push 87b6981010d7405c33b14cddcceec21b47729eba
[wine/hacks.git] / dlls / wined3d / directx.c
blob7335a71206caacfdf0de3f2bb047fec3fe671552
1 /*
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
26 #include "config.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32 #define GLINFO_LOCATION (*gl_info)
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
34 #define MAKEDWORD_VERSION(maj, min) ((maj & 0xffff) << 16) | (min & 0xffff)
36 /* The d3d device ID */
37 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
39 /* Extension detection */
40 static const struct {
41 const char *extension_string;
42 GL_SupportedExt extension;
43 DWORD version;
44 } EXTENSION_MAP[] = {
45 /* APPLE */
46 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
47 {"GL_APPLE_fence", APPLE_FENCE, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
49 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
50 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
51 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 /* ARB */
54 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
56 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
57 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
58 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
59 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
60 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
61 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
62 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
63 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
64 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
65 {"GL_ARB_imaging", ARB_IMAGING, 0 },
66 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
67 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
68 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
69 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
70 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
71 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
72 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
73 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
74 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
75 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
76 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 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_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
90 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
91 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
92 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
93 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
95 /* ATI */
96 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
97 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
98 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
99 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
100 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
102 /* EXT */
103 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
104 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
105 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
106 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
107 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
108 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
109 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
110 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
111 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
112 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
113 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
114 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
115 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
116 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
117 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
118 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
119 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
120 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
121 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
122 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
123 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
124 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
125 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
126 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
127 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
128 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
129 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
130 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
131 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
132 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
134 /* NV */
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_register_combiners", NV_REGISTER_COMBINERS, 0 },
144 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
145 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
146 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
147 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
148 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
149 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 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 },
156 /* SGI */
157 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
160 /**********************************************************
161 * Utility functions follow
162 **********************************************************/
164 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
166 const struct min_lookup minMipLookup[] =
168 /* NONE POINT LINEAR */
169 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
170 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
171 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
174 const struct min_lookup minMipLookup_noFilter[] =
176 /* NONE POINT LINEAR */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
178 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
179 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
182 const struct min_lookup minMipLookup_noMip[] =
184 /* NONE POINT LINEAR */
185 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
186 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
187 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
190 const GLenum magLookup[] =
192 /* NONE POINT LINEAR */
193 GL_NEAREST, GL_NEAREST, GL_LINEAR,
196 const GLenum magLookup_noFilter[] =
198 /* NONE POINT LINEAR */
199 GL_NEAREST, GL_NEAREST, GL_NEAREST,
202 /* drawStridedSlow attributes */
203 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc specular_func_3ubv;
206 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
207 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
208 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
211 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
212 * i.e., there is no GL Context - Get a default rendering context to enable the
213 * function query some info from GL.
216 struct wined3d_fake_gl_ctx
218 HDC dc;
219 HWND wnd;
220 HGLRC gl_ctx;
221 HDC restore_dc;
222 HGLRC restore_gl_ctx;
225 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
227 TRACE_(d3d_caps)("Destroying fake GL context.\n");
229 if (!pwglMakeCurrent(NULL, NULL))
231 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
234 if (!pwglDeleteContext(ctx->gl_ctx))
236 DWORD err = GetLastError();
237 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
240 ReleaseDC(ctx->wnd, ctx->dc);
241 DestroyWindow(ctx->wnd);
243 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
245 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
249 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
251 PIXELFORMATDESCRIPTOR pfd;
252 int iPixelFormat;
254 TRACE("getting context...\n");
256 ctx->restore_dc = pwglGetCurrentDC();
257 ctx->restore_gl_ctx = pwglGetCurrentContext();
259 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
260 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
261 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
262 if (!ctx->wnd)
264 ERR_(d3d_caps)("Failed to create a window.\n");
265 goto fail;
268 ctx->dc = GetDC(ctx->wnd);
269 if (!ctx->dc)
271 ERR_(d3d_caps)("Failed to get a DC.\n");
272 goto fail;
275 /* PixelFormat selection */
276 ZeroMemory(&pfd, sizeof(pfd));
277 pfd.nSize = sizeof(pfd);
278 pfd.nVersion = 1;
279 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
280 pfd.iPixelType = PFD_TYPE_RGBA;
281 pfd.cColorBits = 32;
282 pfd.iLayerType = PFD_MAIN_PLANE;
284 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
285 if (!iPixelFormat)
287 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
288 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
289 goto fail;
291 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
292 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
294 /* Create a GL context. */
295 ctx->gl_ctx = pwglCreateContext(ctx->dc);
296 if (!ctx->gl_ctx)
298 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
299 goto fail;
302 /* Make it the current GL context. */
303 if (!context_set_current(NULL))
305 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
308 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
310 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
311 goto fail;
314 return TRUE;
316 fail:
317 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
318 ctx->gl_ctx = NULL;
319 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
320 ctx->dc = NULL;
321 if (ctx->wnd) DestroyWindow(ctx->wnd);
322 ctx->wnd = NULL;
323 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
325 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
328 return FALSE;
331 /* Adjust the amount of used texture memory */
332 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
334 struct wined3d_adapter *adapter = D3DDevice->adapter;
336 adapter->UsedTextureRam += glram;
337 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
338 return adapter->UsedTextureRam;
341 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
343 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
344 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
347 /**********************************************************
348 * IUnknown parts follows
349 **********************************************************/
351 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
353 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
355 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
356 if (IsEqualGUID(riid, &IID_IUnknown)
357 || IsEqualGUID(riid, &IID_IWineD3DBase)
358 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
359 IUnknown_AddRef(iface);
360 *ppobj = This;
361 return S_OK;
363 *ppobj = NULL;
364 return E_NOINTERFACE;
367 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
368 IWineD3DImpl *This = (IWineD3DImpl *)iface;
369 ULONG refCount = InterlockedIncrement(&This->ref);
371 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
372 return refCount;
375 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
376 IWineD3DImpl *This = (IWineD3DImpl *)iface;
377 ULONG ref;
378 TRACE("(%p) : Releasing from %d\n", This, This->ref);
379 ref = InterlockedDecrement(&This->ref);
380 if (ref == 0) {
381 unsigned int i;
383 for (i = 0; i < This->adapter_count; ++i)
385 wined3d_adapter_cleanup(&This->adapters[i]);
387 HeapFree(GetProcessHeap(), 0, This);
390 return ref;
393 /**********************************************************
394 * IWineD3D parts follows
395 **********************************************************/
397 /* GL locking is done by the caller */
398 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
400 GLuint prog;
401 BOOL ret = FALSE;
402 const char *testcode =
403 "!!ARBvp1.0\n"
404 "PARAM C[66] = { program.env[0..65] };\n"
405 "ADDRESS A0;"
406 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
407 "ARL A0.x, zero.x;\n"
408 "MOV result.position, C[A0.x + 65];\n"
409 "END\n";
411 while(glGetError());
412 GL_EXTCALL(glGenProgramsARB(1, &prog));
413 if(!prog) {
414 ERR("Failed to create an ARB offset limit test program\n");
416 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
417 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
418 strlen(testcode), testcode));
419 if(glGetError() != 0) {
420 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
421 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
422 ret = TRUE;
423 } else TRACE("OpenGL implementation allows offsets > 63\n");
425 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
426 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
427 checkGLcall("ARB vp offset limit test cleanup");
429 return ret;
432 static DWORD ver_for_ext(GL_SupportedExt ext)
434 unsigned int i;
435 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
436 if(EXTENSION_MAP[i].extension == ext) {
437 return EXTENSION_MAP[i].version;
440 return 0;
443 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
444 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
446 if (vendor != VENDOR_ATI) return FALSE;
447 if (device == CARD_ATI_RADEON_9500) return TRUE;
448 if (device == CARD_ATI_RADEON_X700) return TRUE;
449 if (device == CARD_ATI_RADEON_X1600) return TRUE;
450 return FALSE;
453 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
454 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
456 if (vendor == VENDOR_NVIDIA)
458 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
460 return TRUE;
463 return FALSE;
466 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
467 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
469 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
470 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
471 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
473 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
474 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
475 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
476 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
477 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
478 * the chance that other implementations support them is rather small since Win32 QuickTime uses
479 * DirectDraw, not OpenGL. */
480 if (gl_info->supported[APPLE_FENCE]
481 && gl_info->supported[APPLE_CLIENT_STORAGE]
482 && gl_info->supported[APPLE_FLUSH_RENDER]
483 && gl_info->supported[APPLE_YCBCR_422])
485 return TRUE;
487 else
489 return FALSE;
493 /* Context activation is done by the caller. */
494 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
496 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
497 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
498 * all the texture. This function detects this bug by its symptom and disables PBOs
499 * if the test fails.
501 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
502 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
503 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
504 * read back is compared to the original. If they are equal PBOs are assumed to work,
505 * otherwise the PBO extension is disabled. */
506 GLuint texture, pbo;
507 static const unsigned int pattern[] =
509 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
510 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
511 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
512 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
514 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
516 /* No PBO -> No point in testing them. */
517 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
519 ENTER_GL();
521 while (glGetError());
522 glGenTextures(1, &texture);
523 glBindTexture(GL_TEXTURE_2D, texture);
525 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
526 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
527 checkGLcall("Specifying the PBO test texture");
529 GL_EXTCALL(glGenBuffersARB(1, &pbo));
530 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
531 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
532 checkGLcall("Specifying the PBO test pbo");
534 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
535 checkGLcall("Loading the PBO test texture");
537 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
538 wglFinish(); /* just to be sure */
540 memset(check, 0, sizeof(check));
541 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
542 checkGLcall("Reading back the PBO test texture");
544 glDeleteTextures(1, &texture);
545 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
546 checkGLcall("PBO test cleanup");
548 LEAVE_GL();
550 if (memcmp(check, pattern, sizeof(check)))
552 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
553 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
554 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
556 else
558 TRACE_(d3d_caps)("PBO test successful.\n");
562 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
565 return vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer, vendor, device);
568 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
569 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
571 if (!match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
572 if (vendor != VENDOR_ATI) return FALSE;
573 if (device == CARD_ATI_RADEON_X1600) return FALSE;
574 return TRUE;
577 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
578 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
580 if (vendor != VENDOR_ATI) return FALSE;
581 if (match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
582 if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
583 return TRUE;
586 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
587 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
589 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
590 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
591 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
592 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
593 * hardcoded
595 * dx10 cards usually have 64 varyings */
596 return gl_info->limits.glsl_varyings > 44;
599 /* A GL context is provided by the caller */
600 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
601 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
603 GLenum error;
604 DWORD data[16];
606 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
608 ENTER_GL();
609 while(glGetError());
610 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
611 error = glGetError();
612 LEAVE_GL();
614 if(error == GL_NO_ERROR)
616 TRACE("GL Implementation accepts 4 component specular color pointers\n");
617 return TRUE;
619 else
621 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
622 debug_glerror(error));
623 return FALSE;
627 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
628 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
630 if (!match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
631 return gl_info->supported[NV_TEXTURE_SHADER];
634 /* A GL context is provided by the caller */
635 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
636 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
638 GLuint prog;
639 BOOL ret = FALSE;
640 GLint pos;
641 const char *testcode =
642 "!!ARBvp1.0\n"
643 "OPTION NV_vertex_program2;\n"
644 "MOV result.clip[0], 0.0;\n"
645 "MOV result.position, 0.0;\n"
646 "END\n";
648 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
650 ENTER_GL();
651 while(glGetError());
653 GL_EXTCALL(glGenProgramsARB(1, &prog));
654 if(!prog)
656 ERR("Failed to create the NVvp clip test program\n");
657 LEAVE_GL();
658 return FALSE;
660 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
661 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
662 strlen(testcode), testcode));
663 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
664 if(pos != -1)
666 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
667 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
668 ret = TRUE;
669 while(glGetError());
671 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
673 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
674 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
675 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
677 LEAVE_GL();
678 return ret;
681 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
683 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
684 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
685 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
686 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
689 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
691 quirk_arb_constants(gl_info);
692 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
693 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
694 * allow 48 different offsets or other helper immediate values. */
695 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
696 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
699 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
700 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
701 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
702 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
703 * most games, but avoids the crash
705 * A more sophisticated way would be to find all units that need texture coordinates and enable
706 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
707 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
709 * Note that disabling the extension entirely does not gain predictability because there is no point
710 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
711 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
713 if (gl_info->supported[ARB_POINT_SPRITE])
715 TRACE("Limiting point sprites to one texture unit.\n");
716 gl_info->limits.point_sprite_units = 1;
720 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
722 quirk_arb_constants(gl_info);
724 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
725 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
726 * If real NP2 textures are used, the driver falls back to software. We could just remove the
727 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
728 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
729 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
730 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
732 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
733 * has this extension promoted to core. The extension loading code sets this extension supported
734 * due to that, so this code works on fglrx as well. */
735 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
737 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
738 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
739 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
742 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
743 * it is generally more efficient. Reserve just 8 constants. */
744 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
745 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
748 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
750 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
751 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
752 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
753 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
754 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
755 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
757 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
758 * triggering the software fallback. There is not much we can do here apart from disabling the
759 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
760 * in IWineD3DImpl_FillGLCaps).
761 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
762 * post-processing effects in the game "Max Payne 2").
763 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
764 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
765 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
766 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
769 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
771 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
772 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
773 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
774 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
775 * according to the spec.
777 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
778 * makes the shader slower and eats instruction slots which should be available to the d3d app.
780 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
781 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
782 * this workaround is activated on cards that do not need it, it won't break things, just affect
783 * performance negatively. */
784 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
785 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
788 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
790 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
793 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
795 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
798 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
800 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
801 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
802 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
805 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
807 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
810 struct driver_quirk
812 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
813 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device);
814 void (*apply)(struct wined3d_gl_info *gl_info);
815 const char *description;
818 static const struct driver_quirk quirk_table[] =
821 match_ati_r300_to_500,
822 quirk_ati_dx9,
823 "ATI GLSL constant and normalized texrect quirk"
825 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
826 * used it falls back to software. While the compiler can detect if the shader uses all declared
827 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
828 * using relative addressing falls back to software.
830 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
832 match_apple,
833 quirk_apple_glsl_constants,
834 "Apple GLSL uniform override"
837 match_geforce5,
838 quirk_no_np2,
839 "Geforce 5 NP2 disable"
842 match_apple_intel,
843 quirk_texcoord_w,
844 "Init texcoord .w for Apple Intel GPU driver"
847 match_apple_nonr500ati,
848 quirk_texcoord_w,
849 "Init texcoord .w for Apple ATI >= r600 GPU driver"
852 match_fglrx,
853 quirk_one_point_sprite,
854 "Fglrx point sprite crash workaround"
857 match_dx10_capable,
858 quirk_clip_varying,
859 "Reserved varying for gl_ClipPos"
862 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
863 * GL implementations accept it. The Mac GL is the only implementation known to
864 * reject it.
866 * If we can pass 4 component specular colors, do it, because (a) we don't have
867 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
868 * passes specular alpha to the pixel shader if any is used. Otherwise the
869 * specular alpha is used to pass the fog coordinate, which we pass to opengl
870 * via GL_EXT_fog_coord.
872 match_allows_spec_alpha,
873 quirk_allows_specular_alpha,
874 "Allow specular alpha quirk"
877 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
878 * (rdar://5682521).
880 match_apple_nvts,
881 quirk_apple_nvts,
882 "Apple NV_texture_shader disable"
885 match_broken_nv_clip,
886 quirk_disable_nvvp_clip,
887 "Apple NV_vertex_program clip bug quirk"
891 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
892 * reporting a driver version is moot because we are not the Windows driver, and we have different
893 * bugs, features, etc.
895 * The driver version has the form "x.y.z.w".
897 * "x" is the Windows version the driver is meant for:
898 * 4 -> 95/98/NT4
899 * 5 -> 2000
900 * 6 -> 2000/XP
901 * 7 -> Vista
902 * 8 -> Win 7
904 * "y" is the Direct3D level the driver supports:
905 * 11 -> d3d6
906 * 12 -> d3d7
907 * 13 -> d3d8
908 * 14 -> d3d9
909 * 15 -> d3d10
911 * "z" is unknown, possibly vendor specific.
913 * "w" is the vendor specific driver version.
915 struct driver_version_information
917 WORD vendor; /* reported PCI card vendor ID */
918 WORD card; /* reported PCI card device ID */
919 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
920 WORD d3d_level; /* driver hiword to report */
921 WORD lopart_hi, lopart_lo; /* driver loword to report */
924 static const struct driver_version_information driver_version_table[] =
926 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
927 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
928 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
929 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
931 * All version numbers used below are from the Linux nvidia drivers. */
932 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
933 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
934 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
935 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
936 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
937 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
938 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
939 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
940 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
941 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
942 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
943 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
944 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
945 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
946 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
947 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
948 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
949 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
950 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
951 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
952 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
953 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
954 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
955 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
956 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
957 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
958 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
959 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
960 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
961 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
962 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 8618 },
964 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
965 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
966 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
967 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
968 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 14, 10, 6764 },
969 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
970 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
971 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
972 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
973 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
974 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
975 {VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
976 {VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
978 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
981 static void init_driver_info(struct wined3d_driver_info *driver_info,
982 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
984 OSVERSIONINFOW os_version;
985 WORD driver_os_version;
986 unsigned int i;
988 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
990 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
991 vendor = wined3d_settings.pci_vendor_id;
993 driver_info->vendor = vendor;
995 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
997 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
998 device = wined3d_settings.pci_device_id;
1000 driver_info->device = device;
1002 switch (vendor)
1004 case VENDOR_ATI:
1005 driver_info->name = "ati2dvag.dll";
1006 break;
1008 case VENDOR_NVIDIA:
1009 driver_info->name = "nv4_disp.dll";
1010 break;
1012 default:
1013 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1014 driver_info->name = "Display";
1015 break;
1018 memset(&os_version, 0, sizeof(os_version));
1019 os_version.dwOSVersionInfoSize = sizeof(os_version);
1020 if (!GetVersionExW(&os_version))
1022 ERR("Failed to get OS version, reporting 2000/XP.\n");
1023 driver_os_version = 6;
1025 else
1027 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1028 switch (os_version.dwMajorVersion)
1030 case 4:
1031 driver_os_version = 4;
1032 break;
1034 case 5:
1035 driver_os_version = 6;
1036 break;
1038 case 6:
1039 if (os_version.dwMinorVersion == 0)
1041 driver_os_version = 7;
1043 else
1045 if (os_version.dwMinorVersion > 1)
1047 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1048 os_version.dwMajorVersion, os_version.dwMinorVersion);
1050 driver_os_version = 8;
1052 break;
1054 default:
1055 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1056 os_version.dwMajorVersion, os_version.dwMinorVersion);
1057 driver_os_version = 6;
1058 break;
1062 driver_info->description = "Direct3D HAL";
1063 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1064 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1066 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1068 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1070 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1072 driver_info->description = driver_version_table[i].description;
1073 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1074 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1075 driver_version_table[i].lopart_lo);
1076 break;
1080 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1081 driver_info->version_high, driver_info->version_low);
1084 /* Context activation is done by the caller. */
1085 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1086 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1088 unsigned int i;
1090 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1092 if (!quirk_table[i].match(gl_info, gl_renderer, vendor, device)) continue;
1093 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1094 quirk_table[i].apply(gl_info);
1097 /* Find out if PBOs work as they are supposed to. */
1098 test_pbo_functionality(gl_info);
1101 static DWORD wined3d_parse_gl_version(const char *gl_version)
1103 const char *ptr = gl_version;
1104 int major, minor;
1106 major = atoi(ptr);
1107 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1109 while (isdigit(*ptr)) ++ptr;
1110 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1112 minor = atoi(ptr);
1114 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1116 return MAKEDWORD_VERSION(major, minor);
1119 static enum wined3d_pci_vendor wined3d_guess_vendor(const char *gl_vendor, const char *gl_renderer)
1121 if (strstr(gl_vendor, "NVIDIA"))
1122 return VENDOR_NVIDIA;
1124 if (strstr(gl_vendor, "ATI"))
1125 return VENDOR_ATI;
1127 if (strstr(gl_vendor, "Intel(R)")
1128 || strstr(gl_renderer, "Intel(R)")
1129 || strstr(gl_vendor, "Intel Inc."))
1130 return VENDOR_INTEL;
1132 if (strstr(gl_vendor, "Mesa")
1133 || strstr(gl_vendor, "Advanced Micro Devices, Inc.")
1134 || strstr(gl_vendor, "DRI R300 Project")
1135 || strstr(gl_vendor, "Tungsten Graphics, Inc")
1136 || strstr(gl_vendor, "VMware, Inc."))
1137 return VENDOR_MESA;
1139 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning VENDOR_WINE.\n", debugstr_a(gl_vendor));
1141 return VENDOR_WINE;
1144 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1145 enum wined3d_pci_vendor *vendor, unsigned int *vidmem)
1147 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1148 * different GPUs with roughly the same features. In most cases GPUs from a
1149 * certain family differ in clockspeeds, the amount of video memory and the
1150 * number of shader pipelines.
1152 * A Direct3D device object contains the PCI id (vendor + device) of the
1153 * videocard which is used for rendering. Various applications use this
1154 * information to get a rough estimation of the features of the card and
1155 * some might use it for enabling 3d effects only on certain types of
1156 * videocards. In some cases games might even use it to work around bugs
1157 * which happen on certain videocards/driver combinations. The problem is
1158 * that OpenGL only exposes a rendering string containing the name of the
1159 * videocard and not the PCI id.
1161 * Various games depend on the PCI id, so somehow we need to provide one.
1162 * A simple option is to parse the renderer string and translate this to
1163 * the right PCI id. This is a lot of work because there are more than 200
1164 * GPUs just for Nvidia. Various cards share the same renderer string, so
1165 * the amount of code might be 'small' but there are quite a number of
1166 * exceptions which would make this a pain to maintain. Another way would
1167 * be to query the PCI id from the operating system (assuming this is the
1168 * videocard which is used for rendering which is not always the case).
1169 * This would work but it is not very portable. Second it would not work
1170 * well in, let's say, a remote X situation in which the amount of 3d
1171 * features which can be used is limited.
1173 * As said most games only use the PCI id to get an indication of the
1174 * capabilities of the card. It doesn't really matter if the given id is
1175 * the correct one if we return the id of a card with similar 3d features.
1177 * The code below checks the OpenGL capabilities of a videocard and matches
1178 * that to a certain level of Direct3D functionality. Once a card passes
1179 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1180 * least a GeforceFX. To give a better estimate we do a basic check on the
1181 * renderer string but if that won't pass we return a default card. This
1182 * way is better than maintaining a full card database as even without a
1183 * full database we can return a card with similar features. Second the
1184 * size of the database can be made quite small because when you know what
1185 * type of 3d functionality a card has, you know to which GPU family the
1186 * GPU must belong. Because of this you only have to check a small part of
1187 * the renderer string to distinguishes between different models from that
1188 * family.
1190 * The code also selects a default amount of video memory which we will
1191 * use for an estimation of the amount of free texture memory. In case of
1192 * real D3D the amount of texture memory includes video memory and system
1193 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1194 * HyperMemory). We don't know how much system memory can be addressed by
1195 * the system but we can make a reasonable estimation about the amount of
1196 * video memory. If the value is slightly wrong it doesn't matter as we
1197 * didn't include AGP-like memory which makes the amount of addressable
1198 * memory higher and second OpenGL isn't that critical it moves to system
1199 * memory behind our backs if really needed. Note that the amount of video
1200 * memory can be overruled using a registry setting. */
1202 switch (*vendor)
1204 case VENDOR_NVIDIA:
1205 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1206 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1208 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1210 /* Geforce 200 - highend */
1211 if (strstr(gl_renderer, "GTX 280")
1212 || strstr(gl_renderer, "GTX 285")
1213 || strstr(gl_renderer, "GTX 295"))
1215 *vidmem = 1024;
1216 return CARD_NVIDIA_GEFORCE_GTX280;
1219 /* Geforce 200 - midend high */
1220 if (strstr(gl_renderer, "GTX 275"))
1222 *vidmem = 896;
1223 return CARD_NVIDIA_GEFORCE_GTX275;
1226 /* Geforce 200 - midend */
1227 if (strstr(gl_renderer, "GTX 260"))
1229 *vidmem = 1024;
1230 return CARD_NVIDIA_GEFORCE_GTX260;
1232 /* Geforce 200 - midend */
1233 if (strstr(gl_renderer, "GT 240"))
1235 *vidmem = 512;
1236 return CARD_NVIDIA_GEFORCE_GT240;
1239 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1240 if (strstr(gl_renderer, "9800")
1241 || strstr(gl_renderer, "GTS 150")
1242 || strstr(gl_renderer, "GTS 250"))
1244 *vidmem = 512;
1245 return CARD_NVIDIA_GEFORCE_9800GT;
1248 /* Geforce9 - midend */
1249 if (strstr(gl_renderer, "9600"))
1251 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1252 return CARD_NVIDIA_GEFORCE_9600GT;
1255 /* Geforce9 - midend low / Geforce 200 - low */
1256 if (strstr(gl_renderer, "9500")
1257 || strstr(gl_renderer, "GT 120")
1258 || strstr(gl_renderer, "GT 130"))
1260 *vidmem = 256; /* The 9500GT has 256-1024MB */
1261 return CARD_NVIDIA_GEFORCE_9500GT;
1264 /* Geforce9 - lowend */
1265 if (strstr(gl_renderer, "9400"))
1267 *vidmem = 256; /* The 9400GT has 256-1024MB */
1268 return CARD_NVIDIA_GEFORCE_9400GT;
1271 /* Geforce9 - lowend low */
1272 if (strstr(gl_renderer, "9100")
1273 || strstr(gl_renderer, "9200")
1274 || strstr(gl_renderer, "9300")
1275 || strstr(gl_renderer, "G 100"))
1277 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1278 return CARD_NVIDIA_GEFORCE_9200;
1281 /* Geforce8 - highend */
1282 if (strstr(gl_renderer, "8800"))
1284 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1285 return CARD_NVIDIA_GEFORCE_8800GTS;
1288 /* Geforce8 - midend mobile */
1289 if (strstr(gl_renderer, "8600 M"))
1291 *vidmem = 512;
1292 return CARD_NVIDIA_GEFORCE_8600MGT;
1295 /* Geforce8 - midend */
1296 if (strstr(gl_renderer, "8600")
1297 || strstr(gl_renderer, "8700"))
1299 *vidmem = 256;
1300 return CARD_NVIDIA_GEFORCE_8600GT;
1303 /* Geforce8 - lowend */
1304 if (strstr(gl_renderer, "8100")
1305 || strstr(gl_renderer, "8200")
1306 || strstr(gl_renderer, "8300")
1307 || strstr(gl_renderer, "8400")
1308 || strstr(gl_renderer, "8500"))
1310 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1311 return CARD_NVIDIA_GEFORCE_8300GS;
1314 /* Geforce7 - highend */
1315 if (strstr(gl_renderer, "7800")
1316 || strstr(gl_renderer, "7900")
1317 || strstr(gl_renderer, "7950")
1318 || strstr(gl_renderer, "Quadro FX 4")
1319 || strstr(gl_renderer, "Quadro FX 5"))
1321 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1322 return CARD_NVIDIA_GEFORCE_7800GT;
1325 /* Geforce7 midend */
1326 if (strstr(gl_renderer, "7600")
1327 || strstr(gl_renderer, "7700"))
1329 *vidmem = 256; /* The 7600 uses 256-512MB */
1330 return CARD_NVIDIA_GEFORCE_7600;
1333 /* Geforce7 lower medium */
1334 if (strstr(gl_renderer, "7400"))
1336 *vidmem = 256; /* The 7400 uses 256-512MB */
1337 return CARD_NVIDIA_GEFORCE_7400;
1340 /* Geforce7 lowend */
1341 if (strstr(gl_renderer, "7300"))
1343 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1344 return CARD_NVIDIA_GEFORCE_7300;
1347 /* Geforce6 highend */
1348 if (strstr(gl_renderer, "6800"))
1350 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1351 return CARD_NVIDIA_GEFORCE_6800;
1354 /* Geforce6 - midend */
1355 if (strstr(gl_renderer, "6600")
1356 || strstr(gl_renderer, "6610")
1357 || strstr(gl_renderer, "6700"))
1359 *vidmem = 128; /* A 6600GT has 128-256MB */
1360 return CARD_NVIDIA_GEFORCE_6600GT;
1363 /* Geforce6/7 lowend */
1364 *vidmem = 64; /* */
1365 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1368 if (WINE_D3D9_CAPABLE(gl_info))
1370 /* GeforceFX - highend */
1371 if (strstr(gl_renderer, "5800")
1372 || strstr(gl_renderer, "5900")
1373 || strstr(gl_renderer, "5950")
1374 || strstr(gl_renderer, "Quadro FX"))
1376 *vidmem = 256; /* 5800-5900 cards use 256MB */
1377 return CARD_NVIDIA_GEFORCEFX_5800;
1380 /* GeforceFX - midend */
1381 if (strstr(gl_renderer, "5600")
1382 || strstr(gl_renderer, "5650")
1383 || strstr(gl_renderer, "5700")
1384 || strstr(gl_renderer, "5750"))
1386 *vidmem = 128; /* A 5600 uses 128-256MB */
1387 return CARD_NVIDIA_GEFORCEFX_5600;
1390 /* GeforceFX - lowend */
1391 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1392 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1395 if (WINE_D3D8_CAPABLE(gl_info))
1397 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1399 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1400 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1403 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1404 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1407 if (WINE_D3D7_CAPABLE(gl_info))
1409 if (strstr(gl_renderer, "GeForce4 MX"))
1411 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1412 * early models had 32MB but most have 64MB or even 128MB. */
1413 *vidmem = 64;
1414 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1417 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1419 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1420 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1423 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1425 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1426 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1429 /* Most Geforce1 cards have 32MB, there are also some rare 16
1430 * and 64MB (Dell) models. */
1431 *vidmem = 32;
1432 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1435 if (strstr(gl_renderer, "TNT2"))
1437 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1438 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1441 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1442 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1444 case VENDOR_ATI:
1445 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1447 * Beware: renderer string do not match exact card model,
1448 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1449 if (WINE_D3D9_CAPABLE(gl_info))
1451 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1452 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1453 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1454 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1456 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1457 return CARD_ATI_RADEON_HD5800;
1460 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1461 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1462 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1463 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1465 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1466 return CARD_ATI_RADEON_HD5700;
1469 /* Radeon R7xx HD4800 - highend */
1470 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1471 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1472 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1473 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1474 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1476 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1477 return CARD_ATI_RADEON_HD4800;
1480 /* Radeon R740 HD4700 - midend */
1481 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1482 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1484 *vidmem = 512;
1485 return CARD_ATI_RADEON_HD4700;
1488 /* Radeon R730 HD4600 - midend */
1489 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1490 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1491 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1493 *vidmem = 512;
1494 return CARD_ATI_RADEON_HD4600;
1497 /* Radeon R710 HD4500/HD4350 - lowend */
1498 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1499 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1501 *vidmem = 256;
1502 return CARD_ATI_RADEON_HD4350;
1505 /* Radeon R6xx HD2900/HD3800 - highend */
1506 if (strstr(gl_renderer, "HD 2900")
1507 || strstr(gl_renderer, "HD 3870")
1508 || strstr(gl_renderer, "HD 3850"))
1510 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1511 return CARD_ATI_RADEON_HD2900;
1514 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1515 if (strstr(gl_renderer, "HD 2600")
1516 || strstr(gl_renderer, "HD 3830")
1517 || strstr(gl_renderer, "HD 3690")
1518 || strstr(gl_renderer, "HD 3650"))
1520 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1521 return CARD_ATI_RADEON_HD2600;
1524 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1525 if (strstr(gl_renderer, "HD 2300")
1526 || strstr(gl_renderer, "HD 2400")
1527 || strstr(gl_renderer, "HD 3470")
1528 || strstr(gl_renderer, "HD 3450")
1529 || strstr(gl_renderer, "HD 3430")
1530 || strstr(gl_renderer, "HD 3400"))
1532 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1533 return CARD_ATI_RADEON_HD2300;
1536 /* Radeon R6xx/R7xx integrated */
1537 if (strstr(gl_renderer, "HD 3100")
1538 || strstr(gl_renderer, "HD 3200")
1539 || strstr(gl_renderer, "HD 3300"))
1541 *vidmem = 128; /* 128MB */
1542 return CARD_ATI_RADEON_HD3200;
1545 /* Radeon R5xx */
1546 if (strstr(gl_renderer, "X1600")
1547 || strstr(gl_renderer, "X1650")
1548 || strstr(gl_renderer, "X1800")
1549 || strstr(gl_renderer, "X1900")
1550 || strstr(gl_renderer, "X1950"))
1552 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1553 return CARD_ATI_RADEON_X1600;
1556 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1557 if (strstr(gl_renderer, "X700")
1558 || strstr(gl_renderer, "X800")
1559 || strstr(gl_renderer, "X850")
1560 || strstr(gl_renderer, "X1300")
1561 || strstr(gl_renderer, "X1400")
1562 || strstr(gl_renderer, "X1450")
1563 || strstr(gl_renderer, "X1550"))
1565 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1566 return CARD_ATI_RADEON_X700;
1569 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1570 if (strstr(gl_renderer, "Radeon Xpress"))
1572 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1573 return CARD_ATI_RADEON_XPRESS_200M;
1576 /* Radeon R3xx */
1577 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1578 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1581 if (WINE_D3D8_CAPABLE(gl_info))
1583 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1584 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1587 if (WINE_D3D7_CAPABLE(gl_info))
1589 *vidmem = 32; /* There are models with up to 64MB */
1590 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1593 *vidmem = 16; /* There are 16-32MB models */
1594 return CARD_ATI_RAGE_128PRO;
1596 case VENDOR_INTEL:
1597 if (strstr(gl_renderer, "X3100"))
1599 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1600 *vidmem = 128;
1601 return CARD_INTEL_X3100;
1604 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1606 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1607 *vidmem = 64;
1608 return CARD_INTEL_I945GM;
1611 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1612 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1613 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1614 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1615 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1616 return CARD_INTEL_I915G;
1618 case VENDOR_MESA:
1619 case VENDOR_WINE:
1620 default:
1621 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1622 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1623 * them a good generic choice. */
1624 *vendor = VENDOR_NVIDIA;
1625 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1626 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1627 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1628 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1629 return CARD_NVIDIA_RIVA_128;
1633 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
1635 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1636 int vs_selected_mode, ps_selected_mode;
1638 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1639 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1640 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
1641 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
1642 else if (gl_info->supported[NV_REGISTER_COMBINERS]
1643 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
1644 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
1645 else return &ffp_fragment_pipeline;
1648 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
1650 int vs_selected_mode, ps_selected_mode;
1652 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
1653 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
1654 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
1655 return &none_shader_backend;
1658 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
1660 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
1661 int vs_selected_mode, ps_selected_mode;
1663 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
1664 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
1665 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
1666 else return &ffp_blit;
1669 /* Context activation is done by the caller. */
1670 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
1672 struct wined3d_driver_info *driver_info = &adapter->driver_info;
1673 struct wined3d_gl_info *gl_info = &adapter->gl_info;
1674 const char *GL_Extensions = NULL;
1675 const char *WGL_Extensions = NULL;
1676 const char *gl_string = NULL;
1677 struct fragment_caps fragment_caps;
1678 enum wined3d_pci_vendor vendor;
1679 enum wined3d_pci_device device;
1680 GLint gl_max;
1681 GLfloat gl_floatv[2];
1682 unsigned i;
1683 HDC hdc;
1684 unsigned int vidmem=0;
1685 char *gl_renderer;
1686 DWORD gl_version;
1687 size_t len;
1689 TRACE_(d3d_caps)("(%p)\n", gl_info);
1691 ENTER_GL();
1693 gl_string = (const char *)glGetString(GL_RENDERER);
1694 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_string));
1695 if (!gl_string)
1697 LEAVE_GL();
1698 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
1699 return FALSE;
1702 len = strlen(gl_string) + 1;
1703 gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
1704 if (!gl_renderer)
1706 LEAVE_GL();
1707 ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
1708 return FALSE;
1710 memcpy(gl_renderer, gl_string, len);
1712 gl_string = (const char *)glGetString(GL_VENDOR);
1713 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_string));
1714 if (!gl_string)
1716 LEAVE_GL();
1717 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
1718 HeapFree(GetProcessHeap(), 0, gl_renderer);
1719 return FALSE;
1721 vendor = wined3d_guess_vendor(gl_string, gl_renderer);
1722 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), vendor);
1724 /* Parse the GL_VERSION field into major and minor information */
1725 gl_string = (const char *)glGetString(GL_VERSION);
1726 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_string));
1727 if (!gl_string)
1729 LEAVE_GL();
1730 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
1731 HeapFree(GetProcessHeap(), 0, gl_renderer);
1732 return FALSE;
1734 gl_version = wined3d_parse_gl_version(gl_string);
1737 * Initialize openGL extension related variables
1738 * with Default values
1740 memset(gl_info->supported, 0, sizeof(gl_info->supported));
1741 gl_info->limits.buffers = 1;
1742 gl_info->limits.textures = 1;
1743 gl_info->limits.fragment_samplers = 1;
1744 gl_info->limits.vertex_samplers = 0;
1745 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
1746 gl_info->limits.sampler_stages = 1;
1747 gl_info->limits.glsl_vs_float_constants = 0;
1748 gl_info->limits.glsl_ps_float_constants = 0;
1749 gl_info->limits.arb_vs_float_constants = 0;
1750 gl_info->limits.arb_vs_native_constants = 0;
1751 gl_info->limits.arb_vs_instructions = 0;
1752 gl_info->limits.arb_vs_temps = 0;
1753 gl_info->limits.arb_ps_float_constants = 0;
1754 gl_info->limits.arb_ps_local_constants = 0;
1755 gl_info->limits.arb_ps_instructions = 0;
1756 gl_info->limits.arb_ps_temps = 0;
1758 /* Retrieve opengl defaults */
1759 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1760 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1761 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1763 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1764 gl_info->limits.lights = gl_max;
1765 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1767 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1768 gl_info->limits.texture_size = gl_max;
1769 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1771 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1772 gl_info->limits.pointsize_min = gl_floatv[0];
1773 gl_info->limits.pointsize_max = gl_floatv[1];
1774 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1776 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1777 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1778 if (!GL_Extensions)
1780 LEAVE_GL();
1781 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1782 HeapFree(GetProcessHeap(), 0, gl_renderer);
1783 return FALSE;
1786 LEAVE_GL();
1788 TRACE_(d3d_caps)("GL_Extensions reported:\n");
1790 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1792 while (*GL_Extensions)
1794 const char *start;
1795 char current_ext[256];
1797 while (isspace(*GL_Extensions)) ++GL_Extensions;
1798 start = GL_Extensions;
1799 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1801 len = GL_Extensions - start;
1802 if (!len || len >= sizeof(current_ext)) continue;
1804 memcpy(current_ext, start, len);
1805 current_ext[len] = '\0';
1806 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
1808 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1810 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1812 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1813 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1814 break;
1819 /* Now work out what GL support this card really has */
1820 #define USE_GL_FUNC(type, pfn, ext, replace) \
1822 DWORD ver = ver_for_ext(ext); \
1823 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1824 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1825 else gl_info->pfn = NULL; \
1827 GL_EXT_FUNCS_GEN;
1828 #undef USE_GL_FUNC
1830 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1831 WGL_EXT_FUNCS_GEN;
1832 #undef USE_GL_FUNC
1834 ENTER_GL();
1836 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1837 * loading the functions, otherwise the code above will load the extension entry points instead of the
1838 * core functions, which may not work. */
1839 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1841 if (!gl_info->supported[EXTENSION_MAP[i].extension]
1842 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1844 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1845 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1849 if (gl_info->supported[APPLE_FENCE])
1851 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1852 * The apple extension interacts with some other apple exts. Disable the NV
1853 * extension if the apple one is support to prevent confusion in other parts
1854 * of the code. */
1855 gl_info->supported[NV_FENCE] = FALSE;
1857 if (gl_info->supported[APPLE_FLOAT_PIXELS])
1859 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1861 * The enums are the same:
1862 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
1863 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
1864 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
1865 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
1866 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
1868 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1870 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1871 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1873 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1875 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1876 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1879 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1881 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
1882 * functionality. Prefer the ARB extension */
1883 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
1885 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1887 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1888 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1890 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
1892 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
1893 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
1895 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
1897 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
1898 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
1900 if (gl_info->supported[NV_TEXTURE_SHADER2])
1902 if (gl_info->supported[NV_REGISTER_COMBINERS])
1904 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1905 * are supported. The nv extensions provide the same functionality as the
1906 * ATI one, and a bit more(signed pixelformats). */
1907 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1911 if (gl_info->supported[NV_REGISTER_COMBINERS])
1913 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
1914 gl_info->limits.general_combiners = gl_max;
1915 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
1917 if (gl_info->supported[ARB_DRAW_BUFFERS])
1919 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1920 gl_info->limits.buffers = gl_max;
1921 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1923 if (gl_info->supported[ARB_MULTITEXTURE])
1925 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1926 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
1927 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
1929 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1931 GLint tmp;
1932 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1933 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1935 else
1937 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
1939 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
1941 if (gl_info->supported[ARB_VERTEX_SHADER])
1943 GLint tmp;
1944 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1945 gl_info->limits.vertex_samplers = tmp;
1946 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1947 gl_info->limits.combined_samplers = tmp;
1949 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1950 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1951 * an issue because then the sampler setup only depends on the two shaders. If a pixel
1952 * shader is used with fixed function vertex processing we're fine too because fixed function
1953 * vertex processing doesn't use any samplers. If fixed function fragment processing is
1954 * used we have to make sure that all vertex sampler setups are valid together with all
1955 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1956 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1957 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1958 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1959 * a fixed function pipeline anymore.
1961 * So this is just a check to check that our assumption holds true. If not, write a warning
1962 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1963 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
1964 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
1966 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1967 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
1968 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1969 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
1970 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
1971 else
1972 gl_info->limits.vertex_samplers = 0;
1975 else
1977 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
1979 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
1980 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
1982 if (gl_info->supported[ARB_VERTEX_BLEND])
1984 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1985 gl_info->limits.blends = gl_max;
1986 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
1988 if (gl_info->supported[EXT_TEXTURE3D])
1990 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1991 gl_info->limits.texture3d_size = gl_max;
1992 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
1994 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
1996 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
1997 gl_info->limits.anisotropy = gl_max;
1998 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2000 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2002 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2003 gl_info->limits.arb_ps_float_constants = gl_max;
2004 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2005 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2006 gl_info->limits.arb_ps_native_constants = gl_max;
2007 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2008 gl_info->limits.arb_ps_native_constants);
2009 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2010 gl_info->limits.arb_ps_temps = gl_max;
2011 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2012 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2013 gl_info->limits.arb_ps_instructions = gl_max;
2014 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2015 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2016 gl_info->limits.arb_ps_local_constants = gl_max;
2017 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2019 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2021 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2022 gl_info->limits.arb_vs_float_constants = gl_max;
2023 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2024 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2025 gl_info->limits.arb_vs_native_constants = gl_max;
2026 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2027 gl_info->limits.arb_vs_native_constants);
2028 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2029 gl_info->limits.arb_vs_temps = gl_max;
2030 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2031 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2032 gl_info->limits.arb_vs_instructions = gl_max;
2033 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2035 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2037 if (gl_info->supported[ARB_VERTEX_SHADER])
2039 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2040 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2041 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2043 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2045 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2046 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2047 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2048 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2049 gl_info->limits.glsl_varyings = gl_max;
2050 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2052 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2054 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2055 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2057 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2059 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2061 else
2063 gl_info->limits.shininess = 128.0f;
2065 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2067 /* If we have full NP2 texture support, disable
2068 * GL_ARB_texture_rectangle because we will never use it.
2069 * This saves a few redundant glDisable calls. */
2070 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2072 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2074 /* Disable NV_register_combiners and fragment shader if this is supported.
2075 * generally the NV extensions are preferred over the ATI ones, and this
2076 * extension is disabled if register_combiners and texture_shader2 are both
2077 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2078 * fragment processing support. */
2079 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2080 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2081 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2082 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2083 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
2085 if (gl_info->supported[NV_HALF_FLOAT])
2087 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2088 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2090 if (gl_info->supported[ARB_POINT_SPRITE])
2092 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2094 else
2096 gl_info->limits.point_sprite_units = 0;
2098 checkGLcall("extension detection");
2100 LEAVE_GL();
2102 adapter->fragment_pipe = select_fragment_implementation(adapter);
2103 adapter->shader_backend = select_shader_backend(adapter);
2104 adapter->blitter = select_blit_implementation(adapter);
2106 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2107 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2108 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2110 /* In some cases the number of texture stages can be larger than the number
2111 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2112 * shaders), but 8 texture stages (register combiners). */
2113 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2115 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2117 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2118 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2119 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2120 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2121 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2122 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2123 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2124 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2125 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2126 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2127 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2128 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2129 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2130 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2131 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2132 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2133 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2134 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2135 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2137 else
2139 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2141 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2142 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2143 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2144 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2145 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2146 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2147 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2148 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2149 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2150 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2151 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2152 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2153 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2154 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2155 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2156 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2157 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2159 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2161 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2162 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2164 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2166 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2168 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2170 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2174 /* MRTs are currently only supported when FBOs are used. */
2175 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2177 gl_info->limits.buffers = 1;
2180 device = wined3d_guess_card(gl_info, gl_renderer, &vendor, &vidmem);
2181 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", vendor, device);
2183 /* If we have an estimate use it, else default to 64MB; */
2184 if(vidmem)
2185 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2186 else
2187 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2189 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2190 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2191 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2192 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2193 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2194 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2195 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2196 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2198 /* Make sure there's an active HDC else the WGL extensions will fail */
2199 hdc = pwglGetCurrentDC();
2200 if (hdc) {
2201 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2202 if(GL_EXTCALL(wglGetExtensionsStringARB))
2203 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2205 if (NULL == WGL_Extensions) {
2206 ERR(" WGL_Extensions returns NULL\n");
2207 } else {
2208 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2209 while (*WGL_Extensions != 0x00) {
2210 const char *Start;
2211 char ThisExtn[256];
2213 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2214 Start = WGL_Extensions;
2215 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2216 WGL_Extensions++;
2219 len = WGL_Extensions - Start;
2220 if (len == 0 || len >= sizeof(ThisExtn))
2221 continue;
2223 memcpy(ThisExtn, Start, len);
2224 ThisExtn[len] = '\0';
2225 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2227 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2228 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2229 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2231 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2232 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2233 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2235 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2236 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2237 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2243 fixup_extensions(gl_info, gl_renderer, vendor, device);
2244 init_driver_info(driver_info, vendor, device);
2245 add_gl_compat_wrappers(gl_info);
2247 HeapFree(GetProcessHeap(), 0, gl_renderer);
2248 return TRUE;
2251 /**********************************************************
2252 * IWineD3D implementation follows
2253 **********************************************************/
2255 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2256 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2258 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2260 return This->adapter_count;
2263 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2265 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2267 return WINED3D_OK;
2270 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2271 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2273 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2275 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2276 return NULL;
2279 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2282 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2283 of the same bpp but different resolutions */
2285 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2286 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2287 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2288 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2290 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2291 return 0;
2294 /* TODO: Store modes per adapter and read it from the adapter structure */
2295 if (Adapter == 0) { /* Display */
2296 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2297 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2298 unsigned int i = 0;
2299 unsigned int j = 0;
2300 DEVMODEW mode;
2302 memset(&mode, 0, sizeof(mode));
2303 mode.dmSize = sizeof(mode);
2305 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2307 ++j;
2309 if (Format == WINED3DFMT_UNKNOWN)
2311 /* This is for D3D8, do not enumerate P8 here */
2312 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2314 else if (mode.dmBitsPerPel == format_bits)
2316 ++i;
2320 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2321 return i;
2322 } else {
2323 FIXME_(d3d_caps)("Adapter not primary display\n");
2325 return 0;
2328 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2329 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2330 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2331 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2333 /* Validate the parameters as much as possible */
2334 if (NULL == pMode ||
2335 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2336 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2337 return WINED3DERR_INVALIDCALL;
2340 /* TODO: Store modes per adapter and read it from the adapter structure */
2341 if (Adapter == 0)
2343 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2344 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2345 DEVMODEW DevModeW;
2346 int ModeIdx = 0;
2347 UINT i = 0;
2348 int j = 0;
2350 ZeroMemory(&DevModeW, sizeof(DevModeW));
2351 DevModeW.dmSize = sizeof(DevModeW);
2353 /* If we are filtering to a specific format (D3D9), then need to skip
2354 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2355 just count through the ones with valid bit depths */
2356 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2358 if (Format == WINED3DFMT_UNKNOWN)
2360 /* This is for D3D8, do not enumerate P8 here */
2361 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2363 else if (DevModeW.dmBitsPerPel == format_bits)
2365 ++i;
2369 if (i == 0) {
2370 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2371 return WINED3DERR_INVALIDCALL;
2373 ModeIdx = j - 1;
2375 /* Now get the display mode via the calculated index */
2376 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2377 pMode->Width = DevModeW.dmPelsWidth;
2378 pMode->Height = DevModeW.dmPelsHeight;
2379 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2380 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2381 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2383 if (Format == WINED3DFMT_UNKNOWN) {
2384 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2385 } else {
2386 pMode->Format = Format;
2388 } else {
2389 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2390 return WINED3DERR_INVALIDCALL;
2393 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2394 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2395 DevModeW.dmBitsPerPel);
2398 else
2400 FIXME_(d3d_caps)("Adapter not primary display\n");
2403 return WINED3D_OK;
2406 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2408 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2410 if (NULL == pMode ||
2411 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2412 return WINED3DERR_INVALIDCALL;
2415 if (Adapter == 0) { /* Display */
2416 int bpp = 0;
2417 DEVMODEW DevModeW;
2419 ZeroMemory(&DevModeW, sizeof(DevModeW));
2420 DevModeW.dmSize = sizeof(DevModeW);
2422 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2423 pMode->Width = DevModeW.dmPelsWidth;
2424 pMode->Height = DevModeW.dmPelsHeight;
2425 bpp = DevModeW.dmBitsPerPel;
2426 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2427 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2429 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2432 pMode->Format = pixelformat_for_depth(bpp);
2433 } else {
2434 FIXME_(d3d_caps)("Adapter not primary display\n");
2437 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2438 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2439 return WINED3D_OK;
2442 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2443 and fields being inserted in the middle, a new structure is used in place */
2444 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2445 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2446 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2447 struct wined3d_adapter *adapter;
2448 size_t len;
2450 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2452 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2453 return WINED3DERR_INVALIDCALL;
2456 adapter = &This->adapters[Adapter];
2458 /* Return the information requested */
2459 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2461 if (pIdentifier->driver_size)
2463 const char *name = adapter->driver_info.name;
2464 len = min(strlen(name), pIdentifier->driver_size - 1);
2465 memcpy(pIdentifier->driver, name, len);
2466 pIdentifier->driver[len] = '\0';
2469 if (pIdentifier->description_size)
2471 const char *description = adapter->driver_info.description;
2472 len = min(strlen(description), pIdentifier->description_size - 1);
2473 memcpy(pIdentifier->description, description, len);
2474 pIdentifier->description[len] = '\0';
2477 /* Note that d3d8 doesn't supply a device name. */
2478 if (pIdentifier->device_name_size)
2480 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2482 len = strlen(device_name);
2483 if (len >= pIdentifier->device_name_size)
2485 ERR("Device name size too small.\n");
2486 return WINED3DERR_INVALIDCALL;
2489 memcpy(pIdentifier->device_name, device_name, len);
2490 pIdentifier->device_name[len] = '\0';
2493 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2494 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2495 pIdentifier->vendor_id = adapter->driver_info.vendor;
2496 pIdentifier->device_id = adapter->driver_info.device;
2497 pIdentifier->subsystem_id = 0;
2498 pIdentifier->revision = 0;
2499 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2500 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2501 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2502 pIdentifier->video_memory = adapter->TextureRam;
2504 return WINED3D_OK;
2507 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2508 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2510 short redSize, greenSize, blueSize, alphaSize, colorBits;
2512 if(!cfg)
2513 return FALSE;
2515 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2516 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2518 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2519 return FALSE;
2522 if(cfg->redSize < redSize)
2523 return FALSE;
2525 if(cfg->greenSize < greenSize)
2526 return FALSE;
2528 if(cfg->blueSize < blueSize)
2529 return FALSE;
2531 if(cfg->alphaSize < alphaSize)
2532 return FALSE;
2534 return TRUE;
2535 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2536 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2537 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2538 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2539 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2540 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2541 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2542 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2543 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2544 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2545 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2546 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2547 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2548 } else {
2549 /* Probably a color index mode */
2550 return FALSE;
2553 return FALSE;
2556 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2557 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2559 short depthSize, stencilSize;
2560 BOOL lockable = FALSE;
2562 if(!cfg)
2563 return FALSE;
2565 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2567 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2568 return FALSE;
2571 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2572 lockable = TRUE;
2574 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2575 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2576 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2577 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2578 return FALSE;
2580 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2581 * allow more stencil bits than requested. */
2582 if(cfg->stencilSize < stencilSize)
2583 return FALSE;
2585 return TRUE;
2588 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2589 WINED3DFORMAT AdapterFormat,
2590 WINED3DFORMAT RenderTargetFormat,
2591 WINED3DFORMAT DepthStencilFormat) {
2592 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2593 int nCfgs;
2594 const WineD3D_PixelFormat *cfgs;
2595 const struct wined3d_adapter *adapter;
2596 const struct GlPixelFormatDesc *rt_format_desc;
2597 const struct GlPixelFormatDesc *ds_format_desc;
2598 int it;
2600 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2601 This, Adapter,
2602 DeviceType, debug_d3ddevicetype(DeviceType),
2603 AdapterFormat, debug_d3dformat(AdapterFormat),
2604 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2605 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2607 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2608 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2609 return WINED3DERR_INVALIDCALL;
2612 adapter = &This->adapters[Adapter];
2613 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2614 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2615 cfgs = adapter->cfgs;
2616 nCfgs = adapter->nCfgs;
2617 for (it = 0; it < nCfgs; ++it) {
2618 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2620 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2622 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2623 return WINED3D_OK;
2627 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2629 return WINED3DERR_NOTAVAILABLE;
2632 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2633 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2635 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2636 const struct GlPixelFormatDesc *glDesc;
2637 const struct wined3d_adapter *adapter;
2639 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2640 This,
2641 Adapter,
2642 DeviceType, debug_d3ddevicetype(DeviceType),
2643 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2644 Windowed,
2645 MultiSampleType,
2646 pQualityLevels);
2648 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2649 return WINED3DERR_INVALIDCALL;
2652 /* TODO: handle Windowed, add more quality levels */
2654 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2655 if(pQualityLevels) *pQualityLevels = 1;
2656 return WINED3D_OK;
2659 /* By default multisampling is disabled right now as it causes issues
2660 * on some Nvidia driver versions and it doesn't work well in combination
2661 * with FBOs yet. */
2662 if(!wined3d_settings.allow_multisampling)
2663 return WINED3DERR_NOTAVAILABLE;
2665 adapter = &This->adapters[Adapter];
2666 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2667 if (!glDesc) return WINED3DERR_INVALIDCALL;
2669 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2670 int i, nCfgs;
2671 const WineD3D_PixelFormat *cfgs;
2673 cfgs = adapter->cfgs;
2674 nCfgs = adapter->nCfgs;
2675 for(i=0; i<nCfgs; i++) {
2676 if(cfgs[i].numSamples != MultiSampleType)
2677 continue;
2679 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2680 continue;
2682 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2684 if(pQualityLevels)
2685 *pQualityLevels = 1; /* Guess at a value! */
2686 return WINED3D_OK;
2689 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2690 short redSize, greenSize, blueSize, alphaSize, colorBits;
2691 int i, nCfgs;
2692 const WineD3D_PixelFormat *cfgs;
2694 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2696 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2697 return WINED3DERR_NOTAVAILABLE;
2700 cfgs = adapter->cfgs;
2701 nCfgs = adapter->nCfgs;
2702 for(i=0; i<nCfgs; i++) {
2703 if(cfgs[i].numSamples != MultiSampleType)
2704 continue;
2705 if(cfgs[i].redSize != redSize)
2706 continue;
2707 if(cfgs[i].greenSize != greenSize)
2708 continue;
2709 if(cfgs[i].blueSize != blueSize)
2710 continue;
2711 if(cfgs[i].alphaSize != alphaSize)
2712 continue;
2714 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2716 if(pQualityLevels)
2717 *pQualityLevels = 1; /* Guess at a value! */
2718 return WINED3D_OK;
2721 return WINED3DERR_NOTAVAILABLE;
2724 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2725 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
2727 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2728 UINT nmodes;
2730 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
2731 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
2732 debug_d3dformat(BackBufferFormat), Windowed);
2734 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2735 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2736 return WINED3DERR_INVALIDCALL;
2739 /* The task of this function is to check whether a certain display / backbuffer format
2740 * combination is available on the given adapter. In fullscreen mode microsoft specified
2741 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2742 * and display format should match exactly.
2743 * In windowed mode format conversion can occur and this depends on the driver. When format
2744 * conversion is done, this function should nevertheless fail and applications need to use
2745 * CheckDeviceFormatConversion.
2746 * At the moment we assume that fullscreen and windowed have the same capabilities */
2748 /* There are only 4 display formats */
2749 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
2750 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2751 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2752 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
2754 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2755 return WINED3DERR_NOTAVAILABLE;
2758 /* If the requested DisplayFormat is not available, don't continue */
2759 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2760 if(!nmodes) {
2761 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2762 return WINED3DERR_NOTAVAILABLE;
2765 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2766 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2767 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2768 return WINED3DERR_NOTAVAILABLE;
2771 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2772 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
2774 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2775 return WINED3DERR_NOTAVAILABLE;
2778 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2779 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2780 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
2782 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2783 return WINED3DERR_NOTAVAILABLE;
2786 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2787 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2788 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
2790 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2791 return WINED3DERR_NOTAVAILABLE;
2794 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2795 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
2796 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
2798 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2799 return WINED3DERR_NOTAVAILABLE;
2802 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2803 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2804 if(FAILED(hr))
2805 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2807 return hr;
2811 /* Check if we support bumpmapping for a format */
2812 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
2813 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2815 switch(format_desc->format)
2817 case WINED3DFMT_R8G8_SNORM:
2818 case WINED3DFMT_R16G16_SNORM:
2819 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
2820 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
2821 case WINED3DFMT_R8G8B8A8_SNORM:
2822 /* Ask the fixed function pipeline implementation if it can deal
2823 * with the conversion. If we've got a GL extension giving native
2824 * support this will be an identity conversion. */
2825 if (adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
2827 TRACE_(d3d_caps)("[OK]\n");
2828 return TRUE;
2830 TRACE_(d3d_caps)("[FAILED]\n");
2831 return FALSE;
2833 default:
2834 TRACE_(d3d_caps)("[FAILED]\n");
2835 return FALSE;
2839 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2840 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
2841 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2843 int it=0;
2845 /* Only allow depth/stencil formats */
2846 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
2848 /* Walk through all WGL pixel formats to find a match */
2849 for (it = 0; it < adapter->nCfgs; ++it)
2851 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2852 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2854 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2856 return TRUE;
2861 return FALSE;
2864 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2866 /* The flags entry of a format contains the filtering capability */
2867 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2869 return FALSE;
2872 /* Check the render target capabilities of a format */
2873 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
2874 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2876 /* Filter out non-RT formats */
2877 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2879 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2880 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2881 int it;
2882 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2883 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2885 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2886 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2888 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2889 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2890 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2891 TRACE_(d3d_caps)("[FAILED]\n");
2892 return FALSE;
2895 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2896 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2897 for (it = 0; it < adapter->nCfgs; ++it)
2899 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2900 &cfgs[it], check_format_desc))
2902 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2903 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2904 return TRUE;
2907 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2908 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2909 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2910 int it;
2912 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2913 for (it = 0; it < adapter->nCfgs; ++it)
2915 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2916 &cfgs[it], check_format_desc))
2918 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2919 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2920 return TRUE;
2923 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2924 /* For now return TRUE for FBOs until we have some proper checks.
2925 * Note that this function will only be called when the format is around for texturing. */
2926 return TRUE;
2928 return FALSE;
2931 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2933 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2935 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2936 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2938 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2939 return FALSE;
2942 switch (format_desc->format)
2944 case WINED3DFMT_B8G8R8A8_UNORM:
2945 case WINED3DFMT_B8G8R8X8_UNORM:
2946 case WINED3DFMT_B4G4R4A4_UNORM:
2947 case WINED3DFMT_L8_UNORM:
2948 case WINED3DFMT_L8A8_UNORM:
2949 case WINED3DFMT_DXT1:
2950 case WINED3DFMT_DXT2:
2951 case WINED3DFMT_DXT3:
2952 case WINED3DFMT_DXT4:
2953 case WINED3DFMT_DXT5:
2954 TRACE_(d3d_caps)("[OK]\n");
2955 return TRUE;
2957 default:
2958 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2959 return FALSE;
2961 return FALSE;
2964 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
2965 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2967 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2968 * doing the color fixup in shaders.
2969 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2970 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
2972 int vs_selected_mode;
2973 int ps_selected_mode;
2974 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2976 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2977 TRACE_(d3d_caps)("[OK]\n");
2978 return TRUE;
2982 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2983 return FALSE;
2986 /* Check if a format support blending in combination with pixel shaders */
2987 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
2988 const struct GlPixelFormatDesc *format_desc)
2990 /* The flags entry of a format contains the post pixel shader blending capability */
2991 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2993 return FALSE;
2996 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2998 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2999 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3000 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3001 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3002 * capability anyway.
3004 * For now lets report this on all formats, but in the future we may want to
3005 * restrict it to some should games need that
3007 return TRUE;
3010 /* Check if a texture format is supported on the given adapter */
3011 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
3012 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
3014 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3016 switch (format_desc->format)
3018 /*****
3019 * supported: RGB(A) formats
3021 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3022 case WINED3DFMT_B8G8R8A8_UNORM:
3023 case WINED3DFMT_B8G8R8X8_UNORM:
3024 case WINED3DFMT_B5G6R5_UNORM:
3025 case WINED3DFMT_B5G5R5X1_UNORM:
3026 case WINED3DFMT_B5G5R5A1_UNORM:
3027 case WINED3DFMT_B4G4R4A4_UNORM:
3028 case WINED3DFMT_A8_UNORM:
3029 case WINED3DFMT_B4G4R4X4_UNORM:
3030 case WINED3DFMT_R8G8B8A8_UNORM:
3031 case WINED3DFMT_R8G8B8X8_UNORM:
3032 case WINED3DFMT_B10G10R10A2_UNORM:
3033 case WINED3DFMT_R10G10B10A2_UNORM:
3034 case WINED3DFMT_R16G16_UNORM:
3035 TRACE_(d3d_caps)("[OK]\n");
3036 return TRUE;
3038 case WINED3DFMT_B2G3R3_UNORM:
3039 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3040 return FALSE;
3042 /*****
3043 * supported: Palettized
3045 case WINED3DFMT_P8_UINT:
3046 TRACE_(d3d_caps)("[OK]\n");
3047 return TRUE;
3048 /* No Windows driver offers WINED3DFMT_P8_UINT_A8_UNORM, so don't offer it either */
3049 case WINED3DFMT_P8_UINT_A8_UNORM:
3050 return FALSE;
3052 /*****
3053 * Supported: (Alpha)-Luminance
3055 case WINED3DFMT_L8_UNORM:
3056 case WINED3DFMT_L8A8_UNORM:
3057 case WINED3DFMT_L16_UNORM:
3058 TRACE_(d3d_caps)("[OK]\n");
3059 return TRUE;
3061 /* Not supported on Windows, thus disabled */
3062 case WINED3DFMT_L4A4_UNORM:
3063 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3064 return FALSE;
3066 /*****
3067 * Supported: Depth/Stencil formats
3069 case WINED3DFMT_D16_LOCKABLE:
3070 case WINED3DFMT_D16_UNORM:
3071 case WINED3DFMT_S1_UINT_D15_UNORM:
3072 case WINED3DFMT_X8D24_UNORM:
3073 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3074 case WINED3DFMT_D24_UNORM_S8_UINT:
3075 case WINED3DFMT_S8_UINT_D24_FLOAT:
3076 case WINED3DFMT_D32_UNORM:
3077 case WINED3DFMT_D32_FLOAT:
3078 return TRUE;
3080 /*****
3081 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3082 * GL_NV_texture_shader). Emulated by shaders
3084 case WINED3DFMT_R8G8_SNORM:
3085 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3086 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3087 case WINED3DFMT_R8G8B8A8_SNORM:
3088 case WINED3DFMT_R16G16_SNORM:
3089 /* Ask the shader backend if it can deal with the conversion. If
3090 * we've got a GL extension giving native support this will be an
3091 * identity conversion. */
3092 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3094 TRACE_(d3d_caps)("[OK]\n");
3095 return TRUE;
3097 TRACE_(d3d_caps)("[FAILED]\n");
3098 return FALSE;
3100 case WINED3DFMT_DXT1:
3101 case WINED3DFMT_DXT2:
3102 case WINED3DFMT_DXT3:
3103 case WINED3DFMT_DXT4:
3104 case WINED3DFMT_DXT5:
3105 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3107 TRACE_(d3d_caps)("[OK]\n");
3108 return TRUE;
3110 TRACE_(d3d_caps)("[FAILED]\n");
3111 return FALSE;
3114 /*****
3115 * Odd formats - not supported
3117 case WINED3DFMT_VERTEXDATA:
3118 case WINED3DFMT_R16_UINT:
3119 case WINED3DFMT_R32_UINT:
3120 case WINED3DFMT_R16G16B16A16_SNORM:
3121 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3122 case WINED3DFMT_R10G11B11_SNORM:
3123 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3124 return FALSE;
3126 /*****
3127 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3129 case WINED3DFMT_R8G8_SNORM_Cx:
3130 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3131 return FALSE;
3133 /* YUV formats */
3134 case WINED3DFMT_UYVY:
3135 case WINED3DFMT_YUY2:
3136 if (gl_info->supported[APPLE_YCBCR_422])
3138 TRACE_(d3d_caps)("[OK]\n");
3139 return TRUE;
3141 TRACE_(d3d_caps)("[FAILED]\n");
3142 return FALSE;
3143 case WINED3DFMT_YV12:
3144 TRACE_(d3d_caps)("[FAILED]\n");
3145 return FALSE;
3147 /* Not supported */
3148 case WINED3DFMT_R16G16B16A16_UNORM:
3149 case WINED3DFMT_B2G3R3A8_UNORM:
3150 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3151 return FALSE;
3153 /* Floating point formats */
3154 case WINED3DFMT_R16_FLOAT:
3155 case WINED3DFMT_R16G16_FLOAT:
3156 case WINED3DFMT_R16G16B16A16_FLOAT:
3157 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3159 TRACE_(d3d_caps)("[OK]\n");
3160 return TRUE;
3162 TRACE_(d3d_caps)("[FAILED]\n");
3163 return FALSE;
3165 case WINED3DFMT_R32_FLOAT:
3166 case WINED3DFMT_R32G32_FLOAT:
3167 case WINED3DFMT_R32G32B32A32_FLOAT:
3168 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3170 TRACE_(d3d_caps)("[OK]\n");
3171 return TRUE;
3173 TRACE_(d3d_caps)("[FAILED]\n");
3174 return FALSE;
3176 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3177 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3178 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3179 * We can do instancing with all shader versions, but we need vertex shaders.
3181 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3182 * to enable instancing. WineD3D doesn't need that and just ignores it.
3184 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3186 case WINED3DFMT_INST:
3187 TRACE("ATI Instancing check hack\n");
3188 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3190 TRACE_(d3d_caps)("[OK]\n");
3191 return TRUE;
3193 TRACE_(d3d_caps)("[FAILED]\n");
3194 return FALSE;
3196 /* Some weird FOURCC formats */
3197 case WINED3DFMT_R8G8_B8G8:
3198 case WINED3DFMT_G8R8_G8B8:
3199 case WINED3DFMT_MULTI2_ARGB8:
3200 TRACE_(d3d_caps)("[FAILED]\n");
3201 return FALSE;
3203 /* Vendor specific formats */
3204 case WINED3DFMT_ATI2N:
3205 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3206 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3208 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3209 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3211 TRACE_(d3d_caps)("[OK]\n");
3212 return TRUE;
3215 TRACE_(d3d_caps)("[OK]\n");
3216 return TRUE;
3218 TRACE_(d3d_caps)("[FAILED]\n");
3219 return FALSE;
3221 case WINED3DFMT_NVHU:
3222 case WINED3DFMT_NVHS:
3223 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3224 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3225 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3226 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3227 * Applications have to deal with not having NVHS and NVHU.
3229 TRACE_(d3d_caps)("[FAILED]\n");
3230 return FALSE;
3232 case WINED3DFMT_UNKNOWN:
3233 return FALSE;
3235 default:
3236 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3237 break;
3239 return FALSE;
3242 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3243 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3245 if(SurfaceType == SURFACE_GDI) {
3246 switch(check_format_desc->format)
3248 case WINED3DFMT_B8G8R8_UNORM:
3249 case WINED3DFMT_B8G8R8A8_UNORM:
3250 case WINED3DFMT_B8G8R8X8_UNORM:
3251 case WINED3DFMT_B5G6R5_UNORM:
3252 case WINED3DFMT_B5G5R5X1_UNORM:
3253 case WINED3DFMT_B5G5R5A1_UNORM:
3254 case WINED3DFMT_B4G4R4A4_UNORM:
3255 case WINED3DFMT_B2G3R3_UNORM:
3256 case WINED3DFMT_A8_UNORM:
3257 case WINED3DFMT_B2G3R3A8_UNORM:
3258 case WINED3DFMT_B4G4R4X4_UNORM:
3259 case WINED3DFMT_R10G10B10A2_UNORM:
3260 case WINED3DFMT_R8G8B8A8_UNORM:
3261 case WINED3DFMT_R8G8B8X8_UNORM:
3262 case WINED3DFMT_R16G16_UNORM:
3263 case WINED3DFMT_B10G10R10A2_UNORM:
3264 case WINED3DFMT_R16G16B16A16_UNORM:
3265 case WINED3DFMT_P8_UINT:
3266 TRACE_(d3d_caps)("[OK]\n");
3267 return TRUE;
3268 default:
3269 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3270 return FALSE;
3274 /* All format that are supported for textures are supported for surfaces as well */
3275 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3276 /* All depth stencil formats are supported on surfaces */
3277 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3279 /* If opengl can't process the format natively, the blitter may be able to convert it */
3280 if (adapter->blitter->color_fixup_supported(check_format_desc->color_fixup))
3282 TRACE_(d3d_caps)("[OK]\n");
3283 return TRUE;
3286 /* Reject other formats */
3287 TRACE_(d3d_caps)("[FAILED]\n");
3288 return FALSE;
3291 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3293 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3295 if (!gl_info->limits.vertex_samplers)
3297 TRACE_(d3d_caps)("[FAILED]\n");
3298 return FALSE;
3301 switch (format_desc->format)
3303 case WINED3DFMT_R32G32B32A32_FLOAT:
3304 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3306 TRACE_(d3d_caps)("[FAILED]\n");
3307 return FALSE;
3309 TRACE_(d3d_caps)("[OK]\n");
3310 return TRUE;
3312 default:
3313 TRACE_(d3d_caps)("[FAILED]\n");
3314 return FALSE;
3316 return FALSE;
3319 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3320 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3321 WINED3DSURFTYPE SurfaceType)
3323 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3324 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3325 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3326 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3327 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3328 DWORD UsageCaps = 0;
3330 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3331 This,
3332 Adapter,
3333 DeviceType, debug_d3ddevicetype(DeviceType),
3334 AdapterFormat, debug_d3dformat(AdapterFormat),
3335 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3336 RType, debug_d3dresourcetype(RType),
3337 CheckFormat, debug_d3dformat(CheckFormat));
3339 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3340 return WINED3DERR_INVALIDCALL;
3343 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3345 if(SurfaceType != SURFACE_OPENGL) {
3346 TRACE("[FAILED]\n");
3347 return WINED3DERR_NOTAVAILABLE;
3350 /* Cubetexture allows:
3351 * - D3DUSAGE_AUTOGENMIPMAP
3352 * - D3DUSAGE_DEPTHSTENCIL
3353 * - D3DUSAGE_DYNAMIC
3354 * - D3DUSAGE_NONSECURE (d3d9ex)
3355 * - D3DUSAGE_RENDERTARGET
3356 * - D3DUSAGE_SOFTWAREPROCESSING
3357 * - D3DUSAGE_QUERY_WRAPANDMIP
3359 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3361 /* Check if the texture format is around */
3362 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3364 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3365 /* Check for automatic mipmap generation support */
3366 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3368 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3369 } else {
3370 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3371 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3375 /* Always report dynamic locking */
3376 if(Usage & WINED3DUSAGE_DYNAMIC)
3377 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3379 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3380 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3382 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3383 } else {
3384 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3385 return WINED3DERR_NOTAVAILABLE;
3389 /* Always report software processing */
3390 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3391 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3393 /* Check QUERY_FILTER support */
3394 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3395 if (CheckFilterCapability(adapter, format_desc))
3397 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3398 } else {
3399 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3400 return WINED3DERR_NOTAVAILABLE;
3404 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3405 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3406 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3408 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3409 } else {
3410 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3411 return WINED3DERR_NOTAVAILABLE;
3415 /* Check QUERY_SRGBREAD support */
3416 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3417 if (CheckSrgbReadCapability(adapter, format_desc))
3419 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3420 } else {
3421 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3422 return WINED3DERR_NOTAVAILABLE;
3426 /* Check QUERY_SRGBWRITE support */
3427 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3428 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3430 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3431 } else {
3432 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3433 return WINED3DERR_NOTAVAILABLE;
3437 /* Check QUERY_VERTEXTEXTURE support */
3438 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3439 if (CheckVertexTextureCapability(adapter, format_desc))
3441 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3442 } else {
3443 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3444 return WINED3DERR_NOTAVAILABLE;
3448 /* Check QUERY_WRAPANDMIP support */
3449 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3450 if (CheckWrapAndMipCapability(adapter, format_desc))
3452 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3453 } else {
3454 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3455 return WINED3DERR_NOTAVAILABLE;
3458 } else {
3459 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3460 return WINED3DERR_NOTAVAILABLE;
3462 } else {
3463 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3464 return WINED3DERR_NOTAVAILABLE;
3466 } else if(RType == WINED3DRTYPE_SURFACE) {
3467 /* Surface allows:
3468 * - D3DUSAGE_DEPTHSTENCIL
3469 * - D3DUSAGE_NONSECURE (d3d9ex)
3470 * - D3DUSAGE_RENDERTARGET
3473 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3475 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3476 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3478 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3479 } else {
3480 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3481 return WINED3DERR_NOTAVAILABLE;
3485 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3486 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3488 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3489 } else {
3490 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3491 return WINED3DERR_NOTAVAILABLE;
3495 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3496 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3497 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3499 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3500 } else {
3501 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3502 return WINED3DERR_NOTAVAILABLE;
3505 } else {
3506 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3507 return WINED3DERR_NOTAVAILABLE;
3510 } else if(RType == WINED3DRTYPE_TEXTURE) {
3511 /* Texture allows:
3512 * - D3DUSAGE_AUTOGENMIPMAP
3513 * - D3DUSAGE_DEPTHSTENCIL
3514 * - D3DUSAGE_DMAP
3515 * - D3DUSAGE_DYNAMIC
3516 * - D3DUSAGE_NONSECURE (d3d9ex)
3517 * - D3DUSAGE_RENDERTARGET
3518 * - D3DUSAGE_SOFTWAREPROCESSING
3519 * - D3DUSAGE_TEXTAPI (d3d9ex)
3520 * - D3DUSAGE_QUERY_WRAPANDMIP
3523 if(SurfaceType != SURFACE_OPENGL) {
3524 TRACE("[FAILED]\n");
3525 return WINED3DERR_NOTAVAILABLE;
3528 /* Check if the texture format is around */
3529 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3531 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3532 /* Check for automatic mipmap generation support */
3533 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3535 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3536 } else {
3537 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3538 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3542 /* Always report dynamic locking */
3543 if(Usage & WINED3DUSAGE_DYNAMIC)
3544 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3546 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3547 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3549 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3550 } else {
3551 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3552 return WINED3DERR_NOTAVAILABLE;
3556 /* Always report software processing */
3557 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3558 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3560 /* Check QUERY_FILTER support */
3561 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3562 if (CheckFilterCapability(adapter, format_desc))
3564 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3565 } else {
3566 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3567 return WINED3DERR_NOTAVAILABLE;
3571 /* Check QUERY_LEGACYBUMPMAP support */
3572 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3573 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3575 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3576 } else {
3577 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3578 return WINED3DERR_NOTAVAILABLE;
3582 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3583 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3584 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3586 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3587 } else {
3588 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3589 return WINED3DERR_NOTAVAILABLE;
3593 /* Check QUERY_SRGBREAD support */
3594 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3595 if (CheckSrgbReadCapability(adapter, format_desc))
3597 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3598 } else {
3599 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3600 return WINED3DERR_NOTAVAILABLE;
3604 /* Check QUERY_SRGBWRITE support */
3605 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3606 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3608 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3609 } else {
3610 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3611 return WINED3DERR_NOTAVAILABLE;
3615 /* Check QUERY_VERTEXTEXTURE support */
3616 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3617 if (CheckVertexTextureCapability(adapter, format_desc))
3619 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3620 } else {
3621 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3622 return WINED3DERR_NOTAVAILABLE;
3626 /* Check QUERY_WRAPANDMIP support */
3627 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3628 if (CheckWrapAndMipCapability(adapter, format_desc))
3630 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3631 } else {
3632 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3633 return WINED3DERR_NOTAVAILABLE;
3637 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3638 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3640 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3641 } else {
3642 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3643 return WINED3DERR_NOTAVAILABLE;
3646 } else {
3647 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3648 return WINED3DERR_NOTAVAILABLE;
3650 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3651 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3652 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3654 * Volumetexture allows:
3655 * - D3DUSAGE_DYNAMIC
3656 * - D3DUSAGE_NONSECURE (d3d9ex)
3657 * - D3DUSAGE_SOFTWAREPROCESSING
3658 * - D3DUSAGE_QUERY_WRAPANDMIP
3661 if(SurfaceType != SURFACE_OPENGL) {
3662 TRACE("[FAILED]\n");
3663 return WINED3DERR_NOTAVAILABLE;
3666 /* Check volume texture and volume usage caps */
3667 if (gl_info->supported[EXT_TEXTURE3D])
3669 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3671 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3672 return WINED3DERR_NOTAVAILABLE;
3675 /* Always report dynamic locking */
3676 if(Usage & WINED3DUSAGE_DYNAMIC)
3677 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3679 /* Always report software processing */
3680 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3681 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3683 /* Check QUERY_FILTER support */
3684 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3685 if (CheckFilterCapability(adapter, format_desc))
3687 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3688 } else {
3689 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3690 return WINED3DERR_NOTAVAILABLE;
3694 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3695 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3696 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3698 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3699 } else {
3700 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3701 return WINED3DERR_NOTAVAILABLE;
3705 /* Check QUERY_SRGBREAD support */
3706 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3707 if (CheckSrgbReadCapability(adapter, format_desc))
3709 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3710 } else {
3711 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3712 return WINED3DERR_NOTAVAILABLE;
3716 /* Check QUERY_SRGBWRITE support */
3717 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3718 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3720 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3721 } else {
3722 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3723 return WINED3DERR_NOTAVAILABLE;
3727 /* Check QUERY_VERTEXTEXTURE support */
3728 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3729 if (CheckVertexTextureCapability(adapter, format_desc))
3731 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3732 } else {
3733 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3734 return WINED3DERR_NOTAVAILABLE;
3738 /* Check QUERY_WRAPANDMIP support */
3739 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3740 if (CheckWrapAndMipCapability(adapter, format_desc))
3742 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3743 } else {
3744 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3745 return WINED3DERR_NOTAVAILABLE;
3748 } else {
3749 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3750 return WINED3DERR_NOTAVAILABLE;
3753 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3754 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3755 * app needing one of those formats, don't advertize them to avoid leading apps into
3756 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3757 * except of R32F.
3759 switch(CheckFormat) {
3760 case WINED3DFMT_P8_UINT:
3761 case WINED3DFMT_L4A4_UNORM:
3762 case WINED3DFMT_R32_FLOAT:
3763 case WINED3DFMT_R16_FLOAT:
3764 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3765 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3766 case WINED3DFMT_R16G16_UNORM:
3767 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3768 return WINED3DERR_NOTAVAILABLE;
3770 case WINED3DFMT_R8G8B8A8_SNORM:
3771 case WINED3DFMT_R16G16_SNORM:
3772 if (!gl_info->supported[NV_TEXTURE_SHADER])
3774 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3775 return WINED3DERR_NOTAVAILABLE;
3777 break;
3779 case WINED3DFMT_R8G8_SNORM:
3780 if (!gl_info->supported[NV_TEXTURE_SHADER])
3782 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3783 return WINED3DERR_NOTAVAILABLE;
3785 break;
3787 case WINED3DFMT_DXT1:
3788 case WINED3DFMT_DXT2:
3789 case WINED3DFMT_DXT3:
3790 case WINED3DFMT_DXT4:
3791 case WINED3DFMT_DXT5:
3792 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3793 * compressed texture results in an error. While the D3D refrast does
3794 * support s3tc volumes, at least the nvidia windows driver does not, so
3795 * we're free not to support this format.
3797 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3798 return WINED3DERR_NOTAVAILABLE;
3800 default:
3801 /* Do nothing, continue with checking the format below */
3802 break;
3804 } else if(RType == WINED3DRTYPE_BUFFER){
3805 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3806 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3807 return WINED3DERR_NOTAVAILABLE;
3810 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3811 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3812 * usage flags match. */
3813 if(UsageCaps == Usage) {
3814 return WINED3D_OK;
3815 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3816 return WINED3DOK_NOAUTOGEN;
3817 } else {
3818 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
3819 return WINED3DERR_NOTAVAILABLE;
3823 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
3824 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
3826 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
3827 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
3828 debug_d3dformat(dst_format));
3830 return WINED3D_OK;
3833 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3834 subset of a D3DCAPS9 structure. However, it has to come via a void *
3835 as the d3d8 interface cannot import the d3d9 header */
3836 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3838 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3839 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3840 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3841 int vs_selected_mode;
3842 int ps_selected_mode;
3843 struct shader_caps shader_caps;
3844 struct fragment_caps fragment_caps;
3845 DWORD ckey_caps, blit_caps, fx_caps;
3847 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3849 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3850 return WINED3DERR_INVALIDCALL;
3853 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3855 /* ------------------------------------------------
3856 The following fields apply to both d3d8 and d3d9
3857 ------------------------------------------------ */
3858 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3859 pCaps->AdapterOrdinal = Adapter;
3861 pCaps->Caps = 0;
3862 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3863 WINED3DCAPS2_FULLSCREENGAMMA |
3864 WINED3DCAPS2_DYNAMICTEXTURES;
3865 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3867 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3870 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3871 WINED3DCAPS3_COPY_TO_VIDMEM |
3872 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3874 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3875 WINED3DPRESENT_INTERVAL_ONE;
3877 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3878 WINED3DCURSORCAPS_LOWRES;
3880 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3881 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3882 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3883 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3884 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3885 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3886 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3887 WINED3DDEVCAPS_PUREDEVICE |
3888 WINED3DDEVCAPS_HWRASTERIZATION |
3889 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3890 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3891 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3892 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3893 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3894 WINED3DDEVCAPS_RTPATCHES;
3896 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3897 WINED3DPMISCCAPS_CULLCCW |
3898 WINED3DPMISCCAPS_CULLCW |
3899 WINED3DPMISCCAPS_COLORWRITEENABLE |
3900 WINED3DPMISCCAPS_CLIPTLVERTS |
3901 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3902 WINED3DPMISCCAPS_MASKZ |
3903 WINED3DPMISCCAPS_BLENDOP |
3904 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3905 /* TODO:
3906 WINED3DPMISCCAPS_NULLREFERENCE
3907 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3908 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3909 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3910 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3912 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
3913 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3915 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3916 WINED3DPRASTERCAPS_PAT |
3917 WINED3DPRASTERCAPS_WFOG |
3918 WINED3DPRASTERCAPS_ZFOG |
3919 WINED3DPRASTERCAPS_FOGVERTEX |
3920 WINED3DPRASTERCAPS_FOGTABLE |
3921 WINED3DPRASTERCAPS_STIPPLE |
3922 WINED3DPRASTERCAPS_SUBPIXEL |
3923 WINED3DPRASTERCAPS_ZTEST |
3924 WINED3DPRASTERCAPS_SCISSORTEST |
3925 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3926 WINED3DPRASTERCAPS_DEPTHBIAS;
3928 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
3930 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3931 WINED3DPRASTERCAPS_ZBIAS |
3932 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3934 if (gl_info->supported[NV_FOG_DISTANCE])
3936 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3938 /* FIXME Add:
3939 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3940 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3941 WINED3DPRASTERCAPS_ANTIALIASEDGES
3942 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3943 WINED3DPRASTERCAPS_WBUFFER */
3945 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3946 WINED3DPCMPCAPS_EQUAL |
3947 WINED3DPCMPCAPS_GREATER |
3948 WINED3DPCMPCAPS_GREATEREQUAL |
3949 WINED3DPCMPCAPS_LESS |
3950 WINED3DPCMPCAPS_LESSEQUAL |
3951 WINED3DPCMPCAPS_NEVER |
3952 WINED3DPCMPCAPS_NOTEQUAL;
3954 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3955 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3956 WINED3DPBLENDCAPS_DESTALPHA |
3957 WINED3DPBLENDCAPS_DESTCOLOR |
3958 WINED3DPBLENDCAPS_INVDESTALPHA |
3959 WINED3DPBLENDCAPS_INVDESTCOLOR |
3960 WINED3DPBLENDCAPS_INVSRCALPHA |
3961 WINED3DPBLENDCAPS_INVSRCCOLOR |
3962 WINED3DPBLENDCAPS_ONE |
3963 WINED3DPBLENDCAPS_SRCALPHA |
3964 WINED3DPBLENDCAPS_SRCALPHASAT |
3965 WINED3DPBLENDCAPS_SRCCOLOR |
3966 WINED3DPBLENDCAPS_ZERO;
3968 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3969 WINED3DPBLENDCAPS_DESTCOLOR |
3970 WINED3DPBLENDCAPS_INVDESTALPHA |
3971 WINED3DPBLENDCAPS_INVDESTCOLOR |
3972 WINED3DPBLENDCAPS_INVSRCALPHA |
3973 WINED3DPBLENDCAPS_INVSRCCOLOR |
3974 WINED3DPBLENDCAPS_ONE |
3975 WINED3DPBLENDCAPS_SRCALPHA |
3976 WINED3DPBLENDCAPS_SRCCOLOR |
3977 WINED3DPBLENDCAPS_ZERO;
3978 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3979 * according to the glBlendFunc manpage
3981 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3982 * legacy settings for srcblend only
3985 if (gl_info->supported[EXT_BLEND_COLOR])
3987 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3988 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3992 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3993 WINED3DPCMPCAPS_EQUAL |
3994 WINED3DPCMPCAPS_GREATER |
3995 WINED3DPCMPCAPS_GREATEREQUAL |
3996 WINED3DPCMPCAPS_LESS |
3997 WINED3DPCMPCAPS_LESSEQUAL |
3998 WINED3DPCMPCAPS_NEVER |
3999 WINED3DPCMPCAPS_NOTEQUAL;
4001 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4002 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4003 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4004 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4005 WINED3DPSHADECAPS_COLORFLATRGB |
4006 WINED3DPSHADECAPS_FOGFLAT |
4007 WINED3DPSHADECAPS_FOGGOURAUD |
4008 WINED3DPSHADECAPS_SPECULARFLATRGB;
4010 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4011 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4012 WINED3DPTEXTURECAPS_TRANSPARENCY |
4013 WINED3DPTEXTURECAPS_BORDER |
4014 WINED3DPTEXTURECAPS_MIPMAP |
4015 WINED3DPTEXTURECAPS_PROJECTED |
4016 WINED3DPTEXTURECAPS_PERSPECTIVE;
4018 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4020 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4021 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4024 if (gl_info->supported[EXT_TEXTURE3D])
4026 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4027 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4028 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4031 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4033 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4034 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4035 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4039 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4040 WINED3DPTFILTERCAPS_MAGFPOINT |
4041 WINED3DPTFILTERCAPS_MINFLINEAR |
4042 WINED3DPTFILTERCAPS_MINFPOINT |
4043 WINED3DPTFILTERCAPS_MIPFLINEAR |
4044 WINED3DPTFILTERCAPS_MIPFPOINT |
4045 WINED3DPTFILTERCAPS_LINEAR |
4046 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4047 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4048 WINED3DPTFILTERCAPS_MIPLINEAR |
4049 WINED3DPTFILTERCAPS_MIPNEAREST |
4050 WINED3DPTFILTERCAPS_NEAREST;
4052 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4054 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4055 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4058 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4060 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4061 WINED3DPTFILTERCAPS_MAGFPOINT |
4062 WINED3DPTFILTERCAPS_MINFLINEAR |
4063 WINED3DPTFILTERCAPS_MINFPOINT |
4064 WINED3DPTFILTERCAPS_MIPFLINEAR |
4065 WINED3DPTFILTERCAPS_MIPFPOINT |
4066 WINED3DPTFILTERCAPS_LINEAR |
4067 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4068 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4069 WINED3DPTFILTERCAPS_MIPLINEAR |
4070 WINED3DPTFILTERCAPS_MIPNEAREST |
4071 WINED3DPTFILTERCAPS_NEAREST;
4073 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4075 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4076 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4078 } else
4079 pCaps->CubeTextureFilterCaps = 0;
4081 if (gl_info->supported[EXT_TEXTURE3D])
4083 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4084 WINED3DPTFILTERCAPS_MAGFPOINT |
4085 WINED3DPTFILTERCAPS_MINFLINEAR |
4086 WINED3DPTFILTERCAPS_MINFPOINT |
4087 WINED3DPTFILTERCAPS_MIPFLINEAR |
4088 WINED3DPTFILTERCAPS_MIPFPOINT |
4089 WINED3DPTFILTERCAPS_LINEAR |
4090 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4091 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4092 WINED3DPTFILTERCAPS_MIPLINEAR |
4093 WINED3DPTFILTERCAPS_MIPNEAREST |
4094 WINED3DPTFILTERCAPS_NEAREST;
4095 } else
4096 pCaps->VolumeTextureFilterCaps = 0;
4098 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4099 WINED3DPTADDRESSCAPS_CLAMP |
4100 WINED3DPTADDRESSCAPS_WRAP;
4102 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4104 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4106 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4108 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4110 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4112 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4115 if (gl_info->supported[EXT_TEXTURE3D])
4117 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4118 WINED3DPTADDRESSCAPS_CLAMP |
4119 WINED3DPTADDRESSCAPS_WRAP;
4120 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4122 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4124 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4126 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4128 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4130 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4132 } else
4133 pCaps->VolumeTextureAddressCaps = 0;
4135 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4136 WINED3DLINECAPS_ZTEST |
4137 WINED3DLINECAPS_BLEND |
4138 WINED3DLINECAPS_ALPHACMP |
4139 WINED3DLINECAPS_FOG;
4140 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4141 * idea how generating the smoothing alpha values works; the result is different
4144 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4145 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4147 if (gl_info->supported[EXT_TEXTURE3D])
4148 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4149 else
4150 pCaps->MaxVolumeExtent = 0;
4152 pCaps->MaxTextureRepeat = 32768;
4153 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4154 pCaps->MaxVertexW = 1.0f;
4156 pCaps->GuardBandLeft = 0.0f;
4157 pCaps->GuardBandTop = 0.0f;
4158 pCaps->GuardBandRight = 0.0f;
4159 pCaps->GuardBandBottom = 0.0f;
4161 pCaps->ExtentsAdjust = 0.0f;
4163 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4164 WINED3DSTENCILCAPS_INCRSAT |
4165 WINED3DSTENCILCAPS_INVERT |
4166 WINED3DSTENCILCAPS_KEEP |
4167 WINED3DSTENCILCAPS_REPLACE |
4168 WINED3DSTENCILCAPS_ZERO;
4169 if (gl_info->supported[EXT_STENCIL_WRAP])
4171 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4172 WINED3DSTENCILCAPS_INCR;
4174 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4176 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4179 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4181 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4182 pCaps->MaxActiveLights = gl_info->limits.lights;
4184 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4185 pCaps->MaxVertexBlendMatrixIndex = 0;
4187 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4188 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4191 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4192 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4193 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4194 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4195 WINED3DVTXPCAPS_LOCALVIEWER |
4196 WINED3DVTXPCAPS_VERTEXFOG |
4197 WINED3DVTXPCAPS_TEXGEN;
4199 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4200 pCaps->MaxVertexIndex = 0xFFFFF;
4201 pCaps->MaxStreams = MAX_STREAMS;
4202 pCaps->MaxStreamStride = 1024;
4204 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4205 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4206 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4207 pCaps->MaxNpatchTessellationLevel = 0;
4208 pCaps->MasterAdapterOrdinal = 0;
4209 pCaps->AdapterOrdinalInGroup = 0;
4210 pCaps->NumberOfAdaptersInGroup = 1;
4212 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4214 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4215 WINED3DPTFILTERCAPS_MAGFPOINT |
4216 WINED3DPTFILTERCAPS_MINFLINEAR |
4217 WINED3DPTFILTERCAPS_MAGFLINEAR;
4218 pCaps->VertexTextureFilterCaps = 0;
4220 memset(&shader_caps, 0, sizeof(shader_caps));
4221 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4223 memset(&fragment_caps, 0, sizeof(fragment_caps));
4224 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4226 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4227 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4229 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4230 * Ignore shader model capabilities if disabled in config
4232 if(vs_selected_mode == SHADER_NONE) {
4233 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4234 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4235 pCaps->MaxVertexShaderConst = 0;
4236 } else {
4237 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4238 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4241 if(ps_selected_mode == SHADER_NONE) {
4242 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4243 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4244 pCaps->PixelShader1xMaxValue = 0.0f;
4245 } else {
4246 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4247 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4250 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4251 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4252 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4254 pCaps->VS20Caps = shader_caps.VS20Caps;
4255 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4256 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4257 pCaps->PS20Caps = shader_caps.PS20Caps;
4258 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4259 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4261 /* The following caps are shader specific, but they are things we cannot detect, or which
4262 * are the same among all shader models. So to avoid code duplication set the shader version
4263 * specific, but otherwise constant caps here
4265 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4266 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4267 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4268 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4269 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4270 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4271 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4273 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4274 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4276 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4278 pCaps->VS20Caps.Caps = 0;
4279 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4280 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4281 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4283 pCaps->MaxVShaderInstructionsExecuted = 65535;
4284 pCaps->MaxVertexShader30InstructionSlots = 0;
4285 } else { /* VS 1.x */
4286 pCaps->VS20Caps.Caps = 0;
4287 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4288 pCaps->VS20Caps.NumTemps = 0;
4289 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4291 pCaps->MaxVShaderInstructionsExecuted = 0;
4292 pCaps->MaxVertexShader30InstructionSlots = 0;
4295 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4296 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4297 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4299 /* 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 */
4300 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4301 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4302 WINED3DPS20CAPS_PREDICATION |
4303 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4304 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4305 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4306 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4307 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4308 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4310 pCaps->MaxPShaderInstructionsExecuted = 65535;
4311 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4312 adapter->gl_info.limits.arb_ps_instructions);
4314 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4316 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4317 pCaps->PS20Caps.Caps = 0;
4318 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4319 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4320 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4321 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4323 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4324 pCaps->MaxPixelShader30InstructionSlots = 0;
4325 } else { /* PS 1.x */
4326 pCaps->PS20Caps.Caps = 0;
4327 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4328 pCaps->PS20Caps.NumTemps = 0;
4329 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4330 pCaps->PS20Caps.NumInstructionSlots = 0;
4332 pCaps->MaxPShaderInstructionsExecuted = 0;
4333 pCaps->MaxPixelShader30InstructionSlots = 0;
4336 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4337 /* OpenGL supports all the formats below, perhaps not always
4338 * without conversion, but it supports them.
4339 * Further GLSL doesn't seem to have an official unsigned type so
4340 * don't advertise it yet as I'm not sure how we handle it.
4341 * We might need to add some clamping in the shader engine to
4342 * support it.
4343 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4344 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4345 WINED3DDTCAPS_UBYTE4N |
4346 WINED3DDTCAPS_SHORT2N |
4347 WINED3DDTCAPS_SHORT4N;
4348 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4350 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4351 WINED3DDTCAPS_FLOAT16_4;
4353 } else
4354 pCaps->DeclTypes = 0;
4356 /* Set DirectDraw helper Caps */
4357 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4358 WINEDDCKEYCAPS_SRCBLT;
4359 fx_caps = WINEDDFXCAPS_BLTALPHA |
4360 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4361 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4362 WINEDDFXCAPS_BLTROTATION90 |
4363 WINEDDFXCAPS_BLTSHRINKX |
4364 WINEDDFXCAPS_BLTSHRINKXN |
4365 WINEDDFXCAPS_BLTSHRINKY |
4366 WINEDDFXCAPS_BLTSHRINKXN |
4367 WINEDDFXCAPS_BLTSTRETCHX |
4368 WINEDDFXCAPS_BLTSTRETCHXN |
4369 WINEDDFXCAPS_BLTSTRETCHY |
4370 WINEDDFXCAPS_BLTSTRETCHYN;
4371 blit_caps = WINEDDCAPS_BLT |
4372 WINEDDCAPS_BLTCOLORFILL |
4373 WINEDDCAPS_BLTDEPTHFILL |
4374 WINEDDCAPS_BLTSTRETCH |
4375 WINEDDCAPS_CANBLTSYSMEM |
4376 WINEDDCAPS_CANCLIP |
4377 WINEDDCAPS_CANCLIPSTRETCHED |
4378 WINEDDCAPS_COLORKEY |
4379 WINEDDCAPS_COLORKEYHWASSIST |
4380 WINEDDCAPS_ALIGNBOUNDARYSRC;
4382 /* Fill the ddraw caps structure */
4383 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4384 WINEDDCAPS_PALETTE |
4385 blit_caps;
4386 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4387 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4388 WINEDDCAPS2_PRIMARYGAMMA |
4389 WINEDDCAPS2_WIDESURFACES |
4390 WINEDDCAPS2_CANRENDERWINDOWED;
4391 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4392 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4393 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4394 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4395 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4396 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4397 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4398 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4399 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4401 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4402 WINEDDSCAPS_BACKBUFFER |
4403 WINEDDSCAPS_FLIP |
4404 WINEDDSCAPS_FRONTBUFFER |
4405 WINEDDSCAPS_OFFSCREENPLAIN |
4406 WINEDDSCAPS_PALETTE |
4407 WINEDDSCAPS_PRIMARYSURFACE |
4408 WINEDDSCAPS_SYSTEMMEMORY |
4409 WINEDDSCAPS_VIDEOMEMORY |
4410 WINEDDSCAPS_VISIBLE;
4411 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4413 /* Set D3D caps if OpenGL is available. */
4414 if (adapter->opengl)
4416 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4417 WINEDDSCAPS_MIPMAP |
4418 WINEDDSCAPS_TEXTURE |
4419 WINEDDSCAPS_ZBUFFER;
4420 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4423 return WINED3D_OK;
4426 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4427 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4428 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4430 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4431 IWineD3DDeviceImpl *object;
4432 HRESULT hr;
4434 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4435 "parent %p, device_parent %p, device %p.\n",
4436 iface, adapter_idx, device_type, focus_window, flags,
4437 parent, device_parent, device);
4439 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4440 * number and create a device without a 3D adapter for 2D only operation. */
4441 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4443 return WINED3DERR_INVALIDCALL;
4446 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4447 if (!object)
4449 ERR("Failed to allocate device memory.\n");
4450 return E_OUTOFMEMORY;
4453 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4454 if (FAILED(hr))
4456 WARN("Failed to initialize device, hr %#x.\n", hr);
4457 HeapFree(GetProcessHeap(), 0, object);
4458 return hr;
4461 TRACE("Created device %p.\n", object);
4462 *device = (IWineD3DDevice *)object;
4464 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4466 return WINED3D_OK;
4469 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4470 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4471 IUnknown_AddRef(This->parent);
4472 *pParent = This->parent;
4473 return WINED3D_OK;
4476 static void WINE_GLAPI invalid_func(const void *data)
4478 ERR("Invalid vertex attribute function called\n");
4479 DebugBreak();
4482 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4484 ERR("Invalid texcoord function called\n");
4485 DebugBreak();
4488 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4489 * the extension detection and are used in drawStridedSlow
4491 static void WINE_GLAPI position_d3dcolor(const void *data)
4493 DWORD pos = *((const DWORD *)data);
4495 FIXME("Add a test for fixed function position from d3dcolor type\n");
4496 glVertex4s(D3DCOLOR_B_R(pos),
4497 D3DCOLOR_B_G(pos),
4498 D3DCOLOR_B_B(pos),
4499 D3DCOLOR_B_A(pos));
4502 static void WINE_GLAPI position_float4(const void *data)
4504 const GLfloat *pos = data;
4506 if (pos[3] != 0.0f && pos[3] != 1.0f)
4508 float w = 1.0f / pos[3];
4510 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4512 else
4514 glVertex3fv(pos);
4518 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4520 DWORD diffuseColor = *((const DWORD *)data);
4522 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4523 D3DCOLOR_B_G(diffuseColor),
4524 D3DCOLOR_B_B(diffuseColor),
4525 D3DCOLOR_B_A(diffuseColor));
4528 static void WINE_GLAPI specular_d3dcolor(const void *data)
4530 DWORD specularColor = *((const DWORD *)data);
4531 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4532 D3DCOLOR_B_G(specularColor),
4533 D3DCOLOR_B_B(specularColor)};
4535 specular_func_3ubv(d);
4538 static void WINE_GLAPI warn_no_specular_func(const void *data)
4540 WARN("GL_EXT_secondary_color not supported\n");
4543 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4545 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4546 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4547 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4548 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4549 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4550 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4551 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4552 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4553 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4554 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4555 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4556 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4557 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4558 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4559 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4560 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4561 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4563 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4564 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4565 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4566 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4567 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4568 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4569 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4570 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4571 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4572 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4573 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4574 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4575 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4576 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4577 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4578 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4579 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4581 /* No 4 component entry points here */
4582 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4583 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4584 if (gl_info->supported[EXT_SECONDARY_COLOR])
4586 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4588 else
4590 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4592 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4593 if (gl_info->supported[EXT_SECONDARY_COLOR])
4595 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4596 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4598 else
4600 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4602 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4603 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4604 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4605 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4606 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4607 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4608 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4609 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4610 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4611 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4612 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4613 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4615 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4616 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4618 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4619 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4620 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4621 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4622 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4623 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4624 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4625 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4626 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4627 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4628 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4629 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4630 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4631 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4632 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4633 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4634 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4636 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4637 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4638 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4639 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4640 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4641 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4642 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4643 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4644 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4645 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4646 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4647 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4648 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4649 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4650 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4651 if (gl_info->supported[NV_HALF_FLOAT])
4653 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4654 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4655 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4656 } else {
4657 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4658 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4662 BOOL InitAdapters(IWineD3DImpl *This)
4664 static HMODULE mod_gl;
4665 BOOL ret;
4666 int ps_selected_mode, vs_selected_mode;
4668 /* No need to hold any lock. The calling library makes sure only one thread calls
4669 * wined3d simultaneously
4672 TRACE("Initializing adapters\n");
4674 if(!mod_gl) {
4675 #ifdef USE_WIN32_OPENGL
4676 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4677 mod_gl = LoadLibraryA("opengl32.dll");
4678 if(!mod_gl) {
4679 ERR("Can't load opengl32.dll!\n");
4680 goto nogl_adapter;
4682 #else
4683 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4684 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4685 mod_gl = GetModuleHandleA("gdi32.dll");
4686 #endif
4689 /* Load WGL core functions from opengl32.dll */
4690 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4691 WGL_FUNCS_GEN;
4692 #undef USE_WGL_FUNC
4694 if(!pwglGetProcAddress) {
4695 ERR("Unable to load wglGetProcAddress!\n");
4696 goto nogl_adapter;
4699 /* Dynamically load all GL core functions */
4700 GL_FUNCS_GEN;
4701 #undef USE_GL_FUNC
4703 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4704 * otherwise because we have to use winex11.drv's override
4706 #ifdef USE_WIN32_OPENGL
4707 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4708 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4709 #else
4710 wglFinish = (void*)pwglGetProcAddress("wglFinish");
4711 wglFlush = (void*)pwglGetProcAddress("wglFlush");
4712 #endif
4714 glEnableWINE = glEnable;
4715 glDisableWINE = glDisable;
4717 /* For now only one default adapter */
4719 struct wined3d_adapter *adapter = &This->adapters[0];
4720 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4721 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4722 int iPixelFormat;
4723 int res;
4724 int i;
4725 WineD3D_PixelFormat *cfgs;
4726 DISPLAY_DEVICEW DisplayDevice;
4727 HDC hdc;
4729 TRACE("Initializing default adapter\n");
4730 adapter->ordinal = 0;
4731 adapter->monitorPoint.x = -1;
4732 adapter->monitorPoint.y = -1;
4734 if (!AllocateLocallyUniqueId(&adapter->luid))
4736 DWORD err = GetLastError();
4737 ERR("Failed to set adapter LUID (%#x).\n", err);
4738 goto nogl_adapter;
4740 TRACE("Allocated LUID %08x:%08x for adapter.\n",
4741 adapter->luid.HighPart, adapter->luid.LowPart);
4743 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4745 ERR("Failed to get a gl context for default adapter\n");
4746 goto nogl_adapter;
4749 ret = IWineD3DImpl_FillGLCaps(adapter);
4750 if(!ret) {
4751 ERR("Failed to initialize gl caps for default adapter\n");
4752 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4753 goto nogl_adapter;
4755 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
4756 if(!ret) {
4757 ERR("Failed to init gl formats\n");
4758 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4759 goto nogl_adapter;
4762 hdc = fake_gl_ctx.dc;
4764 /* Use the VideoRamSize registry setting when set */
4765 if(wined3d_settings.emulated_textureram)
4766 adapter->TextureRam = wined3d_settings.emulated_textureram;
4767 else
4768 adapter->TextureRam = adapter->gl_info.vidmem;
4769 adapter->UsedTextureRam = 0;
4770 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4772 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4773 DisplayDevice.cb = sizeof(DisplayDevice);
4774 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4775 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4776 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4778 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
4780 int attribute;
4781 int attribs[10];
4782 int values[10];
4783 int nAttribs = 0;
4785 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4786 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4788 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4789 cfgs = adapter->cfgs;
4790 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4791 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4792 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4793 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4794 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4795 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4796 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4797 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4798 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4799 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4801 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4803 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4805 if(!res)
4806 continue;
4808 /* Cache the pixel format */
4809 cfgs->iPixelFormat = iPixelFormat;
4810 cfgs->redSize = values[0];
4811 cfgs->greenSize = values[1];
4812 cfgs->blueSize = values[2];
4813 cfgs->alphaSize = values[3];
4814 cfgs->depthSize = values[4];
4815 cfgs->stencilSize = values[5];
4816 cfgs->windowDrawable = values[6];
4817 cfgs->iPixelType = values[7];
4818 cfgs->doubleBuffer = values[8];
4819 cfgs->auxBuffers = values[9];
4821 cfgs->pbufferDrawable = FALSE;
4822 /* Check for pbuffer support when it is around as
4823 * wglGetPixelFormatAttribiv fails for unknown attributes. */
4824 if (gl_info->supported[WGL_ARB_PBUFFER])
4826 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4827 int value;
4828 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4829 cfgs->pbufferDrawable = value;
4832 cfgs->numSamples = 0;
4833 /* Check multisample support */
4834 if (gl_info->supported[ARB_MULTISAMPLE])
4836 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4837 int value[2];
4838 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4839 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4840 * value[1] = number of multi sample buffers*/
4841 if(value[0])
4842 cfgs->numSamples = value[1];
4846 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4847 cfgs++;
4850 else
4852 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4853 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4854 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4856 cfgs = adapter->cfgs;
4857 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4859 PIXELFORMATDESCRIPTOR ppfd;
4861 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4862 if(!res)
4863 continue;
4865 /* We only want HW acceleration using an OpenGL ICD driver.
4866 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4867 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4869 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4871 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4872 continue;
4875 cfgs->iPixelFormat = iPixelFormat;
4876 cfgs->redSize = ppfd.cRedBits;
4877 cfgs->greenSize = ppfd.cGreenBits;
4878 cfgs->blueSize = ppfd.cBlueBits;
4879 cfgs->alphaSize = ppfd.cAlphaBits;
4880 cfgs->depthSize = ppfd.cDepthBits;
4881 cfgs->stencilSize = ppfd.cStencilBits;
4882 cfgs->pbufferDrawable = 0;
4883 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4884 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4885 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4886 cfgs->auxBuffers = ppfd.cAuxBuffers;
4887 cfgs->numSamples = 0;
4889 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4890 cfgs++;
4891 adapter->nCfgs++;
4894 /* 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 */
4895 if(!adapter->nCfgs)
4897 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4899 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4900 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4901 goto nogl_adapter;
4905 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4906 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4907 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4908 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4909 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4910 * driver is allowed to consume more bits EXCEPT for stencil bits.
4912 * Mark an adapter with this broken stencil behavior.
4914 adapter->brokenStencil = TRUE;
4915 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4917 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4918 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4919 adapter->brokenStencil = FALSE;
4920 break;
4924 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4926 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4927 fillGLAttribFuncs(&adapter->gl_info);
4928 adapter->opengl = TRUE;
4930 This->adapter_count = 1;
4931 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4933 return TRUE;
4935 nogl_adapter:
4936 /* Initialize an adapter for ddraw-only memory counting */
4937 memset(This->adapters, 0, sizeof(This->adapters));
4938 This->adapters[0].ordinal = 0;
4939 This->adapters[0].opengl = FALSE;
4940 This->adapters[0].monitorPoint.x = -1;
4941 This->adapters[0].monitorPoint.y = -1;
4943 This->adapters[0].driver_info.name = "Display";
4944 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
4945 if(wined3d_settings.emulated_textureram) {
4946 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4947 } else {
4948 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4951 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4953 This->adapter_count = 1;
4954 return FALSE;
4957 /**********************************************************
4958 * IWineD3D VTbl follows
4959 **********************************************************/
4961 const IWineD3DVtbl IWineD3D_Vtbl =
4963 /* IUnknown */
4964 IWineD3DImpl_QueryInterface,
4965 IWineD3DImpl_AddRef,
4966 IWineD3DImpl_Release,
4967 /* IWineD3D */
4968 IWineD3DImpl_GetParent,
4969 IWineD3DImpl_GetAdapterCount,
4970 IWineD3DImpl_RegisterSoftwareDevice,
4971 IWineD3DImpl_GetAdapterMonitor,
4972 IWineD3DImpl_GetAdapterModeCount,
4973 IWineD3DImpl_EnumAdapterModes,
4974 IWineD3DImpl_GetAdapterDisplayMode,
4975 IWineD3DImpl_GetAdapterIdentifier,
4976 IWineD3DImpl_CheckDeviceMultiSampleType,
4977 IWineD3DImpl_CheckDepthStencilMatch,
4978 IWineD3DImpl_CheckDeviceType,
4979 IWineD3DImpl_CheckDeviceFormat,
4980 IWineD3DImpl_CheckDeviceFormatConversion,
4981 IWineD3DImpl_GetDeviceCaps,
4982 IWineD3DImpl_CreateDevice
4985 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
4987 const struct wined3d_parent_ops wined3d_null_parent_ops =
4989 wined3d_null_wined3d_object_destroyed,