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
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 /* Compile time diagnostics: */
26 /* Uncomment this to force only a single display mode to be exposed: */
27 /*#define DEBUG_SINGLE_MODE*/
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
36 #define GLINFO_LOCATION This->gl_info
38 /**********************************************************
39 * Utility functions follow
40 **********************************************************/
42 /* x11drv GDI escapes */
43 #define X11DRV_ESCAPE 6789
44 enum x11drv_escape_codes
46 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
47 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
48 X11DRV_GET_FONT, /* get current X font for a DC */
51 /* retrieve the X display to use on a given DC */
52 inline static Display *get_display( HDC hdc )
55 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
57 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
58 sizeof(display), (LPSTR)&display )) display = NULL;
63 int minLookup[MAX_LOOKUPS];
64 int maxLookup[MAX_LOOKUPS];
65 DWORD *stateLookup[MAX_LOOKUPS];
67 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
71 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
72 * ie there is no GL Context - Get a default rendering context to enable the
73 * function query some info from GL
76 static int wined3d_fake_gl_context_ref = 0;
77 static BOOL wined3d_fake_gl_context_foreign;
78 static BOOL wined3d_fake_gl_context_available = FALSE;
79 static Display* wined3d_fake_gl_context_display = NULL;
81 static void WineD3D_ReleaseFakeGLContext(void) {
84 if(!wined3d_fake_gl_context_available) {
85 TRACE_(d3d_caps)("context not available\n");
89 glCtx = glXGetCurrentContext();
91 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
92 if (0 == (--wined3d_fake_gl_context_ref) ) {
93 if(!wined3d_fake_gl_context_foreign && glCtx) {
94 TRACE_(d3d_caps)("destroying fake GL context\n");
95 glXMakeCurrent(wined3d_fake_gl_context_display, None, NULL);
96 glXDestroyContext(wined3d_fake_gl_context_display, glCtx);
99 wined3d_fake_gl_context_available = FALSE;
101 assert(wined3d_fake_gl_context_ref >= 0);
105 static BOOL WineD3D_CreateFakeGLContext(void) {
106 XVisualInfo* visInfo;
109 TRACE_(d3d_caps)("getting context...\n");
110 if(wined3d_fake_gl_context_ref > 0) goto ret;
111 assert(0 == wined3d_fake_gl_context_ref);
113 wined3d_fake_gl_context_foreign = TRUE;
115 if(!wined3d_fake_gl_context_display) {
116 HDC device_context = GetDC(0);
118 wined3d_fake_gl_context_display = get_display(device_context);
119 ReleaseDC(0, device_context);
125 glCtx = glXGetCurrentContext();
129 XVisualInfo template;
132 XWindowAttributes win_attr;
134 wined3d_fake_gl_context_foreign = FALSE;
135 drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window");
137 TRACE_(d3d_caps)("Creating Fake GL Context\n");
139 /* Get the X visual */
140 if (XGetWindowAttributes(wined3d_fake_gl_context_display, drawable, &win_attr)) {
141 visual = win_attr.visual;
143 visual = DefaultVisual(wined3d_fake_gl_context_display, DefaultScreen(wined3d_fake_gl_context_display));
145 template.visualid = XVisualIDFromVisual(visual);
146 visInfo = XGetVisualInfo(wined3d_fake_gl_context_display, VisualIDMask, &template, &num);
148 WARN_(d3d_caps)("Error creating visual info for capabilities initialization\n");
152 /* Create a GL context */
153 glCtx = glXCreateContext(wined3d_fake_gl_context_display, visInfo, NULL, GL_TRUE);
155 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
159 /* Make it the current GL context */
160 if (!glXMakeCurrent(wined3d_fake_gl_context_display, drawable, glCtx)) {
161 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
170 TRACE_(d3d_caps)("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
171 wined3d_fake_gl_context_ref++;
172 wined3d_fake_gl_context_available = TRUE;
175 if(visInfo) XFree(visInfo);
176 if(glCtx) glXDestroyContext(wined3d_fake_gl_context_display, glCtx);
181 /**********************************************************
182 * IUnknown parts follows
183 **********************************************************/
185 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
187 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
189 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
190 if (IsEqualGUID(riid, &IID_IUnknown)
191 || IsEqualGUID(riid, &IID_IWineD3DBase)
192 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
193 IUnknown_AddRef(iface);
198 return E_NOINTERFACE;
201 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
202 IWineD3DImpl *This = (IWineD3DImpl *)iface;
203 ULONG refCount = InterlockedIncrement(&This->ref);
205 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
209 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
210 IWineD3DImpl *This = (IWineD3DImpl *)iface;
212 TRACE("(%p) : Releasing from %d\n", This, This->ref);
213 ref = InterlockedDecrement(&This->ref);
215 HeapFree(GetProcessHeap(), 0, This);
221 /* Set the shader type for this device, depending on the given capabilities,
222 * the device type, and the user preferences in wined3d_settings */
224 static void select_shader_mode(
225 WineD3D_GL_Info *gl_info,
226 WINED3DDEVTYPE DeviceType,
230 /* Give priority to user disable/emulation request.
231 * Then respect REF device for software.
232 * Then check capabilities for hardware, and fallback to software */
234 if (wined3d_settings.vs_mode == VS_NONE) {
235 *vs_selected = SHADER_NONE;
236 } else if (DeviceType == WINED3DDEVTYPE_REF || wined3d_settings.vs_mode == VS_SW) {
237 *vs_selected = SHADER_SW;
238 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
239 *vs_selected = SHADER_GLSL;
240 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
241 *vs_selected = SHADER_ARB;
243 *vs_selected = SHADER_SW;
246 /* Fallback to SHADER_NONE where software pixel shaders should be used */
247 if (wined3d_settings.ps_mode == PS_NONE) {
248 *ps_selected = SHADER_NONE;
249 } else if (DeviceType == WINED3DDEVTYPE_REF) {
250 *ps_selected = SHADER_NONE;
251 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
252 *ps_selected = SHADER_GLSL;
253 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
254 *ps_selected = SHADER_ARB;
256 *ps_selected = SHADER_NONE;
260 /** Select the number of report maximum shader constants based on the selected shader modes */
261 void select_shader_max_constants(
262 int ps_selected_mode,
263 int vs_selected_mode,
264 WineD3D_GL_Info *gl_info) {
266 switch (vs_selected_mode) {
268 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
269 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - MAX_CONST_B - MAX_CONST_I - 1;
272 /* We have to subtract any other PARAMs that we might use in our shader programs.
273 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
274 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
275 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
278 gl_info->max_vshader_constantsF = 96; /* TODO: Fixup software shaders */
281 gl_info->max_vshader_constantsF = 0;
285 switch (ps_selected_mode) {
287 /* Subtract the other potential uniforms from the max available (bools & ints) */
288 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - MAX_CONST_B - MAX_CONST_I;
291 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
294 gl_info->max_pshader_constantsF = 96; /* TODO: Fixup software shaders */
297 gl_info->max_pshader_constantsF = 0;
302 /**********************************************************
303 * IWineD3D parts follows
304 **********************************************************/
306 BOOL IWineD3DImpl_FillGLCaps(IWineD3D *iface, Display* display) {
307 IWineD3DImpl *This = (IWineD3DImpl *)iface;
308 WineD3D_GL_Info *gl_info = &This->gl_info;
310 const char *GL_Extensions = NULL;
311 const char *GLX_Extensions = NULL;
312 const char *gl_string = NULL;
313 const char *gl_string_cursor = NULL;
315 GLfloat gl_floatv[2];
318 BOOL return_value = TRUE;
321 /* Make sure that we've got a context */
322 /* TODO: CreateFakeGLContext should really take a display as a parameter */
323 /* Only save the values obtained when a display is provided */
324 if (!WineD3D_CreateFakeGLContext() || wined3d_fake_gl_context_foreign)
325 return_value = FALSE;
327 TRACE_(d3d_caps)("(%p, %p)\n", gl_info, display);
329 gl_string = (const char *) glGetString(GL_RENDERER);
330 if (NULL == gl_string)
332 strcpy(gl_info->gl_renderer, gl_string);
334 /* Fill in the GL info retrievable depending on the display */
335 if (NULL != display) {
336 test = glXQueryVersion(display, &major, &minor);
337 gl_info->glx_version = ((major & 0x0000FFFF) << 16) | (minor & 0x0000FFFF);
339 FIXME("Display must not be NULL, use glXGetCurrentDisplay or getAdapterDisplay()\n");
341 gl_string = (const char *) glGetString(GL_VENDOR);
343 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
344 if (gl_string != NULL) {
345 /* Fill in the GL vendor */
346 if (strstr(gl_string, "NVIDIA")) {
347 gl_info->gl_vendor = VENDOR_NVIDIA;
348 } else if (strstr(gl_string, "ATI")) {
349 gl_info->gl_vendor = VENDOR_ATI;
350 } else if (strstr(gl_string, "Intel(R)") ||
351 strstr(gl_info->gl_renderer, "Intel(R)")) {
352 gl_info->gl_vendor = VENDOR_INTEL;
353 } else if (strstr(gl_string, "Mesa")) {
354 gl_info->gl_vendor = VENDOR_MESA;
356 gl_info->gl_vendor = VENDOR_WINE;
359 gl_info->gl_vendor = VENDOR_WINE;
363 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
365 /* Parse the GL_VERSION field into major and minor information */
366 gl_string = (const char *) glGetString(GL_VERSION);
367 if (gl_string != NULL) {
369 switch (gl_info->gl_vendor) {
371 gl_string_cursor = strstr(gl_string, "NVIDIA");
372 if (!gl_string_cursor) {
373 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
377 gl_string_cursor = strstr(gl_string_cursor, " ");
378 if (!gl_string_cursor) {
379 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
383 while (*gl_string_cursor == ' ') {
387 if (!*gl_string_cursor) {
388 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
392 major = atoi(gl_string_cursor);
393 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
397 if (*gl_string_cursor++ != '.') {
398 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
402 minor = atoi(gl_string_cursor);
403 minor = major*100+minor;
410 gl_string_cursor = strchr(gl_string, '-');
411 if (gl_string_cursor) {
415 /* Check if version number is of the form x.y.z */
416 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
418 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
420 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
422 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
425 /* Mark version number as malformed */
427 gl_string_cursor = 0;
430 if (!gl_string_cursor)
431 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
433 major = *gl_string_cursor - '0';
434 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
440 gl_string_cursor = strstr(gl_string, "Mesa");
441 gl_string_cursor = strstr(gl_string_cursor, " ");
442 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
443 if (*gl_string_cursor) {
447 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
448 tmp[cursor++] = *gl_string_cursor;
454 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
458 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
459 tmp[cursor++] = *gl_string_cursor;
471 gl_info->gl_driver_version = MAKEDWORD_VERSION(major, minor);
472 TRACE_(d3d_caps)("found GL_VERSION (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->gl_driver_version);
475 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
478 * Initialize openGL extension related variables
479 * with Default values
481 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
482 gl_info->max_buffers = 1;
483 gl_info->max_textures = 1;
484 gl_info->max_texture_stages = 1;
485 gl_info->max_samplers = 1;
486 gl_info->max_sampler_stages = 1;
487 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
488 gl_info->ps_arb_max_temps = 0;
489 gl_info->ps_arb_max_instructions = 0;
490 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
491 gl_info->vs_arb_max_temps = 0;
492 gl_info->vs_arb_max_instructions = 0;
493 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
494 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
495 gl_info->vs_glsl_constantsF = 0;
496 gl_info->ps_glsl_constantsF = 0;
497 gl_info->vs_arb_constantsF = 0;
498 gl_info->ps_arb_constantsF = 0;
500 /* Now work out what GL support this card really has */
501 #define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn);
506 /* Retrieve opengl defaults */
507 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
508 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
509 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
511 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
512 gl_info->max_lights = gl_max;
513 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
515 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
516 gl_info->max_texture_size = gl_max;
517 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
519 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
520 gl_info->max_pointsize = gl_floatv[1];
521 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
523 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
524 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
525 TRACE_(d3d_caps)("GL_Extensions reported:\n");
527 if (NULL == GL_Extensions) {
528 ERR(" GL_Extensions returns NULL\n");
530 while (*GL_Extensions != 0x00) {
531 const char *Start = GL_Extensions;
534 memset(ThisExtn, 0x00, sizeof(ThisExtn));
535 while (*GL_Extensions != ' ' && *GL_Extensions != 0x00) {
538 memcpy(ThisExtn, Start, (GL_Extensions - Start));
539 TRACE_(d3d_caps)("- %s\n", ThisExtn);
544 if (strcmp(ThisExtn, "GL_ARB_draw_buffers") == 0) {
545 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
546 TRACE_(d3d_caps)(" FOUND: ARB_draw_buffers support - max buffers=%u\n", gl_max);
547 gl_info->supported[ARB_DRAW_BUFFERS] = TRUE;
548 gl_info->max_buffers = gl_max;
549 } else if (strcmp(ThisExtn, "GL_ARB_fragment_program") == 0) {
550 gl_info->ps_arb_version = PS_VERSION_11;
551 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - version=%02x\n", gl_info->ps_arb_version);
552 gl_info->supported[ARB_FRAGMENT_PROGRAM] = TRUE;
553 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
554 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - GL_MAX_TEXTURE_IMAGE_UNITS_ARB=%u\n", gl_max);
555 gl_info->max_samplers = min(MAX_SAMPLERS, gl_max);
556 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
557 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max float constants=%u\n", gl_max);
558 gl_info->ps_arb_constantsF = gl_max;
559 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_TEMPORARIES_ARB, &gl_max));
560 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max temporaries=%u\n", gl_max);
561 gl_info->ps_arb_max_temps = gl_max;
562 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &gl_max));
563 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max instructions=%u\n", gl_max);
564 gl_info->ps_arb_max_instructions = gl_max;
565 } else if (strcmp(ThisExtn, "GL_ARB_fragment_shader") == 0) {
566 gl_info->supported[ARB_FRAGMENT_SHADER] = TRUE;
567 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
569 TRACE_(d3d_caps)(" FOUND: ARB_fragment_shader (GLSL) support - max float ps constants=%u\n", gl_max);
570 gl_info->ps_glsl_constantsF = gl_max;
571 } else if (strcmp(ThisExtn, "GL_ARB_imaging") == 0) {
572 TRACE_(d3d_caps)(" FOUND: ARB imaging support\n");
573 gl_info->supported[ARB_IMAGING] = TRUE;
574 } else if (strcmp(ThisExtn, "GL_ARB_multisample") == 0) {
575 TRACE_(d3d_caps)(" FOUND: ARB Multisample support\n");
576 gl_info->supported[ARB_MULTISAMPLE] = TRUE;
577 } else if (strcmp(ThisExtn, "GL_ARB_multitexture") == 0) {
578 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
579 TRACE_(d3d_caps)(" FOUND: ARB Multitexture support - GL_MAX_TEXTURE_UNITS_ARB=%u\n", gl_max);
580 gl_info->supported[ARB_MULTITEXTURE] = TRUE;
581 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
582 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
583 gl_info->max_samplers = max(gl_info->max_samplers, gl_max);
584 } else if (strcmp(ThisExtn, "GL_ARB_texture_cube_map") == 0) {
585 TRACE_(d3d_caps)(" FOUND: ARB Texture Cube Map support\n");
586 gl_info->supported[ARB_TEXTURE_CUBE_MAP] = TRUE;
587 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
588 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
589 } else if (strcmp(ThisExtn, "GL_ARB_texture_compression") == 0) {
590 TRACE_(d3d_caps)(" FOUND: ARB Texture Compression support\n");
591 gl_info->supported[ARB_TEXTURE_COMPRESSION] = TRUE;
592 } else if (strcmp(ThisExtn, "GL_ARB_texture_env_add") == 0) {
593 TRACE_(d3d_caps)(" FOUND: ARB Texture Env Add support\n");
594 gl_info->supported[ARB_TEXTURE_ENV_ADD] = TRUE;
595 } else if (strcmp(ThisExtn, "GL_ARB_texture_env_combine") == 0) {
596 TRACE_(d3d_caps)(" FOUND: ARB Texture Env combine support\n");
597 gl_info->supported[ARB_TEXTURE_ENV_COMBINE] = TRUE;
598 } else if (strcmp(ThisExtn, "GL_ARB_texture_env_dot3") == 0) {
599 TRACE_(d3d_caps)(" FOUND: ARB Dot3 support\n");
600 gl_info->supported[ARB_TEXTURE_ENV_DOT3] = TRUE;
601 } else if (strcmp(ThisExtn, "GL_ARB_texture_float") == 0) {
602 TRACE_(d3d_caps)(" FOUND: ARB Float texture support\n");
603 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
604 } else if (strcmp(ThisExtn, "GL_ARB_half_float_pixel") == 0) {
605 TRACE_(d3d_caps)(" FOUND: ARB Half-float pixel support\n");
606 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
607 } else if (strcmp(ThisExtn, "GL_ARB_texture_border_clamp") == 0) {
608 TRACE_(d3d_caps)(" FOUND: ARB Texture border clamp support\n");
609 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] = TRUE;
610 } else if (strcmp(ThisExtn, "GL_ARB_texture_mirrored_repeat") == 0) {
611 TRACE_(d3d_caps)(" FOUND: ARB Texture mirrored repeat support\n");
612 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] = TRUE;
613 } else if (strcmp(ThisExtn, "GL_ARB_texture_non_power_of_two") == 0) {
614 TRACE_(d3d_caps)(" FOUND: ARB NPOT texture support\n");
615 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = TRUE;
616 } else if (strcmp(ThisExtn, "GLX_ARB_multisample") == 0) {
617 TRACE_(d3d_caps)(" FOUND: ARB multisample support\n");
618 gl_info->supported[ARB_MULTISAMPLE] = TRUE;
619 } else if (strcmp(ThisExtn, "GL_ARB_pixel_buffer_object") == 0) {
620 TRACE_(d3d_caps)(" FOUND: ARB Pixel Buffer support\n");
621 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = TRUE;
622 } else if (strcmp(ThisExtn, "GL_ARB_point_sprite") == 0) {
623 TRACE_(d3d_caps)(" FOUND: ARB point sprite support\n");
624 gl_info->supported[ARB_POINT_SPRITE] = TRUE;
625 } else if (strstr(ThisExtn, "GL_ARB_vertex_program")) {
626 gl_info->vs_arb_version = VS_VERSION_11;
627 TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - version=%02x\n", gl_info->vs_arb_version);
628 gl_info->supported[ARB_VERTEX_PROGRAM] = TRUE;
629 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
630 TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - max float constants=%u\n", gl_max);
631 gl_info->vs_arb_constantsF = gl_max;
632 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_TEMPORARIES_ARB, &gl_max));
633 TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - max temporaries=%u\n", gl_max);
634 gl_info->vs_arb_max_temps = gl_max;
635 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &gl_max));
636 TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - max instructions=%u\n", gl_max);
637 gl_info->vs_arb_max_instructions = gl_max;
638 } else if (strcmp(ThisExtn, "GL_ARB_vertex_shader") == 0) {
639 gl_info->supported[ARB_VERTEX_SHADER] = TRUE;
640 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
642 TRACE_(d3d_caps)(" FOUND: ARB_vertex_shader (GLSL) support - max float vs constants=%u\n", gl_max);
643 gl_info->vs_glsl_constantsF = gl_max;
644 } else if (strcmp(ThisExtn, "GL_ARB_vertex_blend") == 0) {
645 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
646 TRACE_(d3d_caps)(" FOUND: ARB Vertex Blend support GL_MAX_VERTEX_UNITS_ARB %d\n", gl_max);
647 gl_info->max_blends = gl_max;
648 gl_info->supported[ARB_VERTEX_BLEND] = TRUE;
649 } else if (strcmp(ThisExtn, "GL_ARB_vertex_buffer_object") == 0) {
650 TRACE_(d3d_caps)(" FOUND: ARB Vertex Buffer support\n");
651 gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] = TRUE;
652 } else if (strcmp(ThisExtn, "GL_ARB_occlusion_query") == 0) {
653 TRACE_(d3d_caps)(" FOUND: ARB Occlusion Query support\n");
654 gl_info->supported[ARB_OCCLUSION_QUERY] = TRUE;
655 } else if (strcmp(ThisExtn, "GL_ARB_point_parameters") == 0) {
656 TRACE_(d3d_caps)(" FOUND: ARB Point parameters support\n");
657 gl_info->supported[ARB_POINT_PARAMETERS] = TRUE;
661 } else if (strcmp(ThisExtn, "GL_EXT_fog_coord") == 0) {
662 TRACE_(d3d_caps)(" FOUND: EXT Fog coord support\n");
663 gl_info->supported[EXT_FOG_COORD] = TRUE;
664 } else if (strcmp(ThisExtn, "GL_EXT_framebuffer_object") == 0) {
665 TRACE_(d3d_caps)(" FOUND: EXT Frame Buffer Object support\n");
666 gl_info->supported[EXT_FRAMEBUFFER_OBJECT] = TRUE;
667 } else if (strcmp(ThisExtn, "GL_EXT_blend_minmax") == 0) {
668 TRACE_(d3d_caps)(" FOUND: EXT Blend minmax support\n");
669 gl_info->supported[EXT_BLEND_MINMAX] = TRUE;
670 } else if (strcmp(ThisExtn, "GL_EXT_paletted_texture") == 0) { /* handle paletted texture extensions */
671 TRACE_(d3d_caps)(" FOUND: EXT Paletted texture support\n");
672 gl_info->supported[EXT_PALETTED_TEXTURE] = TRUE;
673 } else if (strcmp(ThisExtn, "GL_EXT_point_parameters") == 0) {
674 TRACE_(d3d_caps)(" FOUND: EXT Point parameters support\n");
675 gl_info->supported[EXT_POINT_PARAMETERS] = TRUE;
676 } else if (strcmp(ThisExtn, "GL_EXT_secondary_color") == 0) {
677 TRACE_(d3d_caps)(" FOUND: EXT Secondary coord support\n");
678 gl_info->supported[EXT_SECONDARY_COLOR] = TRUE;
679 } else if (strcmp(ThisExtn, "GL_EXT_stencil_two_side") == 0) {
680 TRACE_(d3d_caps)(" FOUND: EXT Stencil two side support\n");
681 gl_info->supported[EXT_STENCIL_TWO_SIDE] = TRUE;
682 } else if (strcmp(ThisExtn, "GL_EXT_stencil_wrap") == 0) {
683 TRACE_(d3d_caps)(" FOUND: EXT Stencil wrap support\n");
684 gl_info->supported[EXT_STENCIL_WRAP] = TRUE;
685 } else if (strcmp(ThisExtn, "GL_EXT_texture3D") == 0) {
686 TRACE_(d3d_caps)(" FOUND: EXT_texture3D support\n");
687 gl_info->supported[EXT_TEXTURE3D] = TRUE;
688 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
689 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_max);
690 gl_info->max_texture3d_size = gl_max;
691 } else if (strcmp(ThisExtn, "GL_EXT_texture_compression_s3tc") == 0) {
692 TRACE_(d3d_caps)(" FOUND: EXT Texture S3TC compression support\n");
693 gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC] = TRUE;
694 } else if (strcmp(ThisExtn, "GL_EXT_texture_env_add") == 0) {
695 TRACE_(d3d_caps)(" FOUND: EXT Texture Env Add support\n");
696 gl_info->supported[EXT_TEXTURE_ENV_ADD] = TRUE;
697 } else if (strcmp(ThisExtn, "GL_EXT_texture_env_combine") == 0) {
698 TRACE_(d3d_caps)(" FOUND: EXT Texture Env combine support\n");
699 gl_info->supported[EXT_TEXTURE_ENV_COMBINE] = TRUE;
700 } else if (strcmp(ThisExtn, "GL_EXT_texture_env_dot3") == 0) {
701 TRACE_(d3d_caps)(" FOUND: EXT Dot3 support\n");
702 gl_info->supported[EXT_TEXTURE_ENV_DOT3] = TRUE;
703 } else if (strcmp(ThisExtn, "GL_EXT_texture_filter_anisotropic") == 0) {
704 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] = TRUE;
705 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
706 TRACE_(d3d_caps)(" FOUND: EXT Texture Anisotropic filter support. GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT %d\n", gl_max);
707 gl_info->max_anisotropy = gl_max;
708 } else if (strcmp(ThisExtn, "GL_EXT_texture_lod") == 0) {
709 TRACE_(d3d_caps)(" FOUND: EXT Texture LOD support\n");
710 gl_info->supported[EXT_TEXTURE_LOD] = TRUE;
711 } else if (strcmp(ThisExtn, "GL_EXT_texture_lod_bias") == 0) {
712 TRACE_(d3d_caps)(" FOUND: EXT Texture LOD bias support\n");
713 gl_info->supported[EXT_TEXTURE_LOD_BIAS] = TRUE;
714 } else if (strcmp(ThisExtn, "GL_EXT_vertex_weighting") == 0) {
715 TRACE_(d3d_caps)(" FOUND: EXT Vertex weighting support\n");
716 gl_info->supported[EXT_VERTEX_WEIGHTING] = TRUE;
721 } else if (strstr(ThisExtn, "GL_NV_fog_distance")) {
722 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Fog Distance support\n");
723 gl_info->supported[NV_FOG_DISTANCE] = TRUE;
724 } else if (strstr(ThisExtn, "GL_NV_fragment_program")) {
725 gl_info->ps_nv_version = (strcmp(ThisExtn, "GL_NV_fragment_program2") == 0) ? PS_VERSION_30 : PS_VERSION_20;
726 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Pixel Shader support - version=%02x\n", gl_info->ps_nv_version);
727 } else if (strcmp(ThisExtn, "GL_NV_register_combiners") == 0) {
728 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
729 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
730 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (1) support - GL_MAX_GENERAL_COMBINERS_NV=%d\n", gl_max);
731 gl_info->supported[NV_REGISTER_COMBINERS] = TRUE;
732 } else if (strcmp(ThisExtn, "GL_NV_register_combiners2") == 0) {
733 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (2) support\n");
734 gl_info->supported[NV_REGISTER_COMBINERS2] = TRUE;
735 } else if (strcmp(ThisExtn, "GL_NV_texgen_reflection") == 0) {
736 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Gen Reflection support\n");
737 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
738 } else if (strcmp(ThisExtn, "GL_NV_texture_env_combine4") == 0) {
739 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Env combine (4) support\n");
740 gl_info->supported[NV_TEXTURE_ENV_COMBINE4] = TRUE;
741 } else if (strcmp(ThisExtn, "GL_NV_texture_shader") == 0) {
742 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (1) support\n");
743 gl_info->supported[NV_TEXTURE_SHADER] = TRUE;
744 } else if (strcmp(ThisExtn, "GL_NV_texture_shader2") == 0) {
745 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (2) support\n");
746 gl_info->supported[NV_TEXTURE_SHADER2] = TRUE;
747 } else if (strcmp(ThisExtn, "GL_NV_texture_shader3") == 0) {
748 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (3) support\n");
749 gl_info->supported[NV_TEXTURE_SHADER3] = TRUE;
750 } else if (strcmp(ThisExtn, "GL_NV_occlusion_query") == 0) {
751 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Occlusion Query (3) support\n");
752 gl_info->supported[NV_OCCLUSION_QUERY] = TRUE;
753 } else if (strstr(ThisExtn, "GL_NV_vertex_program")) {
754 if(strcmp(ThisExtn, "GL_NV_vertex_program3") == 0)
755 gl_info->vs_nv_version = VS_VERSION_30;
756 else if(strcmp(ThisExtn, "GL_NV_vertex_program2") == 0)
757 gl_info->vs_nv_version = VS_VERSION_20;
758 else if(strcmp(ThisExtn, "GL_NV_vertex_program1_1") == 0)
759 gl_info->vs_nv_version = VS_VERSION_11;
761 gl_info->vs_nv_version = VS_VERSION_10;
762 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Vertex Shader support - version=%02x\n", gl_info->vs_nv_version);
763 gl_info->supported[NV_VERTEX_PROGRAM] = TRUE;
769 } else if (strcmp(ThisExtn, "GL_ATI_separate_stencil") == 0) {
770 TRACE_(d3d_caps)(" FOUND: ATI Separate stencil support\n");
771 gl_info->supported[ATI_SEPARATE_STENCIL] = TRUE;
772 } else if (strcmp(ThisExtn, "GL_ATI_texture_env_combine3") == 0) {
773 TRACE_(d3d_caps)(" FOUND: ATI Texture Env combine (3) support\n");
774 gl_info->supported[ATI_TEXTURE_ENV_COMBINE3] = TRUE;
775 } else if (strcmp(ThisExtn, "GL_ATI_texture_mirror_once") == 0) {
776 TRACE_(d3d_caps)(" FOUND: ATI Texture Mirror Once support\n");
777 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE;
778 } else if (strcmp(ThisExtn, "GL_EXT_vertex_shader") == 0) {
779 gl_info->vs_ati_version = VS_VERSION_11;
780 TRACE_(d3d_caps)(" FOUND: ATI (EXT) Vertex Shader support - version=%02x\n", gl_info->vs_ati_version);
781 gl_info->supported[EXT_VERTEX_SHADER] = TRUE;
785 if (*GL_Extensions == ' ') GL_Extensions++;
788 checkGLcall("extension detection\n");
790 /* In some cases the number of texture stages can be larger than the number
791 * of samplers. The GF4 for example can use only 2 samplers (no fragment
792 * shaders), but 8 texture stages (register combiners). */
793 gl_info->max_sampler_stages = max(gl_info->max_samplers, gl_info->max_texture_stages);
795 /* We can only use NP2_NATIVE when the hardware supports it. */
796 if (wined3d_settings.nonpower2_mode == NP2_NATIVE && !gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
797 WARN_(d3d_caps)("GL_ARB_texture_non_power_of_two not supported, falling back to NP2_NONE NPOT mode.\n");
798 wined3d_settings.nonpower2_mode = NP2_NONE;
801 /* We can only use ORM_FBO when the hardware supports it. */
802 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
803 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
804 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
807 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
808 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
809 * in case of the latest videocards in the number of pixel/vertex pipelines.
811 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
812 * rendering. Various games use this information to get a rough estimation of the features of the card
813 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
814 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
815 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
818 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
819 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
820 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
821 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
822 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
823 * is used for rendering which is not always the case). This would work but it is not very portable. Second
824 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
827 * As said most games only use the PCI id to get an indication of the capabilities of the card.
828 * It doesn't really matter if the given id is the correct one if we return the id of a card with
829 * similar 3d features.
831 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
832 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
833 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
834 * won't pass we return a default card. This way is better than maintaining a full card database as even
835 * without a full database we can return a card with similar features. Second the size of the database
836 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
837 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
838 * to distinguishes between different models from that family.
840 switch (gl_info->gl_vendor) {
842 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
843 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
845 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
846 if (strstr(gl_info->gl_renderer, "7800") ||
847 strstr(gl_info->gl_renderer, "7900") ||
848 strstr(gl_info->gl_renderer, "7950") ||
849 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
850 strstr(gl_info->gl_renderer, "Quadro FX 5"))
851 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
852 else if(strstr(gl_info->gl_renderer, "6800") ||
853 strstr(gl_info->gl_renderer, "7600"))
854 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
855 else if(strstr(gl_info->gl_renderer, "6600") ||
856 strstr(gl_info->gl_renderer, "6610") ||
857 strstr(gl_info->gl_renderer, "6700"))
858 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
860 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400 */
861 } else if(WINE_D3D9_CAPABLE(gl_info)) {
862 if (strstr(gl_info->gl_renderer, "5800") ||
863 strstr(gl_info->gl_renderer, "5900") ||
864 strstr(gl_info->gl_renderer, "5950") ||
865 strstr(gl_info->gl_renderer, "Quadro FX"))
866 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
867 else if(strstr(gl_info->gl_renderer, "5600") ||
868 strstr(gl_info->gl_renderer, "5650") ||
869 strstr(gl_info->gl_renderer, "5700") ||
870 strstr(gl_info->gl_renderer, "5750"))
871 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
873 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
874 } else if(WINE_D3D8_CAPABLE(gl_info)) {
875 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4"))
876 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
878 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
879 } else if(WINE_D3D7_CAPABLE(gl_info)) {
880 if (strstr(gl_info->gl_renderer, "GeForce4 MX"))
881 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
882 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR"))
883 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
884 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2"))
885 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
887 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
889 if (strstr(gl_info->gl_renderer, "TNT2"))
890 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
892 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
896 if(WINE_D3D9_CAPABLE(gl_info)) {
898 if (strstr(gl_info->gl_renderer, "X1600") ||
899 strstr(gl_info->gl_renderer, "X1800") ||
900 strstr(gl_info->gl_renderer, "X1900") ||
901 strstr(gl_info->gl_renderer, "X1950"))
902 gl_info->gl_card = CARD_ATI_RADEON_X1600;
903 /* Radeon R4xx + X1300/X1400 (lowend R5xx) */
904 else if(strstr(gl_info->gl_renderer, "X700") ||
905 strstr(gl_info->gl_renderer, "X800") ||
906 strstr(gl_info->gl_renderer, "X850") ||
907 strstr(gl_info->gl_renderer, "X1300") ||
908 strstr(gl_info->gl_renderer, "X1400"))
909 gl_info->gl_card = CARD_ATI_RADEON_X700;
912 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
913 } else if(WINE_D3D8_CAPABLE(gl_info)) {
914 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
915 } else if(WINE_D3D7_CAPABLE(gl_info)) {
916 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
918 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
921 if (strstr(gl_info->gl_renderer, "915GM")) {
922 gl_info->gl_card = CARD_INTEL_I915GM;
923 } else if (strstr(gl_info->gl_renderer, "915G")) {
924 gl_info->gl_card = CARD_INTEL_I915G;
925 } else if (strstr(gl_info->gl_renderer, "865G")) {
926 gl_info->gl_card = CARD_INTEL_I865G;
927 } else if (strstr(gl_info->gl_renderer, "855G")) {
928 gl_info->gl_card = CARD_INTEL_I855G;
929 } else if (strstr(gl_info->gl_renderer, "830G")) {
930 gl_info->gl_card = CARD_INTEL_I830G;
932 gl_info->gl_card = CARD_INTEL_I915G;
938 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
939 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
940 * them a good generic choice.
942 gl_info->gl_vendor = VENDOR_NVIDIA;
943 if(WINE_D3D9_CAPABLE(gl_info))
944 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
945 else if(WINE_D3D8_CAPABLE(gl_info))
946 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
947 else if(WINE_D3D7_CAPABLE(gl_info))
948 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
949 else if(WINE_D3D6_CAPABLE(gl_info))
950 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
952 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
954 TRACE("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
956 /* Load all the lookup tables
957 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
958 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
959 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
961 minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE;
962 maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC;
965 for (i = 0; i < MAX_LOOKUPS; i++) {
966 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
969 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
970 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
971 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
972 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
973 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
974 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
975 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
976 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
977 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
978 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
980 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
981 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
982 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
983 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
984 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
987 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
988 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
989 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
990 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
991 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
992 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
993 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
994 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
995 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
996 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
997 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
998 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
999 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1001 /* TODO: config lookups */
1003 if (display != NULL) {
1004 GLX_Extensions = glXQueryExtensionsString(display, DefaultScreen(display));
1005 TRACE_(d3d_caps)("GLX_Extensions reported:\n");
1007 if (NULL == GLX_Extensions) {
1008 ERR(" GLX_Extensions returns NULL\n");
1010 while (*GLX_Extensions != 0x00) {
1011 const char *Start = GLX_Extensions;
1014 memset(ThisExtn, 0x00, sizeof(ThisExtn));
1015 while (*GLX_Extensions != ' ' && *GLX_Extensions != 0x00) {
1018 memcpy(ThisExtn, Start, (GLX_Extensions - Start));
1019 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1020 if (*GLX_Extensions == ' ') GLX_Extensions++;
1026 WineD3D_ReleaseFakeGLContext();
1027 return return_value;
1030 /**********************************************************
1031 * IWineD3D implementation follows
1032 **********************************************************/
1034 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1035 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1037 /* FIXME: Set to one for now to imply the display */
1038 TRACE_(d3d_caps)("(%p): Mostly stub, only returns primary display\n", This);
1042 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1043 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1044 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1048 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1049 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1050 POINT pt = { -1, -1 };
1052 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1056 FIXME_(d3d_caps)("(%p): returning the primary monitor for adapter %d\n", This, Adapter);
1057 return MonitorFromPoint(pt, MONITOR_DEFAULTTOPRIMARY);
1060 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1061 of the same bpp but different resolutions */
1063 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1064 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1065 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1066 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1068 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1072 if (Adapter == 0) { /* Display */
1075 #if !defined( DEBUG_SINGLE_MODE )
1078 /* Work out the current screen bpp */
1079 HDC hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
1080 int bpp = GetDeviceCaps(hdc, BITSPIXEL);
1083 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1087 case WINED3DFMT_UNKNOWN:
1090 case WINED3DFMT_X8R8G8B8:
1091 case WINED3DFMT_A8R8G8B8:
1092 if (min(DevModeW.dmBitsPerPel, bpp) == 32) i++;
1093 if (min(DevModeW.dmBitsPerPel, bpp) == 24) i++;
1095 case WINED3DFMT_X1R5G5B5:
1096 case WINED3DFMT_A1R5G5B5:
1097 case WINED3DFMT_R5G6B5:
1098 if (min(DevModeW.dmBitsPerPel, bpp) == 16) i++;
1101 /* Skip other modes as they do not match the requested format */
1109 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1112 FIXME_(d3d_caps)("Adapter not primary display\n");
1117 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1118 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1119 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1120 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1122 /* Validate the parameters as much as possible */
1123 if (NULL == pMode ||
1124 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1125 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1126 return WINED3DERR_INVALIDCALL;
1129 if (Adapter == 0) { /* Display */
1131 #if !defined( DEBUG_SINGLE_MODE )
1135 /* Work out the current screen bpp */
1136 HDC hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
1137 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1140 /* If we are filtering to a specific format, then need to skip all unrelated
1141 modes, but if mode is irrelevant, then we can use the index directly */
1142 if (Format == WINED3DFMT_UNKNOWN)
1148 DEVMODEW DevModeWtmp;
1151 while (i<(Mode) && EnumDisplaySettingsExW(NULL, j, &DevModeWtmp, 0)) {
1155 case WINED3DFMT_UNKNOWN:
1158 case WINED3DFMT_X8R8G8B8:
1159 case WINED3DFMT_A8R8G8B8:
1160 if (min(DevModeWtmp.dmBitsPerPel, bpp) == 32) i++;
1161 if (min(DevModeWtmp.dmBitsPerPel, bpp) == 24) i++;
1163 case WINED3DFMT_X1R5G5B5:
1164 case WINED3DFMT_A1R5G5B5:
1165 case WINED3DFMT_R5G6B5:
1166 if (min(DevModeWtmp.dmBitsPerPel, bpp) == 16) i++;
1169 /* Skip other modes as they do not match requested format */
1176 /* Now get the display mode via the calculated index */
1177 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
1179 pMode->Width = DevModeW.dmPelsWidth;
1180 pMode->Height = DevModeW.dmPelsHeight;
1181 bpp = min(DevModeW.dmBitsPerPel, bpp);
1182 pMode->RefreshRate = D3DADAPTER_DEFAULT;
1183 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1185 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1188 if (Format == WINED3DFMT_UNKNOWN)
1191 case 8: pMode->Format = WINED3DFMT_R3G3B2; break;
1192 case 16: pMode->Format = WINED3DFMT_R5G6B5; break;
1193 case 24: /* Robots and EVE Online need 24 and 32 bit as A8R8G8B8 to start */
1194 case 32: pMode->Format = WINED3DFMT_A8R8G8B8; break;
1195 default: pMode->Format = WINED3DFMT_UNKNOWN;
1198 pMode->Format = Format;
1203 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1204 return WINED3DERR_INVALIDCALL;
1208 /* Return one setting of the format requested */
1209 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1211 pMode->Height = 600;
1212 pMode->RefreshRate = D3DADAPTER_DEFAULT;
1213 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_A8R8G8B8 : Format;
1216 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1217 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format), bpp);
1220 FIXME_(d3d_caps)("Adapter not primary display\n");
1226 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1227 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1228 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1230 if (NULL == pMode ||
1231 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1232 return WINED3DERR_INVALIDCALL;
1235 if (Adapter == 0) { /* Display */
1239 EnumDisplaySettingsExW(NULL, (DWORD)-1, &DevModeW, 0);
1240 pMode->Width = DevModeW.dmPelsWidth;
1241 pMode->Height = DevModeW.dmPelsHeight;
1242 bpp = DevModeW.dmBitsPerPel;
1243 pMode->RefreshRate = D3DADAPTER_DEFAULT;
1244 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1246 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1250 case 8: pMode->Format = WINED3DFMT_R3G3B2; break;
1251 case 16: pMode->Format = WINED3DFMT_R5G6B5; break;
1252 case 24: pMode->Format = WINED3DFMT_X8R8G8B8; break; /* Robots needs 24bit to be X8R8G8B8 */
1253 case 32: pMode->Format = WINED3DFMT_X8R8G8B8; break; /* EVE online and the Fur demo need 32bit AdapterDisplatMode to return X8R8G8B8 */
1254 default: pMode->Format = WINED3DFMT_UNKNOWN;
1258 FIXME_(d3d_caps)("Adapter not primary display\n");
1261 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1262 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1266 static Display * WINAPI IWineD3DImpl_GetAdapterDisplay(IWineD3D *iface, UINT Adapter) {
1269 /* only works with one adapter at the moment... */
1271 /* Get the display */
1272 device_context = GetDC(0);
1273 display = get_display(device_context);
1274 ReleaseDC(0, device_context);
1278 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1279 and fields being inserted in the middle, a new structure is used in place */
1280 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1281 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1282 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1284 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1286 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1287 return WINED3DERR_INVALIDCALL;
1290 if (Adapter == 0) { /* Display - only device supported for now */
1292 BOOL isGLInfoValid = This->isGLInfoValid;
1294 /* FillGLCaps updates gl_info, but we only want to store and
1295 reuse the values once we have a context which is valid. Values from
1296 a temporary context may differ from the final ones */
1297 if (!isGLInfoValid) {
1298 /* If we don't know the device settings, go query them now */
1299 isGLInfoValid = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
1302 /* If it worked, return the information requested */
1303 if (isGLInfoValid) {
1304 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1305 strcpy(pIdentifier->Driver, "Display");
1306 strcpy(pIdentifier->Description, "Direct3D HAL");
1308 /* Note dx8 doesn't supply a DeviceName */
1309 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1310 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
1311 pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
1312 pIdentifier->DriverVersion->u.LowPart = This->gl_info.gl_driver_version;
1313 *(pIdentifier->VendorId) = This->gl_info.gl_vendor;
1314 *(pIdentifier->DeviceId) = This->gl_info.gl_card;
1315 *(pIdentifier->SubSysId) = 0;
1316 *(pIdentifier->Revision) = 0;
1320 /* If it failed, return dummy values from an NVidia driver */
1321 WARN_(d3d_caps)("Cannot get GLCaps for device/Vendor Name and Version detection using FillGLCaps, currently using NVIDIA identifiers\n");
1322 strcpy(pIdentifier->Driver, "Display");
1323 strcpy(pIdentifier->Description, "Direct3D HAL");
1324 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1325 /* Current Windows Nvidia drivers have versions like e.g. 6.14.10.5672 */
1326 pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
1327 /* 71.74 is a current Linux Nvidia driver version */
1328 pIdentifier->DriverVersion->u.LowPart = MAKEDWORD_VERSION(10, (71*100+74));
1329 *(pIdentifier->VendorId) = VENDOR_NVIDIA;
1330 *(pIdentifier->DeviceId) = CARD_NVIDIA_GEFORCE4_TI4200;
1331 *(pIdentifier->SubSysId) = 0;
1332 *(pIdentifier->Revision) = 0;
1335 /*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
1336 if (Flags & D3DENUM_NO_WHQL_LEVEL) {
1337 *(pIdentifier->WHQLLevel) = 0;
1339 *(pIdentifier->WHQLLevel) = 1;
1343 FIXME_(d3d_caps)("Adapter not primary display\n");
1349 static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(Display *display, GLXFBConfig cfgs, WINED3DFORMAT Format) {
1350 #if 0 /* This code performs a strict test between the format and the current X11 buffer depth, which may give the best performance */
1352 int rb, gb, bb, ab, type, buf_sz;
1354 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_RED_SIZE, &rb);
1355 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_GREEN_SIZE, &gb);
1356 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_BLUE_SIZE, &bb);
1357 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_ALPHA_SIZE, &ab);
1358 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_RENDER_TYPE, &type);
1359 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_BUFFER_SIZE, &buf_sz);
1362 case WINED3DFMT_X8R8G8B8:
1363 case WINED3DFMT_R8G8B8:
1364 if (8 == rb && 8 == gb && 8 == bb) return TRUE;
1366 case WINED3DFMT_A8R8G8B8:
1367 if (8 == rb && 8 == gb && 8 == bb && 8 == ab) return TRUE;
1369 case WINED3DFMT_A2R10G10B10:
1370 if (10 == rb && 10 == gb && 10 == bb && 2 == ab) return TRUE;
1372 case WINED3DFMT_X1R5G5B5:
1373 if (5 == rb && 5 == gb && 5 == bb) return TRUE;
1375 case WINED3DFMT_A1R5G5B5:
1376 if (5 == rb && 5 == gb && 5 == bb && 1 == ab) return TRUE;
1378 case WINED3DFMT_X4R4G4B4:
1379 if (16 == buf_sz && 4 == rb && 4 == gb && 4 == bb) return TRUE;
1381 case WINED3DFMT_R5G6B5:
1382 if (5 == rb && 6 == gb && 5 == bb) return TRUE;
1384 case WINED3DFMT_R3G3B2:
1385 if (3 == rb && 3 == gb && 2 == bb) return TRUE;
1387 case WINED3DFMT_A8P8:
1388 if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz && 8 == ab) return TRUE;
1391 if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz) return TRUE;
1397 #else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */
1399 case WINED3DFMT_X8R8G8B8:
1400 case WINED3DFMT_R8G8B8:
1401 case WINED3DFMT_A8R8G8B8:
1402 case WINED3DFMT_A2R10G10B10:
1403 case WINED3DFMT_X1R5G5B5:
1404 case WINED3DFMT_A1R5G5B5:
1405 case WINED3DFMT_R5G6B5:
1406 case WINED3DFMT_R3G3B2:
1407 case WINED3DFMT_A8P8:
1417 static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(Display *display, GLXFBConfig cfgs, WINED3DFORMAT Format) {
1418 #if 0/* This code performs a strict test between the format and the current X11 buffer depth, which may give the best performance */
1422 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_DEPTH_SIZE, &db);
1423 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_STENCIL_SIZE, &sb);
1426 case WINED3DFMT_D16:
1427 case WINED3DFMT_D16_LOCKABLE:
1428 if (16 == db) return TRUE;
1430 case WINED3DFMT_D32:
1431 if (32 == db) return TRUE;
1433 case WINED3DFMT_D15S1:
1434 if (15 == db) return TRUE;
1436 case WINED3DFMT_D24S8:
1437 if (24 == db && 8 == sb) return TRUE;
1439 case WINED3DFMT_D24FS8:
1440 if (24 == db && 8 == sb) return TRUE;
1442 case WINED3DFMT_D24X8:
1443 if (24 == db) return TRUE;
1445 case WINED3DFMT_D24X4S4:
1446 if (24 == db && 4 == sb) return TRUE;
1448 case WINED3DFMT_D32F_LOCKABLE:
1449 if (32 == db) return TRUE;
1455 #else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */
1457 case WINED3DFMT_D16:
1458 case WINED3DFMT_D16_LOCKABLE:
1459 case WINED3DFMT_D32:
1460 case WINED3DFMT_D15S1:
1461 case WINED3DFMT_D24S8:
1462 case WINED3DFMT_D24FS8:
1463 case WINED3DFMT_D24X8:
1464 case WINED3DFMT_D24X4S4:
1465 case WINED3DFMT_D32F_LOCKABLE:
1474 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1475 WINED3DFORMAT AdapterFormat,
1476 WINED3DFORMAT RenderTargetFormat,
1477 WINED3DFORMAT DepthStencilFormat) {
1478 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1479 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1480 GLXFBConfig* cfgs = NULL;
1484 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1486 DeviceType, debug_d3ddevicetype(DeviceType),
1487 AdapterFormat, debug_d3dformat(AdapterFormat),
1488 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1489 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1491 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1492 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1493 return WINED3DERR_INVALIDCALL;
1496 if(WineD3D_CreateFakeGLContext())
1497 cfgs = glXGetFBConfigs(wined3d_fake_gl_context_display, DefaultScreen(wined3d_fake_gl_context_display), &nCfgs);
1500 for (it = 0; it < nCfgs; ++it) {
1501 if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(wined3d_fake_gl_context_display, cfgs[it], RenderTargetFormat)) {
1502 if (IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(wined3d_fake_gl_context_display, cfgs[it], DepthStencilFormat)) {
1509 if(hr != WINED3D_OK)
1510 ERR("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1512 ERR_(d3d_caps)("returning WINED3D_OK even so CreateFakeGLContext or glXGetFBConfigs failed\n");
1516 WineD3D_ReleaseFakeGLContext();
1518 if (hr != WINED3D_OK)
1519 TRACE_(d3d_caps)("Failed to match stencil format to device\n");
1521 TRACE_(d3d_caps)("(%p) : Returning %x\n", This, hr);
1525 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1526 WINED3DFORMAT SurfaceFormat,
1527 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1529 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1530 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1533 DeviceType, debug_d3ddevicetype(DeviceType),
1534 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1539 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1540 return WINED3DERR_INVALIDCALL;
1543 if (pQualityLevels != NULL) {
1544 static int s_single_shot = 0;
1545 if (!s_single_shot) {
1546 FIXME("Quality levels unsupported at present\n");
1549 *pQualityLevels = 1; /* Guess at a value! */
1552 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1553 return WINED3DERR_NOTAVAILABLE;
1556 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE CheckType,
1557 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1559 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1560 GLXFBConfig* cfgs = NULL;
1563 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1565 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1568 CheckType, debug_d3ddevicetype(CheckType),
1569 DisplayFormat, debug_d3dformat(DisplayFormat),
1570 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1573 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1574 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1575 return WINED3DERR_INVALIDCALL;
1578 if (WineD3D_CreateFakeGLContext()) {
1579 cfgs = glXGetFBConfigs(wined3d_fake_gl_context_display, DefaultScreen(wined3d_fake_gl_context_display), &nCfgs);
1580 for (it = 0; it < nCfgs; ++it) {
1581 if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(wined3d_fake_gl_context_display, cfgs[it], DisplayFormat)) {
1583 TRACE_(d3d_caps)("OK\n");
1587 if(cfgs) XFree(cfgs);
1588 if(hr != WINED3D_OK)
1589 ERR("unsupported format %s\n", debug_d3dformat(DisplayFormat));
1590 WineD3D_ReleaseFakeGLContext();
1593 if(hr != WINED3D_OK)
1594 TRACE_(d3d_caps)("returning something different from WINED3D_OK\n");
1599 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1600 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
1601 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1602 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
1605 DeviceType, debug_d3ddevicetype(DeviceType),
1606 AdapterFormat, debug_d3dformat(AdapterFormat),
1607 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
1608 RType, debug_d3dresourcetype(RType),
1609 CheckFormat, debug_d3dformat(CheckFormat));
1611 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1612 return WINED3DERR_INVALIDCALL;
1615 /* TODO: Check support against more of the WINED3DUSAGE_QUERY_* constants
1616 * See http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/IDirect3D9__CheckDeviceFormat.asp
1617 * and http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/D3DUSAGE_QUERY.asp */
1618 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
1619 TRACE_(d3d_caps)("[FAILED]\n");
1620 return WINED3DERR_NOTAVAILABLE; /* Enable when fully supported */
1623 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
1624 switch (CheckFormat) {
1625 case WINED3DFMT_D16_LOCKABLE:
1626 case WINED3DFMT_D32:
1627 case WINED3DFMT_D15S1:
1628 case WINED3DFMT_D24S8:
1629 case WINED3DFMT_D24X8:
1630 case WINED3DFMT_D24X4S4:
1631 case WINED3DFMT_D16:
1632 case WINED3DFMT_L16:
1633 case WINED3DFMT_D32F_LOCKABLE:
1634 case WINED3DFMT_D24FS8:
1635 TRACE_(d3d_caps)("[OK]\n");
1638 TRACE_(d3d_caps)("[FAILED]\n");
1639 return WINED3DERR_NOTAVAILABLE;
1641 } else if(Usage & WINED3DUSAGE_RENDERTARGET) {
1642 switch (CheckFormat) {
1643 case WINED3DFMT_R8G8B8:
1644 case WINED3DFMT_A8R8G8B8:
1645 case WINED3DFMT_X8R8G8B8:
1646 case WINED3DFMT_R5G6B5:
1647 case WINED3DFMT_X1R5G5B5:
1648 case WINED3DFMT_A1R5G5B5:
1649 case WINED3DFMT_A4R4G4B4:
1650 case WINED3DFMT_R3G3B2:
1651 case WINED3DFMT_X4R4G4B4:
1652 case WINED3DFMT_A8B8G8R8:
1653 case WINED3DFMT_X8B8G8R8:
1655 TRACE_(d3d_caps)("[OK]\n");
1658 TRACE_(d3d_caps)("[FAILED]\n");
1659 return WINED3DERR_NOTAVAILABLE;
1663 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
1664 switch (CheckFormat) {
1665 case WINED3DFMT_DXT1:
1666 case WINED3DFMT_DXT2:
1667 case WINED3DFMT_DXT3:
1668 case WINED3DFMT_DXT4:
1669 case WINED3DFMT_DXT5:
1670 TRACE_(d3d_caps)("[OK]\n");
1673 break; /* Avoid compiler warnings */
1677 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1679 BOOL half_pixel_support = GL_SUPPORT(ARB_HALF_FLOAT_PIXEL);
1681 switch (CheckFormat) {
1682 case WINED3DFMT_R16F:
1683 case WINED3DFMT_A16B16G16R16F:
1684 if (!half_pixel_support) break;
1685 case WINED3DFMT_R32F:
1686 case WINED3DFMT_A32B32G32R32F:
1687 TRACE_(d3d_caps)("[OK]\n");
1690 break; /* Avoid compiler warnings */
1694 /* This format is nothing special and it is supported perfectly.
1695 * However, ati and nvidia driver on windows do not mark this format as
1696 * supported (tested with the dxCapsViewer) and pretending to
1697 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
1698 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
1699 * Enable it on dx7. It will need additional checking on dx10 when we support it.
1701 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
1702 TRACE_(d3d_caps)("[FAILED]\n");
1703 return WINED3DERR_NOTAVAILABLE;
1706 switch (CheckFormat) {
1709 * supported: RGB(A) formats
1711 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
1712 case WINED3DFMT_A8R8G8B8:
1713 case WINED3DFMT_X8R8G8B8:
1714 case WINED3DFMT_R5G6B5:
1715 case WINED3DFMT_X1R5G5B5:
1716 case WINED3DFMT_A1R5G5B5:
1717 case WINED3DFMT_A4R4G4B4:
1718 case WINED3DFMT_R3G3B2:
1720 case WINED3DFMT_A8R3G3B2:
1721 case WINED3DFMT_X4R4G4B4:
1722 case WINED3DFMT_A8B8G8R8:
1723 case WINED3DFMT_X8B8G8R8:
1724 case WINED3DFMT_A2R10G10B10:
1725 case WINED3DFMT_A2B10G10R10:
1726 TRACE_(d3d_caps)("[OK]\n");
1730 * supported: Palettized
1733 TRACE_(d3d_caps)("[OK]\n");
1737 * Supported: (Alpha)-Luminance
1740 case WINED3DFMT_A8L8:
1741 case WINED3DFMT_A4L4:
1742 TRACE_(d3d_caps)("[OK]\n");
1746 * Not supported for now: Bump mapping formats
1747 * Enable some because games often fail when they are not available
1748 * and are still playable even without bump mapping
1750 case WINED3DFMT_V8U8:
1751 case WINED3DFMT_V16U16:
1752 case WINED3DFMT_L6V5U5:
1753 case WINED3DFMT_X8L8V8U8:
1754 case WINED3DFMT_Q8W8V8U8:
1755 case WINED3DFMT_W11V11U10:
1756 case WINED3DFMT_A2W10V10U10:
1757 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
1761 * DXTN Formats: Handled above
1770 * Odd formats - not supported
1772 case WINED3DFMT_VERTEXDATA:
1773 case WINED3DFMT_INDEX16:
1774 case WINED3DFMT_INDEX32:
1775 case WINED3DFMT_Q16W16V16U16:
1776 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1777 return WINED3DERR_NOTAVAILABLE;
1780 * Float formats: Not supported right now
1782 case WINED3DFMT_G16R16F:
1783 case WINED3DFMT_G32R32F:
1784 case WINED3DFMT_CxV8U8:
1785 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1786 return WINED3DERR_NOTAVAILABLE;
1789 case WINED3DFMT_G16R16:
1790 case WINED3DFMT_A16B16G16R16:
1791 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1792 return WINED3DERR_NOTAVAILABLE;
1798 TRACE_(d3d_caps)("[FAILED]\n");
1799 return WINED3DERR_NOTAVAILABLE;
1802 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1803 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
1804 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1806 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
1809 DeviceType, debug_d3ddevicetype(DeviceType),
1810 SourceFormat, debug_d3dformat(SourceFormat),
1811 TargetFormat, debug_d3dformat(TargetFormat));
1815 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
1816 subset of a D3DCAPS9 structure. However, it has to come via a void *
1817 as the d3d8 interface cannot import the d3d9 header */
1818 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
1820 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1821 int vs_selected_mode;
1822 int ps_selected_mode;
1824 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
1826 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1827 return WINED3DERR_INVALIDCALL;
1830 /* FIXME: GL info should be per adapter */
1832 /* If we don't know the device settings, go query them now */
1833 if (!This->isGLInfoValid) {
1834 /* use the desktop window to fill gl caps */
1835 BOOL rc = IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
1837 /* We are running off a real context, save the values */
1838 if (rc) This->isGLInfoValid = TRUE;
1840 select_shader_mode(&This->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
1842 /* This function should *not* be modifying GL caps
1843 * TODO: move the functionality where it belongs */
1844 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &This->gl_info);
1846 /* ------------------------------------------------
1847 The following fields apply to both d3d8 and d3d9
1848 ------------------------------------------------ */
1849 *pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
1850 *pCaps->AdapterOrdinal = Adapter;
1853 *pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
1854 WINED3DCAPS2_FULLSCREENGAMMA;
1856 *pCaps->PresentationIntervals = D3DPRESENT_INTERVAL_IMMEDIATE;
1858 *pCaps->CursorCaps = 0;
1861 *pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
1862 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
1863 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
1864 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
1865 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
1866 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
1867 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
1868 WINED3DDEVCAPS_PUREDEVICE |
1869 WINED3DDEVCAPS_HWRASTERIZATION |
1870 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
1871 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
1872 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
1873 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
1874 WINED3DDEVCAPS_DRAWPRIMITIVES2EX;
1876 *pCaps->PrimitiveMiscCaps = D3DPMISCCAPS_CULLNONE |
1877 D3DPMISCCAPS_CULLCCW |
1878 D3DPMISCCAPS_CULLCW |
1879 D3DPMISCCAPS_COLORWRITEENABLE |
1880 D3DPMISCCAPS_CLIPTLVERTS |
1881 D3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
1882 D3DPMISCCAPS_MASKZ |
1883 D3DPMISCCAPS_BLENDOP;
1885 D3DPMISCCAPS_NULLREFERENCE
1886 D3DPMISCCAPS_INDEPENDENTWRITEMASKS
1887 D3DPMISCCAPS_FOGANDSPECULARALPHA
1888 D3DPMISCCAPS_SEPARATEALPHABLEND
1889 D3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
1890 D3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
1891 D3DPMISCCAPS_FOGVERTEXCLAMPED */
1893 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
1895 if (GL_SUPPORT(NV_REGISTER_COMBINERS))
1896 *pCaps->PrimitiveMiscCaps |= D3DPMISCCAPS_TSSARGTEMP;
1897 if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
1898 *pCaps->PrimitiveMiscCaps |= D3DPMISCCAPS_PERSTAGECONSTANT;
1901 *pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
1902 WINED3DPRASTERCAPS_PAT |
1903 WINED3DPRASTERCAPS_WFOG |
1904 WINED3DPRASTERCAPS_ZFOG |
1905 WINED3DPRASTERCAPS_FOGVERTEX |
1906 WINED3DPRASTERCAPS_FOGTABLE |
1907 WINED3DPRASTERCAPS_FOGRANGE |
1908 WINED3DPRASTERCAPS_STIPPLE |
1909 WINED3DPRASTERCAPS_SUBPIXEL |
1910 WINED3DPRASTERCAPS_ZTEST |
1911 WINED3DPRASTERCAPS_SCISSORTEST |
1912 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
1913 WINED3DPRASTERCAPS_DEPTHBIAS;
1915 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
1916 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
1917 WINED3DPRASTERCAPS_ZBIAS |
1918 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
1921 WINED3DPRASTERCAPS_COLORPERSPECTIVE
1922 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
1923 WINED3DPRASTERCAPS_ANTIALIASEDGES
1924 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
1925 WINED3DPRASTERCAPS_WBUFFER */
1927 *pCaps->ZCmpCaps = D3DPCMPCAPS_ALWAYS |
1929 D3DPCMPCAPS_GREATER |
1930 D3DPCMPCAPS_GREATEREQUAL |
1932 D3DPCMPCAPS_LESSEQUAL |
1934 D3DPCMPCAPS_NOTEQUAL;
1936 *pCaps->SrcBlendCaps = D3DPBLENDCAPS_BLENDFACTOR |
1937 D3DPBLENDCAPS_BOTHINVSRCALPHA |
1938 D3DPBLENDCAPS_BOTHSRCALPHA |
1939 D3DPBLENDCAPS_DESTALPHA |
1940 D3DPBLENDCAPS_DESTCOLOR |
1941 D3DPBLENDCAPS_INVDESTALPHA |
1942 D3DPBLENDCAPS_INVDESTCOLOR |
1943 D3DPBLENDCAPS_INVSRCALPHA |
1944 D3DPBLENDCAPS_INVSRCCOLOR |
1946 D3DPBLENDCAPS_SRCALPHA |
1947 D3DPBLENDCAPS_SRCALPHASAT |
1948 D3DPBLENDCAPS_SRCCOLOR |
1951 *pCaps->DestBlendCaps = D3DPBLENDCAPS_BLENDFACTOR |
1952 D3DPBLENDCAPS_BOTHINVSRCALPHA |
1953 D3DPBLENDCAPS_BOTHSRCALPHA |
1954 D3DPBLENDCAPS_DESTALPHA |
1955 D3DPBLENDCAPS_DESTCOLOR |
1956 D3DPBLENDCAPS_INVDESTALPHA |
1957 D3DPBLENDCAPS_INVDESTCOLOR |
1958 D3DPBLENDCAPS_INVSRCALPHA |
1959 D3DPBLENDCAPS_INVSRCCOLOR |
1961 D3DPBLENDCAPS_SRCALPHA |
1962 D3DPBLENDCAPS_SRCALPHASAT |
1963 D3DPBLENDCAPS_SRCCOLOR |
1966 *pCaps->AlphaCmpCaps = D3DPCMPCAPS_ALWAYS |
1968 D3DPCMPCAPS_GREATER |
1969 D3DPCMPCAPS_GREATEREQUAL |
1971 D3DPCMPCAPS_LESSEQUAL |
1973 D3DPCMPCAPS_NOTEQUAL;
1975 *pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
1976 WINED3DPSHADECAPS_COLORGOURAUDRGB |
1977 WINED3DPSHADECAPS_ALPHAFLATBLEND |
1978 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
1979 WINED3DPSHADECAPS_COLORFLATRGB |
1980 WINED3DPSHADECAPS_FOGFLAT |
1981 WINED3DPSHADECAPS_FOGGOURAUD |
1982 WINED3DPSHADECAPS_SPECULARFLATRGB;
1984 *pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
1985 WINED3DPTEXTURECAPS_ALPHAPALETTE |
1986 WINED3DPTEXTURECAPS_BORDER |
1987 WINED3DPTEXTURECAPS_MIPMAP |
1988 WINED3DPTEXTURECAPS_PROJECTED |
1989 WINED3DPTEXTURECAPS_PERSPECTIVE |
1990 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
1992 if( GL_SUPPORT(EXT_TEXTURE3D)) {
1993 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
1994 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
1995 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
1998 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
1999 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
2000 WINED3DPTEXTURECAPS_MIPCUBEMAP |
2001 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
2005 *pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2006 WINED3DPTFILTERCAPS_MAGFPOINT |
2007 WINED3DPTFILTERCAPS_MINFLINEAR |
2008 WINED3DPTFILTERCAPS_MINFPOINT |
2009 WINED3DPTFILTERCAPS_MIPFLINEAR |
2010 WINED3DPTFILTERCAPS_MIPFPOINT |
2011 WINED3DPTFILTERCAPS_LINEAR |
2012 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2013 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2014 WINED3DPTFILTERCAPS_MIPLINEAR |
2015 WINED3DPTFILTERCAPS_MIPNEAREST |
2016 WINED3DPTFILTERCAPS_NEAREST;
2018 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2019 *pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2020 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2023 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2024 *pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2025 WINED3DPTFILTERCAPS_MAGFPOINT |
2026 WINED3DPTFILTERCAPS_MINFLINEAR |
2027 WINED3DPTFILTERCAPS_MINFPOINT |
2028 WINED3DPTFILTERCAPS_MIPFLINEAR |
2029 WINED3DPTFILTERCAPS_MIPFPOINT |
2030 WINED3DPTFILTERCAPS_LINEAR |
2031 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2032 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2033 WINED3DPTFILTERCAPS_MIPLINEAR |
2034 WINED3DPTFILTERCAPS_MIPNEAREST |
2035 WINED3DPTFILTERCAPS_NEAREST;
2037 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2038 *pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2039 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2042 *pCaps->CubeTextureFilterCaps = 0;
2044 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2045 *pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2046 WINED3DPTFILTERCAPS_MAGFPOINT |
2047 WINED3DPTFILTERCAPS_MINFLINEAR |
2048 WINED3DPTFILTERCAPS_MINFPOINT |
2049 WINED3DPTFILTERCAPS_MIPFLINEAR |
2050 WINED3DPTFILTERCAPS_MIPFPOINT |
2051 WINED3DPTFILTERCAPS_LINEAR |
2052 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2053 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2054 WINED3DPTFILTERCAPS_MIPLINEAR |
2055 WINED3DPTFILTERCAPS_MIPNEAREST |
2056 WINED3DPTFILTERCAPS_NEAREST;
2058 *pCaps->VolumeTextureFilterCaps = 0;
2060 *pCaps->TextureAddressCaps = D3DPTADDRESSCAPS_INDEPENDENTUV |
2061 D3DPTADDRESSCAPS_CLAMP |
2062 D3DPTADDRESSCAPS_WRAP;
2064 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2065 *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_BORDER;
2067 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2068 *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRROR;
2070 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2071 *pCaps->TextureAddressCaps |= D3DPTADDRESSCAPS_MIRRORONCE;
2074 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2075 *pCaps->VolumeTextureAddressCaps = D3DPTADDRESSCAPS_INDEPENDENTUV |
2076 D3DPTADDRESSCAPS_CLAMP |
2077 D3DPTADDRESSCAPS_WRAP;
2078 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2079 *pCaps->VolumeTextureAddressCaps |= D3DPTADDRESSCAPS_BORDER;
2081 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2082 *pCaps->VolumeTextureAddressCaps |= D3DPTADDRESSCAPS_MIRROR;
2084 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2085 *pCaps->VolumeTextureAddressCaps |= D3DPTADDRESSCAPS_MIRRORONCE;
2088 *pCaps->VolumeTextureAddressCaps = 0;
2090 *pCaps->LineCaps = D3DLINECAPS_TEXTURE |
2094 D3DLINECAPS_ALPHACMP
2097 *pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
2098 *pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
2100 if(GL_SUPPORT(EXT_TEXTURE3D))
2101 *pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
2103 *pCaps->MaxVolumeExtent = 0;
2105 *pCaps->MaxTextureRepeat = 32768;
2106 *pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
2107 *pCaps->MaxVertexW = 1.0;
2109 *pCaps->GuardBandLeft = 0;
2110 *pCaps->GuardBandTop = 0;
2111 *pCaps->GuardBandRight = 0;
2112 *pCaps->GuardBandBottom = 0;
2114 *pCaps->ExtentsAdjust = 0;
2116 *pCaps->StencilCaps = D3DSTENCILCAPS_DECRSAT |
2117 D3DSTENCILCAPS_INCRSAT |
2118 D3DSTENCILCAPS_INVERT |
2119 D3DSTENCILCAPS_KEEP |
2120 D3DSTENCILCAPS_REPLACE |
2121 D3DSTENCILCAPS_ZERO;
2122 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
2123 *pCaps->StencilCaps |= D3DSTENCILCAPS_DECR |
2124 D3DSTENCILCAPS_INCR;
2126 if ( This->dxVersion > 8 &&
2127 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
2128 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
2129 *pCaps->StencilCaps |= D3DSTENCILCAPS_TWOSIDED;
2132 *pCaps->FVFCaps = D3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
2134 *pCaps->TextureOpCaps = D3DTEXOPCAPS_ADD |
2135 D3DTEXOPCAPS_ADDSIGNED |
2136 D3DTEXOPCAPS_ADDSIGNED2X |
2137 D3DTEXOPCAPS_MODULATE |
2138 D3DTEXOPCAPS_MODULATE2X |
2139 D3DTEXOPCAPS_MODULATE4X |
2140 D3DTEXOPCAPS_SELECTARG1 |
2141 D3DTEXOPCAPS_SELECTARG2 |
2142 D3DTEXOPCAPS_DISABLE;
2144 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
2145 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
2146 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2147 *pCaps->TextureOpCaps |= D3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2148 D3DTEXOPCAPS_BLENDTEXTUREALPHA |
2149 D3DTEXOPCAPS_BLENDFACTORALPHA |
2150 D3DTEXOPCAPS_BLENDCURRENTALPHA |
2152 D3DTEXOPCAPS_SUBTRACT;
2154 if (GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2155 *pCaps->TextureOpCaps |= D3DTEXOPCAPS_ADDSMOOTH |
2156 D3DTEXOPCAPS_MULTIPLYADD |
2157 D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2158 D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2159 D3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
2161 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
2162 *pCaps->TextureOpCaps |= D3DTEXOPCAPS_DOTPRODUCT3;
2164 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2165 *pCaps->TextureOpCaps |= D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2166 D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
2171 *pCaps->TextureOpCaps |= D3DTEXOPCAPS_BUMPENVMAP;
2173 D3DTEXOPCAPS_BUMPENVMAPLUMINANCE
2174 D3DTEXOPCAPS_PREMODULATE */
2177 *pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
2178 *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
2179 *pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
2180 *pCaps->MaxActiveLights = GL_LIMITS(lights);
2184 #if 0 /* TODO: Blends support in drawprim */
2185 *pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
2187 *pCaps->MaxVertexBlendMatrices = 0;
2189 *pCaps->MaxVertexBlendMatrixIndex = 1;
2191 *pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
2192 *pCaps->MaxPointSize = GL_LIMITS(pointsize);
2195 *pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
2196 WINED3DVTXPCAPS_MATERIALSOURCE7 |
2197 WINED3DVTXPCAPS_POSITIONALLIGHTS |
2198 WINED3DVTXPCAPS_LOCALVIEWER |
2199 WINED3DVTXPCAPS_VERTEXFOG |
2200 WINED3DVTXPCAPS_TEXGEN;
2202 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
2204 *pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
2205 *pCaps->MaxVertexIndex = 0xFFFFF;
2206 *pCaps->MaxStreams = MAX_STREAMS;
2207 *pCaps->MaxStreamStride = 1024;
2209 if (vs_selected_mode == SHADER_GLSL) {
2210 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
2211 models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
2212 vs_nv_version which is based on NV_vertex_program. For Ati cards there's no easy way, so for
2213 now only support 2.0/3.0 detection on Nvidia GeforceFX cards and default to 3.0 for everything else */
2214 if(This->gl_info.vs_nv_version == VS_VERSION_20)
2215 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
2217 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
2218 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (GLSL)\n");
2219 } else if (vs_selected_mode == SHADER_ARB) {
2220 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2221 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2222 } else if (vs_selected_mode == SHADER_SW) {
2223 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
2224 TRACE_(d3d_caps)("Software vertex shader version 3.0 enabled\n");
2226 *pCaps->VertexShaderVersion = 0;
2227 TRACE_(d3d_caps)("Vertex shader functionality not available\n");
2230 *pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2232 if (ps_selected_mode == SHADER_GLSL) {
2233 /* See the comment about VS2.0/VS3.0 detection as we do the same here but then based on NV_fragment_program
2234 in case of GeforceFX cards. */
2235 if(This->gl_info.ps_nv_version == PS_VERSION_20)
2236 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
2238 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
2239 /* FIXME: The following line is card dependent. -1.0 to 1.0 is a safe default clamp range for now */
2240 *pCaps->PixelShader1xMaxValue = 1.0;
2241 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (GLSL)\n");
2242 } else if (ps_selected_mode == SHADER_ARB) {
2243 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2244 *pCaps->PixelShader1xMaxValue = 1.0;
2245 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2246 /* FIXME: Uncomment this when there is support for software Pixel Shader 3.0 and PS_SW is defined
2247 } else if (ps_selected_mode = SHADER_SW) {
2248 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
2249 *pCaps->PixelShader1xMaxValue = 1.0;
2250 TRACE_(d3d_caps)("Software pixel shader version 3.0 enabled\n"); */
2252 *pCaps->PixelShaderVersion = 0;
2253 *pCaps->PixelShader1xMaxValue = 0.0;
2254 TRACE_(d3d_caps)("Pixel shader functionality not available\n");
2257 /* ------------------------------------------------
2258 The following fields apply to d3d9 only
2259 ------------------------------------------------ */
2260 if (This->dxVersion > 8) {
2261 FIXME("Caps support for directx9 is nonexistent at the moment!\n");
2262 *pCaps->DevCaps2 = 0;
2263 /* TODO: D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES and VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
2264 *pCaps->MaxNpatchTessellationLevel = 0;
2265 *pCaps->MasterAdapterOrdinal = 0;
2266 *pCaps->AdapterOrdinalInGroup = 0;
2267 *pCaps->NumberOfAdaptersInGroup = 1;
2269 if(*pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
2270 /* OpenGL supports all formats below, perhaps not always without conversion but it supports them.
2271 Further GLSL doesn't seem to have an official unsigned type as I'm not sure how we handle it
2272 don't advertise it yet. We might need to add some clamping in the shader engine to support it.
2273 TODO: D3DDTCAPS_USHORT2N, D3DDTCAPS_USHORT4N, D3DDTCAPS_UDEC3, D3DDTCAPS_DEC3N */
2274 *pCaps->DeclTypes = D3DDTCAPS_UBYTE4 |
2278 D3DDTCAPS_FLOAT16_2 |
2279 D3DDTCAPS_FLOAT16_4;
2282 *pCaps->DeclTypes = 0;
2284 #if 0 /* We don't properly support multiple render targets yet, so disable this for now */
2285 if (GL_SUPPORT(ARB_DRAWBUFFERS)) {
2286 *pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
2289 *pCaps->NumSimultaneousRTs = 1;
2291 *pCaps->StretchRectFilterCaps = 0;
2292 *pCaps->VertexTextureFilterCaps = 0;
2294 if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
2295 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
2296 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
2297 *pCaps->VS20Caps.Caps = D3DVS20CAPS_PREDICATION;
2298 *pCaps->VS20Caps.DynamicFlowControlDepth = D3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
2299 *pCaps->VS20Caps.NumTemps = max(32, This->gl_info.vs_arb_max_temps);
2300 *pCaps->VS20Caps.StaticFlowControlDepth = D3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
2302 *pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
2303 *pCaps->MaxVertexShader30InstructionSlots = max(512, This->gl_info.vs_arb_max_instructions);
2304 } else if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
2305 *pCaps->VS20Caps.Caps = 0;
2306 *pCaps->VS20Caps.DynamicFlowControlDepth = D3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
2307 *pCaps->VS20Caps.NumTemps = max(12, This->gl_info.vs_arb_max_temps);
2308 *pCaps->VS20Caps.StaticFlowControlDepth = 1;
2310 *pCaps->MaxVShaderInstructionsExecuted = 65535;
2311 *pCaps->MaxVertexShader30InstructionSlots = 0;
2312 } else { /* VS 1.x */
2313 *pCaps->VS20Caps.Caps = 0;
2314 *pCaps->VS20Caps.DynamicFlowControlDepth = 0;
2315 *pCaps->VS20Caps.NumTemps = 0;
2316 *pCaps->VS20Caps.StaticFlowControlDepth = 0;
2318 *pCaps->MaxVShaderInstructionsExecuted = 0;
2319 *pCaps->MaxVertexShader30InstructionSlots = 0;
2322 if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
2323 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
2324 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
2326 /* 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 */
2327 *pCaps->PS20Caps.Caps = D3DPS20CAPS_ARBITRARYSWIZZLE |
2328 D3DPS20CAPS_GRADIENTINSTRUCTIONS |
2329 D3DPS20CAPS_PREDICATION |
2330 D3DPS20CAPS_NODEPENDENTREADLIMIT |
2331 D3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
2332 *pCaps->PS20Caps.DynamicFlowControlDepth = D3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
2333 *pCaps->PS20Caps.NumTemps = max(32, This->gl_info.ps_arb_max_temps);
2334 *pCaps->PS20Caps.StaticFlowControlDepth = D3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
2335 *pCaps->PS20Caps.NumInstructionSlots = D3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
2337 *pCaps->MaxPShaderInstructionsExecuted = 65535;
2338 *pCaps->MaxPixelShader30InstructionSlots = max(D3DMIN30SHADERINSTRUCTIONS, This->gl_info.ps_arb_max_instructions);
2339 } else if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
2340 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
2341 *pCaps->PS20Caps.Caps = 0;
2342 *pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* D3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
2343 *pCaps->PS20Caps.NumTemps = max(12, This->gl_info.ps_arb_max_temps);
2344 *pCaps->PS20Caps.StaticFlowControlDepth = D3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minumum: 1 */
2345 *pCaps->PS20Caps.NumInstructionSlots = D3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
2347 *pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
2348 *pCaps->MaxPixelShader30InstructionSlots = 0;
2349 } else { /* PS 1.x */
2350 *pCaps->PS20Caps.Caps = 0;
2351 *pCaps->PS20Caps.DynamicFlowControlDepth = 0;
2352 *pCaps->PS20Caps.NumTemps = 0;
2353 *pCaps->PS20Caps.StaticFlowControlDepth = 0;
2354 *pCaps->PS20Caps.NumInstructionSlots = 0;
2356 *pCaps->MaxPShaderInstructionsExecuted = 0;
2357 *pCaps->MaxPixelShader30InstructionSlots = 0;
2365 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
2366 and fields being inserted in the middle, a new structure is used in place */
2367 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
2368 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
2371 IWineD3DDeviceImpl *object = NULL;
2372 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2374 HRESULT temp_result;
2376 /* Validate the adapter number */
2377 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2378 return WINED3DERR_INVALIDCALL;
2381 /* Create a WineD3DDevice object */
2382 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
2383 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
2384 TRACE("Created WineD3DDevice object @ %p\n", object);
2385 if (NULL == object) {
2386 return WINED3DERR_OUTOFVIDEOMEMORY;
2389 /* Set up initial COM information */
2390 object->lpVtbl = &IWineD3DDevice_Vtbl;
2392 object->wineD3D = iface;
2393 IWineD3D_AddRef(object->wineD3D);
2394 object->parent = parent;
2396 /* Set the state up as invalid until the device is fully created */
2397 object->state = WINED3DERR_DRIVERINTERNALERROR;
2399 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
2400 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
2402 /* Save the creation parameters */
2403 object->createParms.AdapterOrdinal = Adapter;
2404 object->createParms.DeviceType = DeviceType;
2405 object->createParms.hFocusWindow = hFocusWindow;
2406 object->createParms.BehaviorFlags = BehaviourFlags;
2408 /* Initialize other useful values */
2409 object->adapterNo = Adapter;
2410 object->devType = DeviceType;
2412 TRACE("(%p) : Creating stateblock\n", This);
2413 /* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
2414 if (WINED3D_OK != IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)object,
2416 (IWineD3DStateBlock **)&object->stateBlock,
2417 NULL) || NULL == object->stateBlock) { /* Note: No parent needed for initial internal stateblock */
2418 WARN("Failed to create stateblock\n");
2419 goto create_device_error;
2421 TRACE("(%p) : Created stateblock (%p)\n", This, object->stateBlock);
2422 object->updateStateBlock = object->stateBlock;
2423 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)object->updateStateBlock);
2424 /* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */
2426 /* Setup some defaults for creating the implicit swapchain */
2428 /* FIXME: GL info should be per adapter */
2429 IWineD3DImpl_FillGLCaps(iface, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
2431 select_shader_mode(&This->gl_info, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
2432 if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) {
2433 object->shader_backend = &glsl_shader_backend;
2434 } else if (object->ps_selected_mode == SHADER_ARB || object->vs_selected_mode == SHADER_ARB) {
2435 object->shader_backend = &arb_program_shader_backend;
2437 object->shader_backend = &none_shader_backend;
2440 /* This function should *not* be modifying GL caps
2441 * TODO: move the functionality where it belongs */
2442 select_shader_max_constants(object->ps_selected_mode, object->vs_selected_mode, &This->gl_info);
2444 temp_result = allocate_shader_constants(object->updateStateBlock);
2445 if (WINED3D_OK != temp_result)
2448 /* set the state of the device to valid */
2449 object->state = WINED3D_OK;
2451 /* Get the initial screen setup for ddraw */
2452 object->ddraw_width = GetSystemMetrics(SM_CXSCREEN);
2453 object->ddraw_height = GetSystemMetrics(SM_CYSCREEN);
2454 hDC = CreateDCA("DISPLAY", NULL, NULL, NULL);
2455 object->ddraw_format = pixelformat_for_depth(GetDeviceCaps(hDC, BITSPIXEL) * GetDeviceCaps(hDC, PLANES));
2459 create_device_error:
2461 /* Set the device state to error */
2462 object->state = WINED3DERR_DRIVERINTERNALERROR;
2464 if (object->updateStateBlock != NULL) {
2465 IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->updateStateBlock);
2466 object->updateStateBlock = NULL;
2468 if (object->stateBlock != NULL) {
2469 IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->stateBlock);
2470 object->stateBlock = NULL;
2472 if (object->renderTarget != NULL) {
2473 IWineD3DSurface_Release(object->renderTarget);
2474 object->renderTarget = NULL;
2476 if (object->stencilBufferTarget != NULL) {
2477 IWineD3DSurface_Release(object->stencilBufferTarget);
2478 object->stencilBufferTarget = NULL;
2480 HeapFree(GetProcessHeap(), 0, object);
2481 *ppReturnedDeviceInterface = NULL;
2482 return WINED3DERR_INVALIDCALL;
2486 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
2487 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2488 IUnknown_AddRef(This->parent);
2489 *pParent = This->parent;
2493 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
2494 IUnknown* surfaceParent;
2495 TRACE("(%p) call back\n", pSurface);
2497 /* Now, release the parent, which will take care of cleaning up the surface for us */
2498 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
2499 IUnknown_Release(surfaceParent);
2500 return IUnknown_Release(surfaceParent);
2503 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
2504 IUnknown* volumeParent;
2505 TRACE("(%p) call back\n", pVolume);
2507 /* Now, release the parent, which will take care of cleaning up the volume for us */
2508 IWineD3DVolume_GetParent(pVolume, &volumeParent);
2509 IUnknown_Release(volumeParent);
2510 return IUnknown_Release(volumeParent);
2513 /**********************************************************
2514 * IWineD3D VTbl follows
2515 **********************************************************/
2517 const IWineD3DVtbl IWineD3D_Vtbl =
2520 IWineD3DImpl_QueryInterface,
2521 IWineD3DImpl_AddRef,
2522 IWineD3DImpl_Release,
2524 IWineD3DImpl_GetParent,
2525 IWineD3DImpl_GetAdapterCount,
2526 IWineD3DImpl_RegisterSoftwareDevice,
2527 IWineD3DImpl_GetAdapterMonitor,
2528 IWineD3DImpl_GetAdapterModeCount,
2529 IWineD3DImpl_EnumAdapterModes,
2530 IWineD3DImpl_GetAdapterDisplayMode,
2531 IWineD3DImpl_GetAdapterIdentifier,
2532 IWineD3DImpl_CheckDeviceMultiSampleType,
2533 IWineD3DImpl_CheckDepthStencilMatch,
2534 IWineD3DImpl_CheckDeviceType,
2535 IWineD3DImpl_CheckDeviceFormat,
2536 IWineD3DImpl_CheckDeviceFormatConversion,
2537 IWineD3DImpl_GetDeviceCaps,
2538 IWineD3DImpl_CreateDevice