regedit: Update simplified Chinese translation.
[wine/hacks.git] / dlls / wined3d / directx.c
blob268fee1399b179fc766e012278ba407a18f4476a
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 <stdio.h>
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
39 static const struct {
40 const char *extension_string;
41 GL_SupportedExt extension;
42 DWORD version;
43 } EXTENSION_MAP[] = {
44 /* APPLE */
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
52 /* ARB */
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_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_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
108 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
109 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
110 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
111 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
112 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
113 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
114 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
115 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
116 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
117 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
118 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
119 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
120 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
121 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
122 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
123 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
124 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
125 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
126 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
127 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
128 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
129 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
130 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
132 /* NV */
133 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
134 {"GL_NV_fence", NV_FENCE, 0 },
135 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
136 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
137 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
138 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
139 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
140 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
141 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
142 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
143 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
144 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
145 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
146 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
147 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
148 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
149 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
150 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
151 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
153 /* SGI */
154 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
157 /**********************************************************
158 * Utility functions follow
159 **********************************************************/
161 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
163 const struct min_lookup minMipLookup[] =
165 /* NONE POINT LINEAR */
166 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
167 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
168 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
171 const struct min_lookup minMipLookup_noFilter[] =
173 /* NONE POINT LINEAR */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
179 const struct min_lookup minMipLookup_noMip[] =
181 /* NONE POINT LINEAR */
182 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
184 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
187 const GLenum magLookup[] =
189 /* NONE POINT LINEAR */
190 GL_NEAREST, GL_NEAREST, GL_LINEAR,
193 const GLenum magLookup_noFilter[] =
195 /* NONE POINT LINEAR */
196 GL_NEAREST, GL_NEAREST, GL_NEAREST,
199 /* drawStridedSlow attributes */
200 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
201 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc specular_func_3ubv;
203 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
204 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
205 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
208 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
209 * i.e., there is no GL Context - Get a default rendering context to enable the
210 * function query some info from GL.
213 struct wined3d_fake_gl_ctx
215 HDC dc;
216 HWND wnd;
217 HGLRC gl_ctx;
218 HDC restore_dc;
219 HGLRC restore_gl_ctx;
222 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
224 TRACE_(d3d_caps)("Destroying fake GL context.\n");
226 if (!pwglMakeCurrent(NULL, NULL))
228 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
231 if (!pwglDeleteContext(ctx->gl_ctx))
233 DWORD err = GetLastError();
234 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
237 ReleaseDC(ctx->wnd, ctx->dc);
238 DestroyWindow(ctx->wnd);
240 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
242 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
246 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
248 PIXELFORMATDESCRIPTOR pfd;
249 int iPixelFormat;
251 TRACE("getting context...\n");
253 ctx->restore_dc = pwglGetCurrentDC();
254 ctx->restore_gl_ctx = pwglGetCurrentContext();
256 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
257 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
258 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
259 if (!ctx->wnd)
261 ERR_(d3d_caps)("Failed to create a window.\n");
262 goto fail;
265 ctx->dc = GetDC(ctx->wnd);
266 if (!ctx->dc)
268 ERR_(d3d_caps)("Failed to get a DC.\n");
269 goto fail;
272 /* PixelFormat selection */
273 ZeroMemory(&pfd, sizeof(pfd));
274 pfd.nSize = sizeof(pfd);
275 pfd.nVersion = 1;
276 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
277 pfd.iPixelType = PFD_TYPE_RGBA;
278 pfd.cColorBits = 32;
279 pfd.iLayerType = PFD_MAIN_PLANE;
281 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
282 if (!iPixelFormat)
284 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
285 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
286 goto fail;
288 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
289 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
291 /* Create a GL context. */
292 ctx->gl_ctx = pwglCreateContext(ctx->dc);
293 if (!ctx->gl_ctx)
295 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
296 goto fail;
299 /* Make it the current GL context. */
300 if (!context_set_current(NULL))
302 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
305 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
307 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
308 goto fail;
311 return TRUE;
313 fail:
314 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
315 ctx->gl_ctx = NULL;
316 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
317 ctx->dc = NULL;
318 if (ctx->wnd) DestroyWindow(ctx->wnd);
319 ctx->wnd = NULL;
320 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
322 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
325 return FALSE;
328 /* Adjust the amount of used texture memory */
329 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
331 struct wined3d_adapter *adapter = device->adapter;
333 adapter->UsedTextureRam += glram;
334 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
335 return adapter->UsedTextureRam;
338 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
340 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
341 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
344 /**********************************************************
345 * IUnknown parts follows
346 **********************************************************/
348 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
350 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
352 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
353 if (IsEqualGUID(riid, &IID_IUnknown)
354 || IsEqualGUID(riid, &IID_IWineD3DBase)
355 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
356 IUnknown_AddRef(iface);
357 *ppobj = This;
358 return S_OK;
360 *ppobj = NULL;
361 return E_NOINTERFACE;
364 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
365 IWineD3DImpl *This = (IWineD3DImpl *)iface;
366 ULONG refCount = InterlockedIncrement(&This->ref);
368 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
369 return refCount;
372 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
373 IWineD3DImpl *This = (IWineD3DImpl *)iface;
374 ULONG ref;
375 TRACE("(%p) : Releasing from %d\n", This, This->ref);
376 ref = InterlockedDecrement(&This->ref);
377 if (ref == 0) {
378 unsigned int i;
380 for (i = 0; i < This->adapter_count; ++i)
382 wined3d_adapter_cleanup(&This->adapters[i]);
384 HeapFree(GetProcessHeap(), 0, This);
387 return ref;
390 /**********************************************************
391 * IWineD3D parts follows
392 **********************************************************/
394 /* GL locking is done by the caller */
395 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
397 GLuint prog;
398 BOOL ret = FALSE;
399 const char *testcode =
400 "!!ARBvp1.0\n"
401 "PARAM C[66] = { program.env[0..65] };\n"
402 "ADDRESS A0;"
403 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
404 "ARL A0.x, zero.x;\n"
405 "MOV result.position, C[A0.x + 65];\n"
406 "END\n";
408 while(glGetError());
409 GL_EXTCALL(glGenProgramsARB(1, &prog));
410 if(!prog) {
411 ERR("Failed to create an ARB offset limit test program\n");
413 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
414 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
415 strlen(testcode), testcode));
416 if(glGetError() != 0) {
417 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
418 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
419 ret = TRUE;
420 } else TRACE("OpenGL implementation allows offsets > 63\n");
422 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
423 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
424 checkGLcall("ARB vp offset limit test cleanup");
426 return ret;
429 static DWORD ver_for_ext(GL_SupportedExt ext)
431 unsigned int i;
432 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
433 if(EXTENSION_MAP[i].extension == ext) {
434 return EXTENSION_MAP[i].version;
437 return 0;
440 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
441 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
443 if (card_vendor != HW_VENDOR_ATI) return FALSE;
444 if (device == CARD_ATI_RADEON_9500) return TRUE;
445 if (device == CARD_ATI_RADEON_X700) return TRUE;
446 if (device == CARD_ATI_RADEON_X1600) return TRUE;
447 return FALSE;
450 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
451 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
453 if (card_vendor == HW_VENDOR_NVIDIA)
455 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
456 device == CARD_NVIDIA_GEFORCEFX_5600 ||
457 device == CARD_NVIDIA_GEFORCEFX_5800)
459 return TRUE;
462 return FALSE;
465 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
466 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
468 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
469 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
470 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
472 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
473 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
474 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
475 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
476 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
477 * the chance that other implementations support them is rather small since Win32 QuickTime uses
478 * DirectDraw, not OpenGL.
480 * This test has been moved into wined3d_guess_gl_vendor()
482 if (gl_vendor == GL_VENDOR_APPLE)
484 return TRUE;
486 return FALSE;
489 /* Context activation is done by the caller. */
490 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
492 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
493 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
494 * all the texture. This function detects this bug by its symptom and disables PBOs
495 * if the test fails.
497 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
498 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
499 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
500 * read back is compared to the original. If they are equal PBOs are assumed to work,
501 * otherwise the PBO extension is disabled. */
502 GLuint texture, pbo;
503 static const unsigned int pattern[] =
505 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
506 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
507 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
508 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
510 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
512 /* No PBO -> No point in testing them. */
513 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
515 ENTER_GL();
517 while (glGetError());
518 glGenTextures(1, &texture);
519 glBindTexture(GL_TEXTURE_2D, texture);
521 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
522 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
523 checkGLcall("Specifying the PBO test texture");
525 GL_EXTCALL(glGenBuffersARB(1, &pbo));
526 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
527 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
528 checkGLcall("Specifying the PBO test pbo");
530 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
531 checkGLcall("Loading the PBO test texture");
533 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
534 LEAVE_GL();
536 wglFinish(); /* just to be sure */
538 memset(check, 0, sizeof(check));
539 ENTER_GL();
540 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
541 checkGLcall("Reading back the PBO test texture");
543 glDeleteTextures(1, &texture);
544 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
545 checkGLcall("PBO test cleanup");
547 LEAVE_GL();
549 if (memcmp(check, pattern, sizeof(check)))
551 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
552 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
553 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
555 else
557 TRACE_(d3d_caps)("PBO test successful.\n");
561 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
562 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
564 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
567 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
568 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
570 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
571 if (card_vendor != HW_VENDOR_ATI) return FALSE;
572 if (device == CARD_ATI_RADEON_X1600) return FALSE;
573 return TRUE;
576 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
577 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
579 return gl_vendor == GL_VENDOR_FGLRX;
583 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
584 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
586 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
587 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
588 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
589 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
590 * hardcoded
592 * dx10 cards usually have 64 varyings */
593 return gl_info->limits.glsl_varyings > 44;
596 /* A GL context is provided by the caller */
597 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
598 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
600 GLenum error;
601 DWORD data[16];
603 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
605 ENTER_GL();
606 while(glGetError());
607 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
608 error = glGetError();
609 LEAVE_GL();
611 if(error == GL_NO_ERROR)
613 TRACE("GL Implementation accepts 4 component specular color pointers\n");
614 return TRUE;
616 else
618 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
619 debug_glerror(error));
620 return FALSE;
624 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
625 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
627 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
628 return gl_info->supported[NV_TEXTURE_SHADER];
631 /* A GL context is provided by the caller */
632 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
633 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
635 GLuint prog;
636 BOOL ret = FALSE;
637 GLint pos;
638 const char *testcode =
639 "!!ARBvp1.0\n"
640 "OPTION NV_vertex_program2;\n"
641 "MOV result.clip[0], 0.0;\n"
642 "MOV result.position, 0.0;\n"
643 "END\n";
645 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
647 ENTER_GL();
648 while(glGetError());
650 GL_EXTCALL(glGenProgramsARB(1, &prog));
651 if(!prog)
653 ERR("Failed to create the NVvp clip test program\n");
654 LEAVE_GL();
655 return FALSE;
657 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
658 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
659 strlen(testcode), testcode));
660 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
661 if(pos != -1)
663 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
664 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
665 ret = TRUE;
666 while(glGetError());
668 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
670 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
671 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
672 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
674 LEAVE_GL();
675 return ret;
678 /* Context activation is done by the caller. */
679 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
680 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
682 char data[4 * 4 * 4];
683 GLuint tex, fbo;
684 GLenum status;
686 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
688 memset(data, 0xcc, sizeof(data));
690 ENTER_GL();
692 glGenTextures(1, &tex);
693 glBindTexture(GL_TEXTURE_2D, tex);
694 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
695 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
696 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
697 checkGLcall("glTexImage2D");
699 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
700 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
701 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
702 checkGLcall("glFramebufferTexture2D");
704 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
705 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
706 checkGLcall("glCheckFramebufferStatus");
708 memset(data, 0x11, sizeof(data));
709 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
710 checkGLcall("glTexSubImage2D");
712 glClearColor(0.996, 0.729, 0.745, 0.792);
713 glClear(GL_COLOR_BUFFER_BIT);
714 checkGLcall("glClear");
716 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
717 checkGLcall("glGetTexImage");
719 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
720 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
721 glBindTexture(GL_TEXTURE_2D, 0);
722 checkGLcall("glBindTexture");
724 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
725 glDeleteTextures(1, &tex);
726 checkGLcall("glDeleteTextures");
728 LEAVE_GL();
730 return *(DWORD *)data == 0x11111111;
733 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
735 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
736 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
737 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
738 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
741 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
743 quirk_arb_constants(gl_info);
744 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
745 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
746 * allow 48 different offsets or other helper immediate values. */
747 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
748 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
751 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
752 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
753 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
754 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
755 * most games, but avoids the crash
757 * A more sophisticated way would be to find all units that need texture coordinates and enable
758 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
759 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
761 * Note that disabling the extension entirely does not gain predictability because there is no point
762 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
763 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
765 if (gl_info->supported[ARB_POINT_SPRITE])
767 TRACE("Limiting point sprites to one texture unit.\n");
768 gl_info->limits.point_sprite_units = 1;
772 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
774 quirk_arb_constants(gl_info);
776 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
777 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
778 * If real NP2 textures are used, the driver falls back to software. We could just remove the
779 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
780 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
781 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
782 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
784 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
785 * has this extension promoted to core. The extension loading code sets this extension supported
786 * due to that, so this code works on fglrx as well. */
787 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
789 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
790 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
791 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
794 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
795 * it is generally more efficient. Reserve just 8 constants. */
796 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
797 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
800 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
802 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
803 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
804 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
805 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
806 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
807 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
809 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
810 * triggering the software fallback. There is not much we can do here apart from disabling the
811 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
812 * in IWineD3DImpl_FillGLCaps).
813 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
814 * post-processing effects in the game "Max Payne 2").
815 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
816 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
817 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
818 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
821 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
823 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
824 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
825 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
826 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
827 * according to the spec.
829 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
830 * makes the shader slower and eats instruction slots which should be available to the d3d app.
832 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
833 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
834 * this workaround is activated on cards that do not need it, it won't break things, just affect
835 * performance negatively. */
836 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
837 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
840 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
842 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
845 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
847 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
850 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
852 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
853 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
856 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
858 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
861 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
863 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
866 struct driver_quirk
868 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
869 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
870 void (*apply)(struct wined3d_gl_info *gl_info);
871 const char *description;
874 static const struct driver_quirk quirk_table[] =
877 match_ati_r300_to_500,
878 quirk_ati_dx9,
879 "ATI GLSL constant and normalized texrect quirk"
881 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
882 * used it falls back to software. While the compiler can detect if the shader uses all declared
883 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
884 * using relative addressing falls back to software.
886 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
888 match_apple,
889 quirk_apple_glsl_constants,
890 "Apple GLSL uniform override"
893 match_geforce5,
894 quirk_no_np2,
895 "Geforce 5 NP2 disable"
898 match_apple_intel,
899 quirk_texcoord_w,
900 "Init texcoord .w for Apple Intel GPU driver"
903 match_apple_nonr500ati,
904 quirk_texcoord_w,
905 "Init texcoord .w for Apple ATI >= r600 GPU driver"
908 match_fglrx,
909 quirk_one_point_sprite,
910 "Fglrx point sprite crash workaround"
913 match_dx10_capable,
914 quirk_clip_varying,
915 "Reserved varying for gl_ClipPos"
918 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
919 * GL implementations accept it. The Mac GL is the only implementation known to
920 * reject it.
922 * If we can pass 4 component specular colors, do it, because (a) we don't have
923 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
924 * passes specular alpha to the pixel shader if any is used. Otherwise the
925 * specular alpha is used to pass the fog coordinate, which we pass to opengl
926 * via GL_EXT_fog_coord.
928 match_allows_spec_alpha,
929 quirk_allows_specular_alpha,
930 "Allow specular alpha quirk"
933 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
934 * (rdar://5682521).
936 match_apple_nvts,
937 quirk_apple_nvts,
938 "Apple NV_texture_shader disable"
941 match_broken_nv_clip,
942 quirk_disable_nvvp_clip,
943 "Apple NV_vertex_program clip bug quirk"
946 match_fbo_tex_update,
947 quirk_fbo_tex_update,
948 "FBO rebind for attachment updates"
952 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
953 * reporting a driver version is moot because we are not the Windows driver, and we have different
954 * bugs, features, etc.
956 * The driver version has the form "x.y.z.w".
958 * "x" is the Windows version the driver is meant for:
959 * 4 -> 95/98/NT4
960 * 5 -> 2000
961 * 6 -> 2000/XP
962 * 7 -> Vista
963 * 8 -> Win 7
965 * "y" is the Direct3D level the driver supports:
966 * 11 -> d3d6
967 * 12 -> d3d7
968 * 13 -> d3d8
969 * 14 -> d3d9
970 * 15 -> d3d10
972 * "z" is unknown, possibly vendor specific.
974 * "w" is the vendor specific driver version.
976 struct driver_version_information
978 WORD vendor; /* reported PCI card vendor ID */
979 WORD card; /* reported PCI card device ID */
980 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
981 WORD d3d_level; /* driver hiword to report */
982 WORD lopart_hi, lopart_lo; /* driver loword to report */
985 static const struct driver_version_information driver_version_table[] =
987 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
988 * 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
989 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
990 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
992 * All version numbers used below are from the Linux nvidia drivers. */
993 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
994 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
995 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
996 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
997 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
998 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
999 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
1000 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
1001 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
1002 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
1003 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
1004 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 9745 },
1005 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 9745 },
1006 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 9745 },
1007 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 9745 },
1008 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 9745 },
1009 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 9745 },
1010 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 9745 },
1011 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 9745 },
1012 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 9745 },
1013 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 9745 },
1014 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 9745 },
1015 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 9745 },
1016 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 9745 },
1017 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 9745 },
1018 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 9745 },
1019 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 9745 },
1020 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", 15, 11, 9745 },
1021 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", 15, 11, 9745 },
1022 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", 15, 11, 9745 },
1023 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 9745 },
1024 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 9745 },
1025 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 9745 },
1026 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", 15, 11, 9745 },
1027 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", 15, 11, 9745 },
1028 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", 15, 11, 9775 },
1029 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", 15, 11, 9775 },
1030 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
1031 {HW_VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
1032 {HW_VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
1033 {HW_VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
1034 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2350, "ATI Mobility Radeon HD 2350", 14, 10, 6764 },
1035 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
1036 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
1037 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
1038 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
1039 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
1040 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
1041 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
1042 {HW_VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
1044 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
1047 static void init_driver_info(struct wined3d_driver_info *driver_info,
1048 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1050 OSVERSIONINFOW os_version;
1051 WORD driver_os_version;
1052 unsigned int i;
1054 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1056 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1057 vendor = wined3d_settings.pci_vendor_id;
1059 driver_info->vendor = vendor;
1061 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1063 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1064 device = wined3d_settings.pci_device_id;
1066 driver_info->device = device;
1068 switch (vendor)
1070 case HW_VENDOR_ATI:
1071 driver_info->name = "ati2dvag.dll";
1072 break;
1074 case HW_VENDOR_NVIDIA:
1075 driver_info->name = "nv4_disp.dll";
1076 break;
1078 case HW_VENDOR_INTEL:
1079 default:
1080 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1081 driver_info->name = "Display";
1082 break;
1085 memset(&os_version, 0, sizeof(os_version));
1086 os_version.dwOSVersionInfoSize = sizeof(os_version);
1087 if (!GetVersionExW(&os_version))
1089 ERR("Failed to get OS version, reporting 2000/XP.\n");
1090 driver_os_version = 6;
1092 else
1094 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1095 switch (os_version.dwMajorVersion)
1097 case 4:
1098 driver_os_version = 4;
1099 break;
1101 case 5:
1102 driver_os_version = 6;
1103 break;
1105 case 6:
1106 if (os_version.dwMinorVersion == 0)
1108 driver_os_version = 7;
1110 else
1112 if (os_version.dwMinorVersion > 1)
1114 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1115 os_version.dwMajorVersion, os_version.dwMinorVersion);
1117 driver_os_version = 8;
1119 break;
1121 default:
1122 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1123 os_version.dwMajorVersion, os_version.dwMinorVersion);
1124 driver_os_version = 6;
1125 break;
1129 driver_info->description = "Direct3D HAL";
1130 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1131 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1133 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1135 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1137 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1139 driver_info->description = driver_version_table[i].description;
1140 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1141 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1142 driver_version_table[i].lopart_lo);
1143 break;
1147 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1148 driver_info->version_high, driver_info->version_low);
1151 /* Context activation is done by the caller. */
1152 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1153 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1155 unsigned int i;
1157 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1159 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1160 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1161 quirk_table[i].apply(gl_info);
1164 /* Find out if PBOs work as they are supposed to. */
1165 test_pbo_functionality(gl_info);
1168 static DWORD wined3d_parse_gl_version(const char *gl_version)
1170 const char *ptr = gl_version;
1171 int major, minor;
1173 major = atoi(ptr);
1174 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1176 while (isdigit(*ptr)) ++ptr;
1177 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1179 minor = atoi(ptr);
1181 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1183 return MAKEDWORD_VERSION(major, minor);
1186 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1189 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1190 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1191 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1193 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1194 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1195 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1196 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1197 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1198 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1199 * DirectDraw, not OpenGL. */
1200 if (gl_info->supported[APPLE_FENCE]
1201 && gl_info->supported[APPLE_CLIENT_STORAGE]
1202 && gl_info->supported[APPLE_FLUSH_RENDER]
1203 && gl_info->supported[APPLE_YCBCR_422])
1204 return GL_VENDOR_APPLE;
1206 if (strstr(gl_vendor_string, "NVIDIA"))
1207 return GL_VENDOR_NVIDIA;
1209 if (strstr(gl_vendor_string, "ATI"))
1210 return GL_VENDOR_FGLRX;
1212 if (strstr(gl_vendor_string, "Intel(R)")
1213 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1214 || strstr(gl_renderer, "Intel")
1215 || strstr(gl_vendor_string, "Intel Inc."))
1216 return GL_VENDOR_INTEL;
1218 if (strstr(gl_vendor_string, "Mesa")
1219 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1220 || strstr(gl_vendor_string, "DRI R300 Project")
1221 || strstr(gl_vendor_string, "X.Org R300 Project")
1222 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1223 || strstr(gl_vendor_string, "VMware, Inc.")
1224 || strstr(gl_renderer, "Mesa")
1225 || strstr(gl_renderer, "Gallium"))
1226 return GL_VENDOR_MESA;
1228 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1229 debugstr_a(gl_vendor_string));
1231 return GL_VENDOR_UNKNOWN;
1234 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1236 if (strstr(gl_vendor_string, "NVIDIA"))
1237 return HW_VENDOR_NVIDIA;
1239 if (strstr(gl_vendor_string, "ATI")
1240 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1241 || strstr(gl_vendor_string, "X.Org R300 Project")
1242 || strstr(gl_vendor_string, "DRI R300 Project"))
1243 return HW_VENDOR_ATI;
1245 if (strstr(gl_vendor_string, "Intel(R)")
1246 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1247 || strstr(gl_renderer, "Intel")
1248 || strstr(gl_vendor_string, "Intel Inc."))
1249 return HW_VENDOR_INTEL;
1251 if (strstr(gl_vendor_string, "Mesa")
1252 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1253 || strstr(gl_vendor_string, "VMware, Inc."))
1254 return HW_VENDOR_SOFTWARE;
1256 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1258 return HW_VENDOR_NVIDIA;
1263 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1264 const char *gl_renderer, unsigned int *vidmem)
1266 if (WINE_D3D10_CAPABLE(gl_info))
1268 /* Geforce 400 - highend */
1269 if (strstr(gl_renderer, "GTX 480"))
1271 *vidmem = 1536;
1272 return CARD_NVIDIA_GEFORCE_GTX480;
1275 /* Geforce 400 - midend high */
1276 if (strstr(gl_renderer, "GTX 470"))
1278 *vidmem = 1280;
1279 return CARD_NVIDIA_GEFORCE_GTX470;
1282 /* Geforce 300 highend mobile */
1283 if (strstr(gl_renderer, "GTS 350M")
1284 || strstr(gl_renderer, "GTS 360M"))
1286 *vidmem = 1024;
1287 return CARD_NVIDIA_GEFORCE_GTS350M;
1290 /* Geforce 300 midend mobile (Geforce GT 325M/330M use the same core) */
1291 if (strstr(gl_renderer, "GT 325M")
1292 || strstr(gl_renderer, "GT 330M"))
1294 *vidmem = 1024;
1295 return CARD_NVIDIA_GEFORCE_GT325M;
1298 /* Geforce 200 - highend */
1299 if (strstr(gl_renderer, "GTX 280")
1300 || strstr(gl_renderer, "GTX 285")
1301 || strstr(gl_renderer, "GTX 295"))
1303 *vidmem = 1024;
1304 return CARD_NVIDIA_GEFORCE_GTX280;
1307 /* Geforce 200 - midend high */
1308 if (strstr(gl_renderer, "GTX 275"))
1310 *vidmem = 896;
1311 return CARD_NVIDIA_GEFORCE_GTX275;
1314 /* Geforce 200 - midend */
1315 if (strstr(gl_renderer, "GTX 260"))
1317 *vidmem = 1024;
1318 return CARD_NVIDIA_GEFORCE_GTX260;
1320 /* Geforce 200 - midend */
1321 if (strstr(gl_renderer, "GT 240"))
1323 *vidmem = 512;
1324 return CARD_NVIDIA_GEFORCE_GT240;
1327 /* Geforce 200 lowend */
1328 if (strstr(gl_renderer, "GT 220"))
1330 *vidmem = 512; /* The GT 220 has 512-1024MB */
1331 return CARD_NVIDIA_GEFORCE_GT220;
1333 /* Geforce 200 lowend (Geforce 305/310 use the same core) */
1334 if (strstr(gl_renderer, "Geforce 210")
1335 || strstr(gl_renderer, "G 210")
1336 || strstr(gl_renderer, "Geforce 305")
1337 || strstr(gl_renderer, "Geforce 310"))
1339 *vidmem = 512;
1340 return CARD_NVIDIA_GEFORCE_210;
1343 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1344 if (strstr(gl_renderer, "9800")
1345 || strstr(gl_renderer, "GTS 150")
1346 || strstr(gl_renderer, "GTS 250"))
1348 *vidmem = 512;
1349 return CARD_NVIDIA_GEFORCE_9800GT;
1352 /* Geforce9 - midend (GT 140 uses the same core as the 9600GT) */
1353 if (strstr(gl_renderer, "9600")
1354 || strstr(gl_renderer, "GT 140"))
1356 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1357 return CARD_NVIDIA_GEFORCE_9600GT;
1360 /* Geforce9 - midend low / Geforce 200 - low */
1361 if (strstr(gl_renderer, "9500")
1362 || strstr(gl_renderer, "GT 120")
1363 || strstr(gl_renderer, "GT 130"))
1365 *vidmem = 256; /* The 9500GT has 256-1024MB */
1366 return CARD_NVIDIA_GEFORCE_9500GT;
1369 /* Geforce9 - lowend */
1370 if (strstr(gl_renderer, "9400"))
1372 *vidmem = 256; /* The 9400GT has 256-1024MB */
1373 return CARD_NVIDIA_GEFORCE_9400GT;
1376 /* Geforce9 - lowend low */
1377 if (strstr(gl_renderer, "9100")
1378 || strstr(gl_renderer, "9200")
1379 || strstr(gl_renderer, "9300")
1380 || strstr(gl_renderer, "G 100"))
1382 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1383 return CARD_NVIDIA_GEFORCE_9200;
1386 /* Geforce8 - highend */
1387 if (strstr(gl_renderer, "8800"))
1389 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1390 return CARD_NVIDIA_GEFORCE_8800GTS;
1393 /* Geforce8 - midend mobile */
1394 if (strstr(gl_renderer, "8600 M"))
1396 *vidmem = 512;
1397 return CARD_NVIDIA_GEFORCE_8600MGT;
1400 /* Geforce8 - midend */
1401 if (strstr(gl_renderer, "8600")
1402 || strstr(gl_renderer, "8700"))
1404 *vidmem = 256;
1405 return CARD_NVIDIA_GEFORCE_8600GT;
1408 /* Geforce8 - lowend */
1409 if (strstr(gl_renderer, "8100")
1410 || strstr(gl_renderer, "8200")
1411 || strstr(gl_renderer, "8300")
1412 || strstr(gl_renderer, "8400")
1413 || strstr(gl_renderer, "8500"))
1415 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1416 return CARD_NVIDIA_GEFORCE_8300GS;
1419 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1420 *vidmem = 128;
1421 return CARD_NVIDIA_GEFORCE_8300GS;
1424 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1425 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1427 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1429 /* Geforce7 - highend */
1430 if (strstr(gl_renderer, "7800")
1431 || strstr(gl_renderer, "7900")
1432 || strstr(gl_renderer, "7950")
1433 || strstr(gl_renderer, "Quadro FX 4")
1434 || strstr(gl_renderer, "Quadro FX 5"))
1436 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1437 return CARD_NVIDIA_GEFORCE_7800GT;
1440 /* Geforce7 midend */
1441 if (strstr(gl_renderer, "7600")
1442 || strstr(gl_renderer, "7700"))
1444 *vidmem = 256; /* The 7600 uses 256-512MB */
1445 return CARD_NVIDIA_GEFORCE_7600;
1448 /* Geforce7 lower medium */
1449 if (strstr(gl_renderer, "7400"))
1451 *vidmem = 256; /* The 7400 uses 256-512MB */
1452 return CARD_NVIDIA_GEFORCE_7400;
1455 /* Geforce7 lowend */
1456 if (strstr(gl_renderer, "7300"))
1458 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1459 return CARD_NVIDIA_GEFORCE_7300;
1462 /* Geforce6 highend */
1463 if (strstr(gl_renderer, "6800"))
1465 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1466 return CARD_NVIDIA_GEFORCE_6800;
1469 /* Geforce6 - midend */
1470 if (strstr(gl_renderer, "6600")
1471 || strstr(gl_renderer, "6610")
1472 || strstr(gl_renderer, "6700"))
1474 *vidmem = 128; /* A 6600GT has 128-256MB */
1475 return CARD_NVIDIA_GEFORCE_6600GT;
1478 /* Geforce6/7 lowend */
1479 *vidmem = 64; /* */
1480 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1483 if (WINE_D3D9_CAPABLE(gl_info))
1485 /* GeforceFX - highend */
1486 if (strstr(gl_renderer, "5800")
1487 || strstr(gl_renderer, "5900")
1488 || strstr(gl_renderer, "5950")
1489 || strstr(gl_renderer, "Quadro FX"))
1491 *vidmem = 256; /* 5800-5900 cards use 256MB */
1492 return CARD_NVIDIA_GEFORCEFX_5800;
1495 /* GeforceFX - midend */
1496 if (strstr(gl_renderer, "5600")
1497 || strstr(gl_renderer, "5650")
1498 || strstr(gl_renderer, "5700")
1499 || strstr(gl_renderer, "5750"))
1501 *vidmem = 128; /* A 5600 uses 128-256MB */
1502 return CARD_NVIDIA_GEFORCEFX_5600;
1505 /* GeforceFX - lowend */
1506 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1507 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1510 if (WINE_D3D8_CAPABLE(gl_info))
1512 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1514 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1515 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1518 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1519 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1522 if (WINE_D3D7_CAPABLE(gl_info))
1524 if (strstr(gl_renderer, "GeForce4 MX"))
1526 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1527 * early models had 32MB but most have 64MB or even 128MB. */
1528 *vidmem = 64;
1529 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1532 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1534 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1535 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1538 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1540 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1541 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1544 /* Most Geforce1 cards have 32MB, there are also some rare 16
1545 * and 64MB (Dell) models. */
1546 *vidmem = 32;
1547 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1550 if (strstr(gl_renderer, "TNT2"))
1552 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1553 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1556 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1557 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1561 static enum wined3d_pci_device select_card_ati_binary(const struct wined3d_gl_info *gl_info,
1562 const char *gl_renderer, unsigned int *vidmem)
1564 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1566 * Beware: renderer string do not match exact card model,
1567 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1568 if (WINE_D3D10_CAPABLE(gl_info))
1570 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1571 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1572 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1573 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1575 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1576 return CARD_ATI_RADEON_HD5800;
1579 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1580 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1581 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1582 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1584 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1585 return CARD_ATI_RADEON_HD5700;
1588 /* Radeon R7xx HD4800 - highend */
1589 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1590 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1591 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1592 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1593 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1595 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1596 return CARD_ATI_RADEON_HD4800;
1599 /* Radeon R740 HD4700 - midend */
1600 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1601 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1603 *vidmem = 512;
1604 return CARD_ATI_RADEON_HD4700;
1607 /* Radeon R730 HD4600 - midend */
1608 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1609 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1610 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1612 *vidmem = 512;
1613 return CARD_ATI_RADEON_HD4600;
1616 /* Radeon R710 HD4500/HD4350 - lowend */
1617 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1618 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1620 *vidmem = 256;
1621 return CARD_ATI_RADEON_HD4350;
1624 /* Radeon R6xx HD2900/HD3800 - highend */
1625 if (strstr(gl_renderer, "HD 2900")
1626 || strstr(gl_renderer, "HD 3870")
1627 || strstr(gl_renderer, "HD 3850"))
1629 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1630 return CARD_ATI_RADEON_HD2900;
1633 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1634 if (strstr(gl_renderer, "HD 2600")
1635 || strstr(gl_renderer, "HD 3830")
1636 || strstr(gl_renderer, "HD 3690")
1637 || strstr(gl_renderer, "HD 3650"))
1639 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1640 return CARD_ATI_RADEON_HD2600;
1643 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend
1644 * Note HD2300=DX9, HD2350=DX10 */
1645 if (strstr(gl_renderer, "HD 2350")
1646 || strstr(gl_renderer, "HD 2400")
1647 || strstr(gl_renderer, "HD 3470")
1648 || strstr(gl_renderer, "HD 3450")
1649 || strstr(gl_renderer, "HD 3430")
1650 || strstr(gl_renderer, "HD 3400"))
1652 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1653 return CARD_ATI_RADEON_HD2350;
1656 /* Radeon R6xx/R7xx integrated */
1657 if (strstr(gl_renderer, "HD 3100")
1658 || strstr(gl_renderer, "HD 3200")
1659 || strstr(gl_renderer, "HD 3300"))
1661 *vidmem = 128; /* 128MB */
1662 return CARD_ATI_RADEON_HD3200;
1665 /* Default for when no GPU has been found */
1666 *vidmem = 128; /* 128MB */
1667 return CARD_ATI_RADEON_HD3200;
1670 if (WINE_D3D8_CAPABLE(gl_info))
1672 /* Radeon R5xx */
1673 if (strstr(gl_renderer, "X1600")
1674 || strstr(gl_renderer, "X1650")
1675 || strstr(gl_renderer, "X1800")
1676 || strstr(gl_renderer, "X1900")
1677 || strstr(gl_renderer, "X1950"))
1679 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1680 return CARD_ATI_RADEON_X1600;
1683 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1684 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1685 if (strstr(gl_renderer, "X700")
1686 || strstr(gl_renderer, "X800")
1687 || strstr(gl_renderer, "X850")
1688 || strstr(gl_renderer, "X1300")
1689 || strstr(gl_renderer, "X1400")
1690 || strstr(gl_renderer, "X1450")
1691 || strstr(gl_renderer, "X1550")
1692 || strstr(gl_renderer, "X2300")
1693 || strstr(gl_renderer, "X2500")
1694 || strstr(gl_renderer, "HD 2300")
1697 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1698 return CARD_ATI_RADEON_X700;
1701 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1702 if (strstr(gl_renderer, "Radeon Xpress"))
1704 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1705 return CARD_ATI_RADEON_XPRESS_200M;
1708 /* Radeon R3xx */
1709 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1710 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1713 if (WINE_D3D8_CAPABLE(gl_info))
1715 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1716 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1719 if (WINE_D3D7_CAPABLE(gl_info))
1721 *vidmem = 32; /* There are models with up to 64MB */
1722 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1725 *vidmem = 16; /* There are 16-32MB models */
1726 return CARD_ATI_RAGE_128PRO;
1730 static enum wined3d_pci_device select_card_intel_binary(const struct wined3d_gl_info *gl_info,
1731 const char *gl_renderer, unsigned int *vidmem)
1733 if (strstr(gl_renderer, "X3100"))
1735 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1736 *vidmem = 128;
1737 return CARD_INTEL_X3100;
1740 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1742 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1743 *vidmem = 64;
1744 return CARD_INTEL_I945GM;
1747 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1748 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1749 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1750 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1751 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1752 return CARD_INTEL_I915G;
1756 static enum wined3d_pci_device select_card_ati_mesa(const struct wined3d_gl_info *gl_info,
1757 const char *gl_renderer, unsigned int *vidmem)
1759 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1761 * Beware: renderer string do not match exact card model,
1762 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1763 if (strstr(gl_renderer, "Gallium"))
1765 /* Radeon R7xx HD4800 - highend */
1766 if (strstr(gl_renderer, "R700") /* Radeon R7xx HD48xx generic renderer string */
1767 || strstr(gl_renderer, "RV770") /* Radeon RV770 */
1768 || strstr(gl_renderer, "RV790")) /* Radeon RV790 */
1770 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1771 return CARD_ATI_RADEON_HD4800;
1774 /* Radeon R740 HD4700 - midend */
1775 if (strstr(gl_renderer, "RV740")) /* Radeon RV740 */
1777 *vidmem = 512;
1778 return CARD_ATI_RADEON_HD4700;
1781 /* Radeon R730 HD4600 - midend */
1782 if (strstr(gl_renderer, "RV730")) /* Radeon RV730 */
1784 *vidmem = 512;
1785 return CARD_ATI_RADEON_HD4600;
1788 /* Radeon R710 HD4500/HD4350 - lowend */
1789 if (strstr(gl_renderer, "RV710")) /* Radeon RV710 */
1791 *vidmem = 256;
1792 return CARD_ATI_RADEON_HD4350;
1795 /* Radeon R6xx HD2900/HD3800 - highend */
1796 if (strstr(gl_renderer, "R600")
1797 || strstr(gl_renderer, "RV670")
1798 || strstr(gl_renderer, "R680"))
1800 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1801 return CARD_ATI_RADEON_HD2900;
1804 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1805 if (strstr(gl_renderer, "RV630")
1806 || strstr(gl_renderer, "RV635"))
1808 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1809 return CARD_ATI_RADEON_HD2600;
1812 /* Radeon R6xx HD2350/HD2400/HD3400 - lowend */
1813 if (strstr(gl_renderer, "RV610")
1814 || strstr(gl_renderer, "RV620"))
1816 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1817 return CARD_ATI_RADEON_HD2350;
1820 /* Radeon R6xx/R7xx integrated */
1821 if (strstr(gl_renderer, "RS780")
1822 || strstr(gl_renderer, "RS880"))
1824 *vidmem = 128; /* 128MB */
1825 return CARD_ATI_RADEON_HD3200;
1828 /* Radeon R5xx */
1829 if (strstr(gl_renderer, "RV530")
1830 || strstr(gl_renderer, "RV535")
1831 || strstr(gl_renderer, "RV560")
1832 || strstr(gl_renderer, "R520")
1833 || strstr(gl_renderer, "RV570")
1834 || strstr(gl_renderer, "R580"))
1836 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1837 return CARD_ATI_RADEON_X1600;
1840 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1841 if (strstr(gl_renderer, "R410")
1842 || strstr(gl_renderer, "R420")
1843 || strstr(gl_renderer, "R423")
1844 || strstr(gl_renderer, "R430")
1845 || strstr(gl_renderer, "R480")
1846 || strstr(gl_renderer, "R481")
1847 || strstr(gl_renderer, "RV410")
1848 || strstr(gl_renderer, "RV515")
1849 || strstr(gl_renderer, "RV516"))
1851 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1852 return CARD_ATI_RADEON_X700;
1855 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1856 if (strstr(gl_renderer, "RS400")
1857 || strstr(gl_renderer, "RS480")
1858 || strstr(gl_renderer, "RS482")
1859 || strstr(gl_renderer, "RS485")
1860 || strstr(gl_renderer, "RS600")
1861 || strstr(gl_renderer, "RS690")
1862 || strstr(gl_renderer, "RS740"))
1864 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1865 return CARD_ATI_RADEON_XPRESS_200M;
1868 /* Radeon R3xx */
1869 if (strstr(gl_renderer, "R300")
1870 || strstr(gl_renderer, "RV350")
1871 || strstr(gl_renderer, "RV351")
1872 || strstr(gl_renderer, "RV360")
1873 || strstr(gl_renderer, "RV370")
1874 || strstr(gl_renderer, "R350")
1875 || strstr(gl_renderer, "R360"))
1877 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1878 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1882 if (WINE_D3D9_CAPABLE(gl_info))
1884 /* Radeon R7xx HD4800 - highend */
1885 if (strstr(gl_renderer, "(R700") /* Radeon R7xx HD48xx generic renderer string */
1886 || strstr(gl_renderer, "(RV770") /* Radeon RV770 */
1887 || strstr(gl_renderer, "(RV790")) /* Radeon RV790 */
1889 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1890 return CARD_ATI_RADEON_HD4800;
1893 /* Radeon R740 HD4700 - midend */
1894 if (strstr(gl_renderer, "(RV740")) /* Radeon RV740 */
1896 *vidmem = 512;
1897 return CARD_ATI_RADEON_HD4700;
1900 /* Radeon R730 HD4600 - midend */
1901 if (strstr(gl_renderer, "(RV730")) /* Radeon RV730 */
1903 *vidmem = 512;
1904 return CARD_ATI_RADEON_HD4600;
1907 /* Radeon R710 HD4500/HD4350 - lowend */
1908 if (strstr(gl_renderer, "(RV710")) /* Radeon RV710 */
1910 *vidmem = 256;
1911 return CARD_ATI_RADEON_HD4350;
1914 /* Radeon R6xx HD2900/HD3800 - highend */
1915 if (strstr(gl_renderer, "(R600")
1916 || strstr(gl_renderer, "(RV670")
1917 || strstr(gl_renderer, "(R680"))
1919 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1920 return CARD_ATI_RADEON_HD2900;
1923 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1924 if (strstr(gl_renderer, "(RV630")
1925 || strstr(gl_renderer, "(RV635"))
1927 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1928 return CARD_ATI_RADEON_HD2600;
1931 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1932 if (strstr(gl_renderer, "(RV610")
1933 || strstr(gl_renderer, "(RV620"))
1935 *vidmem = 256; /* HD2350/2400 use 256MB, HD34xx use 256-512MB */
1936 return CARD_ATI_RADEON_HD2350;
1939 /* Radeon R6xx/R7xx integrated */
1940 if (strstr(gl_renderer, "(RS780")
1941 || strstr(gl_renderer, "(RS880"))
1943 *vidmem = 128; /* 128MB */
1944 return CARD_ATI_RADEON_HD3200;
1948 if (WINE_D3D8_CAPABLE(gl_info))
1950 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1951 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1954 if (WINE_D3D7_CAPABLE(gl_info))
1956 *vidmem = 32; /* There are models with up to 64MB */
1957 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1960 *vidmem = 16; /* There are 16-32MB models */
1961 return CARD_ATI_RAGE_128PRO;
1965 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1966 const char *gl_renderer, unsigned int *vidmem)
1968 FIXME_(d3d_caps)("Card selection not handled for Mesa Nouveau driver\n");
1969 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1970 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1971 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1972 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1973 return CARD_NVIDIA_RIVA_128;
1976 static enum wined3d_pci_device select_card_intel_mesa(const struct wined3d_gl_info *gl_info,
1977 const char *gl_renderer, unsigned int *vidmem)
1979 FIXME_(d3d_caps)("Card selection not handled for Mesa Intel driver\n");
1980 return CARD_INTEL_I915G;
1984 struct vendor_card_selection
1986 enum wined3d_gl_vendor gl_vendor;
1987 enum wined3d_pci_vendor card_vendor;
1988 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1989 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1990 unsigned int *vidmem );
1993 static const struct vendor_card_selection vendor_card_select_table[] =
1995 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1996 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1997 {GL_VENDOR_APPLE, HW_VENDOR_ATI, "Apple OSX AMD/ATI binary driver", select_card_ati_binary},
1998 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel_binary},
1999 {GL_VENDOR_FGLRX, HW_VENDOR_ATI, "AMD/ATI binary driver", select_card_ati_binary},
2000 {GL_VENDOR_MESA, HW_VENDOR_ATI, "Mesa AMD/ATI driver", select_card_ati_mesa},
2001 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
2002 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa},
2003 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel_mesa}
2007 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
2008 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor, unsigned int *vidmem)
2010 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
2011 * different GPUs with roughly the same features. In most cases GPUs from a
2012 * certain family differ in clockspeeds, the amount of video memory and the
2013 * number of shader pipelines.
2015 * A Direct3D device object contains the PCI id (vendor + device) of the
2016 * videocard which is used for rendering. Various applications use this
2017 * information to get a rough estimation of the features of the card and
2018 * some might use it for enabling 3d effects only on certain types of
2019 * videocards. In some cases games might even use it to work around bugs
2020 * which happen on certain videocards/driver combinations. The problem is
2021 * that OpenGL only exposes a rendering string containing the name of the
2022 * videocard and not the PCI id.
2024 * Various games depend on the PCI id, so somehow we need to provide one.
2025 * A simple option is to parse the renderer string and translate this to
2026 * the right PCI id. This is a lot of work because there are more than 200
2027 * GPUs just for Nvidia. Various cards share the same renderer string, so
2028 * the amount of code might be 'small' but there are quite a number of
2029 * exceptions which would make this a pain to maintain. Another way would
2030 * be to query the PCI id from the operating system (assuming this is the
2031 * videocard which is used for rendering which is not always the case).
2032 * This would work but it is not very portable. Second it would not work
2033 * well in, let's say, a remote X situation in which the amount of 3d
2034 * features which can be used is limited.
2036 * As said most games only use the PCI id to get an indication of the
2037 * capabilities of the card. It doesn't really matter if the given id is
2038 * the correct one if we return the id of a card with similar 3d features.
2040 * The code below checks the OpenGL capabilities of a videocard and matches
2041 * that to a certain level of Direct3D functionality. Once a card passes
2042 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
2043 * least a GeforceFX. To give a better estimate we do a basic check on the
2044 * renderer string but if that won't pass we return a default card. This
2045 * way is better than maintaining a full card database as even without a
2046 * full database we can return a card with similar features. Second the
2047 * size of the database can be made quite small because when you know what
2048 * type of 3d functionality a card has, you know to which GPU family the
2049 * GPU must belong. Because of this you only have to check a small part of
2050 * the renderer string to distinguishes between different models from that
2051 * family.
2053 * The code also selects a default amount of video memory which we will
2054 * use for an estimation of the amount of free texture memory. In case of
2055 * real D3D the amount of texture memory includes video memory and system
2056 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2057 * HyperMemory). We don't know how much system memory can be addressed by
2058 * the system but we can make a reasonable estimation about the amount of
2059 * video memory. If the value is slightly wrong it doesn't matter as we
2060 * didn't include AGP-like memory which makes the amount of addressable
2061 * memory higher and second OpenGL isn't that critical it moves to system
2062 * memory behind our backs if really needed. Note that the amount of video
2063 * memory can be overruled using a registry setting. */
2065 int i;
2067 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2069 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2070 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2071 continue;
2072 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2073 return vendor_card_select_table[i].select_card(gl_info, gl_renderer, vidmem);
2076 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2077 *gl_vendor, *card_vendor);
2079 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2080 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2081 * them a good generic choice. */
2082 *card_vendor = HW_VENDOR_NVIDIA;
2083 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2084 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2085 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2086 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2087 return CARD_NVIDIA_RIVA_128;
2090 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2092 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2093 int vs_selected_mode, ps_selected_mode;
2095 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2096 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2097 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2098 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2099 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2100 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2101 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2102 else return &ffp_fragment_pipeline;
2105 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2107 int vs_selected_mode, ps_selected_mode;
2109 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2110 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2111 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2112 return &none_shader_backend;
2115 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2117 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2118 int vs_selected_mode, ps_selected_mode;
2120 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2121 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2122 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2123 else return &ffp_blit;
2126 /* Context activation is done by the caller. */
2127 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2129 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2130 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2131 const char *GL_Extensions = NULL;
2132 const char *WGL_Extensions = NULL;
2133 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2134 struct fragment_caps fragment_caps;
2135 enum wined3d_gl_vendor gl_vendor;
2136 enum wined3d_pci_vendor card_vendor;
2137 enum wined3d_pci_device device;
2138 GLint gl_max;
2139 GLfloat gl_floatv[2];
2140 unsigned i;
2141 HDC hdc;
2142 unsigned int vidmem=0;
2143 DWORD gl_version;
2144 size_t len;
2146 TRACE_(d3d_caps)("(%p)\n", gl_info);
2148 ENTER_GL();
2150 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2151 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2152 if (!gl_renderer_str)
2154 LEAVE_GL();
2155 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2156 return FALSE;
2159 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2160 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2161 if (!gl_vendor_str)
2163 LEAVE_GL();
2164 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2165 return FALSE;
2168 /* Parse the GL_VERSION field into major and minor information */
2169 gl_version_str = (const char *)glGetString(GL_VERSION);
2170 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2171 if (!gl_version_str)
2173 LEAVE_GL();
2174 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2175 return FALSE;
2177 gl_version = wined3d_parse_gl_version(gl_version_str);
2180 * Initialize openGL extension related variables
2181 * with Default values
2183 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2184 gl_info->limits.blends = 1;
2185 gl_info->limits.buffers = 1;
2186 gl_info->limits.textures = 1;
2187 gl_info->limits.fragment_samplers = 1;
2188 gl_info->limits.vertex_samplers = 0;
2189 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2190 gl_info->limits.sampler_stages = 1;
2191 gl_info->limits.glsl_vs_float_constants = 0;
2192 gl_info->limits.glsl_ps_float_constants = 0;
2193 gl_info->limits.arb_vs_float_constants = 0;
2194 gl_info->limits.arb_vs_native_constants = 0;
2195 gl_info->limits.arb_vs_instructions = 0;
2196 gl_info->limits.arb_vs_temps = 0;
2197 gl_info->limits.arb_ps_float_constants = 0;
2198 gl_info->limits.arb_ps_local_constants = 0;
2199 gl_info->limits.arb_ps_instructions = 0;
2200 gl_info->limits.arb_ps_temps = 0;
2202 /* Retrieve opengl defaults */
2203 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2204 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2205 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2207 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2208 gl_info->limits.lights = gl_max;
2209 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2211 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2212 gl_info->limits.texture_size = gl_max;
2213 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2215 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2216 gl_info->limits.pointsize_min = gl_floatv[0];
2217 gl_info->limits.pointsize_max = gl_floatv[1];
2218 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2220 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2221 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2222 if (!GL_Extensions)
2224 LEAVE_GL();
2225 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2226 return FALSE;
2229 LEAVE_GL();
2231 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2233 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2235 while (*GL_Extensions)
2237 const char *start;
2238 char current_ext[256];
2240 while (isspace(*GL_Extensions)) ++GL_Extensions;
2241 start = GL_Extensions;
2242 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2244 len = GL_Extensions - start;
2245 if (!len || len >= sizeof(current_ext)) continue;
2247 memcpy(current_ext, start, len);
2248 current_ext[len] = '\0';
2249 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
2251 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2253 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
2255 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2256 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2257 break;
2262 /* Now work out what GL support this card really has */
2263 #define USE_GL_FUNC(type, pfn, ext, replace) \
2265 DWORD ver = ver_for_ext(ext); \
2266 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2267 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2268 else gl_info->pfn = NULL; \
2270 GL_EXT_FUNCS_GEN;
2271 #undef USE_GL_FUNC
2273 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2274 WGL_EXT_FUNCS_GEN;
2275 #undef USE_GL_FUNC
2277 ENTER_GL();
2279 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2280 * loading the functions, otherwise the code above will load the extension entry points instead of the
2281 * core functions, which may not work. */
2282 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2284 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2285 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2287 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2288 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2292 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2294 if (gl_info->supported[APPLE_FENCE])
2296 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2297 * The apple extension interacts with some other apple exts. Disable the NV
2298 * extension if the apple one is support to prevent confusion in other parts
2299 * of the code. */
2300 gl_info->supported[NV_FENCE] = FALSE;
2302 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2304 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2306 * The enums are the same:
2307 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2308 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2309 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2310 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2311 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2313 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2315 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2316 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2318 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2320 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2321 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2324 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2326 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2327 * functionality. Prefer the ARB extension */
2328 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2330 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2332 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2333 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2335 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2337 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2338 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2340 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2342 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2343 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2345 if (gl_info->supported[NV_TEXTURE_SHADER2])
2347 if (gl_info->supported[NV_REGISTER_COMBINERS])
2349 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2350 * are supported. The nv extensions provide the same functionality as the
2351 * ATI one, and a bit more(signed pixelformats). */
2352 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2356 if (gl_info->supported[NV_REGISTER_COMBINERS])
2358 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2359 gl_info->limits.general_combiners = gl_max;
2360 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2362 if (gl_info->supported[ARB_DRAW_BUFFERS])
2364 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2365 gl_info->limits.buffers = gl_max;
2366 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2368 if (gl_info->supported[ARB_MULTITEXTURE])
2370 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2371 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2372 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2374 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2376 GLint tmp;
2377 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2378 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2380 else
2382 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2384 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2386 if (gl_info->supported[ARB_VERTEX_SHADER])
2388 GLint tmp;
2389 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2390 gl_info->limits.vertex_samplers = tmp;
2391 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2392 gl_info->limits.combined_samplers = tmp;
2394 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2395 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2396 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2397 * shader is used with fixed function vertex processing we're fine too because fixed function
2398 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2399 * used we have to make sure that all vertex sampler setups are valid together with all
2400 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2401 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2402 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2403 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2404 * a fixed function pipeline anymore.
2406 * So this is just a check to check that our assumption holds true. If not, write a warning
2407 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2408 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2409 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2411 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2412 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2413 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2414 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2415 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2416 else
2417 gl_info->limits.vertex_samplers = 0;
2420 else
2422 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2424 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2425 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2427 if (gl_info->supported[ARB_VERTEX_BLEND])
2429 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2430 gl_info->limits.blends = gl_max;
2431 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2433 if (gl_info->supported[EXT_TEXTURE3D])
2435 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2436 gl_info->limits.texture3d_size = gl_max;
2437 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2439 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2441 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2442 gl_info->limits.anisotropy = gl_max;
2443 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2445 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2447 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2448 gl_info->limits.arb_ps_float_constants = gl_max;
2449 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2450 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2451 gl_info->limits.arb_ps_native_constants = gl_max;
2452 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2453 gl_info->limits.arb_ps_native_constants);
2454 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2455 gl_info->limits.arb_ps_temps = gl_max;
2456 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2457 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2458 gl_info->limits.arb_ps_instructions = gl_max;
2459 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2460 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2461 gl_info->limits.arb_ps_local_constants = gl_max;
2462 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2464 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2466 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2467 gl_info->limits.arb_vs_float_constants = gl_max;
2468 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2469 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2470 gl_info->limits.arb_vs_native_constants = gl_max;
2471 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2472 gl_info->limits.arb_vs_native_constants);
2473 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2474 gl_info->limits.arb_vs_temps = gl_max;
2475 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2476 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2477 gl_info->limits.arb_vs_instructions = gl_max;
2478 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2480 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2482 if (gl_info->supported[ARB_VERTEX_SHADER])
2484 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2485 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2486 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2488 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2490 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2491 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2492 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2493 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2494 gl_info->limits.glsl_varyings = gl_max;
2495 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2497 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2499 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2500 unsigned int major, minor;
2502 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2504 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2505 sscanf(str, "%u.%u", &major, &minor);
2506 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2508 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2510 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2512 else
2514 gl_info->limits.shininess = 128.0f;
2516 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2518 /* If we have full NP2 texture support, disable
2519 * GL_ARB_texture_rectangle because we will never use it.
2520 * This saves a few redundant glDisable calls. */
2521 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2523 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2525 /* Disable NV_register_combiners and fragment shader if this is supported.
2526 * generally the NV extensions are preferred over the ATI ones, and this
2527 * extension is disabled if register_combiners and texture_shader2 are both
2528 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2529 * fragment processing support. */
2530 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2531 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2532 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2533 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2535 if (gl_info->supported[NV_HALF_FLOAT])
2537 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2538 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2540 if (gl_info->supported[ARB_POINT_SPRITE])
2542 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2544 else
2546 gl_info->limits.point_sprite_units = 0;
2548 checkGLcall("extension detection");
2550 LEAVE_GL();
2552 adapter->fragment_pipe = select_fragment_implementation(adapter);
2553 adapter->shader_backend = select_shader_backend(adapter);
2554 adapter->blitter = select_blit_implementation(adapter);
2556 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2557 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2558 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2560 /* In some cases the number of texture stages can be larger than the number
2561 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2562 * shaders), but 8 texture stages (register combiners). */
2563 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2565 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2567 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2568 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2569 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2570 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2571 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2572 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2573 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2574 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2575 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2576 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2577 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2578 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2579 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2580 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2581 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2582 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2583 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2584 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2585 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2587 else
2589 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2591 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2592 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2593 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2594 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2595 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2596 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2597 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2598 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2599 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2600 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2601 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2602 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2603 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2604 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2605 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2606 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2607 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2609 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2611 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2612 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2614 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2616 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2618 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2620 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2624 /* MRTs are currently only supported when FBOs are used. */
2625 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2627 gl_info->limits.buffers = 1;
2630 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2631 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2632 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2634 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor, &vidmem);
2635 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2637 /* If we have an estimate use it, else default to 64MB; */
2638 if(vidmem)
2639 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2640 else
2641 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2643 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2644 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2645 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2646 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2647 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2648 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2649 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2650 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2652 /* Make sure there's an active HDC else the WGL extensions will fail */
2653 hdc = pwglGetCurrentDC();
2654 if (hdc) {
2655 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2656 if(GL_EXTCALL(wglGetExtensionsStringARB))
2657 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2659 if (NULL == WGL_Extensions) {
2660 ERR(" WGL_Extensions returns NULL\n");
2661 } else {
2662 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2663 while (*WGL_Extensions != 0x00) {
2664 const char *Start;
2665 char ThisExtn[256];
2667 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2668 Start = WGL_Extensions;
2669 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2670 WGL_Extensions++;
2673 len = WGL_Extensions - Start;
2674 if (len == 0 || len >= sizeof(ThisExtn))
2675 continue;
2677 memcpy(ThisExtn, Start, len);
2678 ThisExtn[len] = '\0';
2679 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2681 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2682 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2683 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2685 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2686 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2687 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2693 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2694 init_driver_info(driver_info, card_vendor, device);
2695 add_gl_compat_wrappers(gl_info);
2697 return TRUE;
2700 /**********************************************************
2701 * IWineD3D implementation follows
2702 **********************************************************/
2704 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2705 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2707 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2709 return This->adapter_count;
2712 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2714 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2716 return WINED3D_OK;
2719 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2720 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2722 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2724 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2725 return NULL;
2728 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2731 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2732 of the same bpp but different resolutions */
2734 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2735 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2736 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2737 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2739 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2740 return 0;
2743 /* TODO: Store modes per adapter and read it from the adapter structure */
2744 if (Adapter == 0) { /* Display */
2745 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2746 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2747 unsigned int i = 0;
2748 unsigned int j = 0;
2749 DEVMODEW mode;
2751 memset(&mode, 0, sizeof(mode));
2752 mode.dmSize = sizeof(mode);
2754 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2756 ++j;
2758 if (Format == WINED3DFMT_UNKNOWN)
2760 /* This is for D3D8, do not enumerate P8 here */
2761 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2763 else if (mode.dmBitsPerPel == format_bits)
2765 ++i;
2769 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2770 return i;
2771 } else {
2772 FIXME_(d3d_caps)("Adapter not primary display\n");
2774 return 0;
2777 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2778 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2779 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2780 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2782 /* Validate the parameters as much as possible */
2783 if (NULL == pMode ||
2784 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2785 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2786 return WINED3DERR_INVALIDCALL;
2789 /* TODO: Store modes per adapter and read it from the adapter structure */
2790 if (Adapter == 0)
2792 const struct wined3d_format_desc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2793 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2794 DEVMODEW DevModeW;
2795 int ModeIdx = 0;
2796 UINT i = 0;
2797 int j = 0;
2799 ZeroMemory(&DevModeW, sizeof(DevModeW));
2800 DevModeW.dmSize = sizeof(DevModeW);
2802 /* If we are filtering to a specific format (D3D9), then need to skip
2803 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2804 just count through the ones with valid bit depths */
2805 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2807 if (Format == WINED3DFMT_UNKNOWN)
2809 /* This is for D3D8, do not enumerate P8 here */
2810 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2812 else if (DevModeW.dmBitsPerPel == format_bits)
2814 ++i;
2818 if (i == 0) {
2819 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2820 return WINED3DERR_INVALIDCALL;
2822 ModeIdx = j - 1;
2824 /* Now get the display mode via the calculated index */
2825 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2826 pMode->Width = DevModeW.dmPelsWidth;
2827 pMode->Height = DevModeW.dmPelsHeight;
2828 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2829 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2830 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2832 if (Format == WINED3DFMT_UNKNOWN) {
2833 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2834 } else {
2835 pMode->Format = Format;
2837 } else {
2838 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2839 return WINED3DERR_INVALIDCALL;
2842 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2843 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2844 DevModeW.dmBitsPerPel);
2847 else
2849 FIXME_(d3d_caps)("Adapter not primary display\n");
2852 return WINED3D_OK;
2855 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2857 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2859 if (NULL == pMode ||
2860 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2861 return WINED3DERR_INVALIDCALL;
2864 if (Adapter == 0) { /* Display */
2865 int bpp = 0;
2866 DEVMODEW DevModeW;
2868 ZeroMemory(&DevModeW, sizeof(DevModeW));
2869 DevModeW.dmSize = sizeof(DevModeW);
2871 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2872 pMode->Width = DevModeW.dmPelsWidth;
2873 pMode->Height = DevModeW.dmPelsHeight;
2874 bpp = DevModeW.dmBitsPerPel;
2875 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2876 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2878 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2881 pMode->Format = pixelformat_for_depth(bpp);
2882 } else {
2883 FIXME_(d3d_caps)("Adapter not primary display\n");
2886 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2887 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2888 return WINED3D_OK;
2891 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2892 and fields being inserted in the middle, a new structure is used in place */
2893 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2894 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2895 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2896 struct wined3d_adapter *adapter;
2897 size_t len;
2899 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2901 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2902 return WINED3DERR_INVALIDCALL;
2905 adapter = &This->adapters[Adapter];
2907 /* Return the information requested */
2908 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2910 if (pIdentifier->driver_size)
2912 const char *name = adapter->driver_info.name;
2913 len = min(strlen(name), pIdentifier->driver_size - 1);
2914 memcpy(pIdentifier->driver, name, len);
2915 pIdentifier->driver[len] = '\0';
2918 if (pIdentifier->description_size)
2920 const char *description = adapter->driver_info.description;
2921 len = min(strlen(description), pIdentifier->description_size - 1);
2922 memcpy(pIdentifier->description, description, len);
2923 pIdentifier->description[len] = '\0';
2926 /* Note that d3d8 doesn't supply a device name. */
2927 if (pIdentifier->device_name_size)
2929 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2931 len = strlen(device_name);
2932 if (len >= pIdentifier->device_name_size)
2934 ERR("Device name size too small.\n");
2935 return WINED3DERR_INVALIDCALL;
2938 memcpy(pIdentifier->device_name, device_name, len);
2939 pIdentifier->device_name[len] = '\0';
2942 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2943 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2944 pIdentifier->vendor_id = adapter->driver_info.vendor;
2945 pIdentifier->device_id = adapter->driver_info.device;
2946 pIdentifier->subsystem_id = 0;
2947 pIdentifier->revision = 0;
2948 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2949 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2950 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2951 pIdentifier->video_memory = adapter->TextureRam;
2953 return WINED3D_OK;
2956 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2957 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2959 short redSize, greenSize, blueSize, alphaSize, colorBits;
2961 if(!cfg)
2962 return FALSE;
2964 /* Float formats need FBOs. If FBOs are used this function isn't called */
2965 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2967 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2968 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2970 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2971 return FALSE;
2974 if(cfg->redSize < redSize)
2975 return FALSE;
2977 if(cfg->greenSize < greenSize)
2978 return FALSE;
2980 if(cfg->blueSize < blueSize)
2981 return FALSE;
2983 if(cfg->alphaSize < alphaSize)
2984 return FALSE;
2986 return TRUE;
2989 /* Probably a RGBA_float or color index mode */
2990 return FALSE;
2993 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2994 const WineD3D_PixelFormat *cfg, const struct wined3d_format_desc *format_desc)
2996 short depthSize, stencilSize;
2997 BOOL lockable = FALSE;
2999 if(!cfg)
3000 return FALSE;
3002 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
3004 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
3005 return FALSE;
3008 /* Float formats need FBOs. If FBOs are used this function isn't called */
3009 if (format_desc->Flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
3011 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
3012 lockable = TRUE;
3014 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
3015 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
3016 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
3017 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
3018 return FALSE;
3020 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
3021 * allow more stencil bits than requested. */
3022 if(cfg->stencilSize < stencilSize)
3023 return FALSE;
3025 return TRUE;
3028 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3029 WINED3DFORMAT AdapterFormat,
3030 WINED3DFORMAT RenderTargetFormat,
3031 WINED3DFORMAT DepthStencilFormat) {
3032 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3033 int nCfgs;
3034 const WineD3D_PixelFormat *cfgs;
3035 const struct wined3d_adapter *adapter;
3036 const struct wined3d_format_desc *rt_format_desc;
3037 const struct wined3d_format_desc *ds_format_desc;
3038 int it;
3040 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
3041 This, Adapter,
3042 DeviceType, debug_d3ddevicetype(DeviceType),
3043 AdapterFormat, debug_d3dformat(AdapterFormat),
3044 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
3045 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
3047 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3048 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
3049 return WINED3DERR_INVALIDCALL;
3052 adapter = &This->adapters[Adapter];
3053 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
3054 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
3055 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3057 if ((rt_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET) &&
3058 (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) {
3059 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3060 return WINED3D_OK;
3063 else
3065 cfgs = adapter->cfgs;
3066 nCfgs = adapter->nCfgs;
3067 for (it = 0; it < nCfgs; ++it) {
3068 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
3070 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
3072 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
3073 return WINED3D_OK;
3078 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
3080 return WINED3DERR_NOTAVAILABLE;
3083 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3084 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
3086 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3087 const struct wined3d_format_desc *glDesc;
3088 const struct wined3d_adapter *adapter;
3090 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
3091 This,
3092 Adapter,
3093 DeviceType, debug_d3ddevicetype(DeviceType),
3094 SurfaceFormat, debug_d3dformat(SurfaceFormat),
3095 Windowed,
3096 MultiSampleType,
3097 pQualityLevels);
3099 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3100 return WINED3DERR_INVALIDCALL;
3103 /* TODO: handle Windowed, add more quality levels */
3105 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
3106 if(pQualityLevels) *pQualityLevels = 1;
3107 return WINED3D_OK;
3110 /* By default multisampling is disabled right now as it causes issues
3111 * on some Nvidia driver versions and it doesn't work well in combination
3112 * with FBOs yet. */
3113 if(!wined3d_settings.allow_multisampling)
3114 return WINED3DERR_NOTAVAILABLE;
3116 adapter = &This->adapters[Adapter];
3117 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
3118 if (!glDesc) return WINED3DERR_INVALIDCALL;
3120 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
3121 int i, nCfgs;
3122 const WineD3D_PixelFormat *cfgs;
3124 cfgs = adapter->cfgs;
3125 nCfgs = adapter->nCfgs;
3126 for(i=0; i<nCfgs; i++) {
3127 if(cfgs[i].numSamples != MultiSampleType)
3128 continue;
3130 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
3131 continue;
3133 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3135 if(pQualityLevels)
3136 *pQualityLevels = 1; /* Guess at a value! */
3137 return WINED3D_OK;
3140 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
3141 short redSize, greenSize, blueSize, alphaSize, colorBits;
3142 int i, nCfgs;
3143 const WineD3D_PixelFormat *cfgs;
3145 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3147 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
3148 return WINED3DERR_NOTAVAILABLE;
3151 cfgs = adapter->cfgs;
3152 nCfgs = adapter->nCfgs;
3153 for(i=0; i<nCfgs; i++) {
3154 if(cfgs[i].numSamples != MultiSampleType)
3155 continue;
3156 if(cfgs[i].redSize != redSize)
3157 continue;
3158 if(cfgs[i].greenSize != greenSize)
3159 continue;
3160 if(cfgs[i].blueSize != blueSize)
3161 continue;
3162 /* Not all drivers report alpha-less formats since they use 32-bit anyway, so accept alpha even if we didn't ask for it. */
3163 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3164 continue;
3165 if(cfgs[i].colorSize != (glDesc->byte_count << 3))
3166 continue;
3168 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
3170 if(pQualityLevels)
3171 *pQualityLevels = 1; /* Guess at a value! */
3172 return WINED3D_OK;
3175 return WINED3DERR_NOTAVAILABLE;
3178 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3179 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
3181 HRESULT hr = WINED3DERR_NOTAVAILABLE;
3182 UINT nmodes;
3184 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
3185 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
3186 debug_d3dformat(BackBufferFormat), Windowed);
3188 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3189 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
3190 return WINED3DERR_INVALIDCALL;
3193 /* The task of this function is to check whether a certain display / backbuffer format
3194 * combination is available on the given adapter. In fullscreen mode microsoft specified
3195 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
3196 * and display format should match exactly.
3197 * In windowed mode format conversion can occur and this depends on the driver. When format
3198 * conversion is done, this function should nevertheless fail and applications need to use
3199 * CheckDeviceFormatConversion.
3200 * At the moment we assume that fullscreen and windowed have the same capabilities */
3202 /* There are only 4 display formats */
3203 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
3204 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3205 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3206 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
3208 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
3209 return WINED3DERR_NOTAVAILABLE;
3212 /* If the requested DisplayFormat is not available, don't continue */
3213 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
3214 if(!nmodes) {
3215 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
3216 return WINED3DERR_NOTAVAILABLE;
3219 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
3220 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
3221 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
3222 return WINED3DERR_NOTAVAILABLE;
3225 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
3226 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
3228 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3229 return WINED3DERR_NOTAVAILABLE;
3232 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
3233 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
3234 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
3236 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3237 return WINED3DERR_NOTAVAILABLE;
3240 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
3241 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
3242 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
3244 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3245 return WINED3DERR_NOTAVAILABLE;
3248 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
3249 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
3250 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
3252 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3253 return WINED3DERR_NOTAVAILABLE;
3256 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
3257 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
3258 if(FAILED(hr))
3259 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
3261 return hr;
3265 /* Check if we support bumpmapping for a format */
3266 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3268 /* Ask the fixed function pipeline implementation if it can deal
3269 * with the conversion. If we've got a GL extension giving native
3270 * support this will be an identity conversion. */
3271 return (format_desc->Flags & WINED3DFMT_FLAG_BUMPMAP)
3272 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup);
3275 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3276 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
3277 const struct wined3d_format_desc *display_format_desc, const struct wined3d_format_desc *ds_format_desc)
3279 int it=0;
3281 /* Only allow depth/stencil formats */
3282 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
3284 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3286 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3287 if (ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3289 else
3291 /* Walk through all WGL pixel formats to find a match */
3292 for (it = 0; it < adapter->nCfgs; ++it)
3294 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3295 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
3297 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
3299 return TRUE;
3305 return FALSE;
3308 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3310 /* The flags entry of a format contains the filtering capability */
3311 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3313 return FALSE;
3316 /* Check the render target capabilities of a format */
3317 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
3318 const struct wined3d_format_desc *adapter_format_desc, const struct wined3d_format_desc *check_format_desc)
3320 /* Filter out non-RT formats */
3321 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3322 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
3323 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3324 int it;
3325 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3326 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3328 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3329 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3331 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3332 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3333 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3334 TRACE_(d3d_caps)("[FAILED]\n");
3335 return FALSE;
3338 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3339 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3340 for (it = 0; it < adapter->nCfgs; ++it)
3342 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3343 &cfgs[it], check_format_desc))
3345 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
3346 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
3347 return TRUE;
3351 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3353 /* For now return TRUE for FBOs until we have some proper checks.
3354 * Note that this function will only be called when the format is around for texturing. */
3355 return TRUE;
3357 return FALSE;
3360 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3362 return adapter->gl_info.supported[EXT_TEXTURE_SRGB]
3363 && (format_desc->Flags & WINED3DFMT_FLAG_SRGB_READ);
3366 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3368 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3369 * doing the color fixup in shaders.
3370 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3371 if (format_desc->Flags & WINED3DFMT_FLAG_SRGB_WRITE)
3373 int vs_selected_mode;
3374 int ps_selected_mode;
3375 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3377 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3378 TRACE_(d3d_caps)("[OK]\n");
3379 return TRUE;
3383 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
3384 return FALSE;
3387 /* Check if a format support blending in combination with pixel shaders */
3388 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
3389 const struct wined3d_format_desc *format_desc)
3391 /* The flags entry of a format contains the post pixel shader blending capability */
3392 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3394 return FALSE;
3397 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3399 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3400 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3401 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3402 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3403 * capability anyway.
3405 * For now lets report this on all formats, but in the future we may want to
3406 * restrict it to some should games need that
3408 return TRUE;
3411 /* Check if a texture format is supported on the given adapter */
3412 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter, const struct wined3d_format_desc *format_desc)
3414 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3416 switch (format_desc->format)
3418 /*****
3419 * supported: RGB(A) formats
3421 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3422 case WINED3DFMT_B8G8R8A8_UNORM:
3423 case WINED3DFMT_B8G8R8X8_UNORM:
3424 case WINED3DFMT_B5G6R5_UNORM:
3425 case WINED3DFMT_B5G5R5X1_UNORM:
3426 case WINED3DFMT_B5G5R5A1_UNORM:
3427 case WINED3DFMT_B4G4R4A4_UNORM:
3428 case WINED3DFMT_A8_UNORM:
3429 case WINED3DFMT_B4G4R4X4_UNORM:
3430 case WINED3DFMT_R8G8B8A8_UNORM:
3431 case WINED3DFMT_R8G8B8X8_UNORM:
3432 case WINED3DFMT_B10G10R10A2_UNORM:
3433 case WINED3DFMT_R10G10B10A2_UNORM:
3434 case WINED3DFMT_R16G16_UNORM:
3435 TRACE_(d3d_caps)("[OK]\n");
3436 return TRUE;
3438 case WINED3DFMT_B2G3R3_UNORM:
3439 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3440 return FALSE;
3442 /*****
3443 * Not supported: Palettized
3444 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3445 * Since it is not widely available, don't offer it. Further no Windows driver offers
3446 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3448 case WINED3DFMT_P8_UINT:
3449 case WINED3DFMT_P8_UINT_A8_UNORM:
3450 return FALSE;
3452 /*****
3453 * Supported: (Alpha)-Luminance
3455 case WINED3DFMT_L8_UNORM:
3456 case WINED3DFMT_L8A8_UNORM:
3457 case WINED3DFMT_L16_UNORM:
3458 TRACE_(d3d_caps)("[OK]\n");
3459 return TRUE;
3461 /* Not supported on Windows, thus disabled */
3462 case WINED3DFMT_L4A4_UNORM:
3463 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3464 return FALSE;
3466 /*****
3467 * Supported: Depth/Stencil formats
3469 case WINED3DFMT_D16_LOCKABLE:
3470 case WINED3DFMT_D16_UNORM:
3471 case WINED3DFMT_S1_UINT_D15_UNORM:
3472 case WINED3DFMT_X8D24_UNORM:
3473 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3474 case WINED3DFMT_D24_UNORM_S8_UINT:
3475 case WINED3DFMT_S8_UINT_D24_FLOAT:
3476 case WINED3DFMT_D32_UNORM:
3477 case WINED3DFMT_D32_FLOAT:
3478 return TRUE;
3480 /*****
3481 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3482 * GL_NV_texture_shader). Emulated by shaders
3484 case WINED3DFMT_R8G8_SNORM:
3485 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3486 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3487 case WINED3DFMT_R8G8B8A8_SNORM:
3488 case WINED3DFMT_R16G16_SNORM:
3489 /* Ask the shader backend if it can deal with the conversion. If
3490 * we've got a GL extension giving native support this will be an
3491 * identity conversion. */
3492 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3494 TRACE_(d3d_caps)("[OK]\n");
3495 return TRUE;
3497 TRACE_(d3d_caps)("[FAILED]\n");
3498 return FALSE;
3500 case WINED3DFMT_DXT1:
3501 case WINED3DFMT_DXT2:
3502 case WINED3DFMT_DXT3:
3503 case WINED3DFMT_DXT4:
3504 case WINED3DFMT_DXT5:
3505 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3507 TRACE_(d3d_caps)("[OK]\n");
3508 return TRUE;
3510 TRACE_(d3d_caps)("[FAILED]\n");
3511 return FALSE;
3514 /*****
3515 * Odd formats - not supported
3517 case WINED3DFMT_VERTEXDATA:
3518 case WINED3DFMT_R16_UINT:
3519 case WINED3DFMT_R32_UINT:
3520 case WINED3DFMT_R16G16B16A16_SNORM:
3521 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3522 case WINED3DFMT_R10G11B11_SNORM:
3523 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3524 return FALSE;
3526 /*****
3527 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3529 case WINED3DFMT_R8G8_SNORM_Cx:
3530 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3531 return FALSE;
3533 /* YUV formats */
3534 case WINED3DFMT_UYVY:
3535 case WINED3DFMT_YUY2:
3536 if (gl_info->supported[APPLE_YCBCR_422])
3538 TRACE_(d3d_caps)("[OK]\n");
3539 return TRUE;
3541 TRACE_(d3d_caps)("[FAILED]\n");
3542 return FALSE;
3543 case WINED3DFMT_YV12:
3544 TRACE_(d3d_caps)("[FAILED]\n");
3545 return FALSE;
3547 /* Not supported */
3548 case WINED3DFMT_R16G16B16A16_UNORM:
3549 case WINED3DFMT_B2G3R3A8_UNORM:
3550 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3551 return FALSE;
3553 /* Floating point formats */
3554 case WINED3DFMT_R16_FLOAT:
3555 case WINED3DFMT_R16G16_FLOAT:
3556 case WINED3DFMT_R16G16B16A16_FLOAT:
3557 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3559 TRACE_(d3d_caps)("[OK]\n");
3560 return TRUE;
3562 TRACE_(d3d_caps)("[FAILED]\n");
3563 return FALSE;
3565 case WINED3DFMT_R32_FLOAT:
3566 case WINED3DFMT_R32G32_FLOAT:
3567 case WINED3DFMT_R32G32B32A32_FLOAT:
3568 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3570 TRACE_(d3d_caps)("[OK]\n");
3571 return TRUE;
3573 TRACE_(d3d_caps)("[FAILED]\n");
3574 return FALSE;
3576 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3577 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3578 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3579 * We can do instancing with all shader versions, but we need vertex shaders.
3581 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3582 * to enable instancing. WineD3D doesn't need that and just ignores it.
3584 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3586 case WINED3DFMT_INST:
3587 TRACE("ATI Instancing check hack\n");
3588 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3590 TRACE_(d3d_caps)("[OK]\n");
3591 return TRUE;
3593 TRACE_(d3d_caps)("[FAILED]\n");
3594 return FALSE;
3596 /* Some weird FOURCC formats */
3597 case WINED3DFMT_R8G8_B8G8:
3598 case WINED3DFMT_G8R8_G8B8:
3599 case WINED3DFMT_MULTI2_ARGB8:
3600 TRACE_(d3d_caps)("[FAILED]\n");
3601 return FALSE;
3603 /* Vendor specific formats */
3604 case WINED3DFMT_ATI2N:
3605 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3606 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3608 if (adapter->shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3609 && adapter->fragment_pipe->color_fixup_supported(format_desc->color_fixup))
3611 TRACE_(d3d_caps)("[OK]\n");
3612 return TRUE;
3615 TRACE_(d3d_caps)("[OK]\n");
3616 return TRUE;
3618 TRACE_(d3d_caps)("[FAILED]\n");
3619 return FALSE;
3621 case WINED3DFMT_NVHU:
3622 case WINED3DFMT_NVHS:
3623 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3624 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3625 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3626 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3627 * Applications have to deal with not having NVHS and NVHU.
3629 TRACE_(d3d_caps)("[FAILED]\n");
3630 return FALSE;
3632 case WINED3DFMT_UNKNOWN:
3633 return FALSE;
3635 default:
3636 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3637 break;
3639 return FALSE;
3642 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter,
3643 const struct wined3d_format_desc *adapter_format_desc,
3644 const struct wined3d_format_desc *check_format_desc,
3645 WINED3DSURFTYPE SurfaceType)
3647 if(SurfaceType == SURFACE_GDI) {
3648 switch(check_format_desc->format)
3650 case WINED3DFMT_B8G8R8_UNORM:
3651 case WINED3DFMT_B8G8R8A8_UNORM:
3652 case WINED3DFMT_B8G8R8X8_UNORM:
3653 case WINED3DFMT_B5G6R5_UNORM:
3654 case WINED3DFMT_B5G5R5X1_UNORM:
3655 case WINED3DFMT_B5G5R5A1_UNORM:
3656 case WINED3DFMT_B4G4R4A4_UNORM:
3657 case WINED3DFMT_B2G3R3_UNORM:
3658 case WINED3DFMT_A8_UNORM:
3659 case WINED3DFMT_B2G3R3A8_UNORM:
3660 case WINED3DFMT_B4G4R4X4_UNORM:
3661 case WINED3DFMT_R10G10B10A2_UNORM:
3662 case WINED3DFMT_R8G8B8A8_UNORM:
3663 case WINED3DFMT_R8G8B8X8_UNORM:
3664 case WINED3DFMT_R16G16_UNORM:
3665 case WINED3DFMT_B10G10R10A2_UNORM:
3666 case WINED3DFMT_R16G16B16A16_UNORM:
3667 case WINED3DFMT_P8_UINT:
3668 TRACE_(d3d_caps)("[OK]\n");
3669 return TRUE;
3670 default:
3671 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3672 return FALSE;
3676 /* All format that are supported for textures are supported for surfaces as well */
3677 if (CheckTextureCapability(adapter, check_format_desc)) return TRUE;
3678 /* All depth stencil formats are supported on surfaces */
3679 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3681 /* If opengl can't process the format natively, the blitter may be able to convert it */
3682 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3683 NULL, WINED3DPOOL_DEFAULT, 0, check_format_desc,
3684 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format_desc))
3686 TRACE_(d3d_caps)("[OK]\n");
3687 return TRUE;
3690 /* Reject other formats */
3691 TRACE_(d3d_caps)("[FAILED]\n");
3692 return FALSE;
3695 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter,
3696 const struct wined3d_format_desc *format_desc)
3698 return adapter->gl_info.limits.vertex_samplers
3699 && (format_desc->Flags & WINED3DFMT_FLAG_VTF);
3702 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3703 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3704 WINED3DSURFTYPE SurfaceType)
3706 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3707 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3708 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3709 const struct wined3d_format_desc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3710 const struct wined3d_format_desc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3711 DWORD UsageCaps = 0;
3713 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3714 This,
3715 Adapter,
3716 DeviceType, debug_d3ddevicetype(DeviceType),
3717 AdapterFormat, debug_d3dformat(AdapterFormat),
3718 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3719 RType, debug_d3dresourcetype(RType),
3720 CheckFormat, debug_d3dformat(CheckFormat));
3722 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3723 return WINED3DERR_INVALIDCALL;
3726 switch (RType)
3728 case WINED3DRTYPE_CUBETEXTURE:
3729 /* Cubetexture allows:
3730 * - WINED3DUSAGE_AUTOGENMIPMAP
3731 * - WINED3DUSAGE_DEPTHSTENCIL
3732 * - WINED3DUSAGE_DYNAMIC
3733 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3734 * - WINED3DUSAGE_RENDERTARGET
3735 * - WINED3DUSAGE_SOFTWAREPROCESSING
3736 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3738 if (SurfaceType != SURFACE_OPENGL)
3740 TRACE_(d3d_caps)("[FAILED]\n");
3741 return WINED3DERR_NOTAVAILABLE;
3744 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3746 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3747 return WINED3DERR_NOTAVAILABLE;
3750 if (!CheckTextureCapability(adapter, format_desc))
3752 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3753 return WINED3DERR_NOTAVAILABLE;
3756 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3758 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3759 /* When autogenmipmap isn't around continue and return
3760 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3761 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3762 else
3763 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3766 /* Always report dynamic locking. */
3767 if (Usage & WINED3DUSAGE_DYNAMIC)
3768 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3770 if (Usage & WINED3DUSAGE_RENDERTARGET)
3772 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3774 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3775 return WINED3DERR_NOTAVAILABLE;
3777 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3780 /* Always report software processing. */
3781 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3782 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3784 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3786 if (!CheckFilterCapability(adapter, format_desc))
3788 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3789 return WINED3DERR_NOTAVAILABLE;
3791 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3794 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3796 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3798 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3799 return WINED3DERR_NOTAVAILABLE;
3801 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3804 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3806 if (!CheckSrgbReadCapability(adapter, format_desc))
3808 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3809 return WINED3DERR_NOTAVAILABLE;
3811 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3814 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3816 if (!CheckSrgbWriteCapability(adapter, format_desc))
3818 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3819 return WINED3DERR_NOTAVAILABLE;
3821 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3824 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3826 if (!CheckVertexTextureCapability(adapter, format_desc))
3828 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3829 return WINED3DERR_NOTAVAILABLE;
3831 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3834 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3836 if (!CheckWrapAndMipCapability(adapter, format_desc))
3838 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3839 return WINED3DERR_NOTAVAILABLE;
3841 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3843 break;
3845 case WINED3DRTYPE_SURFACE:
3846 /* Surface allows:
3847 * - WINED3DUSAGE_DEPTHSTENCIL
3848 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3849 * - WINED3DUSAGE_RENDERTARGET
3851 if (!CheckSurfaceCapability(adapter, adapter_format_desc, format_desc, SurfaceType))
3853 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3854 return WINED3DERR_NOTAVAILABLE;
3857 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
3859 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3861 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3862 return WINED3DERR_NOTAVAILABLE;
3864 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3867 if (Usage & WINED3DUSAGE_RENDERTARGET)
3869 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3871 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3872 return WINED3DERR_NOTAVAILABLE;
3874 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3877 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3879 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3881 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3882 return WINED3DERR_NOTAVAILABLE;
3884 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3886 break;
3888 case WINED3DRTYPE_TEXTURE:
3889 /* Texture allows:
3890 * - WINED3DUSAGE_AUTOGENMIPMAP
3891 * - WINED3DUSAGE_DEPTHSTENCIL
3892 * - WINED3DUSAGE_DMAP
3893 * - WINED3DUSAGE_DYNAMIC
3894 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3895 * - WINED3DUSAGE_RENDERTARGET
3896 * - WINED3DUSAGE_SOFTWAREPROCESSING
3897 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3898 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3900 if (SurfaceType != SURFACE_OPENGL)
3902 TRACE_(d3d_caps)("[FAILED]\n");
3903 return WINED3DERR_NOTAVAILABLE;
3906 if (!CheckTextureCapability(adapter, format_desc))
3908 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3909 return WINED3DERR_NOTAVAILABLE;
3912 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP)
3914 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3915 /* When autogenmipmap isn't around continue and return
3916 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3917 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3918 else
3919 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3922 /* Always report dynamic locking. */
3923 if (Usage & WINED3DUSAGE_DYNAMIC)
3924 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3926 if (Usage & WINED3DUSAGE_RENDERTARGET)
3928 if (!CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3930 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3931 return WINED3DERR_NOTAVAILABLE;
3933 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3936 /* Always report software processing. */
3937 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3938 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3940 if (Usage & WINED3DUSAGE_QUERY_FILTER)
3942 if (!CheckFilterCapability(adapter, format_desc))
3944 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3945 return WINED3DERR_NOTAVAILABLE;
3947 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3950 if (Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3952 if (!CheckBumpMapCapability(adapter, format_desc))
3954 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3955 return WINED3DERR_NOTAVAILABLE;
3957 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3960 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3962 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3964 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3965 return WINED3DERR_NOTAVAILABLE;
3967 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3970 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
3972 if (!CheckSrgbReadCapability(adapter, format_desc))
3974 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3975 return WINED3DERR_NOTAVAILABLE;
3977 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3980 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3982 if (!CheckSrgbWriteCapability(adapter, format_desc))
3984 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3985 return WINED3DERR_NOTAVAILABLE;
3987 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3990 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3992 if (!CheckVertexTextureCapability(adapter, format_desc))
3994 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3995 return WINED3DERR_NOTAVAILABLE;
3997 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4000 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4002 if (!CheckWrapAndMipCapability(adapter, format_desc))
4004 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4005 return WINED3DERR_NOTAVAILABLE;
4007 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4010 if (Usage & WINED3DUSAGE_DEPTHSTENCIL)
4012 if (!CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
4014 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
4015 return WINED3DERR_NOTAVAILABLE;
4017 if ((format_desc->Flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
4019 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
4020 return WINED3DERR_NOTAVAILABLE;
4022 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
4024 break;
4026 case WINED3DRTYPE_VOLUMETEXTURE:
4027 case WINED3DRTYPE_VOLUME:
4028 /* Volume is to VolumeTexture what Surface is to Texture, but its
4029 * usage caps are not documented. Most driver seem to offer
4030 * (nearly) the same on Volume and VolumeTexture, so do that too.
4032 * Volumetexture allows:
4033 * - D3DUSAGE_DYNAMIC
4034 * - D3DUSAGE_NONSECURE (d3d9ex)
4035 * - D3DUSAGE_SOFTWAREPROCESSING
4036 * - D3DUSAGE_QUERY_WRAPANDMIP
4038 if (SurfaceType != SURFACE_OPENGL)
4040 TRACE_(d3d_caps)("[FAILED]\n");
4041 return WINED3DERR_NOTAVAILABLE;
4044 if (!gl_info->supported[EXT_TEXTURE3D])
4046 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
4047 return WINED3DERR_NOTAVAILABLE;
4050 if (!CheckTextureCapability(adapter, format_desc))
4052 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
4053 return WINED3DERR_NOTAVAILABLE;
4056 /* Filter formats that need conversion; For one part, this
4057 * conversion is unimplemented, and volume textures are huge, so
4058 * it would be a big performance hit. Unless we hit an application
4059 * needing one of those formats, don't advertize them to avoid
4060 * leading applications into temptation. The windows drivers don't
4061 * support most of those formats on volumes anyway, except for
4062 * WINED3DFMT_R32_FLOAT. */
4063 switch (CheckFormat)
4065 case WINED3DFMT_P8_UINT:
4066 case WINED3DFMT_L4A4_UNORM:
4067 case WINED3DFMT_R32_FLOAT:
4068 case WINED3DFMT_R16_FLOAT:
4069 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
4070 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
4071 case WINED3DFMT_R16G16_UNORM:
4072 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4073 return WINED3DERR_NOTAVAILABLE;
4075 case WINED3DFMT_R8G8B8A8_SNORM:
4076 case WINED3DFMT_R16G16_SNORM:
4077 if (!gl_info->supported[NV_TEXTURE_SHADER])
4079 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4080 return WINED3DERR_NOTAVAILABLE;
4082 break;
4084 case WINED3DFMT_R8G8_SNORM:
4085 if (!gl_info->supported[NV_TEXTURE_SHADER])
4087 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
4088 return WINED3DERR_NOTAVAILABLE;
4090 break;
4092 case WINED3DFMT_DXT1:
4093 case WINED3DFMT_DXT2:
4094 case WINED3DFMT_DXT3:
4095 case WINED3DFMT_DXT4:
4096 case WINED3DFMT_DXT5:
4097 /* The GL_EXT_texture_compression_s3tc spec requires that
4098 * loading an s3tc compressed texture results in an error.
4099 * While the D3D refrast does support s3tc volumes, at
4100 * least the nvidia windows driver does not, so we're free
4101 * not to support this format. */
4102 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4103 return WINED3DERR_NOTAVAILABLE;
4105 default:
4106 /* Do nothing, continue with checking the format below */
4107 break;
4110 /* Always report dynamic locking. */
4111 if (Usage & WINED3DUSAGE_DYNAMIC)
4112 UsageCaps |= WINED3DUSAGE_DYNAMIC;
4114 /* Always report software processing. */
4115 if (Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4116 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4118 if (Usage & WINED3DUSAGE_QUERY_FILTER)
4120 if (!CheckFilterCapability(adapter, format_desc))
4122 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4123 return WINED3DERR_NOTAVAILABLE;
4125 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
4128 if (Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4130 if (!CheckPostPixelShaderBlendingCapability(adapter, format_desc))
4132 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4133 return WINED3DERR_NOTAVAILABLE;
4135 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4138 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD)
4140 if (!CheckSrgbReadCapability(adapter, format_desc))
4142 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4143 return WINED3DERR_NOTAVAILABLE;
4145 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
4148 if (Usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4150 if (!CheckSrgbWriteCapability(adapter, format_desc))
4152 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4153 return WINED3DERR_NOTAVAILABLE;
4155 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4158 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4160 if (!CheckVertexTextureCapability(adapter, format_desc))
4162 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4163 return WINED3DERR_NOTAVAILABLE;
4165 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4168 if (Usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4170 if (!CheckWrapAndMipCapability(adapter, format_desc))
4172 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4173 return WINED3DERR_NOTAVAILABLE;
4175 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4177 break;
4179 default:
4180 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(RType));
4181 return WINED3DERR_NOTAVAILABLE;
4184 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for
4185 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4186 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4187 if (UsageCaps == Usage)
4188 return WINED3D_OK;
4189 if (UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4190 return WINED3DOK_NOAUTOGEN;
4192 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for CheckFormat %s and RType %s but only %#x is available\n",
4193 Usage, debug_d3dformat(CheckFormat), debug_d3dresourcetype(RType), UsageCaps);
4195 return WINED3DERR_NOTAVAILABLE;
4198 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
4199 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
4201 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4202 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4203 debug_d3dformat(dst_format));
4205 return WINED3D_OK;
4208 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4209 subset of a D3DCAPS9 structure. However, it has to come via a void *
4210 as the d3d8 interface cannot import the d3d9 header */
4211 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
4213 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4214 struct wined3d_adapter *adapter = &This->adapters[Adapter];
4215 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4216 int vs_selected_mode;
4217 int ps_selected_mode;
4218 struct shader_caps shader_caps;
4219 struct fragment_caps fragment_caps;
4220 DWORD ckey_caps, blit_caps, fx_caps;
4222 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
4224 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
4225 return WINED3DERR_INVALIDCALL;
4228 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4230 /* ------------------------------------------------
4231 The following fields apply to both d3d8 and d3d9
4232 ------------------------------------------------ */
4233 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
4234 pCaps->AdapterOrdinal = Adapter;
4236 pCaps->Caps = 0;
4237 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4238 WINED3DCAPS2_FULLSCREENGAMMA |
4239 WINED3DCAPS2_DYNAMICTEXTURES;
4240 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4242 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4245 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4246 WINED3DCAPS3_COPY_TO_VIDMEM |
4247 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4249 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4250 WINED3DPRESENT_INTERVAL_ONE;
4252 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4253 WINED3DCURSORCAPS_LOWRES;
4255 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4256 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4257 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4258 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4259 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4260 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4261 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4262 WINED3DDEVCAPS_PUREDEVICE |
4263 WINED3DDEVCAPS_HWRASTERIZATION |
4264 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4265 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4266 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4267 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4268 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4269 WINED3DDEVCAPS_RTPATCHES;
4271 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4272 WINED3DPMISCCAPS_CULLCCW |
4273 WINED3DPMISCCAPS_CULLCW |
4274 WINED3DPMISCCAPS_COLORWRITEENABLE |
4275 WINED3DPMISCCAPS_CLIPTLVERTS |
4276 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4277 WINED3DPMISCCAPS_MASKZ |
4278 WINED3DPMISCCAPS_BLENDOP |
4279 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4280 /* TODO:
4281 WINED3DPMISCCAPS_NULLREFERENCE
4282 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4283 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4284 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4286 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4287 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4288 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4289 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4291 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4292 WINED3DPRASTERCAPS_PAT |
4293 WINED3DPRASTERCAPS_WFOG |
4294 WINED3DPRASTERCAPS_ZFOG |
4295 WINED3DPRASTERCAPS_FOGVERTEX |
4296 WINED3DPRASTERCAPS_FOGTABLE |
4297 WINED3DPRASTERCAPS_STIPPLE |
4298 WINED3DPRASTERCAPS_SUBPIXEL |
4299 WINED3DPRASTERCAPS_ZTEST |
4300 WINED3DPRASTERCAPS_SCISSORTEST |
4301 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4302 WINED3DPRASTERCAPS_DEPTHBIAS;
4304 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4306 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4307 WINED3DPRASTERCAPS_ZBIAS |
4308 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4310 if (gl_info->supported[NV_FOG_DISTANCE])
4312 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4314 /* FIXME Add:
4315 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4316 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4317 WINED3DPRASTERCAPS_ANTIALIASEDGES
4318 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4319 WINED3DPRASTERCAPS_WBUFFER */
4321 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4322 WINED3DPCMPCAPS_EQUAL |
4323 WINED3DPCMPCAPS_GREATER |
4324 WINED3DPCMPCAPS_GREATEREQUAL |
4325 WINED3DPCMPCAPS_LESS |
4326 WINED3DPCMPCAPS_LESSEQUAL |
4327 WINED3DPCMPCAPS_NEVER |
4328 WINED3DPCMPCAPS_NOTEQUAL;
4330 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4331 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4332 WINED3DPBLENDCAPS_DESTALPHA |
4333 WINED3DPBLENDCAPS_DESTCOLOR |
4334 WINED3DPBLENDCAPS_INVDESTALPHA |
4335 WINED3DPBLENDCAPS_INVDESTCOLOR |
4336 WINED3DPBLENDCAPS_INVSRCALPHA |
4337 WINED3DPBLENDCAPS_INVSRCCOLOR |
4338 WINED3DPBLENDCAPS_ONE |
4339 WINED3DPBLENDCAPS_SRCALPHA |
4340 WINED3DPBLENDCAPS_SRCALPHASAT |
4341 WINED3DPBLENDCAPS_SRCCOLOR |
4342 WINED3DPBLENDCAPS_ZERO;
4344 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4345 WINED3DPBLENDCAPS_DESTCOLOR |
4346 WINED3DPBLENDCAPS_INVDESTALPHA |
4347 WINED3DPBLENDCAPS_INVDESTCOLOR |
4348 WINED3DPBLENDCAPS_INVSRCALPHA |
4349 WINED3DPBLENDCAPS_INVSRCCOLOR |
4350 WINED3DPBLENDCAPS_ONE |
4351 WINED3DPBLENDCAPS_SRCALPHA |
4352 WINED3DPBLENDCAPS_SRCCOLOR |
4353 WINED3DPBLENDCAPS_ZERO;
4354 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4355 * according to the glBlendFunc manpage
4357 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4358 * legacy settings for srcblend only
4361 if (gl_info->supported[EXT_BLEND_COLOR])
4363 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4364 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4368 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4369 WINED3DPCMPCAPS_EQUAL |
4370 WINED3DPCMPCAPS_GREATER |
4371 WINED3DPCMPCAPS_GREATEREQUAL |
4372 WINED3DPCMPCAPS_LESS |
4373 WINED3DPCMPCAPS_LESSEQUAL |
4374 WINED3DPCMPCAPS_NEVER |
4375 WINED3DPCMPCAPS_NOTEQUAL;
4377 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4378 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4379 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4380 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4381 WINED3DPSHADECAPS_COLORFLATRGB |
4382 WINED3DPSHADECAPS_FOGFLAT |
4383 WINED3DPSHADECAPS_FOGGOURAUD |
4384 WINED3DPSHADECAPS_SPECULARFLATRGB;
4386 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4387 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4388 WINED3DPTEXTURECAPS_TRANSPARENCY |
4389 WINED3DPTEXTURECAPS_BORDER |
4390 WINED3DPTEXTURECAPS_MIPMAP |
4391 WINED3DPTEXTURECAPS_PROJECTED |
4392 WINED3DPTEXTURECAPS_PERSPECTIVE;
4394 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4396 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4397 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4400 if (gl_info->supported[EXT_TEXTURE3D])
4402 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4403 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
4404 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4407 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4409 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4410 WINED3DPTEXTURECAPS_MIPCUBEMAP |
4411 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4415 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4416 WINED3DPTFILTERCAPS_MAGFPOINT |
4417 WINED3DPTFILTERCAPS_MINFLINEAR |
4418 WINED3DPTFILTERCAPS_MINFPOINT |
4419 WINED3DPTFILTERCAPS_MIPFLINEAR |
4420 WINED3DPTFILTERCAPS_MIPFPOINT |
4421 WINED3DPTFILTERCAPS_LINEAR |
4422 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4423 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4424 WINED3DPTFILTERCAPS_MIPLINEAR |
4425 WINED3DPTFILTERCAPS_MIPNEAREST |
4426 WINED3DPTFILTERCAPS_NEAREST;
4428 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4430 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4431 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4434 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4436 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4437 WINED3DPTFILTERCAPS_MAGFPOINT |
4438 WINED3DPTFILTERCAPS_MINFLINEAR |
4439 WINED3DPTFILTERCAPS_MINFPOINT |
4440 WINED3DPTFILTERCAPS_MIPFLINEAR |
4441 WINED3DPTFILTERCAPS_MIPFPOINT |
4442 WINED3DPTFILTERCAPS_LINEAR |
4443 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4444 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4445 WINED3DPTFILTERCAPS_MIPLINEAR |
4446 WINED3DPTFILTERCAPS_MIPNEAREST |
4447 WINED3DPTFILTERCAPS_NEAREST;
4449 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4451 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4452 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4454 } else
4455 pCaps->CubeTextureFilterCaps = 0;
4457 if (gl_info->supported[EXT_TEXTURE3D])
4459 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4460 WINED3DPTFILTERCAPS_MAGFPOINT |
4461 WINED3DPTFILTERCAPS_MINFLINEAR |
4462 WINED3DPTFILTERCAPS_MINFPOINT |
4463 WINED3DPTFILTERCAPS_MIPFLINEAR |
4464 WINED3DPTFILTERCAPS_MIPFPOINT |
4465 WINED3DPTFILTERCAPS_LINEAR |
4466 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4467 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4468 WINED3DPTFILTERCAPS_MIPLINEAR |
4469 WINED3DPTFILTERCAPS_MIPNEAREST |
4470 WINED3DPTFILTERCAPS_NEAREST;
4471 } else
4472 pCaps->VolumeTextureFilterCaps = 0;
4474 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4475 WINED3DPTADDRESSCAPS_CLAMP |
4476 WINED3DPTADDRESSCAPS_WRAP;
4478 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4480 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4482 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4484 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4486 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4488 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4491 if (gl_info->supported[EXT_TEXTURE3D])
4493 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4494 WINED3DPTADDRESSCAPS_CLAMP |
4495 WINED3DPTADDRESSCAPS_WRAP;
4496 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4498 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4500 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4502 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4504 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4506 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4508 } else
4509 pCaps->VolumeTextureAddressCaps = 0;
4511 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4512 WINED3DLINECAPS_ZTEST |
4513 WINED3DLINECAPS_BLEND |
4514 WINED3DLINECAPS_ALPHACMP |
4515 WINED3DLINECAPS_FOG;
4516 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4517 * idea how generating the smoothing alpha values works; the result is different
4520 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4521 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4523 if (gl_info->supported[EXT_TEXTURE3D])
4524 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4525 else
4526 pCaps->MaxVolumeExtent = 0;
4528 pCaps->MaxTextureRepeat = 32768;
4529 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4530 pCaps->MaxVertexW = 1.0f;
4532 pCaps->GuardBandLeft = 0.0f;
4533 pCaps->GuardBandTop = 0.0f;
4534 pCaps->GuardBandRight = 0.0f;
4535 pCaps->GuardBandBottom = 0.0f;
4537 pCaps->ExtentsAdjust = 0.0f;
4539 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4540 WINED3DSTENCILCAPS_INCRSAT |
4541 WINED3DSTENCILCAPS_INVERT |
4542 WINED3DSTENCILCAPS_KEEP |
4543 WINED3DSTENCILCAPS_REPLACE |
4544 WINED3DSTENCILCAPS_ZERO;
4545 if (gl_info->supported[EXT_STENCIL_WRAP])
4547 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4548 WINED3DSTENCILCAPS_INCR;
4550 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4552 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4555 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4557 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4558 pCaps->MaxActiveLights = gl_info->limits.lights;
4560 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4561 pCaps->MaxVertexBlendMatrixIndex = 0;
4563 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4564 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4567 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4568 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4569 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4570 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4571 WINED3DVTXPCAPS_LOCALVIEWER |
4572 WINED3DVTXPCAPS_VERTEXFOG |
4573 WINED3DVTXPCAPS_TEXGEN;
4575 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4576 pCaps->MaxVertexIndex = 0xFFFFF;
4577 pCaps->MaxStreams = MAX_STREAMS;
4578 pCaps->MaxStreamStride = 1024;
4580 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4581 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4582 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4583 pCaps->MaxNpatchTessellationLevel = 0;
4584 pCaps->MasterAdapterOrdinal = 0;
4585 pCaps->AdapterOrdinalInGroup = 0;
4586 pCaps->NumberOfAdaptersInGroup = 1;
4588 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4590 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4591 WINED3DPTFILTERCAPS_MAGFPOINT |
4592 WINED3DPTFILTERCAPS_MINFLINEAR |
4593 WINED3DPTFILTERCAPS_MAGFLINEAR;
4594 pCaps->VertexTextureFilterCaps = 0;
4596 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4597 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4599 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4600 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4602 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4603 * Ignore shader model capabilities if disabled in config
4605 if(vs_selected_mode == SHADER_NONE) {
4606 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4607 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4608 pCaps->MaxVertexShaderConst = 0;
4609 } else {
4610 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4611 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4614 if(ps_selected_mode == SHADER_NONE) {
4615 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4616 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4617 pCaps->PixelShader1xMaxValue = 0.0f;
4618 } else {
4619 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4620 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4623 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4624 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4625 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4627 /* The following caps are shader specific, but they are things we cannot detect, or which
4628 * are the same among all shader models. So to avoid code duplication set the shader version
4629 * specific, but otherwise constant caps here
4631 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4632 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4633 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4634 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4635 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4636 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4637 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4639 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4640 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4642 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4644 pCaps->VS20Caps.Caps = 0;
4645 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4646 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4647 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4649 pCaps->MaxVShaderInstructionsExecuted = 65535;
4650 pCaps->MaxVertexShader30InstructionSlots = 0;
4651 } else { /* VS 1.x */
4652 pCaps->VS20Caps.Caps = 0;
4653 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4654 pCaps->VS20Caps.NumTemps = 0;
4655 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4657 pCaps->MaxVShaderInstructionsExecuted = 0;
4658 pCaps->MaxVertexShader30InstructionSlots = 0;
4661 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4662 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4663 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4665 /* 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 */
4666 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4667 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4668 WINED3DPS20CAPS_PREDICATION |
4669 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4670 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4671 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4672 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4673 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4674 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4676 pCaps->MaxPShaderInstructionsExecuted = 65535;
4677 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4678 adapter->gl_info.limits.arb_ps_instructions);
4680 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4682 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4683 pCaps->PS20Caps.Caps = 0;
4684 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4685 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4686 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4687 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4689 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4690 pCaps->MaxPixelShader30InstructionSlots = 0;
4691 } else { /* PS 1.x */
4692 pCaps->PS20Caps.Caps = 0;
4693 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4694 pCaps->PS20Caps.NumTemps = 0;
4695 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4696 pCaps->PS20Caps.NumInstructionSlots = 0;
4698 pCaps->MaxPShaderInstructionsExecuted = 0;
4699 pCaps->MaxPixelShader30InstructionSlots = 0;
4702 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4703 /* OpenGL supports all the formats below, perhaps not always
4704 * without conversion, but it supports them.
4705 * Further GLSL doesn't seem to have an official unsigned type so
4706 * don't advertise it yet as I'm not sure how we handle it.
4707 * We might need to add some clamping in the shader engine to
4708 * support it.
4709 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4710 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4711 WINED3DDTCAPS_UBYTE4N |
4712 WINED3DDTCAPS_SHORT2N |
4713 WINED3DDTCAPS_SHORT4N;
4714 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4716 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4717 WINED3DDTCAPS_FLOAT16_4;
4719 } else
4720 pCaps->DeclTypes = 0;
4722 /* Set DirectDraw helper Caps */
4723 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4724 WINEDDCKEYCAPS_SRCBLT;
4725 fx_caps = WINEDDFXCAPS_BLTALPHA |
4726 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4727 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4728 WINEDDFXCAPS_BLTROTATION90 |
4729 WINEDDFXCAPS_BLTSHRINKX |
4730 WINEDDFXCAPS_BLTSHRINKXN |
4731 WINEDDFXCAPS_BLTSHRINKY |
4732 WINEDDFXCAPS_BLTSHRINKXN |
4733 WINEDDFXCAPS_BLTSTRETCHX |
4734 WINEDDFXCAPS_BLTSTRETCHXN |
4735 WINEDDFXCAPS_BLTSTRETCHY |
4736 WINEDDFXCAPS_BLTSTRETCHYN;
4737 blit_caps = WINEDDCAPS_BLT |
4738 WINEDDCAPS_BLTCOLORFILL |
4739 WINEDDCAPS_BLTDEPTHFILL |
4740 WINEDDCAPS_BLTSTRETCH |
4741 WINEDDCAPS_CANBLTSYSMEM |
4742 WINEDDCAPS_CANCLIP |
4743 WINEDDCAPS_CANCLIPSTRETCHED |
4744 WINEDDCAPS_COLORKEY |
4745 WINEDDCAPS_COLORKEYHWASSIST |
4746 WINEDDCAPS_ALIGNBOUNDARYSRC;
4748 /* Fill the ddraw caps structure */
4749 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4750 WINEDDCAPS_PALETTE |
4751 blit_caps;
4752 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4753 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4754 WINEDDCAPS2_PRIMARYGAMMA |
4755 WINEDDCAPS2_WIDESURFACES |
4756 WINEDDCAPS2_CANRENDERWINDOWED;
4757 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4758 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4759 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4760 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4761 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4762 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4763 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4764 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4765 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4767 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4768 WINEDDSCAPS_BACKBUFFER |
4769 WINEDDSCAPS_FLIP |
4770 WINEDDSCAPS_FRONTBUFFER |
4771 WINEDDSCAPS_OFFSCREENPLAIN |
4772 WINEDDSCAPS_PALETTE |
4773 WINEDDSCAPS_PRIMARYSURFACE |
4774 WINEDDSCAPS_SYSTEMMEMORY |
4775 WINEDDSCAPS_VIDEOMEMORY |
4776 WINEDDSCAPS_VISIBLE;
4777 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4779 /* Set D3D caps if OpenGL is available. */
4780 if (adapter->opengl)
4782 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4783 WINEDDSCAPS_MIPMAP |
4784 WINEDDSCAPS_TEXTURE |
4785 WINEDDSCAPS_ZBUFFER;
4786 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4789 return WINED3D_OK;
4792 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4793 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4794 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4796 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4797 IWineD3DDeviceImpl *object;
4798 HRESULT hr;
4800 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4801 "parent %p, device_parent %p, device %p.\n",
4802 iface, adapter_idx, device_type, focus_window, flags,
4803 parent, device_parent, device);
4805 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4806 * number and create a device without a 3D adapter for 2D only operation. */
4807 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4809 return WINED3DERR_INVALIDCALL;
4812 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4813 if (!object)
4815 ERR("Failed to allocate device memory.\n");
4816 return E_OUTOFMEMORY;
4819 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4820 if (FAILED(hr))
4822 WARN("Failed to initialize device, hr %#x.\n", hr);
4823 HeapFree(GetProcessHeap(), 0, object);
4824 return hr;
4827 TRACE("Created device %p.\n", object);
4828 *device = (IWineD3DDevice *)object;
4830 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4832 return WINED3D_OK;
4835 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4836 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4837 IUnknown_AddRef(This->parent);
4838 *pParent = This->parent;
4839 return WINED3D_OK;
4842 static void WINE_GLAPI invalid_func(const void *data)
4844 ERR("Invalid vertex attribute function called\n");
4845 DebugBreak();
4848 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4850 ERR("Invalid texcoord function called\n");
4851 DebugBreak();
4854 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4855 * the extension detection and are used in drawStridedSlow
4857 static void WINE_GLAPI position_d3dcolor(const void *data)
4859 DWORD pos = *((const DWORD *)data);
4861 FIXME("Add a test for fixed function position from d3dcolor type\n");
4862 glVertex4s(D3DCOLOR_B_R(pos),
4863 D3DCOLOR_B_G(pos),
4864 D3DCOLOR_B_B(pos),
4865 D3DCOLOR_B_A(pos));
4868 static void WINE_GLAPI position_float4(const void *data)
4870 const GLfloat *pos = data;
4872 if (pos[3] != 0.0f && pos[3] != 1.0f)
4874 float w = 1.0f / pos[3];
4876 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4878 else
4880 glVertex3fv(pos);
4884 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4886 DWORD diffuseColor = *((const DWORD *)data);
4888 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4889 D3DCOLOR_B_G(diffuseColor),
4890 D3DCOLOR_B_B(diffuseColor),
4891 D3DCOLOR_B_A(diffuseColor));
4894 static void WINE_GLAPI specular_d3dcolor(const void *data)
4896 DWORD specularColor = *((const DWORD *)data);
4897 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4898 D3DCOLOR_B_G(specularColor),
4899 D3DCOLOR_B_B(specularColor)};
4901 specular_func_3ubv(d);
4904 static void WINE_GLAPI warn_no_specular_func(const void *data)
4906 WARN("GL_EXT_secondary_color not supported\n");
4909 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4911 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4912 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4913 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4914 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4915 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4916 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4917 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4918 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4919 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4920 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4921 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4922 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4923 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4924 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4925 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4926 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4927 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4929 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4930 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4931 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4932 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4933 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4934 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4935 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4936 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4937 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4938 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4939 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4940 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4941 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4942 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4943 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4944 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4945 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4947 /* No 4 component entry points here */
4948 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4949 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4950 if (gl_info->supported[EXT_SECONDARY_COLOR])
4952 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4954 else
4956 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4958 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4959 if (gl_info->supported[EXT_SECONDARY_COLOR])
4961 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4962 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4964 else
4966 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4968 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4969 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4970 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4971 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4972 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4973 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4974 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4975 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4976 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4977 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4978 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4979 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4981 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4982 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4984 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4985 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4986 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4987 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4988 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4989 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4990 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4991 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4992 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4993 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4994 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4995 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4996 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4997 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4998 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4999 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5000 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5002 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5003 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5004 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5005 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5006 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5007 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5008 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5009 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5010 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5011 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5012 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5013 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5014 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5015 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5016 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5017 if (gl_info->supported[NV_HALF_FLOAT])
5019 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5020 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5021 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5022 } else {
5023 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5024 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5028 static BOOL InitAdapters(IWineD3DImpl *This)
5030 static HMODULE mod_gl;
5031 BOOL ret;
5032 int ps_selected_mode, vs_selected_mode;
5034 /* No need to hold any lock. The calling library makes sure only one thread calls
5035 * wined3d simultaneously
5038 TRACE("Initializing adapters\n");
5040 if(!mod_gl) {
5041 #ifdef USE_WIN32_OPENGL
5042 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5043 mod_gl = LoadLibraryA("opengl32.dll");
5044 if(!mod_gl) {
5045 ERR("Can't load opengl32.dll!\n");
5046 goto nogl_adapter;
5048 #else
5049 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5050 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5051 mod_gl = GetModuleHandleA("gdi32.dll");
5052 #endif
5055 /* Load WGL core functions from opengl32.dll */
5056 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5057 WGL_FUNCS_GEN;
5058 #undef USE_WGL_FUNC
5060 if(!pwglGetProcAddress) {
5061 ERR("Unable to load wglGetProcAddress!\n");
5062 goto nogl_adapter;
5065 /* Dynamically load all GL core functions */
5066 GL_FUNCS_GEN;
5067 #undef USE_GL_FUNC
5069 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5070 * otherwise because we have to use winex11.drv's override
5072 #ifdef USE_WIN32_OPENGL
5073 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5074 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5075 #else
5076 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5077 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5078 #endif
5080 glEnableWINE = glEnable;
5081 glDisableWINE = glDisable;
5083 /* For now only one default adapter */
5085 struct wined3d_adapter *adapter = &This->adapters[0];
5086 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5087 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5088 int iPixelFormat;
5089 int res;
5090 int i;
5091 WineD3D_PixelFormat *cfgs;
5092 DISPLAY_DEVICEW DisplayDevice;
5093 HDC hdc;
5095 TRACE("Initializing default adapter\n");
5096 adapter->ordinal = 0;
5097 adapter->monitorPoint.x = -1;
5098 adapter->monitorPoint.y = -1;
5100 if (!AllocateLocallyUniqueId(&adapter->luid))
5102 DWORD err = GetLastError();
5103 ERR("Failed to set adapter LUID (%#x).\n", err);
5104 goto nogl_adapter;
5106 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5107 adapter->luid.HighPart, adapter->luid.LowPart);
5109 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5111 ERR("Failed to get a gl context for default adapter\n");
5112 goto nogl_adapter;
5115 ret = IWineD3DImpl_FillGLCaps(adapter);
5116 if(!ret) {
5117 ERR("Failed to initialize gl caps for default adapter\n");
5118 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5119 goto nogl_adapter;
5121 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5122 if(!ret) {
5123 ERR("Failed to init gl formats\n");
5124 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5125 goto nogl_adapter;
5128 hdc = fake_gl_ctx.dc;
5130 /* Use the VideoRamSize registry setting when set */
5131 if(wined3d_settings.emulated_textureram)
5132 adapter->TextureRam = wined3d_settings.emulated_textureram;
5133 else
5134 adapter->TextureRam = adapter->gl_info.vidmem;
5135 adapter->UsedTextureRam = 0;
5136 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5138 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5139 DisplayDevice.cb = sizeof(DisplayDevice);
5140 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5141 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5142 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5144 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5146 int attribute;
5147 int attribs[11];
5148 int values[11];
5149 int nAttribs = 0;
5151 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5152 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5154 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5155 cfgs = adapter->cfgs;
5156 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5157 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5158 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5159 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5160 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5161 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5162 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5163 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5164 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5165 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5166 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5168 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5170 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5172 if(!res)
5173 continue;
5175 /* Cache the pixel format */
5176 cfgs->iPixelFormat = iPixelFormat;
5177 cfgs->redSize = values[0];
5178 cfgs->greenSize = values[1];
5179 cfgs->blueSize = values[2];
5180 cfgs->alphaSize = values[3];
5181 cfgs->colorSize = values[4];
5182 cfgs->depthSize = values[5];
5183 cfgs->stencilSize = values[6];
5184 cfgs->windowDrawable = values[7];
5185 cfgs->iPixelType = values[8];
5186 cfgs->doubleBuffer = values[9];
5187 cfgs->auxBuffers = values[10];
5189 cfgs->numSamples = 0;
5190 /* Check multisample support */
5191 if (gl_info->supported[ARB_MULTISAMPLE])
5193 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5194 int value[2];
5195 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5196 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5197 * value[1] = number of multi sample buffers*/
5198 if(value[0])
5199 cfgs->numSamples = value[1];
5203 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5204 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5205 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5206 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5207 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5208 cfgs++;
5211 else
5213 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5214 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5215 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5217 cfgs = adapter->cfgs;
5218 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5220 PIXELFORMATDESCRIPTOR ppfd;
5222 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5223 if(!res)
5224 continue;
5226 /* We only want HW acceleration using an OpenGL ICD driver.
5227 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5228 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5230 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5232 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5233 continue;
5236 cfgs->iPixelFormat = iPixelFormat;
5237 cfgs->redSize = ppfd.cRedBits;
5238 cfgs->greenSize = ppfd.cGreenBits;
5239 cfgs->blueSize = ppfd.cBlueBits;
5240 cfgs->alphaSize = ppfd.cAlphaBits;
5241 cfgs->colorSize = ppfd.cColorBits;
5242 cfgs->depthSize = ppfd.cDepthBits;
5243 cfgs->stencilSize = ppfd.cStencilBits;
5244 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5245 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5246 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5247 cfgs->auxBuffers = ppfd.cAuxBuffers;
5248 cfgs->numSamples = 0;
5250 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5251 "depth=%d, stencil=%d, windowDrawable=%d\n",
5252 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5253 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5254 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5255 cfgs++;
5256 adapter->nCfgs++;
5259 /* 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 */
5260 if(!adapter->nCfgs)
5262 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5264 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5265 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5266 goto nogl_adapter;
5270 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5271 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5272 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5273 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5274 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5275 * driver is allowed to consume more bits EXCEPT for stencil bits.
5277 * Mark an adapter with this broken stencil behavior.
5279 adapter->brokenStencil = TRUE;
5280 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5282 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5283 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5284 adapter->brokenStencil = FALSE;
5285 break;
5289 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5291 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5292 fillGLAttribFuncs(&adapter->gl_info);
5293 adapter->opengl = TRUE;
5295 This->adapter_count = 1;
5296 TRACE("%u adapters successfully initialized\n", This->adapter_count);
5298 return TRUE;
5300 nogl_adapter:
5301 /* Initialize an adapter for ddraw-only memory counting */
5302 memset(This->adapters, 0, sizeof(This->adapters));
5303 This->adapters[0].ordinal = 0;
5304 This->adapters[0].opengl = FALSE;
5305 This->adapters[0].monitorPoint.x = -1;
5306 This->adapters[0].monitorPoint.y = -1;
5308 This->adapters[0].driver_info.name = "Display";
5309 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5310 if(wined3d_settings.emulated_textureram) {
5311 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5312 } else {
5313 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5316 initPixelFormatsNoGL(&This->adapters[0].gl_info);
5318 This->adapter_count = 1;
5319 return FALSE;
5322 /**********************************************************
5323 * IWineD3D VTbl follows
5324 **********************************************************/
5326 static const struct IWineD3DVtbl IWineD3D_Vtbl =
5328 /* IUnknown */
5329 IWineD3DImpl_QueryInterface,
5330 IWineD3DImpl_AddRef,
5331 IWineD3DImpl_Release,
5332 /* IWineD3D */
5333 IWineD3DImpl_GetParent,
5334 IWineD3DImpl_GetAdapterCount,
5335 IWineD3DImpl_RegisterSoftwareDevice,
5336 IWineD3DImpl_GetAdapterMonitor,
5337 IWineD3DImpl_GetAdapterModeCount,
5338 IWineD3DImpl_EnumAdapterModes,
5339 IWineD3DImpl_GetAdapterDisplayMode,
5340 IWineD3DImpl_GetAdapterIdentifier,
5341 IWineD3DImpl_CheckDeviceMultiSampleType,
5342 IWineD3DImpl_CheckDepthStencilMatch,
5343 IWineD3DImpl_CheckDeviceType,
5344 IWineD3DImpl_CheckDeviceFormat,
5345 IWineD3DImpl_CheckDeviceFormatConversion,
5346 IWineD3DImpl_GetDeviceCaps,
5347 IWineD3DImpl_CreateDevice
5350 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5352 const struct wined3d_parent_ops wined3d_null_parent_ops =
5354 wined3d_null_wined3d_object_destroyed,
5357 HRESULT wined3d_init(IWineD3DImpl *wined3d, UINT version, IUnknown *parent)
5359 wined3d->lpVtbl = &IWineD3D_Vtbl;
5360 wined3d->dxVersion = version;
5361 wined3d->ref = 1;
5362 wined3d->parent = parent;
5364 if (!InitAdapters(wined3d))
5366 WARN("Failed to initialize adapters.\n");
5367 if (version > 7)
5369 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5370 return E_FAIL;
5374 return WINED3D_OK;