push e4fb87785f42653a03d84664d7db014c69dd1260
[wine/hacks.git] / dlls / wined3d / directx.c
blob3b46965d58c63079900762861b63c8fe751ec862
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
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 #define GLINFO_LOCATION (*gl_info)
41 /* The d3d device ID */
42 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
44 /* Extension detection */
45 static const struct {
46 const char *extension_string;
47 GL_SupportedExt extension;
48 DWORD version;
49 } EXTENSION_MAP[] = {
50 /* APPLE */
51 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
52 {"GL_APPLE_fence", APPLE_FENCE, 0 },
53 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
54 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
55 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
57 /* ATI */
58 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
59 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
60 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
61 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
62 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
64 /* ARB */
65 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
66 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
67 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
68 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
69 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
70 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
71 {"GL_ARB_imaging", ARB_IMAGING, 0 },
72 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
73 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
74 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
75 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
76 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
77 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 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_blend", ARB_VERTEX_BLEND, 0 },
90 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
91 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
92 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
93 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
95 /* EXT */
96 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
97 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
98 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
99 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
100 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
101 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
102 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
103 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
104 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
105 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
106 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
107 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
108 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
109 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
110 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
111 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
112 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
113 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
114 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
115 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
116 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
117 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
118 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
119 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
120 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
121 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
122 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
124 /* NV */
125 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
126 {"GL_NV_fence", NV_FENCE, 0 },
127 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
128 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
129 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
130 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
131 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
132 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
133 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
134 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
135 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
136 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
137 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
138 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
139 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
140 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
141 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
142 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
143 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
145 /* SGI */
146 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
149 /**********************************************************
150 * Utility functions follow
151 **********************************************************/
153 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
154 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
155 WINED3DDEVTYPE DeviceType);
156 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
157 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
159 /* lookup tables */
160 const int minLookup[MAX_LOOKUPS] =
162 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
165 const int maxLookup[MAX_LOOKUPS] =
167 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
170 DWORD *stateLookup[MAX_LOOKUPS];
172 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
173 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
178 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
181 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
182 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
184 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
187 /* drawStridedSlow attributes */
188 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
189 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
190 glAttribFunc specular_func_3ubv;
191 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
192 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
193 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
196 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
197 * i.e., there is no GL Context - Get a default rendering context to enable the
198 * function query some info from GL.
201 static int wined3d_fake_gl_context_ref = 0;
202 static BOOL wined3d_fake_gl_context_foreign;
203 static BOOL wined3d_fake_gl_context_available = FALSE;
204 static HDC wined3d_fake_gl_context_hdc = NULL;
205 static HWND wined3d_fake_gl_context_hwnd = NULL;
207 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
208 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
210 0, 0, &wined3d_fake_gl_context_cs,
211 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
212 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
213 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
215 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
217 static void WineD3D_ReleaseFakeGLContext(void) {
218 HGLRC glCtx;
220 EnterCriticalSection(&wined3d_fake_gl_context_cs);
222 if(!wined3d_fake_gl_context_available) {
223 TRACE_(d3d_caps)("context not available\n");
224 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
225 return;
228 glCtx = pwglGetCurrentContext();
230 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
231 if (0 == (--wined3d_fake_gl_context_ref) ) {
232 if(!wined3d_fake_gl_context_foreign && glCtx) {
233 TRACE_(d3d_caps)("destroying fake GL context\n");
234 pwglMakeCurrent(NULL, NULL);
235 pwglDeleteContext(glCtx);
237 if(wined3d_fake_gl_context_hdc)
238 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
239 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
240 if(wined3d_fake_gl_context_hwnd)
241 DestroyWindow(wined3d_fake_gl_context_hwnd);
242 wined3d_fake_gl_context_hwnd = NULL;
243 wined3d_fake_gl_context_available = FALSE;
245 assert(wined3d_fake_gl_context_ref >= 0);
247 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
250 static BOOL WineD3D_CreateFakeGLContext(void) {
251 HGLRC glCtx = NULL;
253 EnterCriticalSection(&wined3d_fake_gl_context_cs);
255 TRACE("getting context...\n");
256 if(wined3d_fake_gl_context_ref > 0) goto ret;
257 assert(0 == wined3d_fake_gl_context_ref);
259 wined3d_fake_gl_context_foreign = TRUE;
261 glCtx = pwglGetCurrentContext();
262 if (!glCtx) {
263 PIXELFORMATDESCRIPTOR pfd;
264 int iPixelFormat;
266 wined3d_fake_gl_context_foreign = FALSE;
268 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
269 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
270 if(!wined3d_fake_gl_context_hwnd) {
271 ERR("HWND creation failed!\n");
272 goto fail;
274 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
275 if(!wined3d_fake_gl_context_hdc) {
276 ERR("GetDC failed!\n");
277 goto fail;
280 /* PixelFormat selection */
281 ZeroMemory(&pfd, sizeof(pfd));
282 pfd.nSize = sizeof(pfd);
283 pfd.nVersion = 1;
284 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
285 pfd.iPixelType = PFD_TYPE_RGBA;
286 pfd.cColorBits = 32;
287 pfd.iLayerType = PFD_MAIN_PLANE;
289 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
290 if(!iPixelFormat) {
291 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
292 ERR("Can't find a suitable iPixelFormat\n");
293 goto fail;
295 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
296 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
298 /* Create a GL context */
299 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
300 if (!glCtx) {
301 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
302 goto fail;
305 /* Make it the current GL context */
306 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
307 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
308 goto fail;
312 ret:
313 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
314 wined3d_fake_gl_context_ref++;
315 wined3d_fake_gl_context_available = TRUE;
316 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
317 return TRUE;
318 fail:
319 if(wined3d_fake_gl_context_hdc)
320 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
321 wined3d_fake_gl_context_hdc = NULL;
322 if(wined3d_fake_gl_context_hwnd)
323 DestroyWindow(wined3d_fake_gl_context_hwnd);
324 wined3d_fake_gl_context_hwnd = NULL;
325 if(glCtx) pwglDeleteContext(glCtx);
326 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
327 return FALSE;
330 /* Adjust the amount of used texture memory */
331 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
332 struct WineD3DAdapter *adapter = D3DDevice->adapter;
334 adapter->UsedTextureRam += glram;
335 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
336 return adapter->UsedTextureRam;
339 /**********************************************************
340 * IUnknown parts follows
341 **********************************************************/
343 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
345 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
347 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
348 if (IsEqualGUID(riid, &IID_IUnknown)
349 || IsEqualGUID(riid, &IID_IWineD3DBase)
350 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
351 IUnknown_AddRef(iface);
352 *ppobj = This;
353 return S_OK;
355 *ppobj = NULL;
356 return E_NOINTERFACE;
359 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
360 IWineD3DImpl *This = (IWineD3DImpl *)iface;
361 ULONG refCount = InterlockedIncrement(&This->ref);
363 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
364 return refCount;
367 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
368 IWineD3DImpl *This = (IWineD3DImpl *)iface;
369 ULONG ref;
370 TRACE("(%p) : Releasing from %d\n", This, This->ref);
371 ref = InterlockedDecrement(&This->ref);
372 if (ref == 0) {
373 unsigned int i;
375 for (i = 0; i < This->adapter_count; ++i)
377 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
379 HeapFree(GetProcessHeap(), 0, This);
382 return ref;
385 /* Set the shader type for this device, depending on the given capabilities,
386 * the device type, and the user preferences in wined3d_settings */
388 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
390 if (wined3d_settings.vs_mode == VS_NONE) {
391 *vs_selected = SHADER_NONE;
392 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
393 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
394 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
395 * shaders only on this card. */
396 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
397 *vs_selected = SHADER_ARB;
398 else
399 *vs_selected = SHADER_GLSL;
400 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
401 *vs_selected = SHADER_ARB;
402 } else {
403 *vs_selected = SHADER_NONE;
406 if (wined3d_settings.ps_mode == PS_NONE) {
407 *ps_selected = SHADER_NONE;
408 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
409 *ps_selected = SHADER_GLSL;
410 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
411 *ps_selected = SHADER_ARB;
412 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
413 *ps_selected = SHADER_ATI;
414 } else {
415 *ps_selected = SHADER_NONE;
419 /** Select the number of report maximum shader constants based on the selected shader modes */
420 static void select_shader_max_constants(
421 int ps_selected_mode,
422 int vs_selected_mode,
423 WineD3D_GL_Info *gl_info) {
425 switch (vs_selected_mode) {
426 case SHADER_GLSL:
427 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
428 break;
429 case SHADER_ARB:
430 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
431 break;
432 default:
433 gl_info->max_vshader_constantsF = 0;
434 break;
437 switch (ps_selected_mode) {
438 case SHADER_GLSL:
439 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
440 break;
441 case SHADER_ARB:
442 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
443 break;
444 default:
445 gl_info->max_pshader_constantsF = 0;
446 break;
450 /**********************************************************
451 * IWineD3D parts follows
452 **********************************************************/
454 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
456 GLuint prog;
457 BOOL ret = FALSE;
458 const char *testcode =
459 "!!ARBvp1.0\n"
460 "PARAM C[66] = { program.env[0..65] };\n"
461 "ADDRESS A0;"
462 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
463 "ARL A0.x, zero.x;\n"
464 "MOV result.position, C[A0.x + 65];\n"
465 "END\n";
467 while(glGetError());
468 GL_EXTCALL(glGenProgramsARB(1, &prog));
469 if(!prog) {
470 ERR("Failed to create an ARB offset limit test program\n");
472 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
473 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
474 strlen(testcode), testcode));
475 if(glGetError() != 0) {
476 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
477 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
478 ret = TRUE;
479 } else TRACE("OpenGL implementation allows offsets > 63\n");
481 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
482 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
483 checkGLcall("ARB vp offset limit test cleanup\n");
485 return ret;
488 static DWORD ver_for_ext(GL_SupportedExt ext)
490 unsigned int i;
491 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
492 if(EXTENSION_MAP[i].extension == ext) {
493 return EXTENSION_MAP[i].version;
496 return 0;
499 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
500 const char *GL_Extensions = NULL;
501 const char *WGL_Extensions = NULL;
502 const char *gl_string = NULL;
503 const char *gl_string_cursor = NULL;
504 GLint gl_max;
505 GLfloat gl_floatv[2];
506 int major = 1, minor = 0;
507 BOOL return_value = TRUE;
508 unsigned i;
509 HDC hdc;
510 unsigned int vidmem=0;
512 TRACE_(d3d_caps)("(%p)\n", gl_info);
514 ENTER_GL();
516 gl_string = (const char *) glGetString(GL_RENDERER);
517 if (!gl_string) gl_string = "None";
518 strcpy(gl_info->gl_renderer, gl_string);
520 gl_string = (const char *) glGetString(GL_VENDOR);
521 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
522 if (gl_string != NULL) {
523 /* Fill in the GL vendor */
524 if (strstr(gl_string, "NVIDIA")) {
525 gl_info->gl_vendor = VENDOR_NVIDIA;
526 } else if (strstr(gl_string, "ATI")) {
527 gl_info->gl_vendor = VENDOR_ATI;
528 } else if (strstr(gl_string, "Intel(R)") ||
529 strstr(gl_info->gl_renderer, "Intel(R)") ||
530 strstr(gl_string, "Intel Inc.")) {
531 gl_info->gl_vendor = VENDOR_INTEL;
532 } else if (strstr(gl_string, "Mesa")) {
533 gl_info->gl_vendor = VENDOR_MESA;
534 } else {
535 gl_info->gl_vendor = VENDOR_WINE;
537 } else {
538 gl_info->gl_vendor = VENDOR_WINE;
542 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
544 /* Parse the GL_VERSION field into major and minor information */
545 gl_string = (const char *) glGetString(GL_VERSION);
546 if (gl_string != NULL) {
548 /* First, parse the generic opengl version. This is supposed not to be convoluted with
549 * driver specific information
551 gl_string_cursor = gl_string;
552 major = atoi(gl_string_cursor);
553 if(major <= 0) {
554 ERR("Invalid opengl major version: %d\n", major);
556 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
557 ++gl_string_cursor;
559 if (*gl_string_cursor++ != '.') {
560 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
562 minor = atoi(gl_string_cursor);
563 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
564 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
566 /* Now parse the driver specific string which we'll report to the app */
567 switch (gl_info->gl_vendor) {
568 case VENDOR_NVIDIA:
569 gl_string_cursor = strstr(gl_string, "NVIDIA");
570 if (!gl_string_cursor) {
571 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
572 break;
575 gl_string_cursor = strstr(gl_string_cursor, " ");
576 if (!gl_string_cursor) {
577 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
578 break;
581 while (*gl_string_cursor == ' ') {
582 ++gl_string_cursor;
585 if (!*gl_string_cursor) {
586 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
587 break;
590 major = atoi(gl_string_cursor);
591 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
592 ++gl_string_cursor;
595 if (*gl_string_cursor++ != '.') {
596 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
597 break;
600 minor = atoi(gl_string_cursor);
601 minor = major*100+minor;
602 major = 10;
604 break;
606 case VENDOR_ATI:
607 major = minor = 0;
608 gl_string_cursor = strchr(gl_string, '-');
609 if (gl_string_cursor) {
610 int error = 0;
611 gl_string_cursor++;
613 /* Check if version number is of the form x.y.z */
614 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
615 error = 1;
616 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
617 error = 1;
618 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
619 error = 1;
620 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
621 error = 1;
623 /* Mark version number as malformed */
624 if (error)
625 gl_string_cursor = 0;
628 if (!gl_string_cursor)
629 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
630 else {
631 major = *gl_string_cursor - '0';
632 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
634 break;
636 case VENDOR_INTEL:
637 /* Apple and Mesa version strings look differently, but both provide intel drivers */
638 if(strstr(gl_string, "APPLE")) {
639 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
640 * We only need the first part, and use the APPLE as identification
641 * "1.2 APPLE-1.4.56"
643 gl_string_cursor = gl_string;
644 major = atoi(gl_string_cursor);
645 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
646 ++gl_string_cursor;
649 if (*gl_string_cursor++ != '.') {
650 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
651 break;
654 minor = atoi(gl_string_cursor);
655 break;
658 case VENDOR_MESA:
659 gl_string_cursor = strstr(gl_string, "Mesa");
660 gl_string_cursor = strstr(gl_string_cursor, " ");
661 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
662 if (*gl_string_cursor) {
663 char tmp[16];
664 int cursor = 0;
666 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
667 tmp[cursor++] = *gl_string_cursor;
668 ++gl_string_cursor;
670 tmp[cursor] = 0;
671 major = atoi(tmp);
673 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
674 ++gl_string_cursor;
676 cursor = 0;
677 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
678 tmp[cursor++] = *gl_string_cursor;
679 ++gl_string_cursor;
681 tmp[cursor] = 0;
682 minor = atoi(tmp);
684 break;
686 default:
687 major = 0;
688 minor = 9;
690 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
691 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
692 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
693 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
694 } else {
695 FIXME("OpenGL driver did not return version information\n");
696 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
697 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
700 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
703 * Initialize openGL extension related variables
704 * with Default values
706 memset(gl_info->supported, 0, sizeof(gl_info->supported));
707 gl_info->max_buffers = 1;
708 gl_info->max_textures = 1;
709 gl_info->max_texture_stages = 1;
710 gl_info->max_fragment_samplers = 1;
711 gl_info->max_vertex_samplers = 0;
712 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
713 gl_info->max_sampler_stages = 1;
714 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
715 gl_info->ps_arb_max_temps = 0;
716 gl_info->ps_arb_max_instructions = 0;
717 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
718 gl_info->vs_arb_max_temps = 0;
719 gl_info->vs_arb_max_instructions = 0;
720 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
721 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
722 gl_info->vs_glsl_constantsF = 0;
723 gl_info->ps_glsl_constantsF = 0;
724 gl_info->vs_arb_constantsF = 0;
725 gl_info->ps_arb_constantsF = 0;
727 /* Retrieve opengl defaults */
728 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
729 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
730 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
732 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
733 gl_info->max_lights = gl_max;
734 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
736 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
737 gl_info->max_texture_size = gl_max;
738 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
740 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
741 gl_info->max_pointsizemin = gl_floatv[0];
742 gl_info->max_pointsize = gl_floatv[1];
743 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
745 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
746 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
747 TRACE_(d3d_caps)("GL_Extensions reported:\n");
749 if (NULL == GL_Extensions) {
750 ERR(" GL_Extensions returns NULL\n");
751 } else {
752 while (*GL_Extensions != 0x00) {
753 const char *Start;
754 char ThisExtn[256];
755 size_t len;
757 while (isspace(*GL_Extensions)) GL_Extensions++;
758 Start = GL_Extensions;
759 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
760 GL_Extensions++;
763 len = GL_Extensions - Start;
764 if (len == 0 || len >= sizeof(ThisExtn))
765 continue;
767 memcpy(ThisExtn, Start, len);
768 ThisExtn[len] = '\0';
769 TRACE_(d3d_caps)("- %s\n", ThisExtn);
771 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
772 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
773 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
774 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
775 break;
780 LEAVE_GL();
782 /* Now work out what GL support this card really has */
783 #define USE_GL_FUNC(type, pfn, ext, replace) { \
784 DWORD ver = ver_for_ext(ext); \
785 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
786 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
787 else gl_info->pfn = NULL; \
789 GL_EXT_FUNCS_GEN;
790 #undef USE_GL_FUNC
792 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
793 WGL_EXT_FUNCS_GEN;
794 #undef USE_GL_FUNC
796 ENTER_GL();
797 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
798 * loading the functions, otherwise the code above will load the extension entry points instead of the
799 * core functions, which may not work
801 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
802 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
803 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
804 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
805 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
809 if (gl_info->supported[APPLE_FENCE]) {
810 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
811 * The apple extension interacts with some other apple exts. Disable the NV
812 * extension if the apple one is support to prevent confusion in other parts
813 * of the code
815 gl_info->supported[NV_FENCE] = FALSE;
817 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
818 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
820 * The enums are the same:
821 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
822 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
823 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
824 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
825 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
827 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
828 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
829 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
831 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
832 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
833 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
836 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
837 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
838 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
840 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
841 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
842 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
843 * are supported. The nv extensions provide the same functionality as the
844 * ATI one, and a bit more(signed pixelformats)
846 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
849 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
850 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
851 gl_info->max_buffers = gl_max;
852 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
854 if (gl_info->supported[ARB_MULTITEXTURE]) {
855 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
856 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
857 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
859 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
860 GLint tmp;
861 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
862 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
863 } else {
864 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
866 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
868 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
869 GLint tmp;
870 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
871 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
872 } else {
873 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
875 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
877 if (gl_info->supported[ARB_VERTEX_SHADER]) {
878 GLint tmp;
879 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
880 gl_info->max_vertex_samplers = tmp;
881 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
882 gl_info->max_combined_samplers = tmp;
884 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
885 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
886 * an issue because then the sampler setup only depends on the two shaders. If a pixel
887 * shader is used with fixed function vertex processing we're fine too because fixed function
888 * vertex processing doesn't use any samplers. If fixed function fragment processing is
889 * used we have to make sure that all vertex sampler setups are valid together with all
890 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
891 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
892 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
893 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
894 * a fixed function pipeline anymore.
896 * So this is just a check to check that our assumption holds true. If not, write a warning
897 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
899 if(gl_info->max_vertex_samplers &&
900 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
901 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
902 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
903 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
904 if( gl_info->max_combined_samplers > MAX_TEXTURES )
905 gl_info->max_vertex_samplers =
906 gl_info->max_combined_samplers - MAX_TEXTURES;
907 else
908 gl_info->max_vertex_samplers = 0;
910 } else {
911 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
913 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
914 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
916 if (gl_info->supported[ARB_VERTEX_BLEND]) {
917 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
918 gl_info->max_blends = gl_max;
919 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
921 if (gl_info->supported[EXT_TEXTURE3D]) {
922 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
923 gl_info->max_texture3d_size = gl_max;
924 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
926 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
927 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
928 gl_info->max_anisotropy = gl_max;
929 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
931 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
932 gl_info->ps_arb_version = PS_VERSION_11;
933 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
934 gl_info->ps_arb_constantsF = gl_max;
935 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
936 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
937 gl_info->ps_arb_max_temps = gl_max;
938 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
939 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
940 gl_info->ps_arb_max_instructions = gl_max;
941 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
943 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
944 gl_info->vs_arb_version = VS_VERSION_11;
945 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
946 gl_info->vs_arb_constantsF = gl_max;
947 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
948 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
949 gl_info->vs_arb_max_temps = gl_max;
950 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
951 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
952 gl_info->vs_arb_max_instructions = gl_max;
953 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
955 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
957 if (gl_info->supported[ARB_VERTEX_SHADER]) {
958 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
959 gl_info->vs_glsl_constantsF = gl_max / 4;
960 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
962 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
963 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
964 gl_info->ps_glsl_constantsF = gl_max / 4;
965 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
966 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
967 gl_info->max_glsl_varyings = gl_max;
968 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
970 if (gl_info->supported[EXT_VERTEX_SHADER]) {
971 gl_info->vs_ati_version = VS_VERSION_11;
973 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
974 gl_info->vs_nv_version = VS_VERSION_30;
975 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
976 gl_info->vs_nv_version = VS_VERSION_20;
977 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
978 gl_info->vs_nv_version = VS_VERSION_11;
979 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
980 gl_info->vs_nv_version = VS_VERSION_10;
982 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
983 gl_info->ps_nv_version = PS_VERSION_30;
984 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
985 gl_info->ps_nv_version = PS_VERSION_20;
987 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
988 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
989 } else {
990 gl_info->max_shininess = 128.0;
992 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
993 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
994 * This saves a few redundant glDisable calls
996 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
998 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
999 /* Disable NV_register_combiners and fragment shader if this is supported.
1000 * generally the NV extensions are preferred over the ATI ones, and this
1001 * extension is disabled if register_combiners and texture_shader2 are both
1002 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1003 * fragment processing support
1005 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1006 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1007 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1008 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1009 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1013 checkGLcall("extension detection\n");
1015 /* In some cases the number of texture stages can be larger than the number
1016 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1017 * shaders), but 8 texture stages (register combiners). */
1018 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1020 /* We can only use ORM_FBO when the hardware supports it. */
1021 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1022 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1023 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1026 /* MRTs are currently only supported when FBOs are used. */
1027 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1028 gl_info->max_buffers = 1;
1031 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1032 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1033 * in case of the latest videocards in the number of pixel/vertex pipelines.
1035 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1036 * rendering. Various games use this information to get a rough estimation of the features of the card
1037 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1038 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1039 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1040 * not the PCI id.
1042 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1043 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1044 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1045 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1046 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1047 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1048 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1049 * is limited.
1051 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1052 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1053 * similar 3d features.
1055 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1056 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1057 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1058 * won't pass we return a default card. This way is better than maintaining a full card database as even
1059 * without a full database we can return a card with similar features. Second the size of the database
1060 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1061 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1062 * to distinguishes between different models from that family.
1064 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1065 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1066 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1067 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1068 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1069 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1070 * memory behind our backs if really needed.
1071 * Note that the amount of video memory can be overruled using a registry setting.
1073 switch (gl_info->gl_vendor) {
1074 case VENDOR_NVIDIA:
1075 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1076 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1078 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1079 /* Geforce 200 - highend */
1080 if(strstr(gl_info->gl_renderer, "GTX 280") ||
1081 strstr(gl_info->gl_renderer, "GTX 285") ||
1082 strstr(gl_info->gl_renderer, "GTX 295"))
1084 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1085 vidmem = 1024;
1087 /* Geforce 200 - midend high */
1088 if(strstr(gl_info->gl_renderer, "GTX 275")) {
1089 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1090 vidmem = 896;
1092 /* Geforce 200 - midend */
1093 if(strstr(gl_info->gl_renderer, "GTX 260")) {
1094 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
1095 vidmem = 1024;
1097 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1098 else if(strstr(gl_info->gl_renderer, "9800") ||
1099 strstr(gl_info->gl_renderer, "GTS 150") ||
1100 strstr(gl_info->gl_renderer, "GTS 250"))
1102 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1103 vidmem = 512;
1105 /* Geforce9 - midend */
1106 else if(strstr(gl_info->gl_renderer, "9600")) {
1107 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1108 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1110 /* Geforce9 - midend low / Geforce 200 - low*/
1111 else if(strstr(gl_info->gl_renderer, "9500") ||
1112 strstr(gl_info->gl_renderer, "GT 120") ||
1113 strstr(gl_info->gl_renderer, "GT 130"))
1115 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
1116 vidmem = 256; /* The 9500GT has 256-1024MB */
1118 /* Geforce9 - lowend */
1119 else if(strstr(gl_info->gl_renderer, "9400")) {
1120 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
1121 vidmem = 256; /* The 9400GT has 256-1024MB */
1123 /* Geforce9 - lowend low */
1124 else if(strstr(gl_info->gl_renderer, "9100") ||
1125 strstr(gl_info->gl_renderer, "9200") ||
1126 strstr(gl_info->gl_renderer, "9300") ||
1127 strstr(gl_info->gl_renderer, "G 100"))
1129 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
1130 vidmem = 256; /* The 9100-9300 cards have 256MB */
1132 /* Geforce8 - highend */
1133 else if (strstr(gl_info->gl_renderer, "8800")) {
1134 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1135 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1137 /* Geforce8 - midend mobile */
1138 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1139 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1140 vidmem = 512;
1142 /* Geforce8 - midend */
1143 else if(strstr(gl_info->gl_renderer, "8600") ||
1144 strstr(gl_info->gl_renderer, "8700"))
1146 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1147 vidmem = 256;
1149 /* Geforce8 - lowend */
1150 else if(strstr(gl_info->gl_renderer, "8300") ||
1151 strstr(gl_info->gl_renderer, "8400") ||
1152 strstr(gl_info->gl_renderer, "8500"))
1154 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1155 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1157 /* Geforce7 - highend */
1158 else if(strstr(gl_info->gl_renderer, "7800") ||
1159 strstr(gl_info->gl_renderer, "7900") ||
1160 strstr(gl_info->gl_renderer, "7950") ||
1161 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1162 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1164 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1165 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1167 /* Geforce7 midend */
1168 else if(strstr(gl_info->gl_renderer, "7600") ||
1169 strstr(gl_info->gl_renderer, "7700")) {
1170 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1171 vidmem = 256; /* The 7600 uses 256-512MB */
1172 /* Geforce7 lower medium */
1173 } else if(strstr(gl_info->gl_renderer, "7400")) {
1174 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1175 vidmem = 256; /* The 7400 uses 256-512MB */
1177 /* Geforce7 lowend */
1178 else if(strstr(gl_info->gl_renderer, "7300")) {
1179 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1180 vidmem = 256; /* Mac Pros with this card have 256 MB */
1182 /* Geforce6 highend */
1183 else if(strstr(gl_info->gl_renderer, "6800"))
1185 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1186 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1188 /* Geforce6 - midend */
1189 else if(strstr(gl_info->gl_renderer, "6600") ||
1190 strstr(gl_info->gl_renderer, "6610") ||
1191 strstr(gl_info->gl_renderer, "6700"))
1193 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1194 vidmem = 128; /* A 6600GT has 128-256MB */
1196 /* Geforce6/7 lowend */
1197 else {
1198 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1199 vidmem = 64; /* */
1201 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1202 /* GeforceFX - highend */
1203 if (strstr(gl_info->gl_renderer, "5800") ||
1204 strstr(gl_info->gl_renderer, "5900") ||
1205 strstr(gl_info->gl_renderer, "5950") ||
1206 strstr(gl_info->gl_renderer, "Quadro FX"))
1208 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1209 vidmem = 256; /* 5800-5900 cards use 256MB */
1211 /* GeforceFX - midend */
1212 else if(strstr(gl_info->gl_renderer, "5600") ||
1213 strstr(gl_info->gl_renderer, "5650") ||
1214 strstr(gl_info->gl_renderer, "5700") ||
1215 strstr(gl_info->gl_renderer, "5750"))
1217 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1218 vidmem = 128; /* A 5600 uses 128-256MB */
1220 /* GeforceFX - lowend */
1221 else {
1222 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1223 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1225 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1226 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1227 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1228 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1230 else {
1231 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1232 vidmem = 64; /* Geforce3 cards have 64-128MB */
1234 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1235 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1236 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1237 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1239 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1240 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1241 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1243 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1244 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1245 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1247 else {
1248 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1249 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1251 } else {
1252 if (strstr(gl_info->gl_renderer, "TNT2")) {
1253 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1254 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1256 else {
1257 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1258 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1261 break;
1262 case VENDOR_ATI:
1263 if(WINE_D3D9_CAPABLE(gl_info)) {
1264 /* Radeon R6xx HD2900/HD3800 - highend */
1265 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1266 strstr(gl_info->gl_renderer, "HD 3870") ||
1267 strstr(gl_info->gl_renderer, "HD 3850"))
1269 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1270 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1272 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1273 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1274 strstr(gl_info->gl_renderer, "HD 3830") ||
1275 strstr(gl_info->gl_renderer, "HD 3690") ||
1276 strstr(gl_info->gl_renderer, "HD 3650"))
1278 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1279 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1281 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1282 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1283 strstr(gl_info->gl_renderer, "HD 2400") ||
1284 strstr(gl_info->gl_renderer, "HD 3470") ||
1285 strstr(gl_info->gl_renderer, "HD 3450") ||
1286 strstr(gl_info->gl_renderer, "HD 3430"))
1288 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1289 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1291 /* Radeon R6xx/R7xx integrated */
1292 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1293 strstr(gl_info->gl_renderer, "HD 3200") ||
1294 strstr(gl_info->gl_renderer, "HD 3300"))
1296 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1297 vidmem = 128; /* 128MB */
1299 /* Radeon R5xx */
1300 else if (strstr(gl_info->gl_renderer, "X1600") ||
1301 strstr(gl_info->gl_renderer, "X1650") ||
1302 strstr(gl_info->gl_renderer, "X1800") ||
1303 strstr(gl_info->gl_renderer, "X1900") ||
1304 strstr(gl_info->gl_renderer, "X1950"))
1306 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1307 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1309 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1310 else if(strstr(gl_info->gl_renderer, "X700") ||
1311 strstr(gl_info->gl_renderer, "X800") ||
1312 strstr(gl_info->gl_renderer, "X850") ||
1313 strstr(gl_info->gl_renderer, "X1300") ||
1314 strstr(gl_info->gl_renderer, "X1400") ||
1315 strstr(gl_info->gl_renderer, "X1450") ||
1316 strstr(gl_info->gl_renderer, "X1550"))
1318 gl_info->gl_card = CARD_ATI_RADEON_X700;
1319 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1321 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1322 else if(strstr(gl_info->gl_renderer, "Radeon Xpress"))
1324 gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1325 vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1327 /* Radeon R3xx */
1328 else {
1329 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1330 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1332 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1333 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1334 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1335 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1336 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1337 vidmem = 32; /* There are models with up to 64MB */
1338 } else {
1339 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1340 vidmem = 16; /* There are 16-32MB models */
1342 break;
1343 case VENDOR_INTEL:
1344 if (strstr(gl_info->gl_renderer, "GMA 950") ||
1345 strstr(gl_info->gl_renderer, "945GM")) {
1346 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1347 gl_info->gl_card = CARD_INTEL_I945GM;
1348 vidmem = 64;
1349 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1350 gl_info->gl_card = CARD_INTEL_I915GM;
1351 } else if (strstr(gl_info->gl_renderer, "915G")) {
1352 gl_info->gl_card = CARD_INTEL_I915G;
1353 } else if (strstr(gl_info->gl_renderer, "865G")) {
1354 gl_info->gl_card = CARD_INTEL_I865G;
1355 } else if (strstr(gl_info->gl_renderer, "855G")) {
1356 gl_info->gl_card = CARD_INTEL_I855G;
1357 } else if (strstr(gl_info->gl_renderer, "830G")) {
1358 gl_info->gl_card = CARD_INTEL_I830G;
1359 } else {
1360 gl_info->gl_card = CARD_INTEL_I915G;
1362 break;
1363 case VENDOR_MESA:
1364 case VENDOR_WINE:
1365 default:
1366 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1367 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1368 * them a good generic choice.
1370 gl_info->gl_vendor = VENDOR_NVIDIA;
1371 if(WINE_D3D9_CAPABLE(gl_info))
1372 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1373 else if(WINE_D3D8_CAPABLE(gl_info))
1374 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1375 else if(WINE_D3D7_CAPABLE(gl_info))
1376 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1377 else if(WINE_D3D6_CAPABLE(gl_info))
1378 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1379 else
1380 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1382 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1384 /* If we have an estimate use it, else default to 64MB; */
1385 if(vidmem)
1386 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1387 else
1388 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1390 /* Load all the lookup tables */
1391 for (i = 0; i < MAX_LOOKUPS; i++) {
1392 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1395 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1396 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1397 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1398 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1399 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1400 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1401 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1402 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1403 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1404 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1406 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1407 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1408 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1409 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1410 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1413 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1414 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1415 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1416 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1417 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1418 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1419 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1420 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1421 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1422 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1423 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1424 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1425 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1426 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1427 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1429 /* TODO: config lookups */
1431 /* Make sure there's an active HDC else the WGL extensions will fail */
1432 hdc = pwglGetCurrentDC();
1433 if (hdc) {
1434 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1435 if(GL_EXTCALL(wglGetExtensionsStringARB))
1436 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1438 if (NULL == WGL_Extensions) {
1439 ERR(" WGL_Extensions returns NULL\n");
1440 } else {
1441 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1442 while (*WGL_Extensions != 0x00) {
1443 const char *Start;
1444 char ThisExtn[256];
1445 size_t len;
1447 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1448 Start = WGL_Extensions;
1449 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1450 WGL_Extensions++;
1453 len = WGL_Extensions - Start;
1454 if (len == 0 || len >= sizeof(ThisExtn))
1455 continue;
1457 memcpy(ThisExtn, Start, len);
1458 ThisExtn[len] = '\0';
1459 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1461 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1462 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1463 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1465 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
1466 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
1467 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
1469 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1470 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1471 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1476 LEAVE_GL();
1478 return return_value;
1481 /**********************************************************
1482 * IWineD3D implementation follows
1483 **********************************************************/
1485 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1486 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1488 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
1490 return This->adapter_count;
1493 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1494 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1495 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1496 return WINED3D_OK;
1499 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1500 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1502 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1504 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1505 return NULL;
1508 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1511 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1512 of the same bpp but different resolutions */
1514 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1515 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1516 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1517 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1519 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1520 return 0;
1523 /* TODO: Store modes per adapter and read it from the adapter structure */
1524 if (Adapter == 0) { /* Display */
1525 int i = 0;
1526 int j = 0;
1528 if (!DEBUG_SINGLE_MODE) {
1529 DEVMODEW DevModeW;
1531 ZeroMemory(&DevModeW, sizeof(DevModeW));
1532 DevModeW.dmSize = sizeof(DevModeW);
1533 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1534 j++;
1535 switch (Format)
1537 case WINED3DFMT_UNKNOWN:
1538 /* This is for D3D8, do not enumerate P8 here */
1539 if (DevModeW.dmBitsPerPel == 32 ||
1540 DevModeW.dmBitsPerPel == 16) i++;
1541 break;
1542 case WINED3DFMT_X8R8G8B8:
1543 if (DevModeW.dmBitsPerPel == 32) i++;
1544 break;
1545 case WINED3DFMT_R5G6B5:
1546 if (DevModeW.dmBitsPerPel == 16) i++;
1547 break;
1548 case WINED3DFMT_P8:
1549 if (DevModeW.dmBitsPerPel == 8) i++;
1550 break;
1551 default:
1552 /* Skip other modes as they do not match the requested format */
1553 break;
1556 } else {
1557 i = 1;
1558 j = 1;
1561 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1562 return i;
1563 } else {
1564 FIXME_(d3d_caps)("Adapter not primary display\n");
1566 return 0;
1569 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1570 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1571 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1572 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1574 /* Validate the parameters as much as possible */
1575 if (NULL == pMode ||
1576 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1577 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1578 return WINED3DERR_INVALIDCALL;
1581 /* TODO: Store modes per adapter and read it from the adapter structure */
1582 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1583 DEVMODEW DevModeW;
1584 int ModeIdx = 0;
1585 UINT i = 0;
1586 int j = 0;
1588 ZeroMemory(&DevModeW, sizeof(DevModeW));
1589 DevModeW.dmSize = sizeof(DevModeW);
1591 /* If we are filtering to a specific format (D3D9), then need to skip
1592 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1593 just count through the ones with valid bit depths */
1594 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1595 switch (Format)
1597 case WINED3DFMT_UNKNOWN:
1598 /* This is D3D8. Do not enumerate P8 here */
1599 if (DevModeW.dmBitsPerPel == 32 ||
1600 DevModeW.dmBitsPerPel == 16) i++;
1601 break;
1602 case WINED3DFMT_X8R8G8B8:
1603 if (DevModeW.dmBitsPerPel == 32) i++;
1604 break;
1605 case WINED3DFMT_R5G6B5:
1606 if (DevModeW.dmBitsPerPel == 16) i++;
1607 break;
1608 case WINED3DFMT_P8:
1609 if (DevModeW.dmBitsPerPel == 8) i++;
1610 break;
1611 default:
1612 /* Modes that don't match what we support can get an early-out */
1613 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1614 return WINED3DERR_INVALIDCALL;
1618 if (i == 0) {
1619 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1620 return WINED3DERR_INVALIDCALL;
1622 ModeIdx = j - 1;
1624 /* Now get the display mode via the calculated index */
1625 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1626 pMode->Width = DevModeW.dmPelsWidth;
1627 pMode->Height = DevModeW.dmPelsHeight;
1628 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1629 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1630 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1632 if (Format == WINED3DFMT_UNKNOWN) {
1633 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1634 } else {
1635 pMode->Format = Format;
1637 } else {
1638 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1639 return WINED3DERR_INVALIDCALL;
1642 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1643 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1644 DevModeW.dmBitsPerPel);
1646 } else if (DEBUG_SINGLE_MODE) {
1647 /* Return one setting of the format requested */
1648 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1649 pMode->Width = 800;
1650 pMode->Height = 600;
1651 pMode->RefreshRate = 60;
1652 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1653 } else {
1654 FIXME_(d3d_caps)("Adapter not primary display\n");
1657 return WINED3D_OK;
1660 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1661 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1662 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1664 if (NULL == pMode ||
1665 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1666 return WINED3DERR_INVALIDCALL;
1669 if (Adapter == 0) { /* Display */
1670 int bpp = 0;
1671 DEVMODEW DevModeW;
1673 ZeroMemory(&DevModeW, sizeof(DevModeW));
1674 DevModeW.dmSize = sizeof(DevModeW);
1676 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1677 pMode->Width = DevModeW.dmPelsWidth;
1678 pMode->Height = DevModeW.dmPelsHeight;
1679 bpp = DevModeW.dmBitsPerPel;
1680 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1681 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1683 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1686 pMode->Format = pixelformat_for_depth(bpp);
1687 } else {
1688 FIXME_(d3d_caps)("Adapter not primary display\n");
1691 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1692 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1693 return WINED3D_OK;
1696 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1697 and fields being inserted in the middle, a new structure is used in place */
1698 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1699 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1700 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1702 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1704 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1705 return WINED3DERR_INVALIDCALL;
1708 /* Return the information requested */
1709 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1710 strcpy(pIdentifier->Driver, This->adapters[Adapter].driver);
1711 if(This->adapters[Adapter].gl_info.driver_description)
1712 strcpy(pIdentifier->Description, This->adapters[Adapter].gl_info.driver_description);
1713 else /* Copy default description "Direct3D HAL" */
1714 strcpy(pIdentifier->Description, This->adapters[Adapter].description);
1716 /* Note dx8 doesn't supply a DeviceName */
1717 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1718 pIdentifier->DriverVersion->u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
1719 pIdentifier->DriverVersion->u.LowPart = This->adapters[Adapter].gl_info.driver_version;
1720 *(pIdentifier->VendorId) = This->adapters[Adapter].gl_info.gl_vendor;
1721 *(pIdentifier->DeviceId) = This->adapters[Adapter].gl_info.gl_card;
1722 *(pIdentifier->SubSysId) = 0;
1723 *(pIdentifier->Revision) = 0;
1724 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1726 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1728 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1729 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1732 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1734 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1735 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1738 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1739 *(pIdentifier->WHQLLevel) = 0;
1740 } else {
1741 *(pIdentifier->WHQLLevel) = 1;
1744 return WINED3D_OK;
1747 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
1748 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1750 short redSize, greenSize, blueSize, alphaSize, colorBits;
1752 if(!cfg)
1753 return FALSE;
1755 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1756 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1758 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1759 return FALSE;
1762 if(cfg->redSize < redSize)
1763 return FALSE;
1765 if(cfg->greenSize < greenSize)
1766 return FALSE;
1768 if(cfg->blueSize < blueSize)
1769 return FALSE;
1771 if(cfg->alphaSize < alphaSize)
1772 return FALSE;
1774 return TRUE;
1775 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1776 if (format_desc->format == WINED3DFMT_R16_FLOAT)
1777 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1778 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
1779 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1780 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
1781 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1782 if (format_desc->format == WINED3DFMT_R32_FLOAT)
1783 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1784 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
1785 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1786 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
1787 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1788 } else {
1789 /* Probably a color index mode */
1790 return FALSE;
1793 return FALSE;
1796 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
1797 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1799 short depthSize, stencilSize;
1800 BOOL lockable = FALSE;
1802 if(!cfg)
1803 return FALSE;
1805 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
1807 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1808 return FALSE;
1811 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
1812 lockable = TRUE;
1814 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1815 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1816 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1817 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1818 return FALSE;
1820 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1821 * allow more stencil bits than requested. */
1822 if(cfg->stencilSize < stencilSize)
1823 return FALSE;
1825 return TRUE;
1828 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1829 WINED3DFORMAT AdapterFormat,
1830 WINED3DFORMAT RenderTargetFormat,
1831 WINED3DFORMAT DepthStencilFormat) {
1832 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1833 int nCfgs;
1834 const WineD3D_PixelFormat *cfgs;
1835 const struct WineD3DAdapter *adapter;
1836 const struct GlPixelFormatDesc *rt_format_desc;
1837 const struct GlPixelFormatDesc *ds_format_desc;
1838 int it;
1840 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1841 This, Adapter,
1842 DeviceType, debug_d3ddevicetype(DeviceType),
1843 AdapterFormat, debug_d3dformat(AdapterFormat),
1844 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1845 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1847 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1848 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1849 return WINED3DERR_INVALIDCALL;
1852 adapter = &This->adapters[Adapter];
1853 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
1854 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
1855 cfgs = adapter->cfgs;
1856 nCfgs = adapter->nCfgs;
1857 for (it = 0; it < nCfgs; ++it) {
1858 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
1860 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
1862 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1863 return WINED3D_OK;
1867 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1869 return WINED3DERR_NOTAVAILABLE;
1872 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1873 WINED3DFORMAT SurfaceFormat,
1874 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1876 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1877 const struct GlPixelFormatDesc *glDesc;
1878 const struct WineD3DAdapter *adapter;
1880 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1881 This,
1882 Adapter,
1883 DeviceType, debug_d3ddevicetype(DeviceType),
1884 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1885 Windowed,
1886 MultiSampleType,
1887 pQualityLevels);
1889 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1890 return WINED3DERR_INVALIDCALL;
1893 /* TODO: handle Windowed, add more quality levels */
1895 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1897 /* By default multisampling is disabled right now as it causes issues
1898 * on some Nvidia driver versions and it doesn't work well in combination
1899 * with FBOs yet. */
1900 if(!wined3d_settings.allow_multisampling)
1901 return WINED3DERR_NOTAVAILABLE;
1903 adapter = &This->adapters[Adapter];
1904 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
1905 if (!glDesc) return WINED3DERR_INVALIDCALL;
1907 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1908 int i, nCfgs;
1909 const WineD3D_PixelFormat *cfgs;
1911 cfgs = adapter->cfgs;
1912 nCfgs = adapter->nCfgs;
1913 for(i=0; i<nCfgs; i++) {
1914 if(cfgs[i].numSamples != MultiSampleType)
1915 continue;
1917 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
1918 continue;
1920 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1922 if(pQualityLevels)
1923 *pQualityLevels = 1; /* Guess at a value! */
1924 return WINED3D_OK;
1927 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1928 short redSize, greenSize, blueSize, alphaSize, colorBits;
1929 int i, nCfgs;
1930 const WineD3D_PixelFormat *cfgs;
1932 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1934 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1935 return WINED3DERR_NOTAVAILABLE;
1938 cfgs = adapter->cfgs;
1939 nCfgs = adapter->nCfgs;
1940 for(i=0; i<nCfgs; i++) {
1941 if(cfgs[i].numSamples != MultiSampleType)
1942 continue;
1943 if(cfgs[i].redSize != redSize)
1944 continue;
1945 if(cfgs[i].greenSize != greenSize)
1946 continue;
1947 if(cfgs[i].blueSize != blueSize)
1948 continue;
1949 if(cfgs[i].alphaSize != alphaSize)
1950 continue;
1952 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1954 if(pQualityLevels)
1955 *pQualityLevels = 1; /* Guess at a value! */
1956 return WINED3D_OK;
1959 return WINED3DERR_NOTAVAILABLE;
1962 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1963 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1965 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1966 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1967 UINT nmodes;
1969 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1970 This,
1971 Adapter,
1972 DeviceType, debug_d3ddevicetype(DeviceType),
1973 DisplayFormat, debug_d3dformat(DisplayFormat),
1974 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1975 Windowed);
1977 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1978 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1979 return WINED3DERR_INVALIDCALL;
1982 /* The task of this function is to check whether a certain display / backbuffer format
1983 * combination is available on the given adapter. In fullscreen mode microsoft specified
1984 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1985 * and display format should match exactly.
1986 * In windowed mode format conversion can occur and this depends on the driver. When format
1987 * conversion is done, this function should nevertheless fail and applications need to use
1988 * CheckDeviceFormatConversion.
1989 * At the moment we assume that fullscreen and windowed have the same capabilities */
1991 /* There are only 4 display formats */
1992 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1993 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1994 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1995 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1997 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1998 return WINED3DERR_NOTAVAILABLE;
2001 /* If the requested DisplayFormat is not available, don't continue */
2002 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2003 if(!nmodes) {
2004 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2005 return WINED3DERR_NOTAVAILABLE;
2008 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2009 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2010 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2011 return WINED3DERR_NOTAVAILABLE;
2014 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2015 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2016 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2017 return WINED3DERR_NOTAVAILABLE;
2020 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2021 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2022 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2023 return WINED3DERR_NOTAVAILABLE;
2026 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2027 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2028 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2029 return WINED3DERR_NOTAVAILABLE;
2032 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2033 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2034 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2035 return WINED3DERR_NOTAVAILABLE;
2038 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2039 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2040 if(FAILED(hr))
2041 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2043 return hr;
2047 /* Check if we support bumpmapping for a format */
2048 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2049 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2051 const struct fragment_pipeline *fp;
2053 switch(format_desc->format)
2055 case WINED3DFMT_R8G8_SNORM:
2056 case WINED3DFMT_R16G16_SNORM:
2057 case WINED3DFMT_L6V5U5:
2058 case WINED3DFMT_X8L8V8U8:
2059 case WINED3DFMT_R8G8B8A8_SNORM:
2060 /* Ask the fixed function pipeline implementation if it can deal
2061 * with the conversion. If we've got a GL extension giving native
2062 * support this will be an identity conversion. */
2063 fp = select_fragment_implementation(adapter, DeviceType);
2064 if (fp->color_fixup_supported(format_desc->color_fixup))
2066 TRACE_(d3d_caps)("[OK]\n");
2067 return TRUE;
2069 TRACE_(d3d_caps)("[FAILED]\n");
2070 return FALSE;
2072 default:
2073 TRACE_(d3d_caps)("[FAILED]\n");
2074 return FALSE;
2078 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2079 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2080 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2082 int it=0;
2084 /* Only allow depth/stencil formats */
2085 if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2087 /* Walk through all WGL pixel formats to find a match */
2088 for (it = 0; it < adapter->nCfgs; ++it)
2090 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2091 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2093 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2095 return TRUE;
2100 return FALSE;
2103 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2105 /* The flags entry of a format contains the filtering capability */
2106 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2108 return FALSE;
2111 /* Check the render target capabilities of a format */
2112 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2113 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2115 /* Filter out non-RT formats */
2116 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2118 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2119 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2120 int it;
2121 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2122 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2124 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2125 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2127 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2128 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2129 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2130 TRACE_(d3d_caps)("[FAILED]\n");
2131 return FALSE;
2134 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2135 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2136 for (it = 0; it < adapter->nCfgs; ++it)
2138 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2139 &cfgs[it], check_format_desc))
2141 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2142 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2143 return TRUE;
2146 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2147 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2148 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2149 int it;
2151 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2152 for (it = 0; it < adapter->nCfgs; ++it)
2154 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2155 &cfgs[it], check_format_desc))
2157 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2158 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2159 return TRUE;
2162 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2163 /* For now return TRUE for FBOs until we have some proper checks.
2164 * Note that this function will only be called when the format is around for texturing. */
2165 return TRUE;
2167 return FALSE;
2170 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2172 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2174 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2175 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2176 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2177 return FALSE;
2180 switch (format_desc->format)
2182 case WINED3DFMT_A8R8G8B8:
2183 case WINED3DFMT_X8R8G8B8:
2184 case WINED3DFMT_A4R4G4B4:
2185 case WINED3DFMT_L8:
2186 case WINED3DFMT_A8L8:
2187 case WINED3DFMT_DXT1:
2188 case WINED3DFMT_DXT2:
2189 case WINED3DFMT_DXT3:
2190 case WINED3DFMT_DXT4:
2191 case WINED3DFMT_DXT5:
2192 TRACE_(d3d_caps)("[OK]\n");
2193 return TRUE;
2195 default:
2196 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2197 return FALSE;
2199 return FALSE;
2202 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2203 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2205 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2206 * doing the color fixup in shaders.
2207 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2208 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2210 int vs_selected_mode;
2211 int ps_selected_mode;
2212 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2214 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2215 TRACE_(d3d_caps)("[OK]\n");
2216 return TRUE;
2220 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2221 return FALSE;
2224 /* Check if a format support blending in combination with pixel shaders */
2225 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2226 const struct GlPixelFormatDesc *format_desc)
2228 /* The flags entry of a format contains the post pixel shader blending capability */
2229 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2231 return FALSE;
2234 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2236 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2237 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2238 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2239 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2240 * capability anyway.
2242 * For now lets report this on all formats, but in the future we may want to
2243 * restrict it to some should games need that
2245 return TRUE;
2248 /* Check if a texture format is supported on the given adapter */
2249 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2250 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2252 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2253 const shader_backend_t *shader_backend;
2254 const struct fragment_pipeline *fp;
2256 switch (format_desc->format)
2258 /*****
2259 * supported: RGB(A) formats
2261 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2262 case WINED3DFMT_A8R8G8B8:
2263 case WINED3DFMT_X8R8G8B8:
2264 case WINED3DFMT_R5G6B5:
2265 case WINED3DFMT_X1R5G5B5:
2266 case WINED3DFMT_A1R5G5B5:
2267 case WINED3DFMT_A4R4G4B4:
2268 case WINED3DFMT_A8_UNORM:
2269 case WINED3DFMT_X4R4G4B4:
2270 case WINED3DFMT_R8G8B8A8_UNORM:
2271 case WINED3DFMT_X8B8G8R8:
2272 case WINED3DFMT_A2R10G10B10:
2273 case WINED3DFMT_R10G10B10A2_UNORM:
2274 case WINED3DFMT_R16G16_UNORM:
2275 TRACE_(d3d_caps)("[OK]\n");
2276 return TRUE;
2278 case WINED3DFMT_R3G3B2:
2279 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2280 return FALSE;
2282 /*****
2283 * supported: Palettized
2285 case WINED3DFMT_P8:
2286 TRACE_(d3d_caps)("[OK]\n");
2287 return TRUE;
2288 /* No Windows driver offers A8P8, so don't offer it either */
2289 case WINED3DFMT_A8P8:
2290 return FALSE;
2292 /*****
2293 * Supported: (Alpha)-Luminance
2295 case WINED3DFMT_L8:
2296 case WINED3DFMT_A8L8:
2297 case WINED3DFMT_L16:
2298 TRACE_(d3d_caps)("[OK]\n");
2299 return TRUE;
2301 /* Not supported on Windows, thus disabled */
2302 case WINED3DFMT_A4L4:
2303 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2304 return FALSE;
2306 /*****
2307 * Supported: Depth/Stencil formats
2309 case WINED3DFMT_D16_LOCKABLE:
2310 case WINED3DFMT_D16_UNORM:
2311 case WINED3DFMT_D15S1:
2312 case WINED3DFMT_D24X8:
2313 case WINED3DFMT_D24X4S4:
2314 case WINED3DFMT_D24S8:
2315 case WINED3DFMT_D24FS8:
2316 case WINED3DFMT_D32:
2317 case WINED3DFMT_D32F_LOCKABLE:
2318 return TRUE;
2320 /*****
2321 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2322 * GL_NV_texture_shader). Emulated by shaders
2324 case WINED3DFMT_R8G8_SNORM:
2325 case WINED3DFMT_X8L8V8U8:
2326 case WINED3DFMT_L6V5U5:
2327 case WINED3DFMT_R8G8B8A8_SNORM:
2328 case WINED3DFMT_R16G16_SNORM:
2329 /* Ask the shader backend if it can deal with the conversion. If
2330 * we've got a GL extension giving native support this will be an
2331 * identity conversion. */
2332 shader_backend = select_shader_backend(adapter, DeviceType);
2333 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2335 TRACE_(d3d_caps)("[OK]\n");
2336 return TRUE;
2338 TRACE_(d3d_caps)("[FAILED]\n");
2339 return FALSE;
2341 case WINED3DFMT_DXT1:
2342 case WINED3DFMT_DXT2:
2343 case WINED3DFMT_DXT3:
2344 case WINED3DFMT_DXT4:
2345 case WINED3DFMT_DXT5:
2346 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2347 TRACE_(d3d_caps)("[OK]\n");
2348 return TRUE;
2350 TRACE_(d3d_caps)("[FAILED]\n");
2351 return FALSE;
2354 /*****
2355 * Odd formats - not supported
2357 case WINED3DFMT_VERTEXDATA:
2358 case WINED3DFMT_R16_UINT:
2359 case WINED3DFMT_R32_UINT:
2360 case WINED3DFMT_R16G16B16A16_SNORM:
2361 case WINED3DFMT_A2W10V10U10:
2362 case WINED3DFMT_W11V11U10:
2363 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2364 return FALSE;
2366 /*****
2367 * WINED3DFMT_CxV8U8: Not supported right now
2369 case WINED3DFMT_CxV8U8:
2370 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2371 return FALSE;
2373 /* YUV formats */
2374 case WINED3DFMT_UYVY:
2375 case WINED3DFMT_YUY2:
2376 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2377 TRACE_(d3d_caps)("[OK]\n");
2378 return TRUE;
2380 TRACE_(d3d_caps)("[FAILED]\n");
2381 return FALSE;
2382 case WINED3DFMT_YV12:
2383 TRACE_(d3d_caps)("[FAILED]\n");
2384 return FALSE;
2386 /* Not supported */
2387 case WINED3DFMT_R16G16B16A16_UNORM:
2388 case WINED3DFMT_A8R3G3B2:
2389 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2390 return FALSE;
2392 /* Floating point formats */
2393 case WINED3DFMT_R16_FLOAT:
2394 case WINED3DFMT_R16G16B16A16_FLOAT:
2395 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2396 TRACE_(d3d_caps)("[OK]\n");
2397 return TRUE;
2399 TRACE_(d3d_caps)("[FAILED]\n");
2400 return FALSE;
2402 case WINED3DFMT_R32_FLOAT:
2403 case WINED3DFMT_R32G32B32A32_FLOAT:
2404 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2405 TRACE_(d3d_caps)("[OK]\n");
2406 return TRUE;
2408 TRACE_(d3d_caps)("[FAILED]\n");
2409 return FALSE;
2411 case WINED3DFMT_R16G16_FLOAT:
2412 case WINED3DFMT_R32G32_FLOAT:
2413 if(GL_SUPPORT(ARB_TEXTURE_RG)) {
2414 TRACE_(d3d_caps)("[OK]\n");
2415 return TRUE;
2417 TRACE_(d3d_caps)("[FAILED]\n");
2418 return FALSE;
2420 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2421 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2422 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2423 * We can do instancing with all shader versions, but we need vertex shaders.
2425 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2426 * to enable instancing. WineD3D doesn't need that and just ignores it.
2428 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2430 case WINEMAKEFOURCC('I','N','S','T'):
2431 TRACE("ATI Instancing check hack\n");
2432 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2433 TRACE_(d3d_caps)("[OK]\n");
2434 return TRUE;
2436 TRACE_(d3d_caps)("[FAILED]\n");
2437 return FALSE;
2439 /* Some weird FOURCC formats */
2440 case WINED3DFMT_R8G8_B8G8:
2441 case WINED3DFMT_G8R8_G8B8:
2442 case WINED3DFMT_MULTI2_ARGB8:
2443 TRACE_(d3d_caps)("[FAILED]\n");
2444 return FALSE;
2446 /* Vendor specific formats */
2447 case WINED3DFMT_ATI2N:
2448 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2449 shader_backend = select_shader_backend(adapter, DeviceType);
2450 fp = select_fragment_implementation(adapter, DeviceType);
2451 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
2452 && fp->color_fixup_supported(format_desc->color_fixup))
2454 TRACE_(d3d_caps)("[OK]\n");
2455 return TRUE;
2458 TRACE_(d3d_caps)("[OK]\n");
2459 return TRUE;
2461 TRACE_(d3d_caps)("[FAILED]\n");
2462 return FALSE;
2464 case WINED3DFMT_NVHU:
2465 case WINED3DFMT_NVHS:
2466 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2467 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2468 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2469 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2470 * Applications have to deal with not having NVHS and NVHU.
2472 TRACE_(d3d_caps)("[FAILED]\n");
2473 return FALSE;
2475 case WINED3DFMT_UNKNOWN:
2476 return FALSE;
2478 default:
2479 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
2480 break;
2482 return FALSE;
2485 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
2486 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
2488 const struct blit_shader *blitter;
2490 if(SurfaceType == SURFACE_GDI) {
2491 switch(check_format_desc->format)
2493 case WINED3DFMT_R8G8B8:
2494 case WINED3DFMT_A8R8G8B8:
2495 case WINED3DFMT_X8R8G8B8:
2496 case WINED3DFMT_R5G6B5:
2497 case WINED3DFMT_X1R5G5B5:
2498 case WINED3DFMT_A1R5G5B5:
2499 case WINED3DFMT_A4R4G4B4:
2500 case WINED3DFMT_R3G3B2:
2501 case WINED3DFMT_A8_UNORM:
2502 case WINED3DFMT_A8R3G3B2:
2503 case WINED3DFMT_X4R4G4B4:
2504 case WINED3DFMT_R10G10B10A2_UNORM:
2505 case WINED3DFMT_R8G8B8A8_UNORM:
2506 case WINED3DFMT_X8B8G8R8:
2507 case WINED3DFMT_R16G16_UNORM:
2508 case WINED3DFMT_A2R10G10B10:
2509 case WINED3DFMT_R16G16B16A16_UNORM:
2510 case WINED3DFMT_P8:
2511 TRACE_(d3d_caps)("[OK]\n");
2512 return TRUE;
2513 default:
2514 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2515 return FALSE;
2519 /* All format that are supported for textures are supported for surfaces as well */
2520 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
2521 /* All depth stencil formats are supported on surfaces */
2522 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
2524 /* If opengl can't process the format natively, the blitter may be able to convert it */
2525 blitter = select_blit_implementation(adapter, DeviceType);
2526 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
2528 TRACE_(d3d_caps)("[OK]\n");
2529 return TRUE;
2532 /* Reject other formats */
2533 TRACE_(d3d_caps)("[FAILED]\n");
2534 return FALSE;
2537 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2539 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2541 if (!GL_LIMITS(vertex_samplers)) {
2542 TRACE_(d3d_caps)("[FAILED]\n");
2543 return FALSE;
2546 switch (format_desc->format)
2548 case WINED3DFMT_R32G32B32A32_FLOAT:
2549 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2550 TRACE_(d3d_caps)("[FAILED]\n");
2551 return FALSE;
2553 TRACE_(d3d_caps)("[OK]\n");
2554 return TRUE;
2556 default:
2557 TRACE_(d3d_caps)("[FAILED]\n");
2558 return FALSE;
2560 return FALSE;
2563 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2564 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2565 WINED3DSURFTYPE SurfaceType) {
2566 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2567 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
2568 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2569 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
2570 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
2571 DWORD UsageCaps = 0;
2573 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2574 This,
2575 Adapter,
2576 DeviceType, debug_d3ddevicetype(DeviceType),
2577 AdapterFormat, debug_d3dformat(AdapterFormat),
2578 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2579 RType, debug_d3dresourcetype(RType),
2580 CheckFormat, debug_d3dformat(CheckFormat));
2582 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2583 return WINED3DERR_INVALIDCALL;
2586 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2588 if(SurfaceType != SURFACE_OPENGL) {
2589 TRACE("[FAILED]\n");
2590 return WINED3DERR_NOTAVAILABLE;
2593 /* Cubetexture allows:
2594 * - D3DUSAGE_AUTOGENMIPMAP
2595 * - D3DUSAGE_DEPTHSTENCIL
2596 * - D3DUSAGE_DYNAMIC
2597 * - D3DUSAGE_NONSECURE (d3d9ex)
2598 * - D3DUSAGE_RENDERTARGET
2599 * - D3DUSAGE_SOFTWAREPROCESSING
2600 * - D3DUSAGE_QUERY_WRAPANDMIP
2602 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2603 /* Check if the texture format is around */
2604 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2606 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2607 /* Check for automatic mipmap generation support */
2608 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2609 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2610 } else {
2611 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2612 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2616 /* Always report dynamic locking */
2617 if(Usage & WINED3DUSAGE_DYNAMIC)
2618 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2620 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2621 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2623 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2624 } else {
2625 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2626 return WINED3DERR_NOTAVAILABLE;
2630 /* Always report software processing */
2631 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2632 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2634 /* Check QUERY_FILTER support */
2635 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2636 if (CheckFilterCapability(adapter, format_desc))
2638 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2639 } else {
2640 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2641 return WINED3DERR_NOTAVAILABLE;
2645 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2646 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2647 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2649 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2650 } else {
2651 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2652 return WINED3DERR_NOTAVAILABLE;
2656 /* Check QUERY_SRGBREAD support */
2657 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2658 if (CheckSrgbReadCapability(adapter, format_desc))
2660 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2661 } else {
2662 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2663 return WINED3DERR_NOTAVAILABLE;
2667 /* Check QUERY_SRGBWRITE support */
2668 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2669 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2671 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2672 } else {
2673 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2674 return WINED3DERR_NOTAVAILABLE;
2678 /* Check QUERY_VERTEXTEXTURE support */
2679 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2680 if (CheckVertexTextureCapability(adapter, format_desc))
2682 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2683 } else {
2684 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2685 return WINED3DERR_NOTAVAILABLE;
2689 /* Check QUERY_WRAPANDMIP support */
2690 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2691 if (CheckWrapAndMipCapability(adapter, format_desc))
2693 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2694 } else {
2695 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2696 return WINED3DERR_NOTAVAILABLE;
2699 } else {
2700 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2701 return WINED3DERR_NOTAVAILABLE;
2703 } else {
2704 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2705 return WINED3DERR_NOTAVAILABLE;
2707 } else if(RType == WINED3DRTYPE_SURFACE) {
2708 /* Surface allows:
2709 * - D3DUSAGE_DEPTHSTENCIL
2710 * - D3DUSAGE_NONSECURE (d3d9ex)
2711 * - D3DUSAGE_RENDERTARGET
2714 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
2716 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2717 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2719 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2720 } else {
2721 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2722 return WINED3DERR_NOTAVAILABLE;
2726 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2727 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2729 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2730 } else {
2731 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2732 return WINED3DERR_NOTAVAILABLE;
2736 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2737 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2738 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2740 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2741 } else {
2742 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2743 return WINED3DERR_NOTAVAILABLE;
2746 } else {
2747 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2748 return WINED3DERR_NOTAVAILABLE;
2751 } else if(RType == WINED3DRTYPE_TEXTURE) {
2752 /* Texture allows:
2753 * - D3DUSAGE_AUTOGENMIPMAP
2754 * - D3DUSAGE_DEPTHSTENCIL
2755 * - D3DUSAGE_DMAP
2756 * - D3DUSAGE_DYNAMIC
2757 * - D3DUSAGE_NONSECURE (d3d9ex)
2758 * - D3DUSAGE_RENDERTARGET
2759 * - D3DUSAGE_SOFTWAREPROCESSING
2760 * - D3DUSAGE_TEXTAPI (d3d9ex)
2761 * - D3DUSAGE_QUERY_WRAPANDMIP
2764 if(SurfaceType != SURFACE_OPENGL) {
2765 TRACE("[FAILED]\n");
2766 return WINED3DERR_NOTAVAILABLE;
2769 /* Check if the texture format is around */
2770 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2772 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2773 /* Check for automatic mipmap generation support */
2774 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2775 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2776 } else {
2777 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2778 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2782 /* Always report dynamic locking */
2783 if(Usage & WINED3DUSAGE_DYNAMIC)
2784 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2786 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2787 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2789 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2790 } else {
2791 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2792 return WINED3DERR_NOTAVAILABLE;
2796 /* Always report software processing */
2797 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2798 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2800 /* Check QUERY_FILTER support */
2801 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2802 if (CheckFilterCapability(adapter, format_desc))
2804 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2805 } else {
2806 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2807 return WINED3DERR_NOTAVAILABLE;
2811 /* Check QUERY_LEGACYBUMPMAP support */
2812 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2813 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
2815 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2816 } else {
2817 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2818 return WINED3DERR_NOTAVAILABLE;
2822 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2823 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2824 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2826 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2827 } else {
2828 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2829 return WINED3DERR_NOTAVAILABLE;
2833 /* Check QUERY_SRGBREAD support */
2834 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2835 if (CheckSrgbReadCapability(adapter, format_desc))
2837 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2838 } else {
2839 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2840 return WINED3DERR_NOTAVAILABLE;
2844 /* Check QUERY_SRGBWRITE support */
2845 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2846 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2848 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2849 } else {
2850 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2851 return WINED3DERR_NOTAVAILABLE;
2855 /* Check QUERY_VERTEXTEXTURE support */
2856 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2857 if (CheckVertexTextureCapability(adapter, format_desc))
2859 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2860 } else {
2861 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2862 return WINED3DERR_NOTAVAILABLE;
2866 /* Check QUERY_WRAPANDMIP support */
2867 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2868 if (CheckWrapAndMipCapability(adapter, format_desc))
2870 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2871 } else {
2872 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2873 return WINED3DERR_NOTAVAILABLE;
2877 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2878 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2880 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2881 } else {
2882 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2883 return WINED3DERR_NOTAVAILABLE;
2886 } else {
2887 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2888 return WINED3DERR_NOTAVAILABLE;
2890 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2891 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2892 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2894 * Volumetexture allows:
2895 * - D3DUSAGE_DYNAMIC
2896 * - D3DUSAGE_NONSECURE (d3d9ex)
2897 * - D3DUSAGE_SOFTWAREPROCESSING
2898 * - D3DUSAGE_QUERY_WRAPANDMIP
2901 if(SurfaceType != SURFACE_OPENGL) {
2902 TRACE("[FAILED]\n");
2903 return WINED3DERR_NOTAVAILABLE;
2906 /* Check volume texture and volume usage caps */
2907 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2908 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
2910 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2911 return WINED3DERR_NOTAVAILABLE;
2914 /* Always report dynamic locking */
2915 if(Usage & WINED3DUSAGE_DYNAMIC)
2916 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2918 /* Always report software processing */
2919 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2920 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2922 /* Check QUERY_FILTER support */
2923 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2924 if (CheckFilterCapability(adapter, format_desc))
2926 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2927 } else {
2928 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2929 return WINED3DERR_NOTAVAILABLE;
2933 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2934 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2935 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2937 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2938 } else {
2939 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2940 return WINED3DERR_NOTAVAILABLE;
2944 /* Check QUERY_SRGBREAD support */
2945 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2946 if (CheckSrgbReadCapability(adapter, format_desc))
2948 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2949 } else {
2950 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2951 return WINED3DERR_NOTAVAILABLE;
2955 /* Check QUERY_SRGBWRITE support */
2956 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2957 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2959 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2960 } else {
2961 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2962 return WINED3DERR_NOTAVAILABLE;
2966 /* Check QUERY_VERTEXTEXTURE support */
2967 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2968 if (CheckVertexTextureCapability(adapter, format_desc))
2970 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2971 } else {
2972 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2973 return WINED3DERR_NOTAVAILABLE;
2977 /* Check QUERY_WRAPANDMIP support */
2978 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2979 if (CheckWrapAndMipCapability(adapter, format_desc))
2981 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2982 } else {
2983 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2984 return WINED3DERR_NOTAVAILABLE;
2987 } else {
2988 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2989 return WINED3DERR_NOTAVAILABLE;
2992 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2993 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2994 * app needing one of those formats, don't advertize them to avoid leading apps into
2995 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2996 * except of R32F.
2998 switch(CheckFormat) {
2999 case WINED3DFMT_P8:
3000 case WINED3DFMT_A4L4:
3001 case WINED3DFMT_R32_FLOAT:
3002 case WINED3DFMT_R16_FLOAT:
3003 case WINED3DFMT_X8L8V8U8:
3004 case WINED3DFMT_L6V5U5:
3005 case WINED3DFMT_R16G16_UNORM:
3006 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3007 return WINED3DERR_NOTAVAILABLE;
3009 case WINED3DFMT_R8G8B8A8_SNORM:
3010 case WINED3DFMT_R16G16_SNORM:
3011 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3012 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3013 return WINED3DERR_NOTAVAILABLE;
3015 break;
3017 case WINED3DFMT_R8G8_SNORM:
3018 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3019 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3020 return WINED3DERR_NOTAVAILABLE;
3022 break;
3024 case WINED3DFMT_DXT1:
3025 case WINED3DFMT_DXT2:
3026 case WINED3DFMT_DXT3:
3027 case WINED3DFMT_DXT4:
3028 case WINED3DFMT_DXT5:
3029 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3030 * compressed texture results in an error. While the D3D refrast does
3031 * support s3tc volumes, at least the nvidia windows driver does not, so
3032 * we're free not to support this format.
3034 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3035 return WINED3DERR_NOTAVAILABLE;
3037 default:
3038 /* Do nothing, continue with checking the format below */
3039 break;
3041 } else if(RType == WINED3DRTYPE_BUFFER){
3042 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3043 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3044 return WINED3DERR_NOTAVAILABLE;
3047 /* This format is nothing special and it is supported perfectly.
3048 * However, ati and nvidia driver on windows do not mark this format as
3049 * supported (tested with the dxCapsViewer) and pretending to
3050 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3051 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3052 * Enable it on dx7. It will need additional checking on dx10 when we support it.
3054 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3055 TRACE_(d3d_caps)("[FAILED]\n");
3056 return WINED3DERR_NOTAVAILABLE;
3059 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3060 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3061 * usage flags match. */
3062 if(UsageCaps == Usage) {
3063 return WINED3D_OK;
3064 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3065 return WINED3DOK_NOAUTOGEN;
3066 } else {
3067 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
3068 return WINED3DERR_NOTAVAILABLE;
3072 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3073 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3074 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3076 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3077 This,
3078 Adapter,
3079 DeviceType, debug_d3ddevicetype(DeviceType),
3080 SourceFormat, debug_d3dformat(SourceFormat),
3081 TargetFormat, debug_d3dformat(TargetFormat));
3082 return WINED3D_OK;
3085 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3087 const shader_backend_t *ret;
3088 int vs_selected_mode;
3089 int ps_selected_mode;
3091 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3092 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3093 ret = &glsl_shader_backend;
3094 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3095 ret = &arb_program_shader_backend;
3096 } else {
3097 ret = &none_shader_backend;
3099 return ret;
3102 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3103 WINED3DDEVTYPE DeviceType)
3105 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3106 int vs_selected_mode;
3107 int ps_selected_mode;
3109 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3110 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3111 return &arbfp_fragment_pipeline;
3112 } else if(ps_selected_mode == SHADER_ATI) {
3113 return &atifs_fragment_pipeline;
3114 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3115 return &nvts_fragment_pipeline;
3116 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3117 return &nvrc_fragment_pipeline;
3118 } else {
3119 return &ffp_fragment_pipeline;
3123 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3125 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3126 int vs_selected_mode;
3127 int ps_selected_mode;
3129 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3130 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3131 return &arbfp_blit;
3132 } else {
3133 return &ffp_blit;
3137 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3138 subset of a D3DCAPS9 structure. However, it has to come via a void *
3139 as the d3d8 interface cannot import the d3d9 header */
3140 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3142 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3143 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3144 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3145 int vs_selected_mode;
3146 int ps_selected_mode;
3147 struct shader_caps shader_caps;
3148 struct fragment_caps fragment_caps;
3149 const shader_backend_t *shader_backend;
3150 const struct fragment_pipeline *frag_pipeline = NULL;
3151 DWORD ckey_caps, blit_caps, fx_caps;
3153 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3155 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3156 return WINED3DERR_INVALIDCALL;
3159 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3161 /* This function should *not* be modifying GL caps
3162 * TODO: move the functionality where it belongs */
3163 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3165 /* ------------------------------------------------
3166 The following fields apply to both d3d8 and d3d9
3167 ------------------------------------------------ */
3168 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3169 pCaps->AdapterOrdinal = Adapter;
3171 pCaps->Caps = 0;
3172 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3173 WINED3DCAPS2_FULLSCREENGAMMA |
3174 WINED3DCAPS2_DYNAMICTEXTURES;
3175 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3176 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3179 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3180 WINED3DCAPS3_COPY_TO_VIDMEM |
3181 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3183 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3184 WINED3DPRESENT_INTERVAL_ONE;
3186 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3187 WINED3DCURSORCAPS_LOWRES;
3189 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3190 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3191 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3192 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3193 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3194 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3195 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3196 WINED3DDEVCAPS_PUREDEVICE |
3197 WINED3DDEVCAPS_HWRASTERIZATION |
3198 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3199 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3200 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3201 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3202 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3203 WINED3DDEVCAPS_RTPATCHES;
3205 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3206 WINED3DPMISCCAPS_CULLCCW |
3207 WINED3DPMISCCAPS_CULLCW |
3208 WINED3DPMISCCAPS_COLORWRITEENABLE |
3209 WINED3DPMISCCAPS_CLIPTLVERTS |
3210 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3211 WINED3DPMISCCAPS_MASKZ |
3212 WINED3DPMISCCAPS_BLENDOP |
3213 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3214 /* TODO:
3215 WINED3DPMISCCAPS_NULLREFERENCE
3216 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3217 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3218 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3219 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3221 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3222 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3224 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3225 WINED3DPRASTERCAPS_PAT |
3226 WINED3DPRASTERCAPS_WFOG |
3227 WINED3DPRASTERCAPS_ZFOG |
3228 WINED3DPRASTERCAPS_FOGVERTEX |
3229 WINED3DPRASTERCAPS_FOGTABLE |
3230 WINED3DPRASTERCAPS_STIPPLE |
3231 WINED3DPRASTERCAPS_SUBPIXEL |
3232 WINED3DPRASTERCAPS_ZTEST |
3233 WINED3DPRASTERCAPS_SCISSORTEST |
3234 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3235 WINED3DPRASTERCAPS_DEPTHBIAS;
3237 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3238 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3239 WINED3DPRASTERCAPS_ZBIAS |
3240 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3242 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3243 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3245 /* FIXME Add:
3246 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3247 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3248 WINED3DPRASTERCAPS_ANTIALIASEDGES
3249 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3250 WINED3DPRASTERCAPS_WBUFFER */
3252 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3253 WINED3DPCMPCAPS_EQUAL |
3254 WINED3DPCMPCAPS_GREATER |
3255 WINED3DPCMPCAPS_GREATEREQUAL |
3256 WINED3DPCMPCAPS_LESS |
3257 WINED3DPCMPCAPS_LESSEQUAL |
3258 WINED3DPCMPCAPS_NEVER |
3259 WINED3DPCMPCAPS_NOTEQUAL;
3261 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3262 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3263 WINED3DPBLENDCAPS_DESTALPHA |
3264 WINED3DPBLENDCAPS_DESTCOLOR |
3265 WINED3DPBLENDCAPS_INVDESTALPHA |
3266 WINED3DPBLENDCAPS_INVDESTCOLOR |
3267 WINED3DPBLENDCAPS_INVSRCALPHA |
3268 WINED3DPBLENDCAPS_INVSRCCOLOR |
3269 WINED3DPBLENDCAPS_ONE |
3270 WINED3DPBLENDCAPS_SRCALPHA |
3271 WINED3DPBLENDCAPS_SRCALPHASAT |
3272 WINED3DPBLENDCAPS_SRCCOLOR |
3273 WINED3DPBLENDCAPS_ZERO;
3275 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3276 WINED3DPBLENDCAPS_DESTCOLOR |
3277 WINED3DPBLENDCAPS_INVDESTALPHA |
3278 WINED3DPBLENDCAPS_INVDESTCOLOR |
3279 WINED3DPBLENDCAPS_INVSRCALPHA |
3280 WINED3DPBLENDCAPS_INVSRCCOLOR |
3281 WINED3DPBLENDCAPS_ONE |
3282 WINED3DPBLENDCAPS_SRCALPHA |
3283 WINED3DPBLENDCAPS_SRCCOLOR |
3284 WINED3DPBLENDCAPS_ZERO;
3285 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3286 * according to the glBlendFunc manpage
3288 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3289 * legacy settings for srcblend only
3292 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3293 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3294 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3298 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3299 WINED3DPCMPCAPS_EQUAL |
3300 WINED3DPCMPCAPS_GREATER |
3301 WINED3DPCMPCAPS_GREATEREQUAL |
3302 WINED3DPCMPCAPS_LESS |
3303 WINED3DPCMPCAPS_LESSEQUAL |
3304 WINED3DPCMPCAPS_NEVER |
3305 WINED3DPCMPCAPS_NOTEQUAL;
3307 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3308 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3309 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3310 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3311 WINED3DPSHADECAPS_COLORFLATRGB |
3312 WINED3DPSHADECAPS_FOGFLAT |
3313 WINED3DPSHADECAPS_FOGGOURAUD |
3314 WINED3DPSHADECAPS_SPECULARFLATRGB;
3316 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3317 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3318 WINED3DPTEXTURECAPS_TRANSPARENCY |
3319 WINED3DPTEXTURECAPS_BORDER |
3320 WINED3DPTEXTURECAPS_MIPMAP |
3321 WINED3DPTEXTURECAPS_PROJECTED |
3322 WINED3DPTEXTURECAPS_PERSPECTIVE;
3324 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3325 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3326 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3329 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3330 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3331 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3332 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3335 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3336 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3337 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3338 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3342 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3343 WINED3DPTFILTERCAPS_MAGFPOINT |
3344 WINED3DPTFILTERCAPS_MINFLINEAR |
3345 WINED3DPTFILTERCAPS_MINFPOINT |
3346 WINED3DPTFILTERCAPS_MIPFLINEAR |
3347 WINED3DPTFILTERCAPS_MIPFPOINT |
3348 WINED3DPTFILTERCAPS_LINEAR |
3349 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3350 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3351 WINED3DPTFILTERCAPS_MIPLINEAR |
3352 WINED3DPTFILTERCAPS_MIPNEAREST |
3353 WINED3DPTFILTERCAPS_NEAREST;
3355 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3356 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3357 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3360 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3361 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3362 WINED3DPTFILTERCAPS_MAGFPOINT |
3363 WINED3DPTFILTERCAPS_MINFLINEAR |
3364 WINED3DPTFILTERCAPS_MINFPOINT |
3365 WINED3DPTFILTERCAPS_MIPFLINEAR |
3366 WINED3DPTFILTERCAPS_MIPFPOINT |
3367 WINED3DPTFILTERCAPS_LINEAR |
3368 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3369 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3370 WINED3DPTFILTERCAPS_MIPLINEAR |
3371 WINED3DPTFILTERCAPS_MIPNEAREST |
3372 WINED3DPTFILTERCAPS_NEAREST;
3374 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3375 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3376 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3378 } else
3379 pCaps->CubeTextureFilterCaps = 0;
3381 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3382 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3383 WINED3DPTFILTERCAPS_MAGFPOINT |
3384 WINED3DPTFILTERCAPS_MINFLINEAR |
3385 WINED3DPTFILTERCAPS_MINFPOINT |
3386 WINED3DPTFILTERCAPS_MIPFLINEAR |
3387 WINED3DPTFILTERCAPS_MIPFPOINT |
3388 WINED3DPTFILTERCAPS_LINEAR |
3389 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3390 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3391 WINED3DPTFILTERCAPS_MIPLINEAR |
3392 WINED3DPTFILTERCAPS_MIPNEAREST |
3393 WINED3DPTFILTERCAPS_NEAREST;
3394 } else
3395 pCaps->VolumeTextureFilterCaps = 0;
3397 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3398 WINED3DPTADDRESSCAPS_CLAMP |
3399 WINED3DPTADDRESSCAPS_WRAP;
3401 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3402 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3404 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3405 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3407 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3408 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3411 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3412 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3413 WINED3DPTADDRESSCAPS_CLAMP |
3414 WINED3DPTADDRESSCAPS_WRAP;
3415 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3416 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3418 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3419 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3421 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3422 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3424 } else
3425 pCaps->VolumeTextureAddressCaps = 0;
3427 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3428 WINED3DLINECAPS_ZTEST |
3429 WINED3DLINECAPS_BLEND |
3430 WINED3DLINECAPS_ALPHACMP |
3431 WINED3DLINECAPS_FOG;
3432 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3433 * idea how generating the smoothing alpha values works; the result is different
3436 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3437 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3439 if(GL_SUPPORT(EXT_TEXTURE3D))
3440 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3441 else
3442 pCaps->MaxVolumeExtent = 0;
3444 pCaps->MaxTextureRepeat = 32768;
3445 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3446 pCaps->MaxVertexW = 1.0;
3448 pCaps->GuardBandLeft = 0;
3449 pCaps->GuardBandTop = 0;
3450 pCaps->GuardBandRight = 0;
3451 pCaps->GuardBandBottom = 0;
3453 pCaps->ExtentsAdjust = 0;
3455 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3456 WINED3DSTENCILCAPS_INCRSAT |
3457 WINED3DSTENCILCAPS_INVERT |
3458 WINED3DSTENCILCAPS_KEEP |
3459 WINED3DSTENCILCAPS_REPLACE |
3460 WINED3DSTENCILCAPS_ZERO;
3461 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3462 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3463 WINED3DSTENCILCAPS_INCR;
3465 if ( This->dxVersion > 8 &&
3466 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3467 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3468 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3471 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3473 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3474 pCaps->MaxActiveLights = GL_LIMITS(lights);
3476 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3477 pCaps->MaxVertexBlendMatrixIndex = 0;
3479 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3480 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3483 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3484 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3485 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3486 WINED3DVTXPCAPS_LOCALVIEWER |
3487 WINED3DVTXPCAPS_VERTEXFOG |
3488 WINED3DVTXPCAPS_TEXGEN;
3489 /* FIXME: Add
3490 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3492 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3493 pCaps->MaxVertexIndex = 0xFFFFF;
3494 pCaps->MaxStreams = MAX_STREAMS;
3495 pCaps->MaxStreamStride = 1024;
3497 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3498 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3499 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3500 pCaps->MaxNpatchTessellationLevel = 0;
3501 pCaps->MasterAdapterOrdinal = 0;
3502 pCaps->AdapterOrdinalInGroup = 0;
3503 pCaps->NumberOfAdaptersInGroup = 1;
3505 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3507 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3508 WINED3DPTFILTERCAPS_MAGFPOINT |
3509 WINED3DPTFILTERCAPS_MINFLINEAR |
3510 WINED3DPTFILTERCAPS_MAGFLINEAR;
3511 pCaps->VertexTextureFilterCaps = 0;
3513 memset(&shader_caps, 0, sizeof(shader_caps));
3514 shader_backend = select_shader_backend(adapter, DeviceType);
3515 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3517 memset(&fragment_caps, 0, sizeof(fragment_caps));
3518 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3519 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
3521 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3522 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3524 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3525 * Ignore shader model capabilities if disabled in config
3527 if(vs_selected_mode == SHADER_NONE) {
3528 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3529 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3530 pCaps->MaxVertexShaderConst = 0;
3531 } else {
3532 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3533 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3536 if(ps_selected_mode == SHADER_NONE) {
3537 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3538 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3539 pCaps->PixelShader1xMaxValue = 0.0;
3540 } else {
3541 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3542 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3545 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3546 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3547 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3549 pCaps->VS20Caps = shader_caps.VS20Caps;
3550 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3551 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3552 pCaps->PS20Caps = shader_caps.PS20Caps;
3553 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3554 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3556 /* The following caps are shader specific, but they are things we cannot detect, or which
3557 * are the same among all shader models. So to avoid code duplication set the shader version
3558 * specific, but otherwise constant caps here
3560 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3561 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3562 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3563 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3564 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3565 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
3566 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3568 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3569 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
3570 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3571 pCaps->VS20Caps.Caps = 0;
3572 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3573 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
3574 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3576 pCaps->MaxVShaderInstructionsExecuted = 65535;
3577 pCaps->MaxVertexShader30InstructionSlots = 0;
3578 } else { /* VS 1.x */
3579 pCaps->VS20Caps.Caps = 0;
3580 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3581 pCaps->VS20Caps.NumTemps = 0;
3582 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3584 pCaps->MaxVShaderInstructionsExecuted = 0;
3585 pCaps->MaxVertexShader30InstructionSlots = 0;
3588 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3589 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3590 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3592 /* 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 */
3593 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3594 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3595 WINED3DPS20CAPS_PREDICATION |
3596 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3597 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3598 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3599 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
3600 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3601 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3603 pCaps->MaxPShaderInstructionsExecuted = 65535;
3604 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
3605 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3606 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3607 pCaps->PS20Caps.Caps = 0;
3608 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3609 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
3610 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3611 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3613 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3614 pCaps->MaxPixelShader30InstructionSlots = 0;
3615 } else { /* PS 1.x */
3616 pCaps->PS20Caps.Caps = 0;
3617 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3618 pCaps->PS20Caps.NumTemps = 0;
3619 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3620 pCaps->PS20Caps.NumInstructionSlots = 0;
3622 pCaps->MaxPShaderInstructionsExecuted = 0;
3623 pCaps->MaxPixelShader30InstructionSlots = 0;
3626 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3627 /* OpenGL supports all the formats below, perhaps not always
3628 * without conversion, but it supports them.
3629 * Further GLSL doesn't seem to have an official unsigned type so
3630 * don't advertise it yet as I'm not sure how we handle it.
3631 * We might need to add some clamping in the shader engine to
3632 * support it.
3633 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3634 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3635 WINED3DDTCAPS_UBYTE4N |
3636 WINED3DDTCAPS_SHORT2N |
3637 WINED3DDTCAPS_SHORT4N;
3638 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3639 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3640 WINED3DDTCAPS_FLOAT16_4;
3642 } else
3643 pCaps->DeclTypes = 0;
3645 /* Set DirectDraw helper Caps */
3646 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3647 WINEDDCKEYCAPS_SRCBLT;
3648 fx_caps = WINEDDFXCAPS_BLTALPHA |
3649 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3650 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3651 WINEDDFXCAPS_BLTROTATION90 |
3652 WINEDDFXCAPS_BLTSHRINKX |
3653 WINEDDFXCAPS_BLTSHRINKXN |
3654 WINEDDFXCAPS_BLTSHRINKY |
3655 WINEDDFXCAPS_BLTSHRINKXN |
3656 WINEDDFXCAPS_BLTSTRETCHX |
3657 WINEDDFXCAPS_BLTSTRETCHXN |
3658 WINEDDFXCAPS_BLTSTRETCHY |
3659 WINEDDFXCAPS_BLTSTRETCHYN;
3660 blit_caps = WINEDDCAPS_BLT |
3661 WINEDDCAPS_BLTCOLORFILL |
3662 WINEDDCAPS_BLTDEPTHFILL |
3663 WINEDDCAPS_BLTSTRETCH |
3664 WINEDDCAPS_CANBLTSYSMEM |
3665 WINEDDCAPS_CANCLIP |
3666 WINEDDCAPS_CANCLIPSTRETCHED |
3667 WINEDDCAPS_COLORKEY |
3668 WINEDDCAPS_COLORKEYHWASSIST |
3669 WINEDDCAPS_ALIGNBOUNDARYSRC;
3671 /* Fill the ddraw caps structure */
3672 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3673 WINEDDCAPS_PALETTE |
3674 blit_caps;
3675 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3676 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3677 WINEDDCAPS2_PRIMARYGAMMA |
3678 WINEDDCAPS2_WIDESURFACES |
3679 WINEDDCAPS2_CANRENDERWINDOWED;
3680 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3681 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3682 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3683 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3684 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3685 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3686 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3687 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3688 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3690 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3691 WINEDDSCAPS_BACKBUFFER |
3692 WINEDDSCAPS_FLIP |
3693 WINEDDSCAPS_FRONTBUFFER |
3694 WINEDDSCAPS_OFFSCREENPLAIN |
3695 WINEDDSCAPS_PALETTE |
3696 WINEDDSCAPS_PRIMARYSURFACE |
3697 WINEDDSCAPS_SYSTEMMEMORY |
3698 WINEDDSCAPS_VIDEOMEMORY |
3699 WINEDDSCAPS_VISIBLE;
3700 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3702 /* Set D3D caps if OpenGL is available. */
3703 if (adapter->opengl)
3705 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3706 WINEDDSCAPS_MIPMAP |
3707 WINEDDSCAPS_TEXTURE |
3708 WINEDDSCAPS_ZBUFFER;
3709 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3712 return WINED3D_OK;
3715 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3716 and fields being inserted in the middle, a new structure is used in place */
3717 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
3718 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
3719 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
3721 IWineD3DDeviceImpl *object = NULL;
3722 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3723 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3724 WINED3DDISPLAYMODE mode;
3725 const struct fragment_pipeline *frag_pipeline = NULL;
3726 int i;
3727 struct fragment_caps ffp_caps;
3728 struct shader_caps shader_caps;
3729 HRESULT hr;
3731 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3732 * number and create a device without a 3D adapter for 2D only operation.
3734 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3735 return WINED3DERR_INVALIDCALL;
3738 /* Create a WineD3DDevice object */
3739 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3740 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3741 TRACE("Created WineD3DDevice object @ %p\n", object);
3742 if (NULL == object) {
3743 return WINED3DERR_OUTOFVIDEOMEMORY;
3746 /* Set up initial COM information */
3747 object->lpVtbl = &IWineD3DDevice_Vtbl;
3748 object->ref = 1;
3749 object->wineD3D = iface;
3750 object->adapter = This->adapter_count ? adapter : NULL;
3751 IWineD3D_AddRef(object->wineD3D);
3752 object->parent = parent;
3753 object->device_parent = device_parent;
3754 list_init(&object->resources);
3755 list_init(&object->shaders);
3757 if(This->dxVersion == 7) {
3758 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3759 } else {
3760 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3762 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3764 /* Set the state up as invalid until the device is fully created */
3765 object->state = WINED3DERR_DRIVERINTERNALERROR;
3767 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3768 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3770 /* Save the creation parameters */
3771 object->createParms.AdapterOrdinal = Adapter;
3772 object->createParms.DeviceType = DeviceType;
3773 object->createParms.hFocusWindow = hFocusWindow;
3774 object->createParms.BehaviorFlags = BehaviourFlags;
3776 /* Initialize other useful values */
3777 object->adapterNo = Adapter;
3778 object->devType = DeviceType;
3780 select_shader_mode(&adapter->gl_info, DeviceType,
3781 &object->ps_selected_mode, &object->vs_selected_mode);
3782 object->shader_backend = select_shader_backend(adapter, DeviceType);
3784 memset(&shader_caps, 0, sizeof(shader_caps));
3785 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3786 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
3787 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
3789 memset(&ffp_caps, 0, sizeof(ffp_caps));
3790 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3791 object->frag_pipe = frag_pipeline;
3792 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
3793 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3794 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3795 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
3796 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3798 if (FAILED(hr)) {
3799 IWineD3D_Release(object->wineD3D);
3800 HeapFree(GetProcessHeap(), 0, object);
3802 return hr;
3805 object->blitter = select_blit_implementation(adapter, DeviceType);
3807 /* set the state of the device to valid */
3808 object->state = WINED3D_OK;
3810 /* Get the initial screen setup for ddraw */
3811 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3813 object->ddraw_width = mode.Width;
3814 object->ddraw_height = mode.Height;
3815 object->ddraw_format = mode.Format;
3817 for(i = 0; i < PATCHMAP_SIZE; i++) {
3818 list_init(&object->patches[i]);
3821 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
3823 return WINED3D_OK;
3826 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3827 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3828 IUnknown_AddRef(This->parent);
3829 *pParent = This->parent;
3830 return WINED3D_OK;
3833 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3834 IUnknown* surfaceParent;
3835 TRACE("(%p) call back\n", pSurface);
3837 /* Now, release the parent, which will take care of cleaning up the surface for us */
3838 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3839 IUnknown_Release(surfaceParent);
3840 return IUnknown_Release(surfaceParent);
3843 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3844 IUnknown* volumeParent;
3845 TRACE("(%p) call back\n", pVolume);
3847 /* Now, release the parent, which will take care of cleaning up the volume for us */
3848 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3849 IUnknown_Release(volumeParent);
3850 return IUnknown_Release(volumeParent);
3853 static BOOL implementation_is_apple(const WineD3D_GL_Info *gl_info)
3855 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3856 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3857 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3859 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3860 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3861 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3862 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3863 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3864 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3865 * DirectDraw, not OpenGL.
3867 if(gl_info->supported[APPLE_FENCE] &&
3868 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3869 gl_info->supported[APPLE_FLUSH_RENDER] &&
3870 gl_info->supported[APPLE_YCBCR_422]) {
3871 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3872 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3873 return TRUE;
3874 } else {
3875 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3876 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3877 return FALSE;
3881 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3882 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3883 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3884 * all the texture. This function detects this bug by its symptom and disables PBOs
3885 * if the test fails.
3887 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3888 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3889 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3890 * read back is compared to the original. If they are equal PBOs are assumed to work,
3891 * otherwise the PBO extension is disabled.
3893 GLuint texture, pbo;
3894 static const unsigned int pattern[] = {
3895 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3896 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3897 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3898 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3900 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3902 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3903 /* No PBO -> No point in testing them */
3904 return;
3907 while(glGetError());
3908 glGenTextures(1, &texture);
3909 glBindTexture(GL_TEXTURE_2D, texture);
3910 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3911 checkGLcall("Specifying the PBO test texture\n");
3913 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3914 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3915 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3916 checkGLcall("Specifying the PBO test pbo\n");
3918 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3919 checkGLcall("Loading the PBO test texture\n");
3921 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3922 glFinish(); /* just to be sure */
3924 memset(check, 0, sizeof(check));
3925 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3926 checkGLcall("Reading back the PBO test texture\n");
3928 glDeleteTextures(1, &texture);
3929 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3930 checkGLcall("PBO test cleanup\n");
3932 if(memcmp(check, pattern, sizeof(check)) != 0) {
3933 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3934 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3935 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3936 } else {
3937 TRACE_(d3d_caps)("PBO test successful\n");
3941 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3942 * reporting a driver version is moot because we are not the Windows driver, and we have different
3943 * bugs, features, etc.
3945 * If a card is not found in this table, the gl driver version is reported
3947 struct driver_version_information {
3948 WORD vendor; /* reported PCI card vendor ID */
3949 WORD card; /* reported PCI card device ID */
3950 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
3951 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3952 WORD lopart_hi, lopart_lo; /* driver loword to report */
3955 static const struct driver_version_information driver_version_table[] = {
3956 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
3957 * 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
3958 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
3959 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
3961 * All version numbers used below are from the Linux nvidia drivers.
3963 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
3964 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
3965 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
3966 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
3967 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
3968 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 4, 3 },
3969 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 4, 3 },
3970 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 4, 3 },
3971 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7341 },
3972 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7341 },
3973 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7341 },
3974 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8044 },
3975 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8044 },
3976 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8044 },
3977 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8044 },
3978 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8044 },
3979 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8044 },
3980 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8044 },
3981 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8044 },
3982 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8044 },
3983 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8044 },
3984 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8044 },
3985 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8044 },
3986 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8044 },
3987 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8044 },
3988 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8044 },
3989 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8044 },
3990 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8044 },
3991 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8044 },
3992 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8044 },
3994 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3995 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
3996 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
3997 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
3998 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
3999 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
4000 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
4002 /* TODO: Add information about legacy ATI hardware, Intel and other cards */
4005 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
4006 unsigned int i;
4007 BOOL apple = implementation_is_apple(gl_info);
4009 if(apple) {
4010 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
4011 * used it falls back to software. While the compiler can detect if the shader uses all declared
4012 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
4013 * using relative addressing falls back to software.
4015 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
4017 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
4018 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
4019 } else {
4020 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
4021 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
4022 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
4025 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
4026 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
4027 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
4028 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
4029 * according to the spec.
4031 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
4032 * makes the shader slower and eats instruction slots which should be available to the d3d app.
4034 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
4035 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
4036 * this workaround is activated on cards that do not need it, it won't break things, just affect
4037 * performance negatively.
4039 if(gl_info->gl_vendor == VENDOR_INTEL ||
4040 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
4041 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
4042 gl_info->set_texcoord_w = TRUE;
4046 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
4047 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
4048 * If real NP2 textures are used, the driver falls back to software. We could just remove the
4049 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
4050 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
4051 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
4052 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
4054 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
4055 * has this extension promoted to core. The extension loading code sets this extension supported
4056 * due to that, so this code works on fglrx as well.
4058 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
4059 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
4060 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
4061 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
4062 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
4063 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4064 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
4068 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
4069 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
4070 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
4071 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
4072 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
4073 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
4075 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
4076 * triggering the software fallback. There is not much we can do here apart from disabling the
4077 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
4078 * in IWineD3DImpl_FillGLCaps).
4079 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
4080 * post-processing effects in the game "Max Payne 2").
4081 * The behaviour can be verified through a simple test app attached in bugreport #14724.
4083 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
4084 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
4085 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
4086 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4087 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
4091 /* Find out if PBOs work as they are supposed to */
4092 test_pbo_functionality(gl_info);
4094 /* Fixup the driver version */
4095 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
4096 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
4097 gl_info->gl_card == driver_version_table[i].card) {
4098 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
4100 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
4101 driver_version_table[i].lopart_lo);
4102 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
4103 driver_version_table[i].hipart_lo);
4104 strcpy(gl_info->driver_description, driver_version_table[i].description);
4105 break;
4110 static void WINE_GLAPI invalid_func(const void *data)
4112 ERR("Invalid vertex attribute function called\n");
4113 DebugBreak();
4116 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4118 ERR("Invalid texcoord function called\n");
4119 DebugBreak();
4122 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4123 * the extension detection and are used in drawStridedSlow
4125 static void WINE_GLAPI position_d3dcolor(const void *data)
4127 DWORD pos = *((const DWORD *)data);
4129 FIXME("Add a test for fixed function position from d3dcolor type\n");
4130 glVertex4s(D3DCOLOR_B_R(pos),
4131 D3DCOLOR_B_G(pos),
4132 D3DCOLOR_B_B(pos),
4133 D3DCOLOR_B_A(pos));
4136 static void WINE_GLAPI position_float4(const void *data)
4138 const GLfloat *pos = data;
4140 if (pos[3] < eps && pos[3] > -eps)
4141 glVertex3fv(pos);
4142 else {
4143 float w = 1.0 / pos[3];
4145 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4149 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4151 DWORD diffuseColor = *((const DWORD *)data);
4153 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4154 D3DCOLOR_B_G(diffuseColor),
4155 D3DCOLOR_B_B(diffuseColor),
4156 D3DCOLOR_B_A(diffuseColor));
4159 static void WINE_GLAPI specular_d3dcolor(const void *data)
4161 DWORD specularColor = *((const DWORD *)data);
4162 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4163 D3DCOLOR_B_G(specularColor),
4164 D3DCOLOR_B_B(specularColor)};
4166 specular_func_3ubv(d);
4169 static void WINE_GLAPI warn_no_specular_func(const void *data)
4171 WARN("GL_EXT_secondary_color not supported\n");
4174 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4176 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4177 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4178 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4179 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4180 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4181 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4182 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4183 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4184 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4185 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4186 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4187 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4188 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4189 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4190 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4191 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4192 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4194 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4195 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4196 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4197 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4198 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4199 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4200 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4201 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4202 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4203 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4204 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4205 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4206 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4207 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4208 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4209 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4210 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4212 /* No 4 component entry points here */
4213 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4214 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4215 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4216 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4217 } else {
4218 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4220 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4221 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4222 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4223 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4224 } else {
4225 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4227 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4228 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4229 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4230 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4231 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4232 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4233 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4234 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4235 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4236 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4237 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4238 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4240 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4241 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4243 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4244 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4245 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4246 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4247 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4248 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4249 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4250 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4251 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4252 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4253 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4254 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4255 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4256 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4257 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4258 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4259 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4261 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4262 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4263 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4264 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4265 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4266 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4267 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4268 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4269 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4270 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4271 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4272 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4273 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4274 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4275 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4276 if (GL_SUPPORT(NV_HALF_FLOAT))
4278 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4279 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4280 } else {
4281 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4282 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4286 BOOL InitAdapters(IWineD3DImpl *This)
4288 static HMODULE mod_gl;
4289 BOOL ret;
4290 int ps_selected_mode, vs_selected_mode;
4292 /* No need to hold any lock. The calling library makes sure only one thread calls
4293 * wined3d simultaneously
4296 TRACE("Initializing adapters\n");
4298 if(!mod_gl) {
4299 #ifdef USE_WIN32_OPENGL
4300 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4301 mod_gl = LoadLibraryA("opengl32.dll");
4302 if(!mod_gl) {
4303 ERR("Can't load opengl32.dll!\n");
4304 goto nogl_adapter;
4306 #else
4307 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4308 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4309 mod_gl = GetModuleHandleA("gdi32.dll");
4310 #endif
4313 /* Load WGL core functions from opengl32.dll */
4314 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4315 WGL_FUNCS_GEN;
4316 #undef USE_WGL_FUNC
4318 if(!pwglGetProcAddress) {
4319 ERR("Unable to load wglGetProcAddress!\n");
4320 goto nogl_adapter;
4323 /* Dynamically load all GL core functions */
4324 GL_FUNCS_GEN;
4325 #undef USE_GL_FUNC
4327 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4328 * otherwise because we have to use winex11.drv's override
4330 #ifdef USE_WIN32_OPENGL
4331 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4332 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4333 #else
4334 glFinish = (void*)pwglGetProcAddress("wglFinish");
4335 glFlush = (void*)pwglGetProcAddress("wglFlush");
4336 #endif
4338 glEnableWINE = glEnable;
4339 glDisableWINE = glDisable;
4341 /* For now only one default adapter */
4343 struct WineD3DAdapter *adapter = &This->adapters[0];
4344 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4345 int iPixelFormat;
4346 int res;
4347 int i;
4348 WineD3D_PixelFormat *cfgs;
4349 DISPLAY_DEVICEW DisplayDevice;
4350 HDC hdc;
4352 TRACE("Initializing default adapter\n");
4353 adapter->num = 0;
4354 adapter->monitorPoint.x = -1;
4355 adapter->monitorPoint.y = -1;
4357 if (!WineD3D_CreateFakeGLContext()) {
4358 ERR("Failed to get a gl context for default adapter\n");
4359 WineD3D_ReleaseFakeGLContext();
4360 goto nogl_adapter;
4363 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4364 if(!ret) {
4365 ERR("Failed to initialize gl caps for default adapter\n");
4366 WineD3D_ReleaseFakeGLContext();
4367 goto nogl_adapter;
4369 ret = initPixelFormats(&adapter->gl_info);
4370 if(!ret) {
4371 ERR("Failed to init gl formats\n");
4372 WineD3D_ReleaseFakeGLContext();
4373 goto nogl_adapter;
4376 hdc = pwglGetCurrentDC();
4377 if(!hdc) {
4378 ERR("Failed to get gl HDC\n");
4379 WineD3D_ReleaseFakeGLContext();
4380 goto nogl_adapter;
4383 adapter->driver = "Display";
4384 adapter->description = "Direct3D HAL";
4386 /* Use the VideoRamSize registry setting when set */
4387 if(wined3d_settings.emulated_textureram)
4388 adapter->TextureRam = wined3d_settings.emulated_textureram;
4389 else
4390 adapter->TextureRam = adapter->gl_info.vidmem;
4391 adapter->UsedTextureRam = 0;
4392 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4394 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4395 DisplayDevice.cb = sizeof(DisplayDevice);
4396 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4397 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4398 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4400 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4402 int attribute;
4403 int attribs[10];
4404 int values[10];
4405 int nAttribs = 0;
4407 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4408 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4410 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4411 cfgs = adapter->cfgs;
4412 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4413 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4414 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4415 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4416 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4417 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4418 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4419 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4420 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4421 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4423 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4425 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4427 if(!res)
4428 continue;
4430 /* Cache the pixel format */
4431 cfgs->iPixelFormat = iPixelFormat;
4432 cfgs->redSize = values[0];
4433 cfgs->greenSize = values[1];
4434 cfgs->blueSize = values[2];
4435 cfgs->alphaSize = values[3];
4436 cfgs->depthSize = values[4];
4437 cfgs->stencilSize = values[5];
4438 cfgs->windowDrawable = values[6];
4439 cfgs->iPixelType = values[7];
4440 cfgs->doubleBuffer = values[8];
4441 cfgs->auxBuffers = values[9];
4443 cfgs->pbufferDrawable = FALSE;
4444 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4445 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4446 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4447 int value;
4448 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4449 cfgs->pbufferDrawable = value;
4452 cfgs->numSamples = 0;
4453 /* Check multisample support */
4454 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4455 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4456 int value[2];
4457 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4458 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4459 * value[1] = number of multi sample buffers*/
4460 if(value[0])
4461 cfgs->numSamples = value[1];
4465 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4466 cfgs++;
4469 else
4471 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4472 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4473 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4475 cfgs = adapter->cfgs;
4476 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4478 PIXELFORMATDESCRIPTOR ppfd;
4480 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4481 if(!res)
4482 continue;
4484 /* We only want HW acceleration using an OpenGL ICD driver.
4485 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4486 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4488 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4490 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4491 continue;
4494 cfgs->iPixelFormat = iPixelFormat;
4495 cfgs->redSize = ppfd.cRedBits;
4496 cfgs->greenSize = ppfd.cGreenBits;
4497 cfgs->blueSize = ppfd.cBlueBits;
4498 cfgs->alphaSize = ppfd.cAlphaBits;
4499 cfgs->depthSize = ppfd.cDepthBits;
4500 cfgs->stencilSize = ppfd.cStencilBits;
4501 cfgs->pbufferDrawable = 0;
4502 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4503 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4504 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4505 cfgs->auxBuffers = ppfd.cAuxBuffers;
4506 cfgs->numSamples = 0;
4508 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4509 cfgs++;
4510 adapter->nCfgs++;
4513 /* 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 */
4514 if(!adapter->nCfgs)
4516 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4518 WineD3D_ReleaseFakeGLContext();
4519 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4520 goto nogl_adapter;
4524 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4525 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4526 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4527 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4528 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4529 * driver is allowed to consume more bits EXCEPT for stencil bits.
4531 * Mark an adapter with this broken stencil behavior.
4533 adapter->brokenStencil = TRUE;
4534 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4536 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4537 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4538 adapter->brokenStencil = FALSE;
4539 break;
4543 fixup_extensions(&adapter->gl_info);
4544 add_gl_compat_wrappers(&adapter->gl_info);
4546 WineD3D_ReleaseFakeGLContext();
4548 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4549 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4550 fillGLAttribFuncs(&adapter->gl_info);
4551 adapter->opengl = TRUE;
4553 This->adapter_count = 1;
4554 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4556 return TRUE;
4558 nogl_adapter:
4559 /* Initialize an adapter for ddraw-only memory counting */
4560 memset(This->adapters, 0, sizeof(This->adapters));
4561 This->adapters[0].num = 0;
4562 This->adapters[0].opengl = FALSE;
4563 This->adapters[0].monitorPoint.x = -1;
4564 This->adapters[0].monitorPoint.y = -1;
4566 This->adapters[0].driver = "Display";
4567 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4568 if(wined3d_settings.emulated_textureram) {
4569 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4570 } else {
4571 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4574 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4576 This->adapter_count = 1;
4577 return FALSE;
4580 /**********************************************************
4581 * IWineD3D VTbl follows
4582 **********************************************************/
4584 const IWineD3DVtbl IWineD3D_Vtbl =
4586 /* IUnknown */
4587 IWineD3DImpl_QueryInterface,
4588 IWineD3DImpl_AddRef,
4589 IWineD3DImpl_Release,
4590 /* IWineD3D */
4591 IWineD3DImpl_GetParent,
4592 IWineD3DImpl_GetAdapterCount,
4593 IWineD3DImpl_RegisterSoftwareDevice,
4594 IWineD3DImpl_GetAdapterMonitor,
4595 IWineD3DImpl_GetAdapterModeCount,
4596 IWineD3DImpl_EnumAdapterModes,
4597 IWineD3DImpl_GetAdapterDisplayMode,
4598 IWineD3DImpl_GetAdapterIdentifier,
4599 IWineD3DImpl_CheckDeviceMultiSampleType,
4600 IWineD3DImpl_CheckDepthStencilMatch,
4601 IWineD3DImpl_CheckDeviceType,
4602 IWineD3DImpl_CheckDeviceFormat,
4603 IWineD3DImpl_CheckDeviceFormatConversion,
4604 IWineD3DImpl_GetDeviceCaps,
4605 IWineD3DImpl_CreateDevice