2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
40 const char *extension_string;
41 GL_SupportedExt extension;
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
109 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
110 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
111 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
112 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
113 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
114 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
115 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
116 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
117 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
118 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
119 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
120 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
121 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
122 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
123 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
124 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
125 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
126 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
127 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
128 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
129 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
130 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
131 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
132 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_fence", NV_FENCE, 0 },
137 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
138 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
139 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
143 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
144 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
145 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
146 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
147 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
148 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
149 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
150 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
151 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
152 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
153 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
154 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
157 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
160 /**********************************************************
161 * Utility functions follow
162 **********************************************************/
164 const struct min_lookup minMipLookup[] =
166 /* NONE POINT LINEAR */
167 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
168 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
172 const struct min_lookup minMipLookup_noFilter[] =
174 /* NONE POINT LINEAR */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
180 const struct min_lookup minMipLookup_noMip[] =
182 /* NONE POINT LINEAR */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
185 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
188 const GLenum magLookup[] =
190 /* NONE POINT LINEAR */
191 GL_NEAREST, GL_NEAREST, GL_LINEAR,
194 const GLenum magLookup_noFilter[] =
196 /* NONE POINT LINEAR */
197 GL_NEAREST, GL_NEAREST, GL_NEAREST,
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
209 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210 * i.e., there is no GL Context - Get a default rendering context to enable the
211 * function query some info from GL.
214 struct wined3d_fake_gl_ctx
220 HGLRC restore_gl_ctx;
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
225 TRACE_(d3d_caps)("Destroying fake GL context.\n");
227 if (!pwglMakeCurrent(NULL, NULL))
229 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
232 if (!pwglDeleteContext(ctx->gl_ctx))
234 DWORD err = GetLastError();
235 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
238 ReleaseDC(ctx->wnd, ctx->dc);
239 DestroyWindow(ctx->wnd);
241 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
243 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
250 PIXELFORMATDESCRIPTOR pfd;
253 TRACE("getting context...\n");
255 ctx->restore_dc = pwglGetCurrentDC();
256 ctx->restore_gl_ctx = pwglGetCurrentContext();
258 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
263 ERR_(d3d_caps)("Failed to create a window.\n");
267 ctx->dc = GetDC(ctx->wnd);
270 ERR_(d3d_caps)("Failed to get a DC.\n");
274 /* PixelFormat selection */
275 ZeroMemory(&pfd, sizeof(pfd));
276 pfd.nSize = sizeof(pfd);
278 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279 pfd.iPixelType = PFD_TYPE_RGBA;
281 pfd.iLayerType = PFD_MAIN_PLANE;
283 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
286 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
290 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
293 /* Create a GL context. */
294 ctx->gl_ctx = pwglCreateContext(ctx->dc);
297 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
301 /* Make it the current GL context. */
302 if (!context_set_current(NULL))
304 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
309 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
316 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
318 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
320 if (ctx->wnd) DestroyWindow(ctx->wnd);
322 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
324 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
333 struct wined3d_adapter *adapter = device->adapter;
335 adapter->UsedTextureRam += glram;
336 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337 return adapter->UsedTextureRam;
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
342 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
346 /**********************************************************
347 * IUnknown parts follows
348 **********************************************************/
350 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
352 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
354 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
355 if (IsEqualGUID(riid, &IID_IUnknown)
356 || IsEqualGUID(riid, &IID_IWineD3DBase)
357 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
358 IUnknown_AddRef(iface);
363 return E_NOINTERFACE;
366 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
367 IWineD3DImpl *This = (IWineD3DImpl *)iface;
368 ULONG refCount = InterlockedIncrement(&This->ref);
370 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
374 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
375 IWineD3DImpl *This = (IWineD3DImpl *)iface;
377 TRACE("(%p) : Releasing from %d\n", This, This->ref);
378 ref = InterlockedDecrement(&This->ref);
384 for (i = 0; i < This->adapter_count; ++i)
386 wined3d_adapter_cleanup(&This->adapters[i]);
388 HeapFree(GetProcessHeap(), 0, This);
394 /**********************************************************
395 * IWineD3D parts follows
396 **********************************************************/
398 /* GL locking is done by the caller */
399 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
403 const char *testcode =
405 "PARAM C[66] = { program.env[0..65] };\n"
407 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
408 "ARL A0.x, zero.x;\n"
409 "MOV result.position, C[A0.x + 65];\n"
413 GL_EXTCALL(glGenProgramsARB(1, &prog));
415 ERR("Failed to create an ARB offset limit test program\n");
417 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
418 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
419 strlen(testcode), testcode));
422 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
423 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
425 } else TRACE("OpenGL implementation allows offsets > 63\n");
427 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
428 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
429 checkGLcall("ARB vp offset limit test cleanup");
434 static DWORD ver_for_ext(GL_SupportedExt ext)
437 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
438 if(EXTENSION_MAP[i].extension == ext) {
439 return EXTENSION_MAP[i].version;
445 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
446 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
448 if (card_vendor != HW_VENDOR_ATI) return FALSE;
449 if (device == CARD_ATI_RADEON_9500) return TRUE;
450 if (device == CARD_ATI_RADEON_X700) return TRUE;
451 if (device == CARD_ATI_RADEON_X1600) return TRUE;
455 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
456 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
458 if (card_vendor == HW_VENDOR_NVIDIA)
460 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
461 device == CARD_NVIDIA_GEFORCEFX_5600 ||
462 device == CARD_NVIDIA_GEFORCEFX_5800)
470 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
471 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
473 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
474 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
475 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
477 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
478 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
479 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
480 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
481 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
482 * the chance that other implementations support them is rather small since Win32 QuickTime uses
483 * DirectDraw, not OpenGL.
485 * This test has been moved into wined3d_guess_gl_vendor()
487 if (gl_vendor == GL_VENDOR_APPLE)
494 /* Context activation is done by the caller. */
495 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
497 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
498 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
499 * all the texture. This function detects this bug by its symptom and disables PBOs
502 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
503 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
504 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
505 * read back is compared to the original. If they are equal PBOs are assumed to work,
506 * otherwise the PBO extension is disabled. */
508 static const unsigned int pattern[] =
510 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
511 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
512 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
513 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
515 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
517 /* No PBO -> No point in testing them. */
518 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
522 while (glGetError());
523 glGenTextures(1, &texture);
524 glBindTexture(GL_TEXTURE_2D, texture);
526 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
527 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
528 checkGLcall("Specifying the PBO test texture");
530 GL_EXTCALL(glGenBuffersARB(1, &pbo));
531 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
532 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
533 checkGLcall("Specifying the PBO test pbo");
535 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
536 checkGLcall("Loading the PBO test texture");
538 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
541 wglFinish(); /* just to be sure */
543 memset(check, 0, sizeof(check));
545 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
546 checkGLcall("Reading back the PBO test texture");
548 glDeleteTextures(1, &texture);
549 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
550 checkGLcall("PBO test cleanup");
554 if (memcmp(check, pattern, sizeof(check)))
556 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
557 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
558 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
562 TRACE_(d3d_caps)("PBO test successful.\n");
566 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
567 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
569 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
572 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
575 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
576 if (card_vendor != HW_VENDOR_ATI) return FALSE;
577 if (device == CARD_ATI_RADEON_X1600) return FALSE;
581 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
584 return gl_vendor == GL_VENDOR_FGLRX;
588 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
589 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
591 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
592 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
593 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
594 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
597 * dx10 cards usually have 64 varyings */
598 return gl_info->limits.glsl_varyings > 44;
601 /* A GL context is provided by the caller */
602 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
603 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
608 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
612 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
613 error = glGetError();
616 if(error == GL_NO_ERROR)
618 TRACE("GL Implementation accepts 4 component specular color pointers\n");
623 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
624 debug_glerror(error));
629 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
630 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
632 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
633 return gl_info->supported[NV_TEXTURE_SHADER];
636 /* A GL context is provided by the caller */
637 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
638 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
643 const char *testcode =
645 "OPTION NV_vertex_program2;\n"
646 "MOV result.clip[0], 0.0;\n"
647 "MOV result.position, 0.0;\n"
650 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
655 GL_EXTCALL(glGenProgramsARB(1, &prog));
658 ERR("Failed to create the NVvp clip test program\n");
662 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
663 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
664 strlen(testcode), testcode));
665 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
668 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
669 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
673 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
675 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
676 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
677 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
683 /* Context activation is done by the caller. */
684 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
685 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
687 char data[4 * 4 * 4];
691 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
693 memset(data, 0xcc, sizeof(data));
697 glGenTextures(1, &tex);
698 glBindTexture(GL_TEXTURE_2D, tex);
699 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
700 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
701 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
702 checkGLcall("glTexImage2D");
704 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
705 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
706 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
707 checkGLcall("glFramebufferTexture2D");
709 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
710 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
711 checkGLcall("glCheckFramebufferStatus");
713 memset(data, 0x11, sizeof(data));
714 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
715 checkGLcall("glTexSubImage2D");
717 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
718 glClear(GL_COLOR_BUFFER_BIT);
719 checkGLcall("glClear");
721 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
722 checkGLcall("glGetTexImage");
724 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
725 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
726 glBindTexture(GL_TEXTURE_2D, 0);
727 checkGLcall("glBindTexture");
729 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
730 glDeleteTextures(1, &tex);
731 checkGLcall("glDeleteTextures");
735 return *(DWORD *)data == 0x11111111;
738 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
740 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
741 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
742 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
743 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
746 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
748 quirk_arb_constants(gl_info);
749 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
750 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
751 * allow 48 different offsets or other helper immediate values. */
752 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
753 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
756 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
757 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
758 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
759 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
760 * most games, but avoids the crash
762 * A more sophisticated way would be to find all units that need texture coordinates and enable
763 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
764 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
766 * Note that disabling the extension entirely does not gain predictability because there is no point
767 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
768 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
770 if (gl_info->supported[ARB_POINT_SPRITE])
772 TRACE("Limiting point sprites to one texture unit.\n");
773 gl_info->limits.point_sprite_units = 1;
777 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
779 quirk_arb_constants(gl_info);
781 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
782 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
783 * If real NP2 textures are used, the driver falls back to software. We could just remove the
784 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
785 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
786 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
787 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
789 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
790 * has this extension promoted to core. The extension loading code sets this extension supported
791 * due to that, so this code works on fglrx as well. */
792 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
794 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
795 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
796 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
799 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
800 * it is generally more efficient. Reserve just 8 constants. */
801 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
802 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
805 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
807 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
808 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
809 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
810 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
811 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
812 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
814 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
815 * triggering the software fallback. There is not much we can do here apart from disabling the
816 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
817 * in IWineD3DImpl_FillGLCaps).
818 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
819 * post-processing effects in the game "Max Payne 2").
820 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
821 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
822 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
823 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
826 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
828 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
829 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
830 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
831 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
832 * according to the spec.
834 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
835 * makes the shader slower and eats instruction slots which should be available to the d3d app.
837 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
838 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
839 * this workaround is activated on cards that do not need it, it won't break things, just affect
840 * performance negatively. */
841 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
842 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
845 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
847 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
850 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
852 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
855 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
857 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
858 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
861 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
863 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
866 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
868 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
873 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
874 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
875 void (*apply)(struct wined3d_gl_info *gl_info);
876 const char *description;
879 static const struct driver_quirk quirk_table[] =
882 match_ati_r300_to_500,
884 "ATI GLSL constant and normalized texrect quirk"
886 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
887 * used it falls back to software. While the compiler can detect if the shader uses all declared
888 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
889 * using relative addressing falls back to software.
891 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
894 quirk_apple_glsl_constants,
895 "Apple GLSL uniform override"
900 "Geforce 5 NP2 disable"
905 "Init texcoord .w for Apple Intel GPU driver"
908 match_apple_nonr500ati,
910 "Init texcoord .w for Apple ATI >= r600 GPU driver"
914 quirk_one_point_sprite,
915 "Fglrx point sprite crash workaround"
920 "Reserved varying for gl_ClipPos"
923 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
924 * GL implementations accept it. The Mac GL is the only implementation known to
927 * If we can pass 4 component specular colors, do it, because (a) we don't have
928 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
929 * passes specular alpha to the pixel shader if any is used. Otherwise the
930 * specular alpha is used to pass the fog coordinate, which we pass to opengl
931 * via GL_EXT_fog_coord.
933 match_allows_spec_alpha,
934 quirk_allows_specular_alpha,
935 "Allow specular alpha quirk"
938 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
943 "Apple NV_texture_shader disable"
946 match_broken_nv_clip,
947 quirk_disable_nvvp_clip,
948 "Apple NV_vertex_program clip bug quirk"
951 match_fbo_tex_update,
952 quirk_fbo_tex_update,
953 "FBO rebind for attachment updates"
957 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
958 * reporting a driver version is moot because we are not the Windows driver, and we have different
959 * bugs, features, etc.
961 * The driver version has the form "x.y.z.w".
963 * "x" is the Windows version the driver is meant for:
970 * "y" is the maximum Direct3D version the driver supports.
971 * y -> d3d version mapping:
980 * "z" is the subversion number.
982 * "w" is the vendor specific driver build number.
985 struct driver_version_information
987 enum wined3d_display_driver driver;
988 enum wined3d_driver_model driver_model;
989 const char *driver_name; /* name of Windows driver */
990 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
991 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
992 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
995 /* The driver version table contains driver information for different devices on several OS versions. */
996 static const struct driver_version_information driver_version_table[] =
999 * - Radeon HD2x00 (R600) and up supported by current drivers.
1000 * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
1001 * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
1002 * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
1003 {DRIVER_ATI_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
1004 {DRIVER_ATI_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
1005 {DRIVER_ATI_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
1006 {DRIVER_ATI_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
1007 {DRIVER_ATI_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1008 {DRIVER_ATI_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
1011 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
1012 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
1013 * igxprd32.dll but the GMA800 driver was never updated. */
1014 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
1015 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
1016 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
1017 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
1018 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1019 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1022 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1023 * - GeforceFX support is up to 173.x on <= XP
1024 * - Geforce2MX/3/4 up to 96.x on <= XP
1025 * - TNT/Geforce1/2 up to 71.x on <= XP
1026 * All version numbers used below are from the Linux nvidia drivers. */
1027 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1028 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1029 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1030 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1031 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1034 struct gpu_description
1036 WORD vendor; /* reported PCI card vendor ID */
1037 WORD card; /* reported PCI card device ID */
1038 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1039 enum wined3d_display_driver driver;
1040 unsigned int vidmem;
1043 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1044 * found on a board containing a specific GPU. */
1045 static const struct gpu_description gpu_description_table[] =
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1072 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1073 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1074 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1075 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1076 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1077 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1078 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1079 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1080 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1081 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1082 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1083 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1084 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1085 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1086 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1087 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1088 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1090 {HW_VENDOR_ATI, CARD_ATI_RAGE_128PRO, "ATI Rage Fury", DRIVER_ATI_RAGE_128PRO, 16 },
1091 {HW_VENDOR_ATI, CARD_ATI_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_ATI_R100, 32 },
1092 {HW_VENDOR_ATI, CARD_ATI_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_ATI_R100, 64 },
1093 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", DRIVER_ATI_R300, 64 },
1094 {HW_VENDOR_ATI, CARD_ATI_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_ATI_R300, 64 },
1095 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", DRIVER_ATI_R300, 128 },
1096 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_ATI_R300, 128 },
1097 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_ATI_R600, 256 },
1098 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_ATI_R600, 256 },
1099 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_ATI_R600, 512 },
1100 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_ATI_R600, 128 },
1101 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_ATI_R600, 256 },
1102 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_ATI_R600, 512 },
1103 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_ATI_R600, 512 },
1104 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_ATI_R600, 512 },
1105 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_ATI_R600, 512 },
1106 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_ATI_R600, 1024},
1108 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1109 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1110 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1111 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1112 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1113 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1114 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128}
1117 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1118 enum wined3d_driver_model driver_model)
1122 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1123 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1125 const struct driver_version_information *entry = &driver_version_table[i];
1127 if (entry->driver == driver && entry->driver_model == driver_model)
1129 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1130 entry->driver_name, entry->version, entry->subversion, entry->build);
1138 static void init_driver_info(struct wined3d_driver_info *driver_info,
1139 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1141 OSVERSIONINFOW os_version;
1142 WORD driver_os_version;
1144 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1145 enum wined3d_driver_model driver_model;
1146 const struct driver_version_information *version_info;
1148 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1150 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1151 vendor = wined3d_settings.pci_vendor_id;
1153 driver_info->vendor = vendor;
1155 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1157 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1158 device = wined3d_settings.pci_device_id;
1160 driver_info->device = device;
1162 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1163 * overrides the pci ids to a card which is not in our database. */
1164 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1166 memset(&os_version, 0, sizeof(os_version));
1167 os_version.dwOSVersionInfoSize = sizeof(os_version);
1168 if (!GetVersionExW(&os_version))
1170 ERR("Failed to get OS version, reporting 2000/XP.\n");
1171 driver_os_version = 6;
1172 driver_model = DRIVER_MODEL_NT5X;
1176 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1177 switch (os_version.dwMajorVersion)
1180 /* If needed we could distinguish between 9x and NT4, but this code won't make
1181 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1183 driver_os_version = 4;
1184 driver_model = DRIVER_MODEL_WIN9X;
1188 driver_os_version = 6;
1189 driver_model = DRIVER_MODEL_NT5X;
1193 if (os_version.dwMinorVersion == 0)
1195 driver_os_version = 7;
1196 driver_model = DRIVER_MODEL_NT6X;
1200 if (os_version.dwMinorVersion > 1)
1202 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1203 os_version.dwMajorVersion, os_version.dwMinorVersion);
1205 driver_os_version = 8;
1206 driver_model = DRIVER_MODEL_NT6X;
1211 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1212 os_version.dwMajorVersion, os_version.dwMinorVersion);
1213 driver_os_version = 6;
1214 driver_model = DRIVER_MODEL_NT5X;
1219 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1220 * This means that unless the ids are overriden, we will always find a GPU description. */
1221 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1223 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1225 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1227 driver_info->description = gpu_description_table[i].description;
1228 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1229 driver = gpu_description_table[i].driver;
1234 if (wined3d_settings.emulated_textureram)
1236 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1237 driver_info->vidmem = wined3d_settings.emulated_textureram;
1240 /* Try to obtain driver version information for the current Windows version. This fails in
1242 * - the gpu is not available on the currently selected OS version:
1243 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1244 * version information for the current Windows version is returned instead of faked info.
1245 * We do the same and assume the default Windows version to emulate is WinXP.
1247 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1248 * For now return the XP driver info. Perhaps later on we should return VESA.
1250 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1251 * This could be an indication that our database is not up to date, so this should be fixed.
1253 version_info = get_driver_version_info(driver, driver_model);
1256 driver_info->name = version_info->driver_name;
1257 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1258 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1262 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1265 driver_info->name = version_info->driver_name;
1266 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1267 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1271 driver_info->description = "Direct3D HAL";
1272 driver_info->name = "Display";
1273 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1274 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1276 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1277 vendor, device, driver_model);
1281 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1282 driver_info->version_high, driver_info->version_low);
1285 /* Context activation is done by the caller. */
1286 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1287 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1291 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1293 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1294 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1295 quirk_table[i].apply(gl_info);
1298 /* Find out if PBOs work as they are supposed to. */
1299 test_pbo_functionality(gl_info);
1302 static DWORD wined3d_parse_gl_version(const char *gl_version)
1304 const char *ptr = gl_version;
1308 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1310 while (isdigit(*ptr)) ++ptr;
1311 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1315 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1317 return MAKEDWORD_VERSION(major, minor);
1320 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1323 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1324 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1325 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1327 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1328 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1329 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1330 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1331 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1332 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1333 * DirectDraw, not OpenGL. */
1334 if (gl_info->supported[APPLE_FENCE]
1335 && gl_info->supported[APPLE_CLIENT_STORAGE]
1336 && gl_info->supported[APPLE_FLUSH_RENDER]
1337 && gl_info->supported[APPLE_YCBCR_422])
1338 return GL_VENDOR_APPLE;
1340 if (strstr(gl_vendor_string, "NVIDIA"))
1341 return GL_VENDOR_NVIDIA;
1343 if (strstr(gl_vendor_string, "ATI"))
1344 return GL_VENDOR_FGLRX;
1346 if (strstr(gl_vendor_string, "Intel(R)")
1347 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1348 || strstr(gl_renderer, "Intel")
1349 || strstr(gl_vendor_string, "Intel Inc."))
1350 return GL_VENDOR_INTEL;
1352 if (strstr(gl_vendor_string, "Mesa")
1353 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1354 || strstr(gl_vendor_string, "DRI R300 Project")
1355 || strstr(gl_vendor_string, "X.Org R300 Project")
1356 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1357 || strstr(gl_vendor_string, "VMware, Inc.")
1358 || strstr(gl_renderer, "Mesa")
1359 || strstr(gl_renderer, "Gallium"))
1360 return GL_VENDOR_MESA;
1362 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1363 debugstr_a(gl_vendor_string));
1365 return GL_VENDOR_UNKNOWN;
1368 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1370 if (strstr(gl_vendor_string, "NVIDIA"))
1371 return HW_VENDOR_NVIDIA;
1373 if (strstr(gl_vendor_string, "ATI")
1374 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1375 || strstr(gl_vendor_string, "X.Org R300 Project")
1376 || strstr(gl_renderer, "R100")
1377 || strstr(gl_renderer, "R200")
1378 || strstr(gl_renderer, "R300")
1379 || strstr(gl_renderer, "R600")
1380 || strstr(gl_renderer, "R700"))
1381 return HW_VENDOR_ATI;
1383 if (strstr(gl_vendor_string, "Intel(R)")
1384 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1385 || strstr(gl_renderer, "Intel")
1386 || strstr(gl_vendor_string, "Intel Inc."))
1387 return HW_VENDOR_INTEL;
1389 if (strstr(gl_vendor_string, "Mesa")
1390 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1391 || strstr(gl_vendor_string, "VMware, Inc."))
1392 return HW_VENDOR_SOFTWARE;
1394 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1396 return HW_VENDOR_NVIDIA;
1401 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1402 const char *gl_renderer)
1404 if (WINE_D3D10_CAPABLE(gl_info))
1406 /* Geforce 400 - highend */
1407 if (strstr(gl_renderer, "GTX 480"))
1409 return CARD_NVIDIA_GEFORCE_GTX480;
1412 /* Geforce 400 - midend high */
1413 if (strstr(gl_renderer, "GTX 470"))
1415 return CARD_NVIDIA_GEFORCE_GTX470;
1418 /* Geforce 400 - midend */
1419 if (strstr(gl_renderer, "GTX 465"))
1421 return CARD_NVIDIA_GEFORCE_GTX465;
1424 /* Geforce 400 - midend */
1425 if (strstr(gl_renderer, "GTX 460"))
1427 return CARD_NVIDIA_GEFORCE_GTX460;
1430 /* Geforce 300 highend mobile */
1431 if (strstr(gl_renderer, "GTS 350M")
1432 || strstr(gl_renderer, "GTS 360M"))
1434 return CARD_NVIDIA_GEFORCE_GTS350M;
1437 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1438 if (strstr(gl_renderer, "GT 325M")
1439 || strstr(gl_renderer, "GT 330M"))
1441 return CARD_NVIDIA_GEFORCE_GT325M;
1444 /* Geforce 200 - highend */
1445 if (strstr(gl_renderer, "GTX 280")
1446 || strstr(gl_renderer, "GTX 285")
1447 || strstr(gl_renderer, "GTX 295"))
1449 return CARD_NVIDIA_GEFORCE_GTX280;
1452 /* Geforce 200 - midend high */
1453 if (strstr(gl_renderer, "GTX 275"))
1455 return CARD_NVIDIA_GEFORCE_GTX275;
1458 /* Geforce 200 - midend */
1459 if (strstr(gl_renderer, "GTX 260"))
1461 return CARD_NVIDIA_GEFORCE_GTX260;
1463 /* Geforce 200 - midend */
1464 if (strstr(gl_renderer, "GT 240"))
1466 return CARD_NVIDIA_GEFORCE_GT240;
1469 /* Geforce 200 lowend */
1470 if (strstr(gl_renderer, "GT 220"))
1472 return CARD_NVIDIA_GEFORCE_GT220;
1474 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1475 if (strstr(gl_renderer, "Geforce 210")
1476 || strstr(gl_renderer, "G 210")
1477 || strstr(gl_renderer, "Geforce 305")
1478 || strstr(gl_renderer, "Geforce 310"))
1480 return CARD_NVIDIA_GEFORCE_210;
1483 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1484 if (strstr(gl_renderer, "9800")
1485 || strstr(gl_renderer, "GTS 150")
1486 || strstr(gl_renderer, "GTS 250"))
1488 return CARD_NVIDIA_GEFORCE_9800GT;
1491 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1492 if (strstr(gl_renderer, "9600")
1493 || strstr(gl_renderer, "GT 140"))
1495 return CARD_NVIDIA_GEFORCE_9600GT;
1498 /* Geforce9 - midend low / Geforce 200 - low */
1499 if (strstr(gl_renderer, "9500")
1500 || strstr(gl_renderer, "GT 120")
1501 || strstr(gl_renderer, "GT 130"))
1503 return CARD_NVIDIA_GEFORCE_9500GT;
1506 /* Geforce9 - lowend */
1507 if (strstr(gl_renderer, "9400"))
1509 return CARD_NVIDIA_GEFORCE_9400GT;
1512 /* Geforce9 - lowend low */
1513 if (strstr(gl_renderer, "9100")
1514 || strstr(gl_renderer, "9200")
1515 || strstr(gl_renderer, "9300")
1516 || strstr(gl_renderer, "G 100"))
1518 return CARD_NVIDIA_GEFORCE_9200;
1521 /* Geforce8 - highend high*/
1522 if (strstr(gl_renderer, "8800 GTX"))
1524 return CARD_NVIDIA_GEFORCE_8800GTX;
1527 /* Geforce8 - highend */
1528 if (strstr(gl_renderer, "8800"))
1530 return CARD_NVIDIA_GEFORCE_8800GTS;
1533 /* Geforce8 - midend mobile */
1534 if (strstr(gl_renderer, "8600 M"))
1536 return CARD_NVIDIA_GEFORCE_8600MGT;
1539 /* Geforce8 - midend */
1540 if (strstr(gl_renderer, "8600")
1541 || strstr(gl_renderer, "8700"))
1543 return CARD_NVIDIA_GEFORCE_8600GT;
1546 /* Geforce8 - mid-lowend */
1547 if (strstr(gl_renderer, "8400")
1548 || strstr(gl_renderer, "8500"))
1550 return CARD_NVIDIA_GEFORCE_8400GS;
1553 /* Geforce8 - lowend */
1554 if (strstr(gl_renderer, "8100")
1555 || strstr(gl_renderer, "8200")
1556 || strstr(gl_renderer, "8300"))
1558 return CARD_NVIDIA_GEFORCE_8300GS;
1561 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1562 return CARD_NVIDIA_GEFORCE_8300GS;
1565 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1566 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1568 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1570 /* Geforce7 - highend */
1571 if (strstr(gl_renderer, "7800")
1572 || strstr(gl_renderer, "7900")
1573 || strstr(gl_renderer, "7950")
1574 || strstr(gl_renderer, "Quadro FX 4")
1575 || strstr(gl_renderer, "Quadro FX 5"))
1577 return CARD_NVIDIA_GEFORCE_7800GT;
1580 /* Geforce7 midend */
1581 if (strstr(gl_renderer, "7600")
1582 || strstr(gl_renderer, "7700"))
1584 return CARD_NVIDIA_GEFORCE_7600;
1587 /* Geforce7 lower medium */
1588 if (strstr(gl_renderer, "7400"))
1590 return CARD_NVIDIA_GEFORCE_7400;
1593 /* Geforce7 lowend */
1594 if (strstr(gl_renderer, "7300"))
1596 return CARD_NVIDIA_GEFORCE_7300;
1599 /* Geforce6 highend */
1600 if (strstr(gl_renderer, "6800"))
1602 return CARD_NVIDIA_GEFORCE_6800;
1605 /* Geforce6 - midend */
1606 if (strstr(gl_renderer, "6600")
1607 || strstr(gl_renderer, "6610")
1608 || strstr(gl_renderer, "6700"))
1610 return CARD_NVIDIA_GEFORCE_6600GT;
1613 /* Geforce6/7 lowend */
1614 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1617 if (WINE_D3D9_CAPABLE(gl_info))
1619 /* GeforceFX - highend */
1620 if (strstr(gl_renderer, "5800")
1621 || strstr(gl_renderer, "5900")
1622 || strstr(gl_renderer, "5950")
1623 || strstr(gl_renderer, "Quadro FX"))
1625 return CARD_NVIDIA_GEFORCEFX_5800;
1628 /* GeforceFX - midend */
1629 if (strstr(gl_renderer, "5600")
1630 || strstr(gl_renderer, "5650")
1631 || strstr(gl_renderer, "5700")
1632 || strstr(gl_renderer, "5750"))
1634 return CARD_NVIDIA_GEFORCEFX_5600;
1637 /* GeforceFX - lowend */
1638 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1641 if (WINE_D3D8_CAPABLE(gl_info))
1643 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1645 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1648 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1651 if (WINE_D3D7_CAPABLE(gl_info))
1653 if (strstr(gl_renderer, "GeForce4 MX"))
1655 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1658 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1660 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1663 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1665 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1668 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1671 if (strstr(gl_renderer, "TNT2"))
1673 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1676 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1679 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1680 const char *gl_renderer)
1682 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1684 * Beware: renderer string do not match exact card model,
1685 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1686 if (WINE_D3D10_CAPABLE(gl_info))
1688 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1689 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1690 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1691 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1693 return CARD_ATI_RADEON_HD5800;
1696 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1697 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1698 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1699 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1701 return CARD_ATI_RADEON_HD5700;
1704 /* Radeon R7xx HD4800 - highend */
1705 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1706 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1707 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1708 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1709 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1711 return CARD_ATI_RADEON_HD4800;
1714 /* Radeon R740 HD4700 - midend */
1715 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1716 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1718 return CARD_ATI_RADEON_HD4700;
1721 /* Radeon R730 HD4600 - midend */
1722 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1723 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1724 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1726 return CARD_ATI_RADEON_HD4600;
1729 /* Radeon R710 HD4500/HD4350 - lowend */
1730 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1731 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1733 return CARD_ATI_RADEON_HD4350;
1736 /* Radeon R6xx HD2900/HD3800 - highend */
1737 if (strstr(gl_renderer, "HD 2900")
1738 || strstr(gl_renderer, "HD 3870")
1739 || strstr(gl_renderer, "HD 3850"))
1741 return CARD_ATI_RADEON_HD2900;
1744 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1745 if (strstr(gl_renderer, "HD 2600")
1746 || strstr(gl_renderer, "HD 3830")
1747 || strstr(gl_renderer, "HD 3690")
1748 || strstr(gl_renderer, "HD 3650"))
1750 return CARD_ATI_RADEON_HD2600;
1753 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1754 * Note HD2300=DX9, HD2350=DX10 */
1755 if (strstr(gl_renderer, "HD 2350")
1756 || strstr(gl_renderer, "HD 2400")
1757 || strstr(gl_renderer, "HD 3470")
1758 || strstr(gl_renderer, "HD 3450")
1759 || strstr(gl_renderer, "HD 3430")
1760 || strstr(gl_renderer, "HD 3400"))
1762 return CARD_ATI_RADEON_HD2350;
1765 /* Radeon R6xx/R7xx integrated */
1766 if (strstr(gl_renderer, "HD 3100")
1767 || strstr(gl_renderer, "HD 3200")
1768 || strstr(gl_renderer, "HD 3300"))
1770 return CARD_ATI_RADEON_HD3200;
1773 /* Default for when no GPU has been found */
1774 return CARD_ATI_RADEON_HD3200;
1777 if (WINE_D3D8_CAPABLE(gl_info))
1780 if (strstr(gl_renderer, "X1600")
1781 || strstr(gl_renderer, "X1650")
1782 || strstr(gl_renderer, "X1800")
1783 || strstr(gl_renderer, "X1900")
1784 || strstr(gl_renderer, "X1950"))
1786 return CARD_ATI_RADEON_X1600;
1789 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1790 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1791 if (strstr(gl_renderer, "X700")
1792 || strstr(gl_renderer, "X800")
1793 || strstr(gl_renderer, "X850")
1794 || strstr(gl_renderer, "X1300")
1795 || strstr(gl_renderer, "X1400")
1796 || strstr(gl_renderer, "X1450")
1797 || strstr(gl_renderer, "X1550")
1798 || strstr(gl_renderer, "X2300")
1799 || strstr(gl_renderer, "X2500")
1800 || strstr(gl_renderer, "HD 2300")
1803 return CARD_ATI_RADEON_X700;
1806 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1807 if (strstr(gl_renderer, "Radeon Xpress"))
1809 return CARD_ATI_RADEON_XPRESS_200M;
1813 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1816 if (WINE_D3D8_CAPABLE(gl_info))
1818 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1821 if (WINE_D3D7_CAPABLE(gl_info))
1823 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1826 return CARD_ATI_RAGE_128PRO;
1829 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1830 const char *gl_renderer)
1832 if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1834 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1835 return CARD_INTEL_X3100;
1838 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1840 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1841 return CARD_INTEL_I945GM;
1844 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1845 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1846 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1847 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1848 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1849 return CARD_INTEL_I915G;
1853 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1854 const char *gl_renderer)
1856 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1858 * Beware: renderer string do not match exact card model,
1859 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1860 if (strstr(gl_renderer, "Gallium"))
1862 /* Radeon R7xx HD4800 - highend */
1863 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1864 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1865 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1867 return CARD_ATI_RADEON_HD4800;
1870 /* Radeon R740 HD4700 - midend */
1871 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1873 return CARD_ATI_RADEON_HD4700;
1876 /* Radeon R730 HD4600 - midend */
1877 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1879 return CARD_ATI_RADEON_HD4600;
1882 /* Radeon R710 HD4500/HD4350 - lowend */
1883 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1885 return CARD_ATI_RADEON_HD4350;
1888 /* Radeon R6xx HD2900/HD3800 - highend */
1889 if (strstr(gl_renderer, "R600")
1890 || strstr(gl_renderer, "RV670")
1891 || strstr(gl_renderer, "R680"))
1893 return CARD_ATI_RADEON_HD2900;
1896 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1897 if (strstr(gl_renderer, "RV630")
1898 || strstr(gl_renderer, "RV635"))
1900 return CARD_ATI_RADEON_HD2600;
1903 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1904 if (strstr(gl_renderer, "RV610")
1905 || strstr(gl_renderer, "RV620"))
1907 return CARD_ATI_RADEON_HD2350;
1910 /* Radeon R6xx/R7xx integrated */
1911 if (strstr(gl_renderer, "RS780")
1912 || strstr(gl_renderer, "RS880"))
1914 return CARD_ATI_RADEON_HD3200;
1918 if (strstr(gl_renderer, "RV530")
1919 || strstr(gl_renderer, "RV535")
1920 || strstr(gl_renderer, "RV560")
1921 || strstr(gl_renderer, "R520")
1922 || strstr(gl_renderer, "RV570")
1923 || strstr(gl_renderer, "R580"))
1925 return CARD_ATI_RADEON_X1600;
1928 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1929 if (strstr(gl_renderer, "R410")
1930 || strstr(gl_renderer, "R420")
1931 || strstr(gl_renderer, "R423")
1932 || strstr(gl_renderer, "R430")
1933 || strstr(gl_renderer, "R480")
1934 || strstr(gl_renderer, "R481")
1935 || strstr(gl_renderer, "RV410")
1936 || strstr(gl_renderer, "RV515")
1937 || strstr(gl_renderer, "RV516"))
1939 return CARD_ATI_RADEON_X700;
1942 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1943 if (strstr(gl_renderer, "RS400")
1944 || strstr(gl_renderer, "RS480")
1945 || strstr(gl_renderer, "RS482")
1946 || strstr(gl_renderer, "RS485")
1947 || strstr(gl_renderer, "RS600")
1948 || strstr(gl_renderer, "RS690")
1949 || strstr(gl_renderer, "RS740"))
1951 return CARD_ATI_RADEON_XPRESS_200M;
1955 if (strstr(gl_renderer, "R300")
1956 || strstr(gl_renderer, "RV350")
1957 || strstr(gl_renderer, "RV351")
1958 || strstr(gl_renderer, "RV360")
1959 || strstr(gl_renderer, "RV370")
1960 || strstr(gl_renderer, "R350")
1961 || strstr(gl_renderer, "R360"))
1963 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1967 if (WINE_D3D9_CAPABLE(gl_info))
1969 /* Radeon R7xx HD4800 - highend */
1970 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1971 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1972 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1974 return CARD_ATI_RADEON_HD4800;
1977 /* Radeon R740 HD4700 - midend */
1978 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1980 return CARD_ATI_RADEON_HD4700;
1983 /* Radeon R730 HD4600 - midend */
1984 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1986 return CARD_ATI_RADEON_HD4600;
1989 /* Radeon R710 HD4500/HD4350 - lowend */
1990 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1992 return CARD_ATI_RADEON_HD4350;
1995 /* Radeon R6xx HD2900/HD3800 - highend */
1996 if (strstr(gl_renderer, "(R600")
1997 || strstr(gl_renderer, "(RV670")
1998 || strstr(gl_renderer, "(R680"))
2000 return CARD_ATI_RADEON_HD2900;
2003 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
2004 if (strstr(gl_renderer, "(RV630")
2005 || strstr(gl_renderer, "(RV635"))
2007 return CARD_ATI_RADEON_HD2600;
2010 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
2011 if (strstr(gl_renderer, "(RV610")
2012 || strstr(gl_renderer, "(RV620"))
2014 return CARD_ATI_RADEON_HD2350;
2017 /* Radeon R6xx/R7xx integrated */
2018 if (strstr(gl_renderer, "(RS780")
2019 || strstr(gl_renderer, "(RS880"))
2021 return CARD_ATI_RADEON_HD3200;
2025 if (WINE_D3D8_CAPABLE(gl_info))
2027 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
2030 if (WINE_D3D7_CAPABLE(gl_info))
2032 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
2035 return CARD_ATI_RAGE_128PRO;
2038 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
2039 const char *gl_renderer)
2041 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
2042 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2043 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2044 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2045 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2046 return CARD_NVIDIA_RIVA_128;
2050 struct vendor_card_selection
2052 enum wined3d_gl_vendor gl_vendor;
2053 enum wined3d_pci_vendor card_vendor;
2054 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
2055 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
2058 static const struct vendor_card_selection vendor_card_select_table[] =
2060 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
2061 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
2062 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
2063 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
2064 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2065 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2066 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2067 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
2068 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
2072 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2073 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
2075 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2076 * different GPUs with roughly the same features. In most cases GPUs from a
2077 * certain family differ in clockspeeds, the amount of video memory and the
2078 * number of shader pipelines.
2080 * A Direct3D device object contains the PCI id (vendor + device) of the
2081 * videocard which is used for rendering. Various applications use this
2082 * information to get a rough estimation of the features of the card and
2083 * some might use it for enabling 3d effects only on certain types of
2084 * videocards. In some cases games might even use it to work around bugs
2085 * which happen on certain videocards/driver combinations. The problem is
2086 * that OpenGL only exposes a rendering string containing the name of the
2087 * videocard and not the PCI id.
2089 * Various games depend on the PCI id, so somehow we need to provide one.
2090 * A simple option is to parse the renderer string and translate this to
2091 * the right PCI id. This is a lot of work because there are more than 200
2092 * GPUs just for Nvidia. Various cards share the same renderer string, so
2093 * the amount of code might be 'small' but there are quite a number of
2094 * exceptions which would make this a pain to maintain. Another way would
2095 * be to query the PCI id from the operating system (assuming this is the
2096 * videocard which is used for rendering which is not always the case).
2097 * This would work but it is not very portable. Second it would not work
2098 * well in, let's say, a remote X situation in which the amount of 3d
2099 * features which can be used is limited.
2101 * As said most games only use the PCI id to get an indication of the
2102 * capabilities of the card. It doesn't really matter if the given id is
2103 * the correct one if we return the id of a card with similar 3d features.
2105 * The code below checks the OpenGL capabilities of a videocard and matches
2106 * that to a certain level of Direct3D functionality. Once a card passes
2107 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2108 * least a GeforceFX. To give a better estimate we do a basic check on the
2109 * renderer string but if that won't pass we return a default card. This
2110 * way is better than maintaining a full card database as even without a
2111 * full database we can return a card with similar features. Second the
2112 * size of the database can be made quite small because when you know what
2113 * type of 3d functionality a card has, you know to which GPU family the
2114 * GPU must belong. Because of this you only have to check a small part of
2115 * the renderer string to distinguishes between different models from that
2118 * The code also selects a default amount of video memory which we will
2119 * use for an estimation of the amount of free texture memory. In case of
2120 * real D3D the amount of texture memory includes video memory and system
2121 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2122 * HyperMemory). We don't know how much system memory can be addressed by
2123 * the system but we can make a reasonable estimation about the amount of
2124 * video memory. If the value is slightly wrong it doesn't matter as we
2125 * didn't include AGP-like memory which makes the amount of addressable
2126 * memory higher and second OpenGL isn't that critical it moves to system
2127 * memory behind our backs if really needed. Note that the amount of video
2128 * memory can be overruled using a registry setting. */
2132 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2134 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2135 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2137 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2138 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2141 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2142 *gl_vendor, *card_vendor);
2144 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2145 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2146 * them a good generic choice. */
2147 *card_vendor = HW_VENDOR_NVIDIA;
2148 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2149 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2150 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2151 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2152 return CARD_NVIDIA_RIVA_128;
2155 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2157 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2158 int vs_selected_mode, ps_selected_mode;
2160 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2161 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2162 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2163 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2164 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2165 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2166 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2167 else return &ffp_fragment_pipeline;
2170 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2172 int vs_selected_mode, ps_selected_mode;
2174 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2175 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2176 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2177 return &none_shader_backend;
2180 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2182 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2183 int vs_selected_mode, ps_selected_mode;
2185 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2186 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2187 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2188 else return &ffp_blit;
2191 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2195 #define USE_GL_FUNC(type, pfn, ext, replace) \
2196 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2197 else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2198 else gl_info->pfn = NULL;
2203 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2208 /* Context activation is done by the caller. */
2209 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2211 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2212 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2213 const char *GL_Extensions = NULL;
2214 const char *WGL_Extensions = NULL;
2215 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2216 struct fragment_caps fragment_caps;
2217 enum wined3d_gl_vendor gl_vendor;
2218 enum wined3d_pci_vendor card_vendor;
2219 enum wined3d_pci_device device;
2221 GLfloat gl_floatv[2];
2227 TRACE_(d3d_caps)("(%p)\n", gl_info);
2231 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2232 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2233 if (!gl_renderer_str)
2236 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2240 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2241 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2245 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2249 /* Parse the GL_VERSION field into major and minor information */
2250 gl_version_str = (const char *)glGetString(GL_VERSION);
2251 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2252 if (!gl_version_str)
2255 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2258 gl_version = wined3d_parse_gl_version(gl_version_str);
2261 * Initialize openGL extension related variables
2262 * with Default values
2264 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2265 gl_info->limits.blends = 1;
2266 gl_info->limits.buffers = 1;
2267 gl_info->limits.textures = 1;
2268 gl_info->limits.fragment_samplers = 1;
2269 gl_info->limits.vertex_samplers = 0;
2270 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2271 gl_info->limits.sampler_stages = 1;
2272 gl_info->limits.glsl_vs_float_constants = 0;
2273 gl_info->limits.glsl_ps_float_constants = 0;
2274 gl_info->limits.arb_vs_float_constants = 0;
2275 gl_info->limits.arb_vs_native_constants = 0;
2276 gl_info->limits.arb_vs_instructions = 0;
2277 gl_info->limits.arb_vs_temps = 0;
2278 gl_info->limits.arb_ps_float_constants = 0;
2279 gl_info->limits.arb_ps_local_constants = 0;
2280 gl_info->limits.arb_ps_instructions = 0;
2281 gl_info->limits.arb_ps_temps = 0;
2283 /* Retrieve opengl defaults */
2284 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2285 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2286 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2288 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2289 gl_info->limits.lights = gl_max;
2290 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2292 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2293 gl_info->limits.texture_size = gl_max;
2294 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2296 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2297 gl_info->limits.pointsize_min = gl_floatv[0];
2298 gl_info->limits.pointsize_max = gl_floatv[1];
2299 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2301 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2302 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2306 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2312 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2314 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2316 while (*GL_Extensions)
2320 while (isspace(*GL_Extensions)) ++GL_Extensions;
2321 start = GL_Extensions;
2322 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2324 len = GL_Extensions - start;
2327 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2329 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2331 if (len == strlen(EXTENSION_MAP[i].extension_string)
2332 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2334 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2335 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2341 /* Now work out what GL support this card really has */
2342 load_gl_funcs( gl_info, gl_version );
2346 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2347 * loading the functions, otherwise the code above will load the extension entry points instead of the
2348 * core functions, which may not work. */
2349 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2351 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2352 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2354 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2355 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2359 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2361 if (gl_info->supported[APPLE_FENCE])
2363 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2364 * The apple extension interacts with some other apple exts. Disable the NV
2365 * extension if the apple one is support to prevent confusion in other parts
2367 gl_info->supported[NV_FENCE] = FALSE;
2369 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2371 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2373 * The enums are the same:
2374 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2375 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2376 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2377 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2378 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2380 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2382 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2383 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2385 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2387 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2388 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2391 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2393 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2394 * functionality. Prefer the ARB extension */
2395 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2397 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2399 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2400 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2402 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2404 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2405 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2407 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2409 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2410 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2412 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2414 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2415 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2417 if (gl_info->supported[NV_TEXTURE_SHADER2])
2419 if (gl_info->supported[NV_REGISTER_COMBINERS])
2421 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2422 * are supported. The nv extensions provide the same functionality as the
2423 * ATI one, and a bit more(signed pixelformats). */
2424 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2428 if (gl_info->supported[NV_REGISTER_COMBINERS])
2430 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2431 gl_info->limits.general_combiners = gl_max;
2432 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2434 if (gl_info->supported[ARB_DRAW_BUFFERS])
2436 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2437 gl_info->limits.buffers = gl_max;
2438 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2440 if (gl_info->supported[ARB_MULTITEXTURE])
2442 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2443 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2444 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2446 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2449 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2450 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2454 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2456 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2458 if (gl_info->supported[ARB_VERTEX_SHADER])
2461 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2462 gl_info->limits.vertex_samplers = tmp;
2463 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2464 gl_info->limits.combined_samplers = tmp;
2466 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2467 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2468 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2469 * shader is used with fixed function vertex processing we're fine too because fixed function
2470 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2471 * used we have to make sure that all vertex sampler setups are valid together with all
2472 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2473 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2474 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2475 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2476 * a fixed function pipeline anymore.
2478 * So this is just a check to check that our assumption holds true. If not, write a warning
2479 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2480 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2481 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2483 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2484 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2485 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2486 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2487 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2489 gl_info->limits.vertex_samplers = 0;
2494 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2496 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2497 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2499 if (gl_info->supported[ARB_VERTEX_BLEND])
2501 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2502 gl_info->limits.blends = gl_max;
2503 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2505 if (gl_info->supported[EXT_TEXTURE3D])
2507 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2508 gl_info->limits.texture3d_size = gl_max;
2509 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2511 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2513 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2514 gl_info->limits.anisotropy = gl_max;
2515 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2517 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2519 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2520 gl_info->limits.arb_ps_float_constants = gl_max;
2521 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2522 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2523 gl_info->limits.arb_ps_native_constants = gl_max;
2524 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2525 gl_info->limits.arb_ps_native_constants);
2526 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2527 gl_info->limits.arb_ps_temps = gl_max;
2528 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2529 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2530 gl_info->limits.arb_ps_instructions = gl_max;
2531 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2532 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2533 gl_info->limits.arb_ps_local_constants = gl_max;
2534 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2536 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2538 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2539 gl_info->limits.arb_vs_float_constants = gl_max;
2540 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2541 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2542 gl_info->limits.arb_vs_native_constants = gl_max;
2543 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2544 gl_info->limits.arb_vs_native_constants);
2545 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2546 gl_info->limits.arb_vs_temps = gl_max;
2547 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2548 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2549 gl_info->limits.arb_vs_instructions = gl_max;
2550 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2552 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2554 if (gl_info->supported[ARB_VERTEX_SHADER])
2556 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2557 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2558 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2560 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2562 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2563 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2564 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2565 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2566 gl_info->limits.glsl_varyings = gl_max;
2567 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2569 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2571 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2572 unsigned int major, minor;
2574 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2576 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2577 sscanf(str, "%u.%u", &major, &minor);
2578 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2580 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2582 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2586 gl_info->limits.shininess = 128.0f;
2588 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2590 /* If we have full NP2 texture support, disable
2591 * GL_ARB_texture_rectangle because we will never use it.
2592 * This saves a few redundant glDisable calls. */
2593 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2595 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2597 /* Disable NV_register_combiners and fragment shader if this is supported.
2598 * generally the NV extensions are preferred over the ATI ones, and this
2599 * extension is disabled if register_combiners and texture_shader2 are both
2600 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2601 * fragment processing support. */
2602 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2603 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2604 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2605 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2607 if (gl_info->supported[NV_HALF_FLOAT])
2609 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2610 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2612 if (gl_info->supported[ARB_POINT_SPRITE])
2614 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2618 gl_info->limits.point_sprite_units = 0;
2620 checkGLcall("extension detection");
2624 adapter->fragment_pipe = select_fragment_implementation(adapter);
2625 adapter->shader_backend = select_shader_backend(adapter);
2626 adapter->blitter = select_blit_implementation(adapter);
2628 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2629 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2630 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2632 /* In some cases the number of texture stages can be larger than the number
2633 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2634 * shaders), but 8 texture stages (register combiners). */
2635 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2637 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2639 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2640 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2641 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2642 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2643 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2644 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2645 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2646 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2647 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2648 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2649 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2650 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2651 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2652 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2653 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2654 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2655 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2656 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2657 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2661 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2663 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2664 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2665 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2666 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2667 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2668 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2669 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2670 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2671 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2672 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2673 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2674 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2675 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2676 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2677 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2678 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2679 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2681 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2683 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2684 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2686 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2688 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2690 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2692 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2696 /* MRTs are currently only supported when FBOs are used. */
2697 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2699 gl_info->limits.buffers = 1;
2702 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2703 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2704 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2706 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2707 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2709 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2710 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2711 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2712 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2713 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2714 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2715 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2716 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2718 /* Make sure there's an active HDC else the WGL extensions will fail */
2719 hdc = pwglGetCurrentDC();
2721 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2722 if(GL_EXTCALL(wglGetExtensionsStringARB))
2723 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2725 if (!WGL_Extensions)
2727 ERR(" WGL_Extensions returns NULL\n");
2731 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2732 while (*WGL_Extensions)
2737 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2738 Start = WGL_Extensions;
2739 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2741 len = WGL_Extensions - Start;
2742 if (!len || len >= sizeof(ThisExtn))
2745 memcpy(ThisExtn, Start, len);
2746 ThisExtn[len] = '\0';
2747 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2749 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2750 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2751 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2753 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2754 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2755 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2761 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2762 init_driver_info(driver_info, card_vendor, device);
2763 add_gl_compat_wrappers(gl_info);
2768 /**********************************************************
2769 * IWineD3D implementation follows
2770 **********************************************************/
2772 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2773 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2775 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2777 return This->adapter_count;
2780 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2782 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2787 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2788 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2790 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2792 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2796 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2799 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2800 of the same bpp but different resolutions */
2802 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2803 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, enum wined3d_format_id format_id)
2805 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2807 TRACE_(d3d_caps)("iface %p, adapter %u, format_id: %s.\n", iface, Adapter, debug_d3dformat(format_id));
2809 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2813 /* TODO: Store modes per adapter and read it from the adapter structure */
2816 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2817 UINT format_bits = format->byte_count * CHAR_BIT;
2822 memset(&mode, 0, sizeof(mode));
2823 mode.dmSize = sizeof(mode);
2825 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2829 if (format_id == WINED3DFMT_UNKNOWN)
2831 /* This is for D3D8, do not enumerate P8 here */
2832 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2834 else if (mode.dmBitsPerPel == format_bits)
2840 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2843 FIXME_(d3d_caps)("Adapter not primary display\n");
2848 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2849 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter,
2850 enum wined3d_format_id format_id, UINT Mode, WINED3DDISPLAYMODE *pMode)
2852 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2854 TRACE_(d3d_caps)("iface %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2855 iface, Adapter, debug_d3dformat(format_id), Mode, pMode);
2857 /* Validate the parameters as much as possible */
2858 if (!pMode || Adapter >= IWineD3DImpl_GetAdapterCount(iface)
2859 || Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, format_id))
2861 return WINED3DERR_INVALIDCALL;
2864 /* TODO: Store modes per adapter and read it from the adapter structure */
2867 const struct wined3d_format *format = wined3d_get_format(&This->adapters[Adapter].gl_info, format_id);
2868 UINT format_bits = format->byte_count * CHAR_BIT;
2874 ZeroMemory(&DevModeW, sizeof(DevModeW));
2875 DevModeW.dmSize = sizeof(DevModeW);
2877 /* If we are filtering to a specific format (D3D9), then need to skip
2878 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2879 just count through the ones with valid bit depths */
2880 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2882 if (format_id == WINED3DFMT_UNKNOWN)
2884 /* This is for D3D8, do not enumerate P8 here */
2885 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2887 else if (DevModeW.dmBitsPerPel == format_bits)
2895 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2896 return WINED3DERR_INVALIDCALL;
2900 /* Now get the display mode via the calculated index */
2901 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2902 pMode->Width = DevModeW.dmPelsWidth;
2903 pMode->Height = DevModeW.dmPelsHeight;
2904 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2905 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2906 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2908 if (format_id == WINED3DFMT_UNKNOWN)
2909 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2911 pMode->Format = format_id;
2915 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2916 return WINED3DERR_INVALIDCALL;
2919 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2920 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2921 DevModeW.dmBitsPerPel);
2926 FIXME_(d3d_caps)("Adapter not primary display\n");
2932 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2934 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2936 if (!pMode || Adapter >= IWineD3D_GetAdapterCount(iface))
2937 return WINED3DERR_INVALIDCALL;
2939 if (Adapter == 0) { /* Display */
2943 ZeroMemory(&DevModeW, sizeof(DevModeW));
2944 DevModeW.dmSize = sizeof(DevModeW);
2946 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2947 pMode->Width = DevModeW.dmPelsWidth;
2948 pMode->Height = DevModeW.dmPelsHeight;
2949 bpp = DevModeW.dmBitsPerPel;
2950 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2951 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2953 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2956 pMode->Format = pixelformat_for_depth(bpp);
2958 FIXME_(d3d_caps)("Adapter not primary display\n");
2961 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2962 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2966 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2967 and fields being inserted in the middle, a new structure is used in place */
2968 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2969 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2970 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2971 struct wined3d_adapter *adapter;
2974 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2976 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2977 return WINED3DERR_INVALIDCALL;
2980 adapter = &This->adapters[Adapter];
2982 /* Return the information requested */
2983 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2985 if (pIdentifier->driver_size)
2987 const char *name = adapter->driver_info.name;
2988 len = min(strlen(name), pIdentifier->driver_size - 1);
2989 memcpy(pIdentifier->driver, name, len);
2990 pIdentifier->driver[len] = '\0';
2993 if (pIdentifier->description_size)
2995 const char *description = adapter->driver_info.description;
2996 len = min(strlen(description), pIdentifier->description_size - 1);
2997 memcpy(pIdentifier->description, description, len);
2998 pIdentifier->description[len] = '\0';
3001 /* Note that d3d8 doesn't supply a device name. */
3002 if (pIdentifier->device_name_size)
3004 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
3006 len = strlen(device_name);
3007 if (len >= pIdentifier->device_name_size)
3009 ERR("Device name size too small.\n");
3010 return WINED3DERR_INVALIDCALL;
3013 memcpy(pIdentifier->device_name, device_name, len);
3014 pIdentifier->device_name[len] = '\0';
3017 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
3018 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
3019 pIdentifier->vendor_id = adapter->driver_info.vendor;
3020 pIdentifier->device_id = adapter->driver_info.device;
3021 pIdentifier->subsystem_id = 0;
3022 pIdentifier->revision = 0;
3023 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
3024 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
3025 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
3026 pIdentifier->video_memory = adapter->TextureRam;
3031 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
3032 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3034 short redSize, greenSize, blueSize, alphaSize, colorBits;
3039 /* Float formats need FBOs. If FBOs are used this function isn't called */
3040 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3042 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
3043 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3045 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3049 if(cfg->redSize < redSize)
3052 if(cfg->greenSize < greenSize)
3055 if(cfg->blueSize < blueSize)
3058 if(cfg->alphaSize < alphaSize)
3064 /* Probably a RGBA_float or color index mode */
3068 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
3069 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
3071 short depthSize, stencilSize;
3072 BOOL lockable = FALSE;
3077 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
3079 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
3083 /* Float formats need FBOs. If FBOs are used this function isn't called */
3084 if (format->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3086 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
3089 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3090 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3091 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3092 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3095 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3096 * allow more stencil bits than requested. */
3097 if(cfg->stencilSize < stencilSize)
3103 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface,
3104 UINT Adapter, WINED3DDEVTYPE DeviceType, enum wined3d_format_id AdapterFormat,
3105 enum wined3d_format_id RenderTargetFormat, enum wined3d_format_id DepthStencilFormat)
3107 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3109 const WineD3D_PixelFormat *cfgs;
3110 const struct wined3d_adapter *adapter;
3111 const struct wined3d_format *rt_format;
3112 const struct wined3d_format *ds_format;
3115 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3117 DeviceType, debug_d3ddevicetype(DeviceType),
3118 AdapterFormat, debug_d3dformat(AdapterFormat),
3119 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3120 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3122 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3123 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3124 return WINED3DERR_INVALIDCALL;
3127 adapter = &This->adapters[Adapter];
3128 rt_format = wined3d_get_format(&adapter->gl_info, RenderTargetFormat);
3129 ds_format = wined3d_get_format(&adapter->gl_info, DepthStencilFormat);
3130 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3132 if ((rt_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3133 && (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3135 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3141 cfgs = adapter->cfgs;
3142 nCfgs = adapter->nCfgs;
3143 for (it = 0; it < nCfgs; ++it)
3145 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format))
3147 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format))
3149 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3155 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3157 return WINED3DERR_NOTAVAILABLE;
3160 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter,
3161 WINED3DDEVTYPE DeviceType, enum wined3d_format_id SurfaceFormat, BOOL Windowed,
3162 WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3164 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3165 const struct wined3d_adapter *adapter;
3166 const struct wined3d_format *format;
3168 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3171 DeviceType, debug_d3ddevicetype(DeviceType),
3172 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3177 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3178 return WINED3DERR_INVALIDCALL;
3181 /* TODO: handle Windowed, add more quality levels */
3183 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3184 if(pQualityLevels) *pQualityLevels = 1;
3188 /* By default multisampling is disabled right now as it causes issues
3189 * on some Nvidia driver versions and it doesn't work well in combination
3191 if(!wined3d_settings.allow_multisampling)
3192 return WINED3DERR_NOTAVAILABLE;
3194 adapter = &This->adapters[Adapter];
3195 format = wined3d_get_format(&adapter->gl_info, SurfaceFormat);
3196 if (!format) return WINED3DERR_INVALIDCALL;
3198 if (format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3201 const WineD3D_PixelFormat *cfgs;
3203 cfgs = adapter->cfgs;
3204 nCfgs = adapter->nCfgs;
3205 for(i=0; i<nCfgs; i++) {
3206 if(cfgs[i].numSamples != MultiSampleType)
3209 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3212 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3215 *pQualityLevels = 1; /* Guess at a value! */
3219 else if (format->Flags & WINED3DFMT_FLAG_RENDERTARGET)
3221 short redSize, greenSize, blueSize, alphaSize, colorBits;
3223 const WineD3D_PixelFormat *cfgs;
3225 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3227 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3228 return WINED3DERR_NOTAVAILABLE;
3231 cfgs = adapter->cfgs;
3232 nCfgs = adapter->nCfgs;
3233 for(i=0; i<nCfgs; i++) {
3234 if(cfgs[i].numSamples != MultiSampleType)
3236 if(cfgs[i].redSize != redSize)
3238 if(cfgs[i].greenSize != greenSize)
3240 if(cfgs[i].blueSize != blueSize)
3242 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3243 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3245 if (cfgs[i].colorSize != (format->byte_count << 3))
3248 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3251 *pQualityLevels = 1; /* Guess at a value! */
3255 return WINED3DERR_NOTAVAILABLE;
3258 /* Check if we support bumpmapping for a format */
3259 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3261 /* Ask the fixed function pipeline implementation if it can deal
3262 * with the conversion. If we've got a GL extension giving native
3263 * support this will be an identity conversion. */
3264 return (format->Flags & WINED3DFMT_FLAG_BUMPMAP)
3265 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3268 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3269 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3270 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3274 /* Only allow depth/stencil formats */
3275 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3277 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3279 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3280 if (ds_format->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3284 /* Walk through all WGL pixel formats to find a match */
3285 for (it = 0; it < adapter->nCfgs; ++it)
3287 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3288 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3290 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3301 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3303 /* The flags entry of a format contains the filtering capability */
3304 if (format->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3309 /* Check the render target capabilities of a format */
3310 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3311 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3313 /* Filter out non-RT formats */
3314 if (!(check_format->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3315 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3317 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3319 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3320 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3322 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3323 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3325 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3326 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3327 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3328 TRACE_(d3d_caps)("[FAILED]\n");
3332 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3333 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3334 for (it = 0; it < adapter->nCfgs; ++it)
3336 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3337 &cfgs[it], check_format))
3339 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3340 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3345 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3347 /* For now return TRUE for FBOs until we have some proper checks.
3348 * Note that this function will only be called when the format is around for texturing. */
3354 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3356 return adapter->gl_info.supported[EXT_TEXTURE_SRGB] && (format->Flags & WINED3DFMT_FLAG_SRGB_READ);
3359 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3361 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3362 * doing the color fixup in shaders.
3363 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3364 if (format->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3366 int vs_selected_mode;
3367 int ps_selected_mode;
3368 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3370 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3371 TRACE_(d3d_caps)("[OK]\n");
3376 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3380 /* Check if a format support blending in combination with pixel shaders */
3381 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3382 const struct wined3d_format *format)
3384 /* The flags entry of a format contains the post pixel shader blending capability */
3385 if (format->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3390 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3392 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3393 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3394 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3395 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3396 * capability anyway.
3398 * For now lets report this on all formats, but in the future we may want to
3399 * restrict it to some should games need that
3404 /* Check if a texture format is supported on the given adapter */
3405 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format *format)
3407 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3412 * supported: RGB(A) formats
3414 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3415 case WINED3DFMT_B8G8R8A8_UNORM:
3416 case WINED3DFMT_B8G8R8X8_UNORM:
3417 case WINED3DFMT_B5G6R5_UNORM:
3418 case WINED3DFMT_B5G5R5X1_UNORM:
3419 case WINED3DFMT_B5G5R5A1_UNORM:
3420 case WINED3DFMT_B4G4R4A4_UNORM:
3421 case WINED3DFMT_A8_UNORM:
3422 case WINED3DFMT_B4G4R4X4_UNORM:
3423 case WINED3DFMT_R8G8B8A8_UNORM:
3424 case WINED3DFMT_R8G8B8X8_UNORM:
3425 case WINED3DFMT_B10G10R10A2_UNORM:
3426 case WINED3DFMT_R10G10B10A2_UNORM:
3427 case WINED3DFMT_R16G16_UNORM:
3428 TRACE_(d3d_caps)("[OK]\n");
3431 case WINED3DFMT_B2G3R3_UNORM:
3432 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3436 * Not supported: Palettized
3437 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3438 * Since it is not widely available, don't offer it. Further no Windows driver offers
3439 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3441 case WINED3DFMT_P8_UINT:
3442 case WINED3DFMT_P8_UINT_A8_UNORM:
3446 * Supported: (Alpha)-Luminance
3448 case WINED3DFMT_L8_UNORM:
3449 case WINED3DFMT_L8A8_UNORM:
3450 case WINED3DFMT_L16_UNORM:
3451 TRACE_(d3d_caps)("[OK]\n");
3454 /* Not supported on Windows, thus disabled */
3455 case WINED3DFMT_L4A4_UNORM:
3456 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3460 * Supported: Depth/Stencil formats
3462 case WINED3DFMT_D16_LOCKABLE:
3463 case WINED3DFMT_D16_UNORM:
3464 case WINED3DFMT_S1_UINT_D15_UNORM:
3465 case WINED3DFMT_X8D24_UNORM:
3466 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3467 case WINED3DFMT_D24_UNORM_S8_UINT:
3468 case WINED3DFMT_S8_UINT_D24_FLOAT:
3469 case WINED3DFMT_D32_UNORM:
3470 case WINED3DFMT_D32_FLOAT:
3473 case WINED3DFMT_INTZ:
3474 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3475 || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3480 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3481 * GL_NV_texture_shader). Emulated by shaders
3483 case WINED3DFMT_R8G8_SNORM:
3484 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3485 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3486 case WINED3DFMT_R8G8B8A8_SNORM:
3487 case WINED3DFMT_R16G16_SNORM:
3488 /* Ask the shader backend if it can deal with the conversion. If
3489 * we've got a GL extension giving native support this will be an
3490 * identity conversion. */
3491 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3493 TRACE_(d3d_caps)("[OK]\n");
3496 TRACE_(d3d_caps)("[FAILED]\n");
3499 case WINED3DFMT_DXT1:
3500 case WINED3DFMT_DXT2:
3501 case WINED3DFMT_DXT3:
3502 case WINED3DFMT_DXT4:
3503 case WINED3DFMT_DXT5:
3504 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3506 TRACE_(d3d_caps)("[OK]\n");
3509 TRACE_(d3d_caps)("[FAILED]\n");
3514 * Odd formats - not supported
3516 case WINED3DFMT_VERTEXDATA:
3517 case WINED3DFMT_R16_UINT:
3518 case WINED3DFMT_R32_UINT:
3519 case WINED3DFMT_R16G16B16A16_SNORM:
3520 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3521 case WINED3DFMT_R10G11B11_SNORM:
3522 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3526 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3528 case WINED3DFMT_R8G8_SNORM_Cx:
3529 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3533 case WINED3DFMT_UYVY:
3534 case WINED3DFMT_YUY2:
3535 if (gl_info->supported[APPLE_YCBCR_422])
3537 TRACE_(d3d_caps)("[OK]\n");
3540 TRACE_(d3d_caps)("[FAILED]\n");
3542 case WINED3DFMT_YV12:
3543 TRACE_(d3d_caps)("[FAILED]\n");
3547 case WINED3DFMT_R16G16B16A16_UNORM:
3548 case WINED3DFMT_B2G3R3A8_UNORM:
3549 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3552 /* Floating point formats */
3553 case WINED3DFMT_R16_FLOAT:
3554 case WINED3DFMT_R16G16_FLOAT:
3555 case WINED3DFMT_R16G16B16A16_FLOAT:
3556 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3558 TRACE_(d3d_caps)("[OK]\n");
3561 TRACE_(d3d_caps)("[FAILED]\n");
3564 case WINED3DFMT_R32_FLOAT:
3565 case WINED3DFMT_R32G32_FLOAT:
3566 case WINED3DFMT_R32G32B32A32_FLOAT:
3567 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3569 TRACE_(d3d_caps)("[OK]\n");
3572 TRACE_(d3d_caps)("[FAILED]\n");
3575 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3576 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3577 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3578 * We can do instancing with all shader versions, but we need vertex shaders.
3580 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3581 * to enable instancing. WineD3D doesn't need that and just ignores it.
3583 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3585 case WINED3DFMT_INST:
3586 TRACE("ATI Instancing check hack\n");
3587 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3589 TRACE_(d3d_caps)("[OK]\n");
3592 TRACE_(d3d_caps)("[FAILED]\n");
3595 /* Some weird FOURCC formats */
3596 case WINED3DFMT_R8G8_B8G8:
3597 case WINED3DFMT_G8R8_G8B8:
3598 case WINED3DFMT_MULTI2_ARGB8:
3599 TRACE_(d3d_caps)("[FAILED]\n");
3602 /* Vendor specific formats */
3603 case WINED3DFMT_ATI2N:
3604 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3605 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3607 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3608 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3610 TRACE_(d3d_caps)("[OK]\n");
3614 TRACE_(d3d_caps)("[OK]\n");
3617 TRACE_(d3d_caps)("[FAILED]\n");
3620 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3621 * format MAKEFOURCC('N','V','D','B') is used.
3622 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3623 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3626 case WINED3DFMT_NVDB:
3627 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3629 TRACE_(d3d_caps)("[OK]\n");
3632 TRACE_(d3d_caps)("[FAILED]\n");
3635 case WINED3DFMT_NVHU:
3636 case WINED3DFMT_NVHS:
3637 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3638 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3639 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3640 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3641 * Applications have to deal with not having NVHS and NVHU.
3643 TRACE_(d3d_caps)("[FAILED]\n");
3646 case WINED3DFMT_UNKNOWN:
3650 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3656 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3657 const struct wined3d_format *adapter_format,
3658 const struct wined3d_format *check_format,
3659 WINED3DSURFTYPE SurfaceType)
3661 if (SurfaceType == SURFACE_GDI)
3663 switch (check_format->id)
3665 case WINED3DFMT_B8G8R8_UNORM:
3666 case WINED3DFMT_B8G8R8A8_UNORM:
3667 case WINED3DFMT_B8G8R8X8_UNORM:
3668 case WINED3DFMT_B5G6R5_UNORM:
3669 case WINED3DFMT_B5G5R5X1_UNORM:
3670 case WINED3DFMT_B5G5R5A1_UNORM:
3671 case WINED3DFMT_B4G4R4A4_UNORM:
3672 case WINED3DFMT_B2G3R3_UNORM:
3673 case WINED3DFMT_A8_UNORM:
3674 case WINED3DFMT_B2G3R3A8_UNORM:
3675 case WINED3DFMT_B4G4R4X4_UNORM:
3676 case WINED3DFMT_R10G10B10A2_UNORM:
3677 case WINED3DFMT_R8G8B8A8_UNORM:
3678 case WINED3DFMT_R8G8B8X8_UNORM:
3679 case WINED3DFMT_R16G16_UNORM:
3680 case WINED3DFMT_B10G10R10A2_UNORM:
3681 case WINED3DFMT_R16G16B16A16_UNORM:
3682 case WINED3DFMT_P8_UINT:
3683 TRACE_(d3d_caps)("[OK]\n");
3686 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3691 /* All format that are supported for textures are supported for surfaces as well */
3692 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3693 /* All depth stencil formats are supported on surfaces */
3694 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3696 /* If opengl can't process the format natively, the blitter may be able to convert it */
3697 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3698 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3699 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3701 TRACE_(d3d_caps)("[OK]\n");
3705 /* Reject other formats */
3706 TRACE_(d3d_caps)("[FAILED]\n");
3710 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3711 const struct wined3d_format *format)
3713 return adapter->gl_info.limits.vertex_samplers && (format->Flags & WINED3DFMT_FLAG_VTF);
3716 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3717 enum wined3d_format_id AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType,
3718 enum wined3d_format_id CheckFormat, WINED3DSURFTYPE SurfaceType)
3720 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3721 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3722 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3723 const struct wined3d_format *format = wined3d_get_format(gl_info, CheckFormat);
3724 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, AdapterFormat);
3725 DWORD UsageCaps = 0;
3727 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3730 DeviceType, debug_d3ddevicetype(DeviceType),
3731 AdapterFormat, debug_d3dformat(AdapterFormat),
3732 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3733 RType, debug_d3dresourcetype(RType),
3734 CheckFormat, debug_d3dformat(CheckFormat));
3736 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3737 return WINED3DERR_INVALIDCALL;
3742 case WINED3DRTYPE_CUBETEXTURE:
3743 /* Cubetexture allows:
3744 * - WINED3DUSAGE_AUTOGENMIPMAP
3745 * - WINED3DUSAGE_DEPTHSTENCIL
3746 * - WINED3DUSAGE_DYNAMIC
3747 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3748 * - WINED3DUSAGE_RENDERTARGET
3749 * - WINED3DUSAGE_SOFTWAREPROCESSING
3750 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3752 if (SurfaceType != SURFACE_OPENGL)
3754 TRACE_(d3d_caps)("[FAILED]\n");
3755 return WINED3DERR_NOTAVAILABLE;
3758 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3760 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3761 return WINED3DERR_NOTAVAILABLE;
3764 if (!CheckTextureCapability(adapter, format))
3766 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3767 return WINED3DERR_NOTAVAILABLE;
3770 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3772 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3773 /* When autogenmipmap isn't around continue and return
3774 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3775 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3777 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3780 /* Always report dynamic locking. */
3781 if (Usage & WINED3DUSAGE_DYNAMIC)
3782 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3784 if (Usage & WINED3DUSAGE_RENDERTARGET)
3786 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3788 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3789 return WINED3DERR_NOTAVAILABLE;
3791 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3794 /* Always report software processing. */
3795 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3796 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3798 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3800 if (!CheckFilterCapability(adapter, format))
3802 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3803 return WINED3DERR_NOTAVAILABLE;
3805 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3808 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3810 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3812 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3813 return WINED3DERR_NOTAVAILABLE;
3815 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3818 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3820 if (!CheckSrgbReadCapability(adapter, format))
3822 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3823 return WINED3DERR_NOTAVAILABLE;
3825 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3828 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3830 if (!CheckSrgbWriteCapability(adapter, format))
3832 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3833 return WINED3DERR_NOTAVAILABLE;
3835 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3838 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3840 if (!CheckVertexTextureCapability(adapter, format))
3842 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3843 return WINED3DERR_NOTAVAILABLE;
3845 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3848 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3850 if (!CheckWrapAndMipCapability(adapter, format))
3852 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3853 return WINED3DERR_NOTAVAILABLE;
3855 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3859 case WINED3DRTYPE_SURFACE:
3861 * - WINED3DUSAGE_DEPTHSTENCIL
3862 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3863 * - WINED3DUSAGE_RENDERTARGET
3865 if (!CheckSurfaceCapability(adapter, adapter_format, format, SurfaceType))
3867 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3868 return WINED3DERR_NOTAVAILABLE;
3871 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3873 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3875 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3876 return WINED3DERR_NOTAVAILABLE;
3878 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3881 if (Usage & WINED3DUSAGE_RENDERTARGET)
3883 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3885 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3886 return WINED3DERR_NOTAVAILABLE;
3888 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3891 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3893 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3895 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3896 return WINED3DERR_NOTAVAILABLE;
3898 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3902 case WINED3DRTYPE_TEXTURE:
3904 * - WINED3DUSAGE_AUTOGENMIPMAP
3905 * - WINED3DUSAGE_DEPTHSTENCIL
3906 * - WINED3DUSAGE_DMAP
3907 * - WINED3DUSAGE_DYNAMIC
3908 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3909 * - WINED3DUSAGE_RENDERTARGET
3910 * - WINED3DUSAGE_SOFTWAREPROCESSING
3911 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3912 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3914 if (SurfaceType != SURFACE_OPENGL)
3916 TRACE_(d3d_caps)("[FAILED]\n");
3917 return WINED3DERR_NOTAVAILABLE;
3920 if (!CheckTextureCapability(adapter, format))
3922 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3923 return WINED3DERR_NOTAVAILABLE;
3926 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3928 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3929 /* When autogenmipmap isn't around continue and return
3930 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3931 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3933 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3936 /* Always report dynamic locking. */
3937 if (Usage & WINED3DUSAGE_DYNAMIC)
3938 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3940 if (Usage & WINED3DUSAGE_RENDERTARGET)
3942 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3944 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3945 return WINED3DERR_NOTAVAILABLE;
3947 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3950 /* Always report software processing. */
3951 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3952 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3954 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3956 if (!CheckFilterCapability(adapter, format))
3958 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3959 return WINED3DERR_NOTAVAILABLE;
3961 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3964 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3966 if (!CheckBumpMapCapability(adapter, format))
3968 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3969 return WINED3DERR_NOTAVAILABLE;
3971 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3974 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3976 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3978 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3979 return WINED3DERR_NOTAVAILABLE;
3981 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3984 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3986 if (!CheckSrgbReadCapability(adapter, format))
3988 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3989 return WINED3DERR_NOTAVAILABLE;
3991 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3994 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3996 if (!CheckSrgbWriteCapability(adapter, format))
3998 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3999 return WINED3DERR_NOTAVAILABLE;
4001 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4004 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4006 if (!CheckVertexTextureCapability(adapter, format))
4008 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4009 return WINED3DERR_NOTAVAILABLE;
4011 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4014 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4016 if (!CheckWrapAndMipCapability(adapter, format))
4018 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4019 return WINED3DERR_NOTAVAILABLE;
4021 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4024 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4026 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
4028 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4029 return WINED3DERR_NOTAVAILABLE;
4031 if ((format->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4033 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4034 return WINED3DERR_NOTAVAILABLE;
4036 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4040 case WINED3DRTYPE_VOLUMETEXTURE:
4041 case WINED3DRTYPE_VOLUME:
4042 /* Volume is to VolumeTexture what Surface is to Texture, but its
4043 * usage caps are not documented. Most driver seem to offer
4044 * (nearly) the same on Volume and VolumeTexture, so do that too.
4046 * Volumetexture allows:
4047 * - D3DUSAGE_DYNAMIC
4048 * - D3DUSAGE_NONSECURE (d3d9ex)
4049 * - D3DUSAGE_SOFTWAREPROCESSING
4050 * - D3DUSAGE_QUERY_WRAPANDMIP
4052 if (SurfaceType != SURFACE_OPENGL)
4054 TRACE_(d3d_caps)("[FAILED]\n");
4055 return WINED3DERR_NOTAVAILABLE;
4058 if (!gl_info->supported[EXT_TEXTURE3D])
4060 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4061 return WINED3DERR_NOTAVAILABLE;
4064 if (!CheckTextureCapability(adapter, format))
4066 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4067 return WINED3DERR_NOTAVAILABLE;
4070 /* Filter formats that need conversion; For one part, this
4071 * conversion is unimplemented, and volume textures are huge, so
4072 * it would be a big performance hit. Unless we hit an application
4073 * needing one of those formats, don't advertize them to avoid
4074 * leading applications into temptation. The windows drivers don't
4075 * support most of those formats on volumes anyway, except for
4076 * WINED3DFMT_R32_FLOAT. */
4077 switch (CheckFormat)
4079 case WINED3DFMT_P8_UINT:
4080 case WINED3DFMT_L4A4_UNORM:
4081 case WINED3DFMT_R32_FLOAT:
4082 case WINED3DFMT_R16_FLOAT:
4083 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4084 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4085 case WINED3DFMT_R16G16_UNORM:
4086 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4087 return WINED3DERR_NOTAVAILABLE;
4089 case WINED3DFMT_R8G8B8A8_SNORM:
4090 case WINED3DFMT_R16G16_SNORM:
4091 if (!gl_info->supported[NV_TEXTURE_SHADER])
4093 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4094 return WINED3DERR_NOTAVAILABLE;
4098 case WINED3DFMT_R8G8_SNORM:
4099 if (!gl_info->supported[NV_TEXTURE_SHADER])
4101 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4102 return WINED3DERR_NOTAVAILABLE;
4106 case WINED3DFMT_DXT1:
4107 case WINED3DFMT_DXT2:
4108 case WINED3DFMT_DXT3:
4109 case WINED3DFMT_DXT4:
4110 case WINED3DFMT_DXT5:
4111 /* The GL_EXT_texture_compression_s3tc spec requires that
4112 * loading an s3tc compressed texture results in an error.
4113 * While the D3D refrast does support s3tc volumes, at
4114 * least the nvidia windows driver does not, so we're free
4115 * not to support this format. */
4116 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4117 return WINED3DERR_NOTAVAILABLE;
4120 /* Do nothing, continue with checking the format below */
4124 /* Always report dynamic locking. */
4125 if (Usage & WINED3DUSAGE_DYNAMIC)
4126 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4128 /* Always report software processing. */
4129 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4130 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4132 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4134 if (!CheckFilterCapability(adapter, format))
4136 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4137 return WINED3DERR_NOTAVAILABLE;
4139 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4142 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4144 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4146 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4147 return WINED3DERR_NOTAVAILABLE;
4149 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4152 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4154 if (!CheckSrgbReadCapability(adapter, format))
4156 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4157 return WINED3DERR_NOTAVAILABLE;
4159 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4162 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4164 if (!CheckSrgbWriteCapability(adapter, format))
4166 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4167 return WINED3DERR_NOTAVAILABLE;
4169 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4172 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4174 if (!CheckVertexTextureCapability(adapter, format))
4176 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4177 return WINED3DERR_NOTAVAILABLE;
4179 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4182 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4184 if (!CheckWrapAndMipCapability(adapter, format))
4186 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4187 return WINED3DERR_NOTAVAILABLE;
4189 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4194 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4195 return WINED3DERR_NOTAVAILABLE;
4198 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4199 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4200 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4201 if (UsageCaps == Usage)
4203 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4204 return WINED3DOK_NOAUTOGEN;
4206 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4207 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4209 return WINED3DERR_NOTAVAILABLE;
4212 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4213 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4215 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4216 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4217 debug_d3dformat(dst_format));
4222 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4223 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4228 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4229 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4230 debug_d3dformat(backbuffer_format), windowed);
4232 if (adapter_idx >= IWineD3D_GetAdapterCount(iface))
4234 WARN_(d3d_caps)("adapter_idx >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
4235 return WINED3DERR_INVALIDCALL;
4238 /* The task of this function is to check whether a certain display / backbuffer format
4239 * combination is available on the given adapter. In fullscreen mode microsoft specified
4240 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4241 * and display format should match exactly.
4242 * In windowed mode format conversion can occur and this depends on the driver. When format
4243 * conversion is done, this function should nevertheless fail and applications need to use
4244 * CheckDeviceFormatConversion.
4245 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4247 /* There are only 4 display formats. */
4248 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4249 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4250 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4251 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4253 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4254 return WINED3DERR_NOTAVAILABLE;
4257 /* If the requested display format is not available, don't continue. */
4258 mode_count = IWineD3DImpl_GetAdapterModeCount(iface, adapter_idx, display_format);
4261 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4262 return WINED3DERR_NOTAVAILABLE;
4265 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4266 * it means 'reuse' the display format for the backbuffer. */
4267 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4269 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4270 return WINED3DERR_NOTAVAILABLE;
4273 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4274 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4275 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4277 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4278 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4279 return WINED3DERR_NOTAVAILABLE;
4282 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4283 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4284 * WINED3DFMT_B5G5R5A1_UNORM. */
4285 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4286 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4288 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4289 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4290 return WINED3DERR_NOTAVAILABLE;
4293 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4294 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4295 * WINED3DFMT_B8G8R8A8_UNORM. */
4296 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4297 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4299 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4300 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4301 return WINED3DERR_NOTAVAILABLE;
4304 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4305 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4306 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4307 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4309 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4310 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4311 return WINED3DERR_NOTAVAILABLE;
4314 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4315 hr = IWineD3DImpl_CheckDeviceFormat(iface, adapter_idx, device_type, display_format,
4316 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4318 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4319 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4324 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4325 subset of a D3DCAPS9 structure. However, it has to come via a void *
4326 as the d3d8 interface cannot import the d3d9 header */
4327 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4329 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4330 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4331 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4332 int vs_selected_mode;
4333 int ps_selected_mode;
4334 struct shader_caps shader_caps;
4335 struct fragment_caps fragment_caps;
4336 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4338 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4340 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4341 return WINED3DERR_INVALIDCALL;
4344 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4346 /* ------------------------------------------------
4347 The following fields apply to both d3d8 and d3d9
4348 ------------------------------------------------ */
4349 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4350 pCaps->AdapterOrdinal = Adapter;
4353 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4354 WINED3DCAPS2_FULLSCREENGAMMA |
4355 WINED3DCAPS2_DYNAMICTEXTURES;
4356 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4358 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4361 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4362 WINED3DCAPS3_COPY_TO_VIDMEM |
4363 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4365 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4366 WINED3DPRESENT_INTERVAL_ONE;
4368 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4369 WINED3DCURSORCAPS_LOWRES;
4371 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4372 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4373 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4374 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4375 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4376 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4377 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4378 WINED3DDEVCAPS_PUREDEVICE |
4379 WINED3DDEVCAPS_HWRASTERIZATION |
4380 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4381 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4382 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4383 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4384 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4385 WINED3DDEVCAPS_RTPATCHES;
4387 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4388 WINED3DPMISCCAPS_CULLCCW |
4389 WINED3DPMISCCAPS_CULLCW |
4390 WINED3DPMISCCAPS_COLORWRITEENABLE |
4391 WINED3DPMISCCAPS_CLIPTLVERTS |
4392 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4393 WINED3DPMISCCAPS_MASKZ |
4394 WINED3DPMISCCAPS_BLENDOP |
4395 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4397 WINED3DPMISCCAPS_NULLREFERENCE
4398 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4399 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4400 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4402 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4403 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4404 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4405 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4407 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4408 WINED3DPRASTERCAPS_PAT |
4409 WINED3DPRASTERCAPS_WFOG |
4410 WINED3DPRASTERCAPS_ZFOG |
4411 WINED3DPRASTERCAPS_FOGVERTEX |
4412 WINED3DPRASTERCAPS_FOGTABLE |
4413 WINED3DPRASTERCAPS_STIPPLE |
4414 WINED3DPRASTERCAPS_SUBPIXEL |
4415 WINED3DPRASTERCAPS_ZTEST |
4416 WINED3DPRASTERCAPS_SCISSORTEST |
4417 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4418 WINED3DPRASTERCAPS_DEPTHBIAS;
4420 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4422 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4423 WINED3DPRASTERCAPS_ZBIAS |
4424 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4426 if (gl_info->supported[NV_FOG_DISTANCE])
4428 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4431 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4432 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4433 WINED3DPRASTERCAPS_ANTIALIASEDGES
4434 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4435 WINED3DPRASTERCAPS_WBUFFER */
4437 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4438 WINED3DPCMPCAPS_EQUAL |
4439 WINED3DPCMPCAPS_GREATER |
4440 WINED3DPCMPCAPS_GREATEREQUAL |
4441 WINED3DPCMPCAPS_LESS |
4442 WINED3DPCMPCAPS_LESSEQUAL |
4443 WINED3DPCMPCAPS_NEVER |
4444 WINED3DPCMPCAPS_NOTEQUAL;
4446 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4447 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4448 WINED3DPBLENDCAPS_DESTALPHA |
4449 WINED3DPBLENDCAPS_DESTCOLOR |
4450 WINED3DPBLENDCAPS_INVDESTALPHA |
4451 WINED3DPBLENDCAPS_INVDESTCOLOR |
4452 WINED3DPBLENDCAPS_INVSRCALPHA |
4453 WINED3DPBLENDCAPS_INVSRCCOLOR |
4454 WINED3DPBLENDCAPS_ONE |
4455 WINED3DPBLENDCAPS_SRCALPHA |
4456 WINED3DPBLENDCAPS_SRCALPHASAT |
4457 WINED3DPBLENDCAPS_SRCCOLOR |
4458 WINED3DPBLENDCAPS_ZERO;
4460 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4461 WINED3DPBLENDCAPS_DESTCOLOR |
4462 WINED3DPBLENDCAPS_INVDESTALPHA |
4463 WINED3DPBLENDCAPS_INVDESTCOLOR |
4464 WINED3DPBLENDCAPS_INVSRCALPHA |
4465 WINED3DPBLENDCAPS_INVSRCCOLOR |
4466 WINED3DPBLENDCAPS_ONE |
4467 WINED3DPBLENDCAPS_SRCALPHA |
4468 WINED3DPBLENDCAPS_SRCCOLOR |
4469 WINED3DPBLENDCAPS_ZERO;
4470 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4471 * according to the glBlendFunc manpage
4473 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4474 * legacy settings for srcblend only
4477 if (gl_info->supported[EXT_BLEND_COLOR])
4479 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4480 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4484 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4485 WINED3DPCMPCAPS_EQUAL |
4486 WINED3DPCMPCAPS_GREATER |
4487 WINED3DPCMPCAPS_GREATEREQUAL |
4488 WINED3DPCMPCAPS_LESS |
4489 WINED3DPCMPCAPS_LESSEQUAL |
4490 WINED3DPCMPCAPS_NEVER |
4491 WINED3DPCMPCAPS_NOTEQUAL;
4493 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4494 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4495 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4496 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4497 WINED3DPSHADECAPS_COLORFLATRGB |
4498 WINED3DPSHADECAPS_FOGFLAT |
4499 WINED3DPSHADECAPS_FOGGOURAUD |
4500 WINED3DPSHADECAPS_SPECULARFLATRGB;
4502 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4503 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4504 WINED3DPTEXTURECAPS_TRANSPARENCY |
4505 WINED3DPTEXTURECAPS_BORDER |
4506 WINED3DPTEXTURECAPS_MIPMAP |
4507 WINED3DPTEXTURECAPS_PROJECTED |
4508 WINED3DPTEXTURECAPS_PERSPECTIVE;
4510 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4512 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4513 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4516 if (gl_info->supported[EXT_TEXTURE3D])
4518 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4519 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4520 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4523 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4525 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4526 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4527 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4531 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4532 WINED3DPTFILTERCAPS_MAGFPOINT |
4533 WINED3DPTFILTERCAPS_MINFLINEAR |
4534 WINED3DPTFILTERCAPS_MINFPOINT |
4535 WINED3DPTFILTERCAPS_MIPFLINEAR |
4536 WINED3DPTFILTERCAPS_MIPFPOINT |
4537 WINED3DPTFILTERCAPS_LINEAR |
4538 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4539 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4540 WINED3DPTFILTERCAPS_MIPLINEAR |
4541 WINED3DPTFILTERCAPS_MIPNEAREST |
4542 WINED3DPTFILTERCAPS_NEAREST;
4544 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4546 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4547 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4550 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4552 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4553 WINED3DPTFILTERCAPS_MAGFPOINT |
4554 WINED3DPTFILTERCAPS_MINFLINEAR |
4555 WINED3DPTFILTERCAPS_MINFPOINT |
4556 WINED3DPTFILTERCAPS_MIPFLINEAR |
4557 WINED3DPTFILTERCAPS_MIPFPOINT |
4558 WINED3DPTFILTERCAPS_LINEAR |
4559 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4560 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4561 WINED3DPTFILTERCAPS_MIPLINEAR |
4562 WINED3DPTFILTERCAPS_MIPNEAREST |
4563 WINED3DPTFILTERCAPS_NEAREST;
4565 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4567 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4568 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4571 pCaps->CubeTextureFilterCaps = 0;
4573 if (gl_info->supported[EXT_TEXTURE3D])
4575 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4576 WINED3DPTFILTERCAPS_MAGFPOINT |
4577 WINED3DPTFILTERCAPS_MINFLINEAR |
4578 WINED3DPTFILTERCAPS_MINFPOINT |
4579 WINED3DPTFILTERCAPS_MIPFLINEAR |
4580 WINED3DPTFILTERCAPS_MIPFPOINT |
4581 WINED3DPTFILTERCAPS_LINEAR |
4582 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4583 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4584 WINED3DPTFILTERCAPS_MIPLINEAR |
4585 WINED3DPTFILTERCAPS_MIPNEAREST |
4586 WINED3DPTFILTERCAPS_NEAREST;
4588 pCaps->VolumeTextureFilterCaps = 0;
4590 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4591 WINED3DPTADDRESSCAPS_CLAMP |
4592 WINED3DPTADDRESSCAPS_WRAP;
4594 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4596 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4598 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4600 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4602 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4604 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4607 if (gl_info->supported[EXT_TEXTURE3D])
4609 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4610 WINED3DPTADDRESSCAPS_CLAMP |
4611 WINED3DPTADDRESSCAPS_WRAP;
4612 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4614 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4616 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4618 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4620 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4622 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4625 pCaps->VolumeTextureAddressCaps = 0;
4627 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4628 WINED3DLINECAPS_ZTEST |
4629 WINED3DLINECAPS_BLEND |
4630 WINED3DLINECAPS_ALPHACMP |
4631 WINED3DLINECAPS_FOG;
4632 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4633 * idea how generating the smoothing alpha values works; the result is different
4636 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4637 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4639 if (gl_info->supported[EXT_TEXTURE3D])
4640 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4642 pCaps->MaxVolumeExtent = 0;
4644 pCaps->MaxTextureRepeat = 32768;
4645 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4646 pCaps->MaxVertexW = 1.0f;
4648 pCaps->GuardBandLeft = 0.0f;
4649 pCaps->GuardBandTop = 0.0f;
4650 pCaps->GuardBandRight = 0.0f;
4651 pCaps->GuardBandBottom = 0.0f;
4653 pCaps->ExtentsAdjust = 0.0f;
4655 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4656 WINED3DSTENCILCAPS_INCRSAT |
4657 WINED3DSTENCILCAPS_INVERT |
4658 WINED3DSTENCILCAPS_KEEP |
4659 WINED3DSTENCILCAPS_REPLACE |
4660 WINED3DSTENCILCAPS_ZERO;
4661 if (gl_info->supported[EXT_STENCIL_WRAP])
4663 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4664 WINED3DSTENCILCAPS_INCR;
4666 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4668 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4671 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4673 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4674 pCaps->MaxActiveLights = gl_info->limits.lights;
4676 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4677 pCaps->MaxVertexBlendMatrixIndex = 0;
4679 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4680 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4683 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4684 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4685 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4686 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4687 WINED3DVTXPCAPS_LOCALVIEWER |
4688 WINED3DVTXPCAPS_VERTEXFOG |
4689 WINED3DVTXPCAPS_TEXGEN;
4691 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4692 pCaps->MaxVertexIndex = 0xFFFFF;
4693 pCaps->MaxStreams = MAX_STREAMS;
4694 pCaps->MaxStreamStride = 1024;
4696 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4697 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4698 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4699 pCaps->MaxNpatchTessellationLevel = 0;
4700 pCaps->MasterAdapterOrdinal = 0;
4701 pCaps->AdapterOrdinalInGroup = 0;
4702 pCaps->NumberOfAdaptersInGroup = 1;
4704 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4706 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4707 WINED3DPTFILTERCAPS_MAGFPOINT |
4708 WINED3DPTFILTERCAPS_MINFLINEAR |
4709 WINED3DPTFILTERCAPS_MAGFLINEAR;
4710 pCaps->VertexTextureFilterCaps = 0;
4712 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4713 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4715 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4716 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4718 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4719 * Ignore shader model capabilities if disabled in config
4721 if(vs_selected_mode == SHADER_NONE) {
4722 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4723 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4724 pCaps->MaxVertexShaderConst = 0;
4726 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4727 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4730 if(ps_selected_mode == SHADER_NONE) {
4731 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4732 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4733 pCaps->PixelShader1xMaxValue = 0.0f;
4735 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4736 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4739 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4740 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4741 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4743 /* The following caps are shader specific, but they are things we cannot detect, or which
4744 * are the same among all shader models. So to avoid code duplication set the shader version
4745 * specific, but otherwise constant caps here
4747 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4748 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4749 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4750 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4751 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4752 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4753 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4755 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4756 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4758 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4760 pCaps->VS20Caps.Caps = 0;
4761 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4762 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4763 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4765 pCaps->MaxVShaderInstructionsExecuted = 65535;
4766 pCaps->MaxVertexShader30InstructionSlots = 0;
4767 } else { /* VS 1.x */
4768 pCaps->VS20Caps.Caps = 0;
4769 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4770 pCaps->VS20Caps.NumTemps = 0;
4771 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4773 pCaps->MaxVShaderInstructionsExecuted = 0;
4774 pCaps->MaxVertexShader30InstructionSlots = 0;
4777 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4778 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4779 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4781 /* 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 */
4782 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4783 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4784 WINED3DPS20CAPS_PREDICATION |
4785 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4786 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4787 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4788 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4789 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4790 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4792 pCaps->MaxPShaderInstructionsExecuted = 65535;
4793 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4794 adapter->gl_info.limits.arb_ps_instructions);
4796 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4798 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4799 pCaps->PS20Caps.Caps = 0;
4800 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4801 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4802 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4803 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4805 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4806 pCaps->MaxPixelShader30InstructionSlots = 0;
4807 } else { /* PS 1.x */
4808 pCaps->PS20Caps.Caps = 0;
4809 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4810 pCaps->PS20Caps.NumTemps = 0;
4811 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4812 pCaps->PS20Caps.NumInstructionSlots = 0;
4814 pCaps->MaxPShaderInstructionsExecuted = 0;
4815 pCaps->MaxPixelShader30InstructionSlots = 0;
4818 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4819 /* OpenGL supports all the formats below, perhaps not always
4820 * without conversion, but it supports them.
4821 * Further GLSL doesn't seem to have an official unsigned type so
4822 * don't advertise it yet as I'm not sure how we handle it.
4823 * We might need to add some clamping in the shader engine to
4825 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4826 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4827 WINED3DDTCAPS_UBYTE4N |
4828 WINED3DDTCAPS_SHORT2N |
4829 WINED3DDTCAPS_SHORT4N;
4830 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4832 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4833 WINED3DDTCAPS_FLOAT16_4;
4836 pCaps->DeclTypes = 0;
4838 /* Set DirectDraw helper Caps */
4839 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4840 WINEDDCKEYCAPS_SRCBLT;
4841 fx_caps = WINEDDFXCAPS_BLTALPHA |
4842 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4843 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4844 WINEDDFXCAPS_BLTROTATION90 |
4845 WINEDDFXCAPS_BLTSHRINKX |
4846 WINEDDFXCAPS_BLTSHRINKXN |
4847 WINEDDFXCAPS_BLTSHRINKY |
4848 WINEDDFXCAPS_BLTSHRINKXN |
4849 WINEDDFXCAPS_BLTSTRETCHX |
4850 WINEDDFXCAPS_BLTSTRETCHXN |
4851 WINEDDFXCAPS_BLTSTRETCHY |
4852 WINEDDFXCAPS_BLTSTRETCHYN;
4853 blit_caps = WINEDDCAPS_BLT |
4854 WINEDDCAPS_BLTCOLORFILL |
4855 WINEDDCAPS_BLTDEPTHFILL |
4856 WINEDDCAPS_BLTSTRETCH |
4857 WINEDDCAPS_CANBLTSYSMEM |
4858 WINEDDCAPS_CANCLIP |
4859 WINEDDCAPS_CANCLIPSTRETCHED |
4860 WINEDDCAPS_COLORKEY |
4861 WINEDDCAPS_COLORKEYHWASSIST |
4862 WINEDDCAPS_ALIGNBOUNDARYSRC;
4863 pal_caps = WINEDDPCAPS_8BIT |
4864 WINEDDPCAPS_PRIMARYSURFACE;
4866 /* Fill the ddraw caps structure */
4867 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4868 WINEDDCAPS_PALETTE |
4870 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4871 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4872 WINEDDCAPS2_PRIMARYGAMMA |
4873 WINEDDCAPS2_WIDESURFACES |
4874 WINEDDCAPS2_CANRENDERWINDOWED;
4875 pCaps->DirectDrawCaps.CKeyCaps = ckey_caps;
4876 pCaps->DirectDrawCaps.FXCaps = fx_caps;
4877 pCaps->DirectDrawCaps.PalCaps = pal_caps;
4878 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4879 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4880 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4881 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4882 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4883 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4884 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4885 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4886 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4888 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4889 WINEDDSCAPS_BACKBUFFER |
4891 WINEDDSCAPS_FRONTBUFFER |
4892 WINEDDSCAPS_OFFSCREENPLAIN |
4893 WINEDDSCAPS_PALETTE |
4894 WINEDDSCAPS_PRIMARYSURFACE |
4895 WINEDDSCAPS_SYSTEMMEMORY |
4896 WINEDDSCAPS_VIDEOMEMORY |
4897 WINEDDSCAPS_VISIBLE;
4898 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4900 /* Set D3D caps if OpenGL is available. */
4901 if (adapter->opengl)
4903 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4904 WINEDDSCAPS_MIPMAP |
4905 WINEDDSCAPS_TEXTURE |
4906 WINEDDSCAPS_ZBUFFER;
4907 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4913 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx, WINED3DDEVTYPE device_type,
4914 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4916 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4917 IWineD3DDeviceImpl *object;
4920 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4921 iface, adapter_idx, device_type, focus_window, flags, device_parent, device);
4923 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4924 * number and create a device without a 3D adapter for 2D only operation. */
4925 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4927 return WINED3DERR_INVALIDCALL;
4930 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4933 ERR("Failed to allocate device memory.\n");
4934 return E_OUTOFMEMORY;
4937 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, device_parent);
4940 WARN("Failed to initialize device, hr %#x.\n", hr);
4941 HeapFree(GetProcessHeap(), 0, object);
4945 TRACE("Created device %p.\n", object);
4946 *device = (IWineD3DDevice *)object;
4948 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4953 static void * WINAPI IWineD3DImpl_GetParent(IWineD3D *iface)
4955 TRACE("iface %p.\n", iface);
4957 return ((IWineD3DImpl *)iface)->parent;
4960 static void WINE_GLAPI invalid_func(const void *data)
4962 ERR("Invalid vertex attribute function called\n");
4966 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4968 ERR("Invalid texcoord function called\n");
4972 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4973 * the extension detection and are used in drawStridedSlow
4975 static void WINE_GLAPI position_d3dcolor(const void *data)
4977 DWORD pos = *((const DWORD *)data);
4979 FIXME("Add a test for fixed function position from d3dcolor type\n");
4980 glVertex4s(D3DCOLOR_B_R(pos),
4986 static void WINE_GLAPI position_float4(const void *data)
4988 const GLfloat *pos = data;
4990 if (pos[3] != 0.0f && pos[3] != 1.0f)
4992 float w = 1.0f / pos[3];
4994 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
5002 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
5004 DWORD diffuseColor = *((const DWORD *)data);
5006 glColor4ub(D3DCOLOR_B_R(diffuseColor),
5007 D3DCOLOR_B_G(diffuseColor),
5008 D3DCOLOR_B_B(diffuseColor),
5009 D3DCOLOR_B_A(diffuseColor));
5012 static void WINE_GLAPI specular_d3dcolor(const void *data)
5014 DWORD specularColor = *((const DWORD *)data);
5015 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
5016 D3DCOLOR_B_G(specularColor),
5017 D3DCOLOR_B_B(specularColor)};
5019 specular_func_3ubv(d);
5022 static void WINE_GLAPI warn_no_specular_func(const void *data)
5024 WARN("GL_EXT_secondary_color not supported\n");
5027 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
5029 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5030 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5031 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
5032 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
5033 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
5034 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5035 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5036 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
5037 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5038 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5039 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5040 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5041 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5042 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5043 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5044 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5045 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5047 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5048 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5049 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
5050 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
5051 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
5052 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5053 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5054 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5055 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
5056 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5057 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
5058 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5059 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
5060 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5061 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5062 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5063 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5065 /* No 4 component entry points here */
5066 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5067 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5068 if (gl_info->supported[EXT_SECONDARY_COLOR])
5070 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
5074 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
5076 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
5077 if (gl_info->supported[EXT_SECONDARY_COLOR])
5079 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
5080 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5084 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5086 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5087 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5088 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5089 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5090 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5091 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5092 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5093 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5094 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5095 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5096 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5097 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5099 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5100 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5102 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5103 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5104 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5105 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5106 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5107 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5108 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5109 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5110 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5111 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5112 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5113 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5114 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5115 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5116 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5117 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5118 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5120 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5121 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5122 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5123 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5124 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5125 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5126 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5127 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5128 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5129 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5130 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5131 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5132 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5133 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5134 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5135 if (gl_info->supported[NV_HALF_FLOAT])
5137 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5138 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5139 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5141 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5142 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5146 /* Do not call while under the GL lock. */
5147 static BOOL InitAdapters(IWineD3DImpl *This)
5149 static HMODULE mod_gl;
5151 int ps_selected_mode, vs_selected_mode;
5153 /* No need to hold any lock. The calling library makes sure only one thread calls
5154 * wined3d simultaneously
5157 TRACE("Initializing adapters\n");
5160 #ifdef USE_WIN32_OPENGL
5161 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5162 mod_gl = LoadLibraryA("opengl32.dll");
5164 ERR("Can't load opengl32.dll!\n");
5168 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5169 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5170 mod_gl = GetModuleHandleA("gdi32.dll");
5174 /* Load WGL core functions from opengl32.dll */
5175 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5179 if(!pwglGetProcAddress) {
5180 ERR("Unable to load wglGetProcAddress!\n");
5184 /* Dynamically load all GL core functions */
5188 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5189 * otherwise because we have to use winex11.drv's override
5191 #ifdef USE_WIN32_OPENGL
5192 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5193 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5195 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5196 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5199 glEnableWINE = glEnable;
5200 glDisableWINE = glDisable;
5202 /* For now only one default adapter */
5204 struct wined3d_adapter *adapter = &This->adapters[0];
5205 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5206 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5210 WineD3D_PixelFormat *cfgs;
5211 DISPLAY_DEVICEW DisplayDevice;
5214 TRACE("Initializing default adapter\n");
5215 adapter->ordinal = 0;
5216 adapter->monitorPoint.x = -1;
5217 adapter->monitorPoint.y = -1;
5219 if (!AllocateLocallyUniqueId(&adapter->luid))
5221 DWORD err = GetLastError();
5222 ERR("Failed to set adapter LUID (%#x).\n", err);
5225 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5226 adapter->luid.HighPart, adapter->luid.LowPart);
5228 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5230 ERR("Failed to get a gl context for default adapter\n");
5234 ret = IWineD3DImpl_FillGLCaps(adapter);
5236 ERR("Failed to initialize gl caps for default adapter\n");
5237 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5240 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5242 ERR("Failed to init gl formats\n");
5243 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5247 hdc = fake_gl_ctx.dc;
5249 adapter->TextureRam = adapter->driver_info.vidmem;
5250 adapter->UsedTextureRam = 0;
5251 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5253 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5254 DisplayDevice.cb = sizeof(DisplayDevice);
5255 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5256 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5257 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5259 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5266 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5267 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5269 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5270 cfgs = adapter->cfgs;
5271 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5272 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5273 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5274 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5275 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5276 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5277 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5278 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5279 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5280 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5281 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5283 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5285 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5290 /* Cache the pixel format */
5291 cfgs->iPixelFormat = iPixelFormat;
5292 cfgs->redSize = values[0];
5293 cfgs->greenSize = values[1];
5294 cfgs->blueSize = values[2];
5295 cfgs->alphaSize = values[3];
5296 cfgs->colorSize = values[4];
5297 cfgs->depthSize = values[5];
5298 cfgs->stencilSize = values[6];
5299 cfgs->windowDrawable = values[7];
5300 cfgs->iPixelType = values[8];
5301 cfgs->doubleBuffer = values[9];
5302 cfgs->auxBuffers = values[10];
5304 cfgs->numSamples = 0;
5305 /* Check multisample support */
5306 if (gl_info->supported[ARB_MULTISAMPLE])
5308 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5310 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5311 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5312 * value[1] = number of multi sample buffers*/
5314 cfgs->numSamples = value[1];
5318 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5319 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5320 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5321 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5322 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5328 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5329 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5330 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5332 cfgs = adapter->cfgs;
5333 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5335 PIXELFORMATDESCRIPTOR ppfd;
5337 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5341 /* We only want HW acceleration using an OpenGL ICD driver.
5342 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5343 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5345 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5347 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5351 cfgs->iPixelFormat = iPixelFormat;
5352 cfgs->redSize = ppfd.cRedBits;
5353 cfgs->greenSize = ppfd.cGreenBits;
5354 cfgs->blueSize = ppfd.cBlueBits;
5355 cfgs->alphaSize = ppfd.cAlphaBits;
5356 cfgs->colorSize = ppfd.cColorBits;
5357 cfgs->depthSize = ppfd.cDepthBits;
5358 cfgs->stencilSize = ppfd.cStencilBits;
5359 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5360 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5361 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5362 cfgs->auxBuffers = ppfd.cAuxBuffers;
5363 cfgs->numSamples = 0;
5365 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5366 "depth=%d, stencil=%d, windowDrawable=%d\n",
5367 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5368 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5369 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5374 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5377 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5379 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5380 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5385 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5386 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5387 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5388 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5389 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5390 * driver is allowed to consume more bits EXCEPT for stencil bits.
5392 * Mark an adapter with this broken stencil behavior.
5394 adapter->brokenStencil = TRUE;
5395 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5397 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5398 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5399 adapter->brokenStencil = FALSE;
5404 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5406 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5407 fillGLAttribFuncs(&adapter->gl_info);
5408 adapter->opengl = TRUE;
5410 This->adapter_count = 1;
5411 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5416 /* Initialize an adapter for ddraw-only memory counting */
5417 memset(This->adapters, 0, sizeof(This->adapters));
5418 This->adapters[0].ordinal = 0;
5419 This->adapters[0].opengl = FALSE;
5420 This->adapters[0].monitorPoint.x = -1;
5421 This->adapters[0].monitorPoint.y = -1;
5423 This->adapters[0].driver_info.name = "Display";
5424 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5425 if(wined3d_settings.emulated_textureram) {
5426 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5428 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5431 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5433 This->adapter_count = 1;
5437 /**********************************************************
5438 * IWineD3D VTbl follows
5439 **********************************************************/
5441 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5444 IWineD3DImpl_QueryInterface,
5445 IWineD3DImpl_AddRef,
5446 IWineD3DImpl_Release,
5448 IWineD3DImpl_GetParent,
5449 IWineD3DImpl_GetAdapterCount,
5450 IWineD3DImpl_RegisterSoftwareDevice,
5451 IWineD3DImpl_GetAdapterMonitor,
5452 IWineD3DImpl_GetAdapterModeCount,
5453 IWineD3DImpl_EnumAdapterModes,
5454 IWineD3DImpl_GetAdapterDisplayMode,
5455 IWineD3DImpl_GetAdapterIdentifier,
5456 IWineD3DImpl_CheckDeviceMultiSampleType,
5457 IWineD3DImpl_CheckDepthStencilMatch,
5458 IWineD3DImpl_CheckDeviceType,
5459 IWineD3DImpl_CheckDeviceFormat,
5460 IWineD3DImpl_CheckDeviceFormatConversion,
5461 IWineD3DImpl_GetDeviceCaps,
5462 IWineD3DImpl_CreateDevice
5465 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5467 const struct wined3d_parent_ops wined3d_null_parent_ops =
5469 wined3d_null_wined3d_object_destroyed,
5472 /* Do not call while under the GL lock. */
5473 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, void *parent)
5475 wined3d->lpVtbl = &IWineD3D_Vtbl;
5476 wined3d->dxVersion = version;
5478 wined3d->parent = parent;
5480 if (!InitAdapters(wined3d))
5482 WARN("Failed to initialize adapters.\n");
5485 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);