;
2943 pMode->Height = DevModeW.dmPelsHeight;
2944 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2945 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2946 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2948 if (format_id == WINED3DFMT_UNKNOWN)
2949 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2951 pMode->Format = format_id;
2955 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2956 return WINED3DERR_INVALIDCALL;
2959 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2960 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2961 DevModeW.dmBitsPerPel);
2966 FIXME_(d3d_caps)("Adapter not primary display\n");
2972 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2974 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2976 if (NULL == pMode ||
2977 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2978 return WINED3DERR_INVALIDCALL;
2981 if (Adapter == 0) { /* Display */
2985 ZeroMemory(&DevModeW, sizeof(DevModeW));
2986 DevModeW.dmSize = sizeof(DevModeW);
2988 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2989 pMode->Width = DevModeW.dmPelsWidth;
2990 pMode->Height = DevModeW.dmPelsHeight;
2991 bpp = DevModeW.dmBitsPerPel;
2992 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2993 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2995 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2998 pMode->Format = pixelformat_for_depth(bpp);
3000 FIXME_(d3d_caps)("Adapter not primary display\n");
3003 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
3004 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
3008 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
3009 and fields being inserted in the middle, a new structure is used in place */
3010 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
3011 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
3012 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3013 struct wined3d_adapter *adapter;
3016 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
3018 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3019 return WINED3DERR_INVALIDCALL;
3022 adapter = &This->adapters[Adapter];
3024 /* Return the information requested */
3025 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
3027 if (pIdentifier->driver_size)
3029 const char *name = adapter->driver_info.name;
3030 len = min(strlen(name), pIdentifier->driver_size - 1);
3031 memcpy(pIdentifier->driver, name, len);
3032 pIdentifier->driver[len] = '\0';
3035 if (pIdentifier->description_size)
3037 const char *description = adapter->driver_info.description;
3038 len = min(strlen(description), pIdentifier->description_size - 1);
3039 memcpy(pIdentifier->description, description, len);
3040 pIdentifier->description[len] = '\0';
3043 /* Note that d3d8 doesn't supply a device name. */
3044 if (pIdentifier->device_name_size)
3046 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3048 len = strlen(device_name);
3049 if (len >= pIdentifier->device_name_size)
3051 ERR("Device name size too small.\n");
3052 return WINED3DERR_INVALIDCALL;
3055 memcpy(pIdentifier->device_name, device_name, len);
3056 pIdentifier->device_name[len] = '\0';
3059 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3060 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3061 pIdentifier->vendor_id = adapter->driver_info.vendor;
3062 pIdentifier->device_id = adapter->driver_info.device;
3063 pIdentifier->subsystem_id = 0;
3064 pIdentifier->revision = 0;
3065 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3066 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3067 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3068 pIdentifier->video_memory = adapter->TextureRam;
3073 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3074 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3076 short redSize, greenSize, blueSize, alphaSize, colorBits;
3081 /* Float formats need FBOs. If FBOs are used this function isn't called */
3082 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3084 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3085 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3087 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3091 if(cfg->redSize < redSize)
3094 if(cfg->greenSize < greenSize)
3097 if(cfg->blueSize < blueSize)
3100 if(cfg->alphaSize < alphaSize)
3106 /* Probably a RGBA_float or color index mode */
3110 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3111 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3113 short depthSize, stencilSize;
3114 BOOL lockable = FALSE;
3119 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3121 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3125 /* Float formats need FBOs. If FBOs are used this function isn't called */
3126 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3128 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3131 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3132 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3133 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3134 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3137 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3138 * allow more stencil bits than requested. */
3139 if(cfg->stencilSize < stencilSize)
3145 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3146 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3147 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3149 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3151 const WineD3D_PixelFormat *cfgs;
3152 const struct wined3d_adapter *adapter;
3153 const struct wined3d_format *rt_format;
3154 const struct wined3d_format *ds_format;
3157 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3159 DeviceType, debug_d3ddevicetype(DeviceType),
3160 AdapterFormat, debug_d3dformat(AdapterFormat),
3161 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3162 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3164 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3165 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3166 return WINED3DERR_INVALIDCALL;
3169 adapter = &This->adapters[Adapter];
3170 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3171 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3172 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3174 if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3175 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3177 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3183 cfgs = adapter->cfgs;
3184 nCfgs = adapter->nCfgs;
3185 for (it = 0; it < nCfgs; ++it)
3187 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3189 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3191 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3197 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3199 return WINED3DERR_NOTAVAILABLE;
3202 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3203 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3204 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3206 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3207 const struct wined3d_adapter *adapter;
3208 const struct wined3d_format *format;
3210 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3213 DeviceType, debug_d3ddevicetype(DeviceType),
3214 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3219 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3220 return WINED3DERR_INVALIDCALL;
3223 /* TODO: handle Windowed, add more quality levels */
3225 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3226 if(pQualityLevels) *pQualityLevels = 1;
3230 /* By default multisampling is disabled right now as it causes issues
3231 * on some Nvidia driver versions and it doesn't work well in combination
3233 if(!wined3d_settings.allow_multisampling)
3234 return WINED3DERR_NOTAVAILABLE;
3236 adapter = &This->adapters[Adapter];
3237 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3238 if (!format) return WINED3DERR_INVALIDCALL;
3240 if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3243 const WineD3D_PixelFormat *cfgs;
3245 cfgs = adapter->cfgs;
3246 nCfgs = adapter->nCfgs;
3247 for(i=0; i<nCfgs; i++) {
3248 if(cfgs[i].numSamples != MultiSampleType)
3251 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3254 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3257 *pQualityLevels = 1; /* Guess at a value! */
3261 else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3263 short redSize, greenSize, blueSize, alphaSize, colorBits;
3265 const WineD3D_PixelFormat *cfgs;
3267 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3269 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3270 return WINED3DERR_NOTAVAILABLE;
3273 cfgs = adapter->cfgs;
3274 nCfgs = adapter->nCfgs;
3275 for(i=0; i<nCfgs; i++) {
3276 if(cfgs[i].numSamples != MultiSampleType)
3278 if(cfgs[i].redSize != redSize)
3280 if(cfgs[i].greenSize != greenSize)
3282 if(cfgs[i].blueSize != blueSize)
3284 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3285 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3287 if (cfgs[i].colorSize != (format->byte_count << 3))
3290 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3293 *pQualityLevels = 1; /* Guess at a value! */
3297 return WINED3DERR_NOTAVAILABLE;
3300 /* Check if we support bumpmapping for a format */
3301 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3303 /* Ask the fixed function pipeline implementation if it can deal
3304 * with the conversion. If we've got a GL extension giving native
3305 * support this will be an identity conversion. */
3306 return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3307 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3310 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3311 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3312 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3316 /* Only allow depth/stencil formats */
3317 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3319 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3321 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3322 if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3326 /* Walk through all WGL pixel formats to find a match */
3327 for (it = 0; it < adapter->nCfgs; ++it)
3329 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3330 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3332 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3343 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3345 /* The flags entry of a format contains the filtering capability */
3346 if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3351 /* Check the render target capabilities of a format */
3352 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3353 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3355 /* Filter out non-RT formats */
3356 if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3357 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3359 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3361 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3362 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3364 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3365 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3367 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3368 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3369 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3370 TRACE_(d3d_caps)("[FAILED]\n");
3374 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3375 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3376 for (it = 0; it < adapter->nCfgs; ++it)
3378 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3379 &cfgs[it], check_format))
3381 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3382 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3387 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3389 /* For now return TRUE for FBOs until we have some proper checks.
3390 * Note that this function will only be called when the format is around for texturing. */
3396 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3398 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3401 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3403 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3404 * doing the color fixup in shaders.
3405 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3406 if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3408 int vs_selected_mode;
3409 int ps_selected_mode;
3410 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3412 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3413 TRACE_(d3d_caps)("[OK]\n");
3418 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3422 /* Check if a format support blending in combination with pixel shaders */
3423 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3424 const struct wined3d_format *format)
3426 /* The flags entry of a format contains the post pixel shader blending capability */
3427 if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3432 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3434 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3435 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3436 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3437 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3438 * capability anyway.
3440 * For now lets report this on all formats, but in the future we may want to
3441 * restrict it to some should games need that
3446 /* Check if a texture format is supported on the given adapter */
3447 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3449 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3454 * supported: RGB(A) formats
3456 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3457 case WINED3DFMT_B8G8R8A8_UNORM:
3458 case WINED3DFMT_B8G8R8X8_UNORM:
3459 case WINED3DFMT_B5G6R5_UNORM:
3460 case WINED3DFMT_B5G5R5X1_UNORM:
3461 case WINED3DFMT_B5G5R5A1_UNORM:
3462 case WINED3DFMT_B4G4R4A4_UNORM:
3463 case WINED3DFMT_A8_UNORM:
3464 case WINED3DFMT_B4G4R4X4_UNORM:
3465 case WINED3DFMT_R8G8B8A8_UNORM:
3466 case WINED3DFMT_R8G8B8X8_UNORM:
3467 case WINED3DFMT_B10G10R10A2_UNORM:
3468 case WINED3DFMT_R10G10B10A2_UNORM:
3469 case WINED3DFMT_R16G16_UNORM:
3470 TRACE_(d3d_caps)("[OK]\n");
3473 case WINED3DFMT_B2G3R3_UNORM:
3474 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3478 * Not supported: Palettized
3479 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3480 * Since it is not widely available, don't offer it. Further no Windows driver offers
3481 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3483 case WINED3DFMT_P8_UINT:
3484 case WINED3DFMT_P8_UINT_A8_UNORM:
3488 * Supported: (Alpha)-Luminance
3490 case WINED3DFMT_L8_UNORM:
3491 case WINED3DFMT_L8A8_UNORM:
3492 case WINED3DFMT_L16_UNORM:
3493 TRACE_(d3d_caps)("[OK]\n");
3496 /* Not supported on Windows, thus disabled */
3497 case WINED3DFMT_L4A4_UNORM:
3498 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3502 * Supported: Depth/Stencil formats
3504 case WINED3DFMT_D16_LOCKABLE:
3505 case WINED3DFMT_D16_UNORM:
3506 case WINED3DFMT_S1_UINT_D15_UNORM:
3507 case WINED3DFMT_X8D24_UNORM:
3508 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3509 case WINED3DFMT_D24_UNORM_S8_UINT:
3510 case WINED3DFMT_S8_UINT_D24_FLOAT:
3511 case WINED3DFMT_D32_UNORM:
3512 case WINED3DFMT_D32_FLOAT:
3516 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3517 * GL_NV_texture_shader). Emulated by shaders
3519 case WINED3DFMT_R8G8_SNORM:
3520 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3521 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3522 case WINED3DFMT_R8G8B8A8_SNORM:
3523 case WINED3DFMT_R16G16_SNORM:
3524 /* Ask the shader backend if it can deal with the conversion. If
3525 * we've got a GL extension giving native support this will be an
3526 * identity conversion. */
3527 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3529 TRACE_(d3d_caps)("[OK]\n");
3532 TRACE_(d3d_caps)("[FAILED]\n");
3535 case WINED3DFMT_DXT1:
3536 case WINED3DFMT_DXT2:
3537 case WINED3DFMT_DXT3:
3538 case WINED3DFMT_DXT4:
3539 case WINED3DFMT_DXT5:
3540 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3542 TRACE_(d3d_caps)("[OK]\n");
3545 TRACE_(d3d_caps)("[FAILED]\n");
3550 * Odd formats - not supported
3552 case WINED3DFMT_VERTEXDATA:
3553 case WINED3DFMT_R16_UINT:
3554 case WINED3DFMT_R32_UINT:
3555 case WINED3DFMT_R16G16B16A16_SNORM:
3556 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3557 case WINED3DFMT_R10G11B11_SNORM:
3558 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3562 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3564 case WINED3DFMT_R8G8_SNORM_Cx:
3565 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3569 case WINED3DFMT_UYVY:
3570 case WINED3DFMT_YUY2:
3571 if (gl_info->supported[APPLE_YCBCR_422])
3573 TRACE_(d3d_caps)("[OK]\n");
3576 TRACE_(d3d_caps)("[FAILED]\n");
3578 case WINED3DFMT_YV12:
3579 TRACE_(d3d_caps)("[FAILED]\n");
3583 case WINED3DFMT_R16G16B16A16_UNORM:
3584 case WINED3DFMT_B2G3R3A8_UNORM:
3585 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3588 /* Floating point formats */
3589 case WINED3DFMT_R16_FLOAT:
3590 case WINED3DFMT_R16G16_FLOAT:
3591 case WINED3DFMT_R16G16B16A16_FLOAT:
3592 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3594 TRACE_(d3d_caps)("[OK]\n");
3597 TRACE_(d3d_caps)("[FAILED]\n");
3600 case WINED3DFMT_R32_FLOAT:
3601 case WINED3DFMT_R32G32_FLOAT:
3602 case WINED3DFMT_R32G32B32A32_FLOAT:
3603 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3605 TRACE_(d3d_caps)("[OK]\n");
3608 TRACE_(d3d_caps)("[FAILED]\n");
3611 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3612 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3613 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3614 * We can do instancing with all shader versions, but we need vertex shaders.
3616 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3617 * to enable instancing. WineD3D doesn't need that and just ignores it.
3619 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3621 case WINED3DFMT_INST:
3622 TRACE("ATI Instancing check hack\n");
3623 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3625 TRACE_(d3d_caps)("[OK]\n");
3628 TRACE_(d3d_caps)("[FAILED]\n");
3631 /* Some weird FOURCC formats */
3632 case WINED3DFMT_R8G8_B8G8:
3633 case WINED3DFMT_G8R8_G8B8:
3634 case WINED3DFMT_MULTI2_ARGB8:
3635 TRACE_(d3d_caps)("[FAILED]\n");
3638 /* Vendor specific formats */
3639 case WINED3DFMT_ATI2N:
3640 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3641 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3643 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3644 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3646 TRACE_(d3d_caps)("[OK]\n");
3650 TRACE_(d3d_caps)("[OK]\n");
3653 TRACE_(d3d_caps)("[FAILED]\n");
3656 case WINED3DFMT_NVHU:
3657 case WINED3DFMT_NVHS:
3658 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3659 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3660 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3661 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3662 * Applications have to deal with not having NVHS and NVHU.
3664 TRACE_(d3d_caps)("[FAILED]\n");
3667 case WINED3DFMT_UNKNOWN:
3671 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3677 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3678 const struct wined3d_format *adapter_format,
3679 const struct wined3d_format *check_format,
3680 WINED3DSURFTYPE SurfaceType)
3682 if (SurfaceType == SURFACE_GDI)
3684 switch (check_format->id)
3686 case WINED3DFMT_B8G8R8_UNORM:
3687 case WINED3DFMT_B8G8R8A8_UNORM:
3688 case WINED3DFMT_B8G8R8X8_UNORM:
3689 case WINED3DFMT_B5G6R5_UNORM:
3690 case WINED3DFMT_B5G5R5X1_UNORM:
3691 case WINED3DFMT_B5G5R5A1_UNORM:
3692 case WINED3DFMT_B4G4R4A4_UNORM:
3693 case WINED3DFMT_B2G3R3_UNORM:
3694 case WINED3DFMT_A8_UNORM:
3695 case WINED3DFMT_B2G3R3A8_UNORM:
3696 case WINED3DFMT_B4G4R4X4_UNORM:
3697 case WINED3DFMT_R10G10B10A2_UNORM:
3698 case WINED3DFMT_R8G8B8A8_UNORM:
3699 case WINED3DFMT_R8G8B8X8_UNORM:
3700 case WINED3DFMT_R16G16_UNORM:
3701 case WINED3DFMT_B10G10R10A2_UNORM:
3702 case WINED3DFMT_R16G16B16A16_UNORM:
3703 case WINED3DFMT_P8_UINT:
3704 TRACE_(d3d_caps)("[OK]\n");
3707 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3712 /* All format that are supported for textures are supported for surfaces as well */
3713 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3714 /* All depth stencil formats are supported on surfaces */
3715 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3717 /* If opengl can't process the format natively, the blitter may be able to convert it */
3718 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3719 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3720 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3722 TRACE_(d3d_caps)("[OK]\n");
3726 /* Reject other formats */
3727 TRACE_(d3d_caps)("[FAILED]\n");
3731 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3732 const struct wined3d_format *format)
3734 return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3737 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3738 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3739 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3741 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3742 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3743 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3744 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3745 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3746 DWORD UsageCaps = 0;
3748 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3751 DeviceType, debug_d3ddevicetype(DeviceType),
3752 AdapterFormat, debug_d3dformat(AdapterFormat),
3753 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3754 RType, debug_d3dresourcetype(RType),
3755 CheckFormat, debug_d3dformat(CheckFormat));
3757 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3758 return WINED3DERR_INVALIDCALL;
3763 case WINED3DRTYPE_CUBETEXTURE:
3764 /* Cubetexture allows:
3765 * - WINED3DUSAGE_AUTOGENMIPMAP
3766 * - WINED3DUSAGE_DEPTHSTENCIL
3767 * - WINED3DUSAGE_DYNAMIC
3768 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3769 * - WINED3DUSAGE_RENDERTARGET
3770 * - WINED3DUSAGE_SOFTWAREPROCESSING
3771 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3773 if (SurfaceType != SURFACE_OPENGL)
3775 TRACE_(d3d_caps)("[FAILED]\n");
3776 return WINED3DERR_NOTAVAILABLE;
3779 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3781 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3782 return WINED3DERR_NOTAVAILABLE;
3785 if (!CheckTextureCapability(adapter, format))
3787 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3788 return WINED3DERR_NOTAVAILABLE;
3791 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3793 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3794 /* When autogenmipmap isn't around continue and return
3795 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3796 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3798 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3801 /* Always report dynamic locking. */
3802 if (Usage & WINED3DUSAGE_DYNAMIC)
3803 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3805 if (Usage & WINED3DUSAGE_RENDERTARGET)
3807 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3809 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3810 return WINED3DERR_NOTAVAILABLE;
3812 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3815 /* Always report software processing. */
3816 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3817 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3819 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3821 if (!CheckFilterCapability(adapter, format))
3823 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3824 return WINED3DERR_NOTAVAILABLE;
3826 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3829 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3831 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3833 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3834 return WINED3DERR_NOTAVAILABLE;
3836 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3839 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3841 if (!CheckSrgbReadCapability(adapter, format))
3843 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3844 return WINED3DERR_NOTAVAILABLE;
3846 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3849 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3851 if (!CheckSrgbWriteCapability(adapter, format))
3853 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3854 return WINED3DERR_NOTAVAILABLE;
3856 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3859 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3861 if (!CheckVertexTextureCapability(adapter, format))
3863 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3864 return WINED3DERR_NOTAVAILABLE;
3866 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3869 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3871 if (!CheckWrapAndMipCapability(adapter, format))
3873 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3874 return WINED3DERR_NOTAVAILABLE;
3876 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3880 case WINED3DRTYPE_SURFACE:
3882 * - WINED3DUSAGE_DEPTHSTENCIL
3883 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3884 * - WINED3DUSAGE_RENDERTARGET
3886 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3888 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3889 return WINED3DERR_NOTAVAILABLE;
3892 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3894 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3896 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3897 return WINED3DERR_NOTAVAILABLE;
3899 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3902 if (Usage & WINED3DUSAGE_RENDERTARGET)
3904 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3906 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3907 return WINED3DERR_NOTAVAILABLE;
3909 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3912 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3914 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3916 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3917 return WINED3DERR_NOTAVAILABLE;
3919 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3923 case WINED3DRTYPE_TEXTURE:
3925 * - WINED3DUSAGE_AUTOGENMIPMAP
3926 * - WINED3DUSAGE_DEPTHSTENCIL
3927 * - WINED3DUSAGE_DMAP
3928 * - WINED3DUSAGE_DYNAMIC
3929 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3930 * - WINED3DUSAGE_RENDERTARGET
3931 * - WINED3DUSAGE_SOFTWAREPROCESSING
3932 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3933 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3935 if (SurfaceType != SURFACE_OPENGL)
3937 TRACE_(d3d_caps)("[FAILED]\n");
3938 return WINED3DERR_NOTAVAILABLE;
3941 if (!CheckTextureCapability(adapter, format))
3943 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3944 return WINED3DERR_NOTAVAILABLE;
3947 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3949 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3950 /* When autogenmipmap isn't around continue and return
3951 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3952 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3954 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3957 /* Always report dynamic locking. */
3958 if (Usage & WINED3DUSAGE_DYNAMIC)
3959 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3961 if (Usage & WINED3DUSAGE_RENDERTARGET)
3963 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3965 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3966 return WINED3DERR_NOTAVAILABLE;
3968 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3971 /* Always report software processing. */
3972 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3973 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3975 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3977 if (!CheckFilterCapability(adapter, format))
3979 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3980 return WINED3DERR_NOTAVAILABLE;
3982 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3985 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3987 if (!CheckBumpMapCapability(adapter, format))
3989 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3990 return WINED3DERR_NOTAVAILABLE;
3992 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3995 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3997 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3999 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4000 return WINED3DERR_NOTAVAILABLE;
4002 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4005 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4007 if (!CheckSrgbReadCapability(adapter, format))
4009 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4010 return WINED3DERR_NOTAVAILABLE;
4012 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4015 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4017 if (!CheckSrgbWriteCapability(adapter, format))
4019 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4020 return WINED3DERR_NOTAVAILABLE;
4022 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4025 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4027 if (!CheckVertexTextureCapability(adapter, format))
4029 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4030 return WINED3DERR_NOTAVAILABLE;
4032 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4035 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4037 if (!CheckWrapAndMipCapability(adapter, format))
4039 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4040 return WINED3DERR_NOTAVAILABLE;
4042 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4045 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4047 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4049 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4050 return WINED3DERR_NOTAVAILABLE;
4052 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4054 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4055 return WINED3DERR_NOTAVAILABLE;
4057 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4061 case WINED3DRTYPE_VOLUMETEXTURE:
4062 case WINED3DRTYPE_VOLUME:
4063 /* Volume is to VolumeTexture what Surface is to Texture, but its
4064 * usage caps are not documented. Most driver seem to offer
4065 * (nearly) the same on Volume and VolumeTexture, so do that too.
4067 * Volumetexture allows:
4068 * - D3DUSAGE_DYNAMIC
4069 * - D3DUSAGE_NONSECURE (d3d9ex)
4070 * - D3DUSAGE_SOFTWAREPROCESSING
4071 * - D3DUSAGE_QUERY_WRAPANDMIP
4073 if (SurfaceType != SURFACE_OPENGL)
4075 TRACE_(d3d_caps)("[FAILED]\n");
4076 return WINED3DERR_NOTAVAILABLE;
4079 if (!gl_info->supported[EXT_TEXTURE3D])
4081 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4082 return WINED3DERR_NOTAVAILABLE;
4085 if (!CheckTextureCapability(adapter, format))
4087 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4088 return WINED3DERR_NOTAVAILABLE;
4091 /* Filter formats that need conversion; For one part, this
4092 * conversion is unimplemented, and volume textures are huge, so
4093 * it would be a big performance hit. Unless we hit an application
4094 * needing one of those formats, don't advertize them to avoid
4095 * leading applications into temptation. The windows drivers don't
4096 * support most of those formats on volumes anyway, except for
4097 * WINED3DFMT_R32_FLOAT. */
4098 switch (CheckFormat)
4100 case WINED3DFMT_P8_UINT:
4101 case WINED3DFMT_L4A4_UNORM:
4102 case WINED3DFMT_R32_FLOAT:
4103 case WINED3DFMT_R16_FLOAT:
4104 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4105 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4106 case WINED3DFMT_R16G16_UNORM:
4107 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4108 return WINED3DERR_NOTAVAILABLE;
4110 case WINED3DFMT_R8G8B8A8_SNORM:
4111 case WINED3DFMT_R16G16_SNORM:
4112 if (!gl_info->supported[NV_TEXTURE_SHADER])
4114 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4115 return WINED3DERR_NOTAVAILABLE;
4119 case WINED3DFMT_R8G8_SNORM:
4120 if (!gl_info->supported[NV_TEXTURE_SHADER])
4122 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4123 return WINED3DERR_NOTAVAILABLE;
4127 case WINED3DFMT_DXT1:
4128 case WINED3DFMT_DXT2:
4129 case WINED3DFMT_DXT3:
4130 case WINED3DFMT_DXT4:
4131 case WINED3DFMT_DXT5:
4132 /* The GL_EXT_texture_compression_s3tc spec requires that
4133 * loading an s3tc compressed texture results in an error.
4134 * While the D3D refrast does support s3tc volumes, at
4135 * least the nvidia windows driver does not, so we're free
4136 * not to support this format. */
4137 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4138 return WINED3DERR_NOTAVAILABLE;
4141 /* Do nothing, continue with checking the format below */
4145 /* Always report dynamic locking. */
4146 if (Usage & WINED3DUSAGE_DYNAMIC)
4147 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4149 /* Always report software processing. */
4150 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4151 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4153 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4155 if (!CheckFilterCapability(adapter, format))
4157 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4158 return WINED3DERR_NOTAVAILABLE;
4160 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4163 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4165 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4167 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4168 return WINED3DERR_NOTAVAILABLE;
4170 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4173 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4175 if (!CheckSrgbReadCapability(adapter, format))
4177 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4178 return WINED3DERR_NOTAVAILABLE;
4180 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4183 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4185 if (!CheckSrgbWriteCapability(adapter, format))
4187 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4188 return WINED3DERR_NOTAVAILABLE;
4190 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4193 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4195 if (!CheckVertexTextureCapability(adapter, format))
4197 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4198 return WINED3DERR_NOTAVAILABLE;
4200 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4203 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4205 if (!CheckWrapAndMipCapability(adapter, format))
4207 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4208 return WINED3DERR_NOTAVAILABLE;
4210 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4215 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4216 return WINED3DERR_NOTAVAILABLE;
4219 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4220 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4221 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4222 if (UsageCaps == Usage)
4224 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4225 return WINED3DOK_NOAUTOGEN;
4227 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4228 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4230 return WINED3DERR_NOTAVAILABLE;
4233 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4234 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4236 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4237 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4238 debug_d3dformat(dst_format));
4243 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4244 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4249 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4250 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4251 debug_d3dformat(backbuffer_format), windowed);
4253 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4255 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4256 return WINED3DERR_INVALIDCALL;
4259 /* The task of this function is to check whether a certain display / backbuffer format
4260 * combination is available on the given adapter. In fullscreen mode microsoft specified
4261 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4262 * and display format should match exactly.
4263 * In windowed mode format conversion can occur and this depends on the driver. When format
4264 * conversion is done, this function should nevertheless fail and applications need to use
4265 * CheckDeviceFormatConversion.
4266 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4268 /* There are only 4 display formats. */
4269 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4270 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4271 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4272 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4274 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4275 return WINED3DERR_NOTAVAILABLE;
4278 /* If the requested display format is not available, don't continue. */
4279 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4282 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4283 return WINED3DERR_NOTAVAILABLE;
4286 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4287 * it means 'reuse' the display format for the backbuffer. */
4288 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4290 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4291 return WINED3DERR_NOTAVAILABLE;
4294 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4295 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4296 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4298 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4299 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4300 return WINED3DERR_NOTAVAILABLE;
4303 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4304 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4305 * WINED3DFMT_B5G5R5A1_UNORM. */
4306 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4307 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4309 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4310 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4311 return WINED3DERR_NOTAVAILABLE;
4314 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4315 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4316 * WINED3DFMT_B8G8R8A8_UNORM. */
4317 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4318 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4320 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4321 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4322 return WINED3DERR_NOTAVAILABLE;
4325 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4326 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4327 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4328 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4330 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4331 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4332 return WINED3DERR_NOTAVAILABLE;
4335 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4336 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4337 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4339 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4340 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4345 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4346 subset of a D3DCAPS9 structure. However, it has to come via a void *
4347 as the d3d8 interface cannot import the d3d9 header */
4348 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4350 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4351 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4352 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4353 int vs_selected_mode;
4354 int ps_selected_mode;
4355 struct shader_caps shader_caps;
4356 struct fragment_caps fragment_caps;
4357 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4359 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4361 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4362 return WINED3DERR_INVALIDCALL;
4365 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4367 /* ------------------------------------------------
4368 The following fields apply to both d3d8 and d3d9
4369 ------------------------------------------------ */
4370 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4371 pCaps->AdapterOrdinal = Adapter;
4374 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4375 WINED3DCAPS2_FULLSCREENGAMMA |
4376 WINED3DCAPS2_DYNAMICTEXTURES;
4377 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4379 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4382 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4383 WINED3DCAPS3_COPY_TO_VIDMEM |
4384 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4386 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4387 WINED3DPRESENT_INTERVAL_ONE;
4389 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4390 WINED3DCURSORCAPS_LOWRES;
4392 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4393 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4394 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4395 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4396 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4397 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4398 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4399 WINED3DDEVCAPS_PUREDEVICE |
4400 WINED3DDEVCAPS_HWRASTERIZATION |
4401 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4402 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4403 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4404 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4405 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4406 WINED3DDEVCAPS_RTPATCHES;
4408 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4409 WINED3DPMISCCAPS_CULLCCW |
4410 WINED3DPMISCCAPS_CULLCW |
4411 WINED3DPMISCCAPS_COLORWRITEENABLE |
4412 WINED3DPMISCCAPS_CLIPTLVERTS |
4413 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4414 WINED3DPMISCCAPS_MASKZ |
4415 WINED3DPMISCCAPS_BLENDOP |
4416 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4418 WINED3DPMISCCAPS_NULLREFERENCE
4419 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4420 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4421 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4423 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4424 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4425 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4426 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4428 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4429 WINED3DPRASTERCAPS_PAT |
4430 WINED3DPRASTERCAPS_WFOG |
4431 WINED3DPRASTERCAPS_ZFOG |
4432 WINED3DPRASTERCAPS_FOGVERTEX |
4433 WINED3DPRASTERCAPS_FOGTABLE |
4434 WINED3DPRASTERCAPS_STIPPLE |
4435 WINED3DPRASTERCAPS_SUBPIXEL |
4436 WINED3DPRASTERCAPS_ZTEST |
4437 WINED3DPRASTERCAPS_SCISSORTEST |
4438 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4439 WINED3DPRASTERCAPS_DEPTHBIAS;
4441 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4443 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4444 WINED3DPRASTERCAPS_ZBIAS |
4445 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4447 if (gl_info->supported[NV_FOG_DISTANCE])
4449 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4452 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4453 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4454 WINED3DPRASTERCAPS_ANTIALIASEDGES
4455 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4456 WINED3DPRASTERCAPS_WBUFFER */
4458 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4459 WINED3DPCMPCAPS_EQUAL |
4460 WINED3DPCMPCAPS_GREATER |
4461 WINED3DPCMPCAPS_GREATEREQUAL |
4462 WINED3DPCMPCAPS_LESS |
4463 WINED3DPCMPCAPS_LESSEQUAL |
4464 WINED3DPCMPCAPS_NEVER |
4465 WINED3DPCMPCAPS_NOTEQUAL;
4467 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4468 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4469 WINED3DPBLENDCAPS_DESTALPHA |
4470 WINED3DPBLENDCAPS_DESTCOLOR |
4471 WINED3DPBLENDCAPS_INVDESTALPHA |
4472 WINED3DPBLENDCAPS_INVDESTCOLOR |
4473 WINED3DPBLENDCAPS_INVSRCALPHA |
4474 WINED3DPBLENDCAPS_INVSRCCOLOR |
4475 WINED3DPBLENDCAPS_ONE |
4476 WINED3DPBLENDCAPS_SRCALPHA |
4477 WINED3DPBLENDCAPS_SRCALPHASAT |
4478 WINED3DPBLENDCAPS_SRCCOLOR |
4479 WINED3DPBLENDCAPS_ZERO;
4481 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4482 WINED3DPBLENDCAPS_DESTCOLOR |
4483 WINED3DPBLENDCAPS_INVDESTALPHA |
4484 WINED3DPBLENDCAPS_INVDESTCOLOR |
4485 WINED3DPBLENDCAPS_INVSRCALPHA |
4486 WINED3DPBLENDCAPS_INVSRCCOLOR |
4487 WINED3DPBLENDCAPS_ONE |
4488 WINED3DPBLENDCAPS_SRCALPHA |
4489 WINED3DPBLENDCAPS_SRCCOLOR |
4490 WINED3DPBLENDCAPS_ZERO;
4491 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4492 * according to the glBlendFunc manpage
4494 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4495 * legacy settings for srcblend only
4498 if (gl_info->supported[EXT_BLEND_COLOR])
4500 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4501 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4505 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4506 WINED3DPCMPCAPS_EQUAL |
4507 WINED3DPCMPCAPS_GREATER |
4508 WINED3DPCMPCAPS_GREATEREQUAL |
4509 WINED3DPCMPCAPS_LESS |
4510 WINED3DPCMPCAPS_LESSEQUAL |
4511 WINED3DPCMPCAPS_NEVER |
4512 WINED3DPCMPCAPS_NOTEQUAL;
4514 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4515 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4516 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4517 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4518 WINED3DPSHADECAPS_COLORFLATRGB |
4519 WINED3DPSHADECAPS_FOGFLAT |
4520 WINED3DPSHADECAPS_FOGGOURAUD |
4521 WINED3DPSHADECAPS_SPECULARFLATRGB;
4523 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4524 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4525 WINED3DPTEXTURECAPS_TRANSPARENCY |
4526 WINED3DPTEXTURECAPS_BORDER |
4527 WINED3DPTEXTURECAPS_MIPMAP |
4528 WINED3DPTEXTURECAPS_PROJECTED |
4529 WINED3DPTEXTURECAPS_PERSPECTIVE;
4531 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4533 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4534 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4537 if (gl_info->supported[EXT_TEXTURE3D])
4539 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4540 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4541 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4544 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4546 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4547 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4548 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4552 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4553 WINED3DPTFILTERCAPS_MAGFPOINT |
4554 WINED3DPTFILTERCAPS_MINFLINEAR |
4555 WINED3DPTFILTERCAPS_MINFPOINT |
4556 WINED3DPTFILTERCAPS_MIPFLINEAR |
4557 WINED3DPTFILTERCAPS_MIPFPOINT |
4558 WINED3DPTFILTERCAPS_LINEAR |
4559 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4560 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4561 WINED3DPTFILTERCAPS_MIPLINEAR |
4562 WINED3DPTFILTERCAPS_MIPNEAREST |
4563 WINED3DPTFILTERCAPS_NEAREST;
4565 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4567 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4568 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4571 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4573 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4574 WINED3DPTFILTERCAPS_MAGFPOINT |
4575 WINED3DPTFILTERCAPS_MINFLINEAR |
4576 WINED3DPTFILTERCAPS_MINFPOINT |
4577 WINED3DPTFILTERCAPS_MIPFLINEAR |
4578 WINED3DPTFILTERCAPS_MIPFPOINT |
4579 WINED3DPTFILTERCAPS_LINEAR |
4580 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4581 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4582 WINED3DPTFILTERCAPS_MIPLINEAR |
4583 WINED3DPTFILTERCAPS_MIPNEAREST |
4584 WINED3DPTFILTERCAPS_NEAREST;
4586 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4588 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4589 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4592 pCaps->CubeTextureFilterCaps = 0;
4594 if (gl_info->supported[EXT_TEXTURE3D])
4596 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4597 WINED3DPTFILTERCAPS_MAGFPOINT |
4598 WINED3DPTFILTERCAPS_MINFLINEAR |
4599 WINED3DPTFILTERCAPS_MINFPOINT |
4600 WINED3DPTFILTERCAPS_MIPFLINEAR |
4601 WINED3DPTFILTERCAPS_MIPFPOINT |
4602 WINED3DPTFILTERCAPS_LINEAR |
4603 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4604 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4605 WINED3DPTFILTERCAPS_MIPLINEAR |
4606 WINED3DPTFILTERCAPS_MIPNEAREST |
4607 WINED3DPTFILTERCAPS_NEAREST;
4609 pCaps->VolumeTextureFilterCaps = 0;
4611 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4612 WINED3DPTADDRESSCAPS_CLAMP |
4613 WINED3DPTADDRESSCAPS_WRAP;
4615 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4617 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4619 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4621 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4623 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4625 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4628 if (gl_info->supported[EXT_TEXTURE3D])
4630 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4631 WINED3DPTADDRESSCAPS_CLAMP |
4632 WINED3DPTADDRESSCAPS_WRAP;
4633 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4635 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4637 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4639 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4641 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4643 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4646 pCaps->VolumeTextureAddressCaps = 0;
4648 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4649 WINED3DLINECAPS_ZTEST |
4650 WINED3DLINECAPS_BLEND |
4651 WINED3DLINECAPS_ALPHACMP |
4652 WINED3DLINECAPS_FOG;
4653 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4654 * idea how generating the smoothing alpha values works; the result is different
4657 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4658 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4660 if (gl_info->supported[EXT_TEXTURE3D])
4661 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4663 pCaps->MaxVolumeExtent = 0;
4665 pCaps->MaxTextureRepeat = 32768;
4666 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4667 pCaps->MaxVertexW = 1.0f;
4669 pCaps->GuardBandLeft = 0.0f;
4670 pCaps->GuardBandTop = 0.0f;
4671 pCaps->GuardBandRight = 0.0f;
4672 pCaps->GuardBandBottom = 0.0f;
4674 pCaps->ExtentsAdjust = 0.0f;
4676 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4677 WINED3DSTENCILCAPS_INCRSAT |
4678 WINED3DSTENCILCAPS_INVERT |
4679 WINED3DSTENCILCAPS_KEEP |
4680 WINED3DSTENCILCAPS_REPLACE |
4681 WINED3DSTENCILCAPS_ZERO;
4682 if (gl_info->supported[EXT_STENCIL_WRAP])
4684 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4685 WINED3DSTENCILCAPS_INCR;
4687 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4689 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4692 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4694 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4695 pCaps->MaxActiveLights = gl_info->limits.lights;
4697 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4698 pCaps->MaxVertexBlendMatrixIndex = 0;
4700 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4701 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4704 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4705 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4706 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4707 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4708 WINED3DVTXPCAPS_LOCALVIEWER |
4709 WINED3DVTXPCAPS_VERTEXFOG |
4710 WINED3DVTXPCAPS_TEXGEN;
4712 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4713 pCaps->MaxVertexIndex = 0xFFFFF;
4714 pCaps->MaxStreams = MAX_STREAMS;
4715 pCaps->MaxStreamStride = 1024;
4717 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4718 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4719 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4720 pCaps->MaxNpatchTessellationLevel = 0;
4721 pCaps->MasterAdapterOrdinal = 0;
4722 pCaps->AdapterOrdinalInGroup = 0;
4723 pCaps->NumberOfAdaptersInGroup = 1;
4725 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4727 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4728 WINED3DPTFILTERCAPS_MAGFPOINT |
4729 WINED3DPTFILTERCAPS_MINFLINEAR |
4730 WINED3DPTFILTERCAPS_MAGFLINEAR;
4731 pCaps->VertexTextureFilterCaps = 0;
4733 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4734 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4736 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4737 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4739 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4740 * Ignore shader model capabilities if disabled in config
4742 if(vs_selected_mode == SHADER_NONE) {
4743 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4744 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4745 pCaps->MaxVertexShaderConst = 0;
4747 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4748 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4751 if(ps_selected_mode == SHADER_NONE) {
4752 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4753 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4754 pCaps->PixelShader1xMaxValue = 0.0f;
4756 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4757 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4760 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4761 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4762 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4764 /* The following caps are shader specific, but they are things we cannot detect, or which
4765 * are the same among all shader models. So to avoid code duplication set the shader version
4766 * specific, but otherwise constant caps here
4768 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4769 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4770 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4771 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4772 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4773 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4774 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4776 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4777 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4779 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4781 pCaps->VS20Caps.Caps = 0;
4782 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4783 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4784 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4786 pCaps->MaxVShaderInstructionsExecuted = 65535;
4787 pCaps->MaxVertexShader30InstructionSlots = 0;
4788 } else { /* VS 1.x */
4789 pCaps->VS20Caps.Caps = 0;
4790 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4791 pCaps->VS20Caps.NumTemps = 0;
4792 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4794 pCaps->MaxVShaderInstructionsExecuted = 0;
4795 pCaps->MaxVertexShader30InstructionSlots = 0;
4798 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4799 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4800 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4802 /* 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 */
4803 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4804 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4805 WINED3DPS20CAPS_PREDICATION |
4806 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4807 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4808 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4809 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4810 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4811 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4813 pCaps->MaxPShaderInstructionsExecuted = 65535;
4814 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4815 adapter->gl_info.limits.arb_ps_instructions);
4817 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4819 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4820 pCaps->PS20Caps.Caps = 0;
4821 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4822 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4823 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4824 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4826 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4827 pCaps->MaxPixelShader30InstructionSlots = 0;
4828 } else { /* PS 1.x */
4829 pCaps->PS20Caps.Caps = 0;
4830 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4831 pCaps->PS20Caps.NumTemps = 0;
4832 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4833 pCaps->PS20Caps.NumInstructionSlots = 0;
4835 pCaps->MaxPShaderInstructionsExecuted = 0;
4836 pCaps->MaxPixelShader30InstructionSlots = 0;
4839 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4840 /* OpenGL supports all the formats below, perhaps not always
4841 * without conversion, but it supports them.
4842 * Further GLSL doesn't seem to have an official unsigned type so
4843 * don't advertise it yet as I'm not sure how we handle it.
4844 * We might need to add some clamping in the shader engine to
4846 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4847 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4848 WINED3DDTCAPS_UBYTE4N |
4849 WINED3DDTCAPS_SHORT2N |
4850 WINED3DDTCAPS_SHORT4N;
4851 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4853 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4854 WINED3DDTCAPS_FLOAT16_4;
4857 pCaps->DeclTypes = 0;
4859 /* Set DirectDraw helper Caps */
4860 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4861 WINEDDCKEYCAPS_SRCBLT;
4862 fx_caps = WINEDDFXCAPS_BLTALPHA |
4863 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4864 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4865 WINEDDFXCAPS_BLTROTATION90 |
4866 WINEDDFXCAPS_BLTSHRINKX |
4867 WINEDDFXCAPS_BLTSHRINKXN |
4868 WINEDDFXCAPS_BLTSHRINKY |
4869 WINEDDFXCAPS_BLTSHRINKXN |
4870 WINEDDFXCAPS_BLTSTRETCHX |
4871 WINEDDFXCAPS_BLTSTRETCHXN |
4872 WINEDDFXCAPS_BLTSTRETCHY |
4873 WINEDDFXCAPS_BLTSTRETCHYN;
4874 blit_caps = WINEDDCAPS_BLT |
4875 WINEDDCAPS_BLTCOLORFILL |
4876 WINEDDCAPS_BLTDEPTHFILL |
4877 WINEDDCAPS_BLTSTRETCH |
4878 WINEDDCAPS_CANBLTSYSMEM |
4879 WINEDDCAPS_CANCLIP |
4880 WINEDDCAPS_CANCLIPSTRETCHED |
4881 WINEDDCAPS_COLORKEY |
4882 WINEDDCAPS_COLORKEYHWASSIST |
4883 WINEDDCAPS_ALIGNBOUNDARYSRC;
4884 pal_caps = WINEDDPCAPS_8BIT |
4885 WINEDDPCAPS_PRIMARYSURFACE;
4887 /* Fill the ddraw caps structure */
4888 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4889 WINEDDCAPS_PALETTE |
4891 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4892 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4893 WINEDDCAPS2_PRIMARYGAMMA |
4894 WINEDDCAPS2_WIDESURFACES |
4895 WINEDDCAPS2_CANRENDERWINDOWED;
4896 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4897 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4898 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4899 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4900 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4901 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4902 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4903 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4904 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4905 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4906 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4907 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4909 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4910 WINEDDSCAPS_BACKBUFFER |
4912 WINEDDSCAPS_FRONTBUFFER |
4913 WINEDDSCAPS_OFFSCREENPLAIN |
4914 WINEDDSCAPS_PALETTE |
4915 WINEDDSCAPS_PRIMARYSURFACE |
4916 WINEDDSCAPS_SYSTEMMEMORY |
4917 WINEDDSCAPS_VIDEOMEMORY |
4918 WINEDDSCAPS_VISIBLE;
4919 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4921 /* Set D3D caps if OpenGL is available. */
4922 if (adapter->opengl)
4924 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4925 WINEDDSCAPS_MIPMAP |
4926 WINEDDSCAPS_TEXTURE |
4927 WINEDDSCAPS_ZBUFFER;
4928 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4934 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4935 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4937 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4938 IWineD3DDeviceImpl *object;
4941 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4942 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4944 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4945 * number and create a device without a 3D adapter for 2D only operation. */
4946 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4948 return WINED3DERR_INVALIDCALL;
4951 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4954 ERR("Failed to allocate device memory.\n");
4955 return E_OUTOFMEMORY;
4958 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4961 WARN("Failed to initialize device, hr %#x.\n", hr);
4962 HeapFree(GetProcessHeap(), 0, object);
4966 TRACE("Created device %p.\n", object);
4967 *device = (IWineD3DDevice *)object;
4969 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4974 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4976 TRACE("iface %p.\n", iface);
4978 return ((IWineD3DImpl *)iface)->parent;
4981 static void WINE_GLAPI invalid_func(const void *data)
4983 ERR("Invalid vertex attribute function called\n");
4987 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4989 ERR("Invalid texcoord function called\n");
4993 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4994 * the extension detection and are used in drawStridedSlow
4996 static void WINE_GLAPI position_d3dcolor(const void *data)
4998 DWORD pos = *((const DWORD *)data);
5000 FIXME("Add a test for fixed function position from d3dcolor type\n");
5001 glVertex4s(D3DCOLOR_B_R(pos),
5007 static void WINE_GLAPI position_float4(const void *data)
5009 const GLfloat *pos = data;
5011 if (pos[3] != 0.0f && pos[3] != 1.0f)
5013 float w = 1.0f / pos[3];
5015 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5023 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5025 DWORD diffuseColor = *((const DWORD *)data);
5027 glColor4ub(D3DCOLOR_B_R(diffuseColor),
5028 D3DCOLOR_B_G(diffuseColor),
5029 D3DCOLOR_B_B(diffuseColor),
5030 D3DCOLOR_B_A(diffuseColor));
5033 static void WINE_GLAPI specular_d3dcolor(const void *data)
5035 DWORD specularColor = *((const DWORD *)data);
5036 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5037 D3DCOLOR_B_G(specularColor),
5038 D3DCOLOR_B_B(specularColor)};
5040 specular_func_3ubv(d);
5043 static void WINE_GLAPI warn_no_specular_func(const void *data)
5045 WARN("GL_EXT_secondary_color not supported\n");
5048 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5050 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5051 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5052 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
5053 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5054 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5055 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5056 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5057 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
5058 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5059 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5060 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5061 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5062 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5063 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5064 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5065 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5066 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5068 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5069 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5070 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
5071 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
5072 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5073 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5074 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5075 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5076 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
5077 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5078 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
5079 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5080 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
5081 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5082 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5083 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5084 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5086 /* No 4 component entry points here */
5087 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5088 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5089 if (gl_info->supported[EXT_SECONDARY_COLOR])
5091 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5095 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5097 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5098 if (gl_info->supported[EXT_SECONDARY_COLOR])
5100 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5101 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5105 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5107 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5108 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5109 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5110 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5111 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5112 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5113 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5114 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5115 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5116 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5117 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5118 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5120 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5121 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5123 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5124 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5125 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5126 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5127 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5128 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5129 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5130 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5131 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5132 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5133 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5134 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5135 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5136 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5137 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5138 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5139 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5141 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5142 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5143 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5144 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5145 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5146 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5147 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5148 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5149 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5150 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5151 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5152 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5153 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5154 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5155 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5156 if (gl_info->supported[NV_HALF_FLOAT])
5158 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5159 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5160 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5162 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5163 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5167 /* Do not call while under the GL lock. */
5168 static BOOL InitAdapters(IWineD3DImpl *This)
5170 static HMODULE mod_gl;
5172 int ps_selected_mode, vs_selected_mode;
5174 /* No need to hold any lock. The calling library makes sure only one thread calls
5175 * wined3d simultaneously
5178 TRACE("Initializing adapters\n");
5181 #ifdef USE_WIN32_OPENGL
5182 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5183 mod_gl = LoadLibraryA("opengl32.dll");
5185 ERR("Can't load opengl32.dll!\n");
5189 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5190 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5191 mod_gl = GetModuleHandleA("gdi32.dll");
5195 /* Load WGL core functions from opengl32.dll */
5196 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5200 if(!pwglGetProcAddress) {
5201 ERR("Unable to load wglGetProcAddress!\n");
5205 /* Dynamically load all GL core functions */
5209 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5210 * otherwise because we have to use winex11.drv's override
5212 #ifdef USE_WIN32_OPENGL
5213 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5214 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5216 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5217 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5220 glEnableWINE = glEnable;
5221 glDisableWINE = glDisable;
5223 /* For now only one default adapter */
5225 struct wined3d_adapter *adapter = &This->adapters[0];
5226 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5227 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5231 WineD3D_PixelFormat *cfgs;
5232 DISPLAY_DEVICEW DisplayDevice;
5235 TRACE("Initializing default adapter\n");
5236 adapter->ordinal = 0;
5237 adapter->monitorPoint.x = -1;
5238 adapter->monitorPoint.y = -1;
5240 if (!AllocateLocallyUniqueId(&adapter->luid))
5242 DWORD err = GetLastError();
5243 ERR("Failed to set adapter LUID (%#x).\n", err);
5246 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5247 adapter->luid.HighPart, adapter->luid.LowPart);
5249 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5251 ERR("Failed to get a gl context for default adapter\n");
5255 ret = IWineD3DImpl_FillGLCaps(adapter);
5257 ERR("Failed to initialize gl caps for default adapter\n");
5258 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5261 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5263 ERR("Failed to init gl formats\n");
5264 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5268 hdc = fake_gl_ctx.dc;
5270 /* Use the VideoRamSize registry setting when set */
5271 if(wined3d_settings.emulated_textureram)
5272 adapter->TextureRam = wined3d_settings.emulated_textureram;
5274 adapter->TextureRam = adapter->gl_info.vidmem;
5275 adapter->UsedTextureRam = 0;
5276 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5278 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5279 DisplayDevice.cb = sizeof(DisplayDevice);
5280 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5281 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5282 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5284 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5291 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5292 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5294 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5295 cfgs = adapter->cfgs;
5296 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5297 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5298 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5299 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5300 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5301 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5302 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5303 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5304 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5305 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5306 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5308 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5310 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5315 /* Cache the pixel format */
5316 cfgs->iPixelFormat = iPixelFormat;
5317 cfgs->redSize = values[0];
5318 cfgs->greenSize = values[1];
5319 cfgs->blueSize = values[2];
5320 cfgs->alphaSize = values[3];
5321 cfgs->colorSize = values[4];
5322 cfgs->depthSize = values[5];
5323 cfgs->stencilSize = values[6];
5324 cfgs->windowDrawable = values[7];
5325 cfgs->iPixelType = values[8];
5326 cfgs->doubleBuffer = values[9];
5327 cfgs->auxBuffers = values[10];
5329 cfgs->numSamples = 0;
5330 /* Check multisample support */
5331 if (gl_info->supported[ARB_MULTISAMPLE])
5333 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5335 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5336 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5337 * value[1] = number of multi sample buffers*/
5339 cfgs->numSamples = value[1];
5343 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5344 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5345 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5346 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5347 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5353 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5354 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5355 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5357 cfgs = adapter->cfgs;
5358 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5360 PIXELFORMATDESCRIPTOR ppfd;
5362 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5366 /* We only want HW acceleration using an OpenGL ICD driver.
5367 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5368 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5370 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5372 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5376 cfgs->iPixelFormat = iPixelFormat;
5377 cfgs->redSize = ppfd.cRedBits;
5378 cfgs->greenSize = ppfd.cGreenBits;
5379 cfgs->blueSize = ppfd.cBlueBits;
5380 cfgs->alphaSize = ppfd.cAlphaBits;
5381 cfgs->colorSize = ppfd.cColorBits;
5382 cfgs->depthSize = ppfd.cDepthBits;
5383 cfgs->stencilSize = ppfd.cStencilBits;
5384 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5385 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5386 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5387 cfgs->auxBuffers = ppfd.cAuxBuffers;
5388 cfgs->numSamples = 0;
5390 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5391 "depth=%d, stencil=%d, windowDrawable=%d\n",
5392 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5393 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5394 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5399 /* 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 */
5402 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5404 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5405 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5410 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5411 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5412 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5413 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5414 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5415 * driver is allowed to consume more bits EXCEPT for stencil bits.
5417 * Mark an adapter with this broken stencil behavior.
5419 adapter->brokenStencil = TRUE;
5420 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5422 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5423 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5424 adapter->brokenStencil = FALSE;
5429 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5431 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5432 fillGLAttribFuncs(&adapter->gl_info);
5433 adapter->opengl = TRUE;
5435 This->adapter_count = 1;
5436 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5441 /* Initialize an adapter for ddraw-only memory counting */
5442 memset(This->adapters, 0, sizeof(This->adapters));
5443 This->adapters[0].ordinal = 0;
5444 This->adapters[0].opengl = FALSE;
5445 This->adapters[0].monitorPoint.x = -1;
5446 This->adapters[0].monitorPoint.y = -1;
5448 This->adapters[0].driver_info.name = "Display";
5449 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5450 if(wined3d_settings.emulated_textureram) {
5451 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5453 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5456 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5458 This->adapter_count = 1;
5462 /**********************************************************
5463 * IWineD3D VTbl follows
5464 **********************************************************/
5466 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5469 IWineD3DImpl_QueryInterface,
5470 IWineD3DImpl_AddRef,
5471 IWineD3DImpl_Release,
5473 IWineD3DImpl_GetParent,
5474 IWineD3DImpl_GetAdapterCount,
5475 IWineD3DImpl_RegisterSoftwareDevice,
5476 IWineD3DImpl_GetAdapterMonitor,
5477 IWineD3DImpl_GetAdapterModeCount,
5478 IWineD3DImpl_EnumAdapterModes,
5479 IWineD3DImpl_GetAdapterDisplayMode,
5480 IWineD3DImpl_GetAdapterIdentifier,
5481 IWineD3DImpl_CheckDeviceMultiSampleType,
5482 IWineD3DImpl_CheckDepthStencilMatch,
5483 IWineD3DImpl_CheckDeviceType,
5484 IWineD3DImpl_CheckDeviceFormat,
5485 IWineD3DImpl_CheckDeviceFormatConversion,
5486 IWineD3DImpl_GetDeviceCaps,
5487 IWineD3DImpl_CreateDevice
5490 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5492 const struct wined3d_parent_ops wined3d_null_parent_ops =
5494 wined3d_null_wined3d_object_destroyed,
5497 /* Do not call while under the GL lock. */
5498 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5500 wined3d->lpVtbl = &IWineD3D_Vtbl;
5501 wined3d->dxVersion = version;
5503 wined3d->parent = parent;
5505 if (!InitAdapters(wined3d))
5507 WARN("Failed to initialize adapters.\n");
5510 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);