wined3d: Convert source files to utf-8.
[wine/multimedia.git] / dlls / wined3d / directx.c
blob70bdf8ae1212b7fec30bf6915628823e146caac8
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 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
42 /* Extension detection */
43 static const struct {
44 const char *extension_string;
45 GL_SupportedExt extension;
46 DWORD version;
47 } EXTENSION_MAP[] = {
48 /* APPLE */
49 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
50 {"GL_APPLE_fence", APPLE_FENCE, 0 },
51 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
52 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
55 /* ATI */
56 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
57 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
58 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
59 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
60 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
61 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
63 /* ARB */
64 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
65 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
66 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
67 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
68 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
69 {"GL_ARB_imaging", ARB_IMAGING, 0 },
70 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
71 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
72 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
73 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
74 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
75 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
76 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
77 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
78 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
79 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
80 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
81 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
82 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
83 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
84 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
85 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
86 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
87 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
88 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
89 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
90 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
92 /* EXT */
93 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
94 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
95 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
96 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
97 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
98 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
101 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
102 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
103 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
104 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
105 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
106 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
107 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
108 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
109 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
110 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
111 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
112 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
113 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
114 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
115 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
116 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
118 /* NV */
119 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
120 {"GL_NV_fence", NV_FENCE, 0 },
121 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
122 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
123 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
124 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
125 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
126 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
127 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
128 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
129 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
130 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
131 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
132 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
133 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
134 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
135 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
136 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
137 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
139 /* SGI */
140 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
143 /**********************************************************
144 * Utility functions follow
145 **********************************************************/
147 /* Adapters */
148 static int numAdapters = 0;
149 static struct WineD3DAdapter Adapters[1];
151 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
152 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
153 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
154 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
156 /* lookup tables */
157 int minLookup[MAX_LOOKUPS];
158 int maxLookup[MAX_LOOKUPS];
159 DWORD *stateLookup[MAX_LOOKUPS];
161 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
162 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
163 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
164 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
165 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
166 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
169 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
170 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
171 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
174 /* drawStridedSlow attributes */
175 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
176 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
177 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
178 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
179 glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
180 glAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
183 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
184 * i.e., there is no GL Context - Get a default rendering context to enable the
185 * function query some info from GL.
188 static int wined3d_fake_gl_context_ref = 0;
189 static BOOL wined3d_fake_gl_context_foreign;
190 static BOOL wined3d_fake_gl_context_available = FALSE;
191 static HDC wined3d_fake_gl_context_hdc = NULL;
192 static HWND wined3d_fake_gl_context_hwnd = NULL;
194 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
195 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
197 0, 0, &wined3d_fake_gl_context_cs,
198 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
199 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
200 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
202 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
204 static void WineD3D_ReleaseFakeGLContext(void) {
205 HGLRC glCtx;
207 EnterCriticalSection(&wined3d_fake_gl_context_cs);
209 if(!wined3d_fake_gl_context_available) {
210 TRACE_(d3d_caps)("context not available\n");
211 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
212 return;
215 glCtx = pwglGetCurrentContext();
217 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
218 if (0 == (--wined3d_fake_gl_context_ref) ) {
219 if(!wined3d_fake_gl_context_foreign && glCtx) {
220 TRACE_(d3d_caps)("destroying fake GL context\n");
221 pwglMakeCurrent(NULL, NULL);
222 pwglDeleteContext(glCtx);
224 if(wined3d_fake_gl_context_hdc)
225 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
226 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
227 if(wined3d_fake_gl_context_hwnd)
228 DestroyWindow(wined3d_fake_gl_context_hwnd);
229 wined3d_fake_gl_context_hwnd = NULL;
230 wined3d_fake_gl_context_available = FALSE;
232 assert(wined3d_fake_gl_context_ref >= 0);
234 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
237 static BOOL WineD3D_CreateFakeGLContext(void) {
238 HGLRC glCtx = NULL;
240 EnterCriticalSection(&wined3d_fake_gl_context_cs);
242 TRACE("getting context...\n");
243 if(wined3d_fake_gl_context_ref > 0) goto ret;
244 assert(0 == wined3d_fake_gl_context_ref);
246 wined3d_fake_gl_context_foreign = TRUE;
248 glCtx = pwglGetCurrentContext();
249 if (!glCtx) {
250 PIXELFORMATDESCRIPTOR pfd;
251 int iPixelFormat;
253 wined3d_fake_gl_context_foreign = FALSE;
255 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
256 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
257 if(!wined3d_fake_gl_context_hwnd) {
258 ERR("HWND creation failed!\n");
259 goto fail;
261 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
262 if(!wined3d_fake_gl_context_hdc) {
263 ERR("GetDC failed!\n");
264 goto fail;
267 /* PixelFormat selection */
268 ZeroMemory(&pfd, sizeof(pfd));
269 pfd.nSize = sizeof(pfd);
270 pfd.nVersion = 1;
271 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
272 pfd.iPixelType = PFD_TYPE_RGBA;
273 pfd.cColorBits = 32;
274 pfd.iLayerType = PFD_MAIN_PLANE;
276 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
277 if(!iPixelFormat) {
278 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
279 ERR("Can't find a suitable iPixelFormat\n");
280 goto fail;
282 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
283 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
285 /* Create a GL context */
286 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
287 if (!glCtx) {
288 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
289 goto fail;
292 /* Make it the current GL context */
293 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
294 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
295 goto fail;
299 ret:
300 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
301 wined3d_fake_gl_context_ref++;
302 wined3d_fake_gl_context_available = TRUE;
303 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
304 return TRUE;
305 fail:
306 if(wined3d_fake_gl_context_hdc)
307 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
308 wined3d_fake_gl_context_hdc = NULL;
309 if(wined3d_fake_gl_context_hwnd)
310 DestroyWindow(wined3d_fake_gl_context_hwnd);
311 wined3d_fake_gl_context_hwnd = NULL;
312 if(glCtx) pwglDeleteContext(glCtx);
313 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
314 return FALSE;
317 /* Adjust the amount of used texture memory */
318 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
319 UINT Adapter = D3DDevice->adapterNo;
321 Adapters[Adapter].UsedTextureRam += glram;
322 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
323 return Adapters[Adapter].UsedTextureRam;
326 /**********************************************************
327 * IUnknown parts follows
328 **********************************************************/
330 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
332 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
334 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
335 if (IsEqualGUID(riid, &IID_IUnknown)
336 || IsEqualGUID(riid, &IID_IWineD3DBase)
337 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
338 IUnknown_AddRef(iface);
339 *ppobj = This;
340 return S_OK;
342 *ppobj = NULL;
343 return E_NOINTERFACE;
346 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
347 IWineD3DImpl *This = (IWineD3DImpl *)iface;
348 ULONG refCount = InterlockedIncrement(&This->ref);
350 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
351 return refCount;
354 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
355 IWineD3DImpl *This = (IWineD3DImpl *)iface;
356 ULONG ref;
357 TRACE("(%p) : Releasing from %d\n", This, This->ref);
358 ref = InterlockedDecrement(&This->ref);
359 if (ref == 0) {
360 HeapFree(GetProcessHeap(), 0, This);
363 return ref;
366 /* Set the shader type for this device, depending on the given capabilities,
367 * the device type, and the user preferences in wined3d_settings */
369 void select_shader_mode(
370 WineD3D_GL_Info *gl_info,
371 WINED3DDEVTYPE DeviceType,
372 int* ps_selected,
373 int* vs_selected) {
375 if (wined3d_settings.vs_mode == VS_NONE) {
376 *vs_selected = SHADER_NONE;
377 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
378 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
379 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
380 * shaders only on this card. */
381 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
382 *vs_selected = SHADER_ARB;
383 else
384 *vs_selected = SHADER_GLSL;
385 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
386 *vs_selected = SHADER_ARB;
387 } else {
388 *vs_selected = SHADER_NONE;
391 if (wined3d_settings.ps_mode == PS_NONE) {
392 *ps_selected = SHADER_NONE;
393 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
394 *ps_selected = SHADER_GLSL;
395 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
396 *ps_selected = SHADER_ARB;
397 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
398 *ps_selected = SHADER_ATI;
399 } else {
400 *ps_selected = SHADER_NONE;
404 /** Select the number of report maximum shader constants based on the selected shader modes */
405 static void select_shader_max_constants(
406 int ps_selected_mode,
407 int vs_selected_mode,
408 WineD3D_GL_Info *gl_info) {
410 switch (vs_selected_mode) {
411 case SHADER_GLSL:
412 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
413 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
414 break;
415 case SHADER_ARB:
416 /* We have to subtract any other PARAMs that we might use in our shader programs.
417 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
418 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
419 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
420 break;
421 default:
422 gl_info->max_vshader_constantsF = 0;
423 break;
426 switch (ps_selected_mode) {
427 case SHADER_GLSL:
428 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
429 * In theory the texbem instruction may need one more shader constant too. But lets assume
430 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
431 * and lets not take away a uniform needlessly from all other shaders.
433 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
434 break;
435 case SHADER_ARB:
436 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
437 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
439 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
440 break;
441 default:
442 gl_info->max_pshader_constantsF = 0;
443 break;
447 /**********************************************************
448 * IWineD3D parts follows
449 **********************************************************/
451 #define GLINFO_LOCATION (*gl_info)
452 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
453 GLuint prog;
454 BOOL ret = FALSE;
455 const char *testcode =
456 "!!ARBvp1.0\n"
457 "PARAM C[66] = { program.env[0..65] };\n"
458 "ADDRESS A0;"
459 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
460 "ARL A0.x, zero.x;\n"
461 "MOV result.position, C[A0.x + 65];\n"
462 "END\n";
464 while(glGetError());
465 GL_EXTCALL(glGenProgramsARB(1, &prog));
466 if(!prog) {
467 ERR("Failed to create an ARB offset limit test program\n");
469 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
470 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
471 strlen(testcode), testcode));
472 if(glGetError() != 0) {
473 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
474 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
475 ret = TRUE;
476 } else TRACE("OpenGL implementation allows offsets > 63\n");
478 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
479 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
480 checkGLcall("ARB vp offset limit test cleanup\n");
482 return ret;
485 static DWORD ver_for_ext(GL_SupportedExt ext)
487 unsigned int i;
488 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
489 if(EXTENSION_MAP[i].extension == ext) {
490 return EXTENSION_MAP[i].version;
493 return 0;
496 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
497 const char *GL_Extensions = NULL;
498 const char *WGL_Extensions = NULL;
499 const char *gl_string = NULL;
500 const char *gl_string_cursor = NULL;
501 GLint gl_max;
502 GLfloat gl_floatv[2];
503 int major = 1, minor = 0;
504 BOOL return_value = TRUE;
505 unsigned i;
506 HDC hdc;
507 unsigned int vidmem=0;
509 TRACE_(d3d_caps)("(%p)\n", gl_info);
511 ENTER_GL();
513 gl_string = (const char *) glGetString(GL_RENDERER);
514 if (NULL == gl_string)
515 gl_string = "None";
516 strcpy(gl_info->gl_renderer, gl_string);
518 gl_string = (const char *) glGetString(GL_VENDOR);
519 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
520 if (gl_string != NULL) {
521 /* Fill in the GL vendor */
522 if (strstr(gl_string, "NVIDIA")) {
523 gl_info->gl_vendor = VENDOR_NVIDIA;
524 } else if (strstr(gl_string, "ATI")) {
525 gl_info->gl_vendor = VENDOR_ATI;
526 } else if (strstr(gl_string, "Intel(R)") ||
527 strstr(gl_info->gl_renderer, "Intel(R)") ||
528 strstr(gl_string, "Intel Inc.")) {
529 gl_info->gl_vendor = VENDOR_INTEL;
530 } else if (strstr(gl_string, "Mesa")) {
531 gl_info->gl_vendor = VENDOR_MESA;
532 } else {
533 gl_info->gl_vendor = VENDOR_WINE;
535 } else {
536 gl_info->gl_vendor = VENDOR_WINE;
540 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
542 /* Parse the GL_VERSION field into major and minor information */
543 gl_string = (const char *) glGetString(GL_VERSION);
544 if (gl_string != NULL) {
546 /* First, parse the generic opengl version. This is supposed not to be convoluted with
547 * driver specific information
549 gl_string_cursor = gl_string;
550 major = atoi(gl_string_cursor);
551 if(major <= 0) {
552 ERR("Invalid opengl major version: %d\n", major);
554 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
555 ++gl_string_cursor;
557 if (*gl_string_cursor++ != '.') {
558 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
560 minor = atoi(gl_string_cursor);
561 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
562 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
564 /* Now parse the driver specific string which we'll report to the app */
565 switch (gl_info->gl_vendor) {
566 case VENDOR_NVIDIA:
567 gl_string_cursor = strstr(gl_string, "NVIDIA");
568 if (!gl_string_cursor) {
569 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
570 break;
573 gl_string_cursor = strstr(gl_string_cursor, " ");
574 if (!gl_string_cursor) {
575 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
576 break;
579 while (*gl_string_cursor == ' ') {
580 ++gl_string_cursor;
583 if (!*gl_string_cursor) {
584 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
585 break;
588 major = atoi(gl_string_cursor);
589 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
590 ++gl_string_cursor;
593 if (*gl_string_cursor++ != '.') {
594 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
595 break;
598 minor = atoi(gl_string_cursor);
599 minor = major*100+minor;
600 major = 10;
602 break;
604 case VENDOR_ATI:
605 major = minor = 0;
606 gl_string_cursor = strchr(gl_string, '-');
607 if (gl_string_cursor) {
608 int error = 0;
609 gl_string_cursor++;
611 /* Check if version number is of the form x.y.z */
612 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
613 error = 1;
614 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
615 error = 1;
616 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
617 error = 1;
618 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
619 error = 1;
621 /* Mark version number as malformed */
622 if (error)
623 gl_string_cursor = 0;
626 if (!gl_string_cursor)
627 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
628 else {
629 major = *gl_string_cursor - '0';
630 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
632 break;
634 case VENDOR_INTEL:
635 /* Apple and Mesa version strings look differently, but both provide intel drivers */
636 if(strstr(gl_string, "APPLE")) {
637 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
638 * We only need the first part, and use the APPLE as identification
639 * "1.2 APPLE-1.4.56"
641 gl_string_cursor = gl_string;
642 major = atoi(gl_string_cursor);
643 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
644 ++gl_string_cursor;
647 if (*gl_string_cursor++ != '.') {
648 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
649 break;
652 minor = atoi(gl_string_cursor);
653 break;
656 case VENDOR_MESA:
657 gl_string_cursor = strstr(gl_string, "Mesa");
658 gl_string_cursor = strstr(gl_string_cursor, " ");
659 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
660 if (*gl_string_cursor) {
661 char tmp[16];
662 int cursor = 0;
664 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
665 tmp[cursor++] = *gl_string_cursor;
666 ++gl_string_cursor;
668 tmp[cursor] = 0;
669 major = atoi(tmp);
671 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
672 ++gl_string_cursor;
674 cursor = 0;
675 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
676 tmp[cursor++] = *gl_string_cursor;
677 ++gl_string_cursor;
679 tmp[cursor] = 0;
680 minor = atoi(tmp);
682 break;
684 default:
685 major = 0;
686 minor = 9;
688 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
689 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
690 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
691 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
692 } else {
693 FIXME("OpenGL driver did not return version information\n");
694 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
695 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
698 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
701 * Initialize openGL extension related variables
702 * with Default values
704 memset(gl_info->supported, 0, sizeof(gl_info->supported));
705 gl_info->max_buffers = 1;
706 gl_info->max_textures = 1;
707 gl_info->max_texture_stages = 1;
708 gl_info->max_fragment_samplers = 1;
709 gl_info->max_vertex_samplers = 0;
710 gl_info->max_combined_samplers = 0;
711 gl_info->max_sampler_stages = 1;
712 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
713 gl_info->ps_arb_max_temps = 0;
714 gl_info->ps_arb_max_instructions = 0;
715 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
716 gl_info->vs_arb_max_temps = 0;
717 gl_info->vs_arb_max_instructions = 0;
718 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
719 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
720 gl_info->vs_glsl_constantsF = 0;
721 gl_info->ps_glsl_constantsF = 0;
722 gl_info->vs_arb_constantsF = 0;
723 gl_info->ps_arb_constantsF = 0;
725 /* Retrieve opengl defaults */
726 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
727 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
728 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
730 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
731 gl_info->max_lights = gl_max;
732 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
734 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
735 gl_info->max_texture_size = gl_max;
736 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
738 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
739 gl_info->max_pointsizemin = gl_floatv[0];
740 gl_info->max_pointsize = gl_floatv[1];
741 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
743 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
744 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
745 TRACE_(d3d_caps)("GL_Extensions reported:\n");
747 if (NULL == GL_Extensions) {
748 ERR(" GL_Extensions returns NULL\n");
749 } else {
750 while (*GL_Extensions != 0x00) {
751 const char *Start;
752 char ThisExtn[256];
753 size_t len;
755 while (isspace(*GL_Extensions)) GL_Extensions++;
756 Start = GL_Extensions;
757 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
758 GL_Extensions++;
761 len = GL_Extensions - Start;
762 if (len == 0 || len >= sizeof(ThisExtn))
763 continue;
765 memcpy(ThisExtn, Start, len);
766 ThisExtn[len] = '\0';
767 TRACE_(d3d_caps)("- %s\n", ThisExtn);
769 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
770 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
771 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
772 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
773 break;
778 LEAVE_GL();
780 /* Now work out what GL support this card really has */
781 #define USE_GL_FUNC(type, pfn, ext, replace) { \
782 DWORD ver = ver_for_ext(ext); \
783 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
784 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
785 else gl_info->pfn = NULL; \
787 GL_EXT_FUNCS_GEN;
788 #undef USE_GL_FUNC
790 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
791 WGL_EXT_FUNCS_GEN;
792 #undef USE_GL_FUNC
794 ENTER_GL();
795 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
796 * loading the functions, otherwise the code above will load the extension entry points instead of the
797 * core functions, which may not work
799 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
800 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
801 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
802 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
803 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
807 if (gl_info->supported[APPLE_FENCE]) {
808 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
809 * The apple extension interacts with some other apple exts. Disable the NV
810 * extension if the apple one is support to prevent confusion in other parts
811 * of the code
813 gl_info->supported[NV_FENCE] = FALSE;
815 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
816 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
818 * The enums are the same:
819 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
820 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
821 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
822 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
823 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
825 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
826 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
827 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
829 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
830 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
831 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
834 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
835 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
836 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
838 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
839 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
840 * Won't occur in any real world situation though
842 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
843 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
844 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
845 * are supported. The nv extensions provide the same functionality as the
846 * ATI one, and a bit more(signed pixelformats)
848 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
851 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
852 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
853 gl_info->max_buffers = gl_max;
854 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
856 if (gl_info->supported[ARB_MULTITEXTURE]) {
857 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
858 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
859 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
861 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
862 GLint tmp;
863 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
864 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
865 } else {
866 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
868 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
870 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
871 GLint tmp;
872 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
873 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
874 } else {
875 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
877 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
879 if (gl_info->supported[ARB_VERTEX_SHADER]) {
880 GLint tmp;
881 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
882 gl_info->max_vertex_samplers = tmp;
883 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
884 gl_info->max_combined_samplers = tmp;
886 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
887 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
888 * an issue because then the sampler setup only depends on the two shaders. If a pixel
889 * shader is used with fixed function vertex processing we're fine too because fixed function
890 * vertex processing doesn't use any samplers. If fixed function fragment processing is
891 * used we have to make sure that all vertex sampler setups are valid together with all
892 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
893 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
894 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
895 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
896 * a fixed function pipeline anymore.
898 * So this is just a check to check that our assumption holds true. If not, write a warning
899 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
901 if(gl_info->max_vertex_samplers &&
902 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
903 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
904 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
905 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
906 if( gl_info->max_combined_samplers > MAX_TEXTURES )
907 gl_info->max_vertex_samplers =
908 gl_info->max_combined_samplers - MAX_TEXTURES;
909 else
910 gl_info->max_vertex_samplers = 0;
912 } else {
913 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
915 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
916 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
918 if (gl_info->supported[ARB_VERTEX_BLEND]) {
919 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
920 gl_info->max_blends = gl_max;
921 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
923 if (gl_info->supported[EXT_TEXTURE3D]) {
924 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
925 gl_info->max_texture3d_size = gl_max;
926 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
928 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
929 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
930 gl_info->max_anisotropy = gl_max;
931 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
933 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
934 gl_info->ps_arb_version = PS_VERSION_11;
935 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
936 gl_info->ps_arb_constantsF = gl_max;
937 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
938 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
939 gl_info->ps_arb_max_temps = gl_max;
940 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
941 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
942 gl_info->ps_arb_max_instructions = gl_max;
943 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
945 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
946 gl_info->vs_arb_version = VS_VERSION_11;
947 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
948 gl_info->vs_arb_constantsF = gl_max;
949 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
950 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
951 gl_info->vs_arb_max_temps = gl_max;
952 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
953 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
954 gl_info->vs_arb_max_instructions = gl_max;
955 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
957 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
959 if (gl_info->supported[ARB_VERTEX_SHADER]) {
960 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
961 gl_info->vs_glsl_constantsF = gl_max / 4;
962 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
964 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
965 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
966 gl_info->ps_glsl_constantsF = gl_max / 4;
967 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
968 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
969 gl_info->max_glsl_varyings = gl_max;
970 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
972 if (gl_info->supported[EXT_VERTEX_SHADER]) {
973 gl_info->vs_ati_version = VS_VERSION_11;
975 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
976 gl_info->vs_nv_version = VS_VERSION_30;
977 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
978 gl_info->vs_nv_version = VS_VERSION_20;
979 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
980 gl_info->vs_nv_version = VS_VERSION_11;
981 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
982 gl_info->vs_nv_version = VS_VERSION_10;
984 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
985 gl_info->ps_nv_version = PS_VERSION_30;
986 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
987 gl_info->ps_nv_version = PS_VERSION_20;
989 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
990 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
991 } else {
992 gl_info->max_shininess = 128.0;
994 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
995 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
996 * This saves a few redundant glDisable calls
998 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1000 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1001 /* Disable NV_register_combiners and fragment shader if this is supported.
1002 * generally the NV extensions are preferred over the ATI ones, and this
1003 * extension is disabled if register_combiners and texture_shader2 are both
1004 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1005 * fragment processing support
1007 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1008 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1009 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1010 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1011 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1015 checkGLcall("extension detection\n");
1017 /* In some cases the number of texture stages can be larger than the number
1018 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1019 * shaders), but 8 texture stages (register combiners). */
1020 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1022 /* We can only use ORM_FBO when the hardware supports it. */
1023 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1024 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1025 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1028 /* MRTs are currently only supported when FBOs are used. */
1029 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1030 gl_info->max_buffers = 1;
1033 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1034 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1035 * in case of the latest videocards in the number of pixel/vertex pipelines.
1037 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1038 * rendering. Various games use this information to get a rough estimation of the features of the card
1039 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1040 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1041 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1042 * not the PCI id.
1044 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1045 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1046 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1047 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1048 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1049 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1050 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1051 * is limited.
1053 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1054 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1055 * similar 3d features.
1057 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1058 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1059 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1060 * won't pass we return a default card. This way is better than maintaining a full card database as even
1061 * without a full database we can return a card with similar features. Second the size of the database
1062 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1063 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1064 * to distinguishes between different models from that family.
1066 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1067 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1068 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1069 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1070 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1071 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1072 * memory behind our backs if really needed.
1073 * Note that the amount of video memory can be overruled using a registry setting.
1075 switch (gl_info->gl_vendor) {
1076 case VENDOR_NVIDIA:
1077 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1078 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1080 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1081 /* Geforce9 - highend */
1082 if(strstr(gl_info->gl_renderer, "9800")) {
1083 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1084 vidmem = 512;
1086 /* Geforce9 - midend */
1087 else if(strstr(gl_info->gl_renderer, "9600")) {
1088 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1089 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1091 /* Geforce8 - highend */
1092 else if (strstr(gl_info->gl_renderer, "8800")) {
1093 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1094 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1096 /* Geforce8 - midend mobile */
1097 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1098 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1099 vidmem = 512;
1101 /* Geforce8 - midend */
1102 else if(strstr(gl_info->gl_renderer, "8600") ||
1103 strstr(gl_info->gl_renderer, "8700"))
1105 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1106 vidmem = 256;
1108 /* Geforce8 - lowend */
1109 else if(strstr(gl_info->gl_renderer, "8300") ||
1110 strstr(gl_info->gl_renderer, "8400") ||
1111 strstr(gl_info->gl_renderer, "8500"))
1113 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1114 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1116 /* Geforce7 - highend */
1117 else if(strstr(gl_info->gl_renderer, "7800") ||
1118 strstr(gl_info->gl_renderer, "7900") ||
1119 strstr(gl_info->gl_renderer, "7950") ||
1120 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1121 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1123 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1124 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1126 /* Geforce7 midend */
1127 else if(strstr(gl_info->gl_renderer, "7600") ||
1128 strstr(gl_info->gl_renderer, "7700")) {
1129 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1130 vidmem = 256; /* The 7600 uses 256-512MB */
1131 /* Geforce7 lower medium */
1132 } else if(strstr(gl_info->gl_renderer, "7400")) {
1133 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1134 vidmem = 256; /* The 7400 uses 256-512MB */
1136 /* Geforce7 lowend */
1137 else if(strstr(gl_info->gl_renderer, "7300")) {
1138 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1139 vidmem = 256; /* Mac Pros with this card have 256 MB */
1141 /* Geforce6 highend */
1142 else if(strstr(gl_info->gl_renderer, "6800"))
1144 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1145 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1147 /* Geforce6 - midend */
1148 else if(strstr(gl_info->gl_renderer, "6600") ||
1149 strstr(gl_info->gl_renderer, "6610") ||
1150 strstr(gl_info->gl_renderer, "6700"))
1152 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1153 vidmem = 128; /* A 6600GT has 128-256MB */
1155 /* Geforce6/7 lowend */
1156 else {
1157 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1158 vidmem = 64; /* */
1160 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1161 /* GeforceFX - highend */
1162 if (strstr(gl_info->gl_renderer, "5800") ||
1163 strstr(gl_info->gl_renderer, "5900") ||
1164 strstr(gl_info->gl_renderer, "5950") ||
1165 strstr(gl_info->gl_renderer, "Quadro FX"))
1167 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1168 vidmem = 256; /* 5800-5900 cards use 256MB */
1170 /* GeforceFX - midend */
1171 else if(strstr(gl_info->gl_renderer, "5600") ||
1172 strstr(gl_info->gl_renderer, "5650") ||
1173 strstr(gl_info->gl_renderer, "5700") ||
1174 strstr(gl_info->gl_renderer, "5750"))
1176 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1177 vidmem = 128; /* A 5600 uses 128-256MB */
1179 /* GeforceFX - lowend */
1180 else {
1181 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1182 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1184 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1185 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1186 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1187 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1189 else {
1190 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1191 vidmem = 64; /* Geforce3 cards have 64-128MB */
1193 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1194 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1195 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1196 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1198 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1199 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1200 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1202 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1203 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1204 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1206 else {
1207 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1208 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1210 } else {
1211 if (strstr(gl_info->gl_renderer, "TNT2")) {
1212 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1213 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1215 else {
1216 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1217 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1220 break;
1221 case VENDOR_ATI:
1222 if(WINE_D3D9_CAPABLE(gl_info)) {
1223 /* Radeon R6xx HD2900/HD3800 - highend */
1224 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1225 strstr(gl_info->gl_renderer, "HD 3870") ||
1226 strstr(gl_info->gl_renderer, "HD 3850"))
1228 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1229 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1231 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1232 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1233 strstr(gl_info->gl_renderer, "HD 3830") ||
1234 strstr(gl_info->gl_renderer, "HD 3690") ||
1235 strstr(gl_info->gl_renderer, "HD 3650"))
1237 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1238 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1240 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1241 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1242 strstr(gl_info->gl_renderer, "HD 2400") ||
1243 strstr(gl_info->gl_renderer, "HD 3470") ||
1244 strstr(gl_info->gl_renderer, "HD 3450") ||
1245 strstr(gl_info->gl_renderer, "HD 3430"))
1247 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1248 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1250 /* Radeon R6xx/R7xx integrated */
1251 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1252 strstr(gl_info->gl_renderer, "HD 3200") ||
1253 strstr(gl_info->gl_renderer, "HD 3300"))
1255 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1256 vidmem = 128; /* 128MB */
1258 /* Radeon R5xx */
1259 else if (strstr(gl_info->gl_renderer, "X1600") ||
1260 strstr(gl_info->gl_renderer, "X1650") ||
1261 strstr(gl_info->gl_renderer, "X1800") ||
1262 strstr(gl_info->gl_renderer, "X1900") ||
1263 strstr(gl_info->gl_renderer, "X1950"))
1265 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1266 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1268 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1269 else if(strstr(gl_info->gl_renderer, "X700") ||
1270 strstr(gl_info->gl_renderer, "X800") ||
1271 strstr(gl_info->gl_renderer, "X850") ||
1272 strstr(gl_info->gl_renderer, "X1300") ||
1273 strstr(gl_info->gl_renderer, "X1400") ||
1274 strstr(gl_info->gl_renderer, "X1450") ||
1275 strstr(gl_info->gl_renderer, "X1550"))
1277 gl_info->gl_card = CARD_ATI_RADEON_X700;
1278 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1280 /* Radeon R3xx */
1281 else {
1282 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1283 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1285 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1286 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1287 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1288 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1289 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1290 vidmem = 32; /* There are models with up to 64MB */
1291 } else {
1292 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1293 vidmem = 16; /* There are 16-32MB models */
1295 break;
1296 case VENDOR_INTEL:
1297 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1298 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1299 gl_info->gl_card = CARD_INTEL_I945GM;
1300 vidmem = 64;
1301 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1302 gl_info->gl_card = CARD_INTEL_I915GM;
1303 } else if (strstr(gl_info->gl_renderer, "915G")) {
1304 gl_info->gl_card = CARD_INTEL_I915G;
1305 } else if (strstr(gl_info->gl_renderer, "865G")) {
1306 gl_info->gl_card = CARD_INTEL_I865G;
1307 } else if (strstr(gl_info->gl_renderer, "855G")) {
1308 gl_info->gl_card = CARD_INTEL_I855G;
1309 } else if (strstr(gl_info->gl_renderer, "830G")) {
1310 gl_info->gl_card = CARD_INTEL_I830G;
1311 } else {
1312 gl_info->gl_card = CARD_INTEL_I915G;
1314 break;
1315 case VENDOR_MESA:
1316 case VENDOR_WINE:
1317 default:
1318 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1319 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1320 * them a good generic choice.
1322 gl_info->gl_vendor = VENDOR_NVIDIA;
1323 if(WINE_D3D9_CAPABLE(gl_info))
1324 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1325 else if(WINE_D3D8_CAPABLE(gl_info))
1326 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1327 else if(WINE_D3D7_CAPABLE(gl_info))
1328 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1329 else if(WINE_D3D6_CAPABLE(gl_info))
1330 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1331 else
1332 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1334 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1336 /* If we have an estimate use it, else default to 64MB; */
1337 if(vidmem)
1338 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1339 else
1340 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1342 /* Load all the lookup tables
1343 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1344 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1345 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1347 for (i = 0; i < MAX_LOOKUPS; i++) {
1348 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1351 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1352 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1353 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1354 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1355 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1356 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1357 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1358 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1359 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1360 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1362 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1363 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1364 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1365 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1366 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1369 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1370 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1371 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1372 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1373 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1374 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1375 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1376 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1377 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1378 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1379 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1380 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1381 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1383 /* TODO: config lookups */
1385 /* Make sure there's an active HDC else the WGL extensions will fail */
1386 hdc = pwglGetCurrentDC();
1387 if (hdc) {
1388 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1389 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1391 if (NULL == WGL_Extensions) {
1392 ERR(" WGL_Extensions returns NULL\n");
1393 } else {
1394 while (*WGL_Extensions != 0x00) {
1395 const char *Start;
1396 char ThisExtn[256];
1397 size_t len;
1399 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1400 Start = WGL_Extensions;
1401 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1402 WGL_Extensions++;
1405 len = WGL_Extensions - Start;
1406 if (len == 0 || len >= sizeof(ThisExtn))
1407 continue;
1409 memcpy(ThisExtn, Start, len);
1410 ThisExtn[len] = '\0';
1411 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1413 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1414 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1415 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1417 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1418 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1419 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1424 LEAVE_GL();
1426 return return_value;
1428 #undef GLINFO_LOCATION
1430 /**********************************************************
1431 * IWineD3D implementation follows
1432 **********************************************************/
1434 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1435 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1437 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1438 return numAdapters;
1441 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1442 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1443 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1444 return WINED3D_OK;
1447 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1448 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1450 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1452 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1453 return NULL;
1456 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1459 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1460 of the same bpp but different resolutions */
1462 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1463 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1464 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1465 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1467 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1468 return 0;
1471 /* TODO: Store modes per adapter and read it from the adapter structure */
1472 if (Adapter == 0) { /* Display */
1473 int i = 0;
1474 int j = 0;
1476 if (!DEBUG_SINGLE_MODE) {
1477 DEVMODEW DevModeW;
1479 ZeroMemory(&DevModeW, sizeof(DevModeW));
1480 DevModeW.dmSize = sizeof(DevModeW);
1481 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1482 j++;
1483 switch (Format)
1485 case WINED3DFMT_UNKNOWN:
1486 /* This is for D3D8, do not enumerate P8 here */
1487 if (DevModeW.dmBitsPerPel == 32 ||
1488 DevModeW.dmBitsPerPel == 16) i++;
1489 break;
1490 case WINED3DFMT_X8R8G8B8:
1491 if (DevModeW.dmBitsPerPel == 32) i++;
1492 break;
1493 case WINED3DFMT_R5G6B5:
1494 if (DevModeW.dmBitsPerPel == 16) i++;
1495 break;
1496 case WINED3DFMT_P8:
1497 if (DevModeW.dmBitsPerPel == 8) i++;
1498 break;
1499 default:
1500 /* Skip other modes as they do not match the requested format */
1501 break;
1504 } else {
1505 i = 1;
1506 j = 1;
1509 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1510 return i;
1511 } else {
1512 FIXME_(d3d_caps)("Adapter not primary display\n");
1514 return 0;
1517 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1518 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1519 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1520 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1522 /* Validate the parameters as much as possible */
1523 if (NULL == pMode ||
1524 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1525 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1526 return WINED3DERR_INVALIDCALL;
1529 /* TODO: Store modes per adapter and read it from the adapter structure */
1530 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1531 DEVMODEW DevModeW;
1532 int ModeIdx = 0;
1533 int i = 0;
1534 int j = 0;
1536 ZeroMemory(&DevModeW, sizeof(DevModeW));
1537 DevModeW.dmSize = sizeof(DevModeW);
1539 /* If we are filtering to a specific format (D3D9), then need to skip
1540 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1541 just count through the ones with valid bit depths */
1542 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1543 switch (Format)
1545 case WINED3DFMT_UNKNOWN:
1546 /* This is D3D8. Do not enumerate P8 here */
1547 if (DevModeW.dmBitsPerPel == 32 ||
1548 DevModeW.dmBitsPerPel == 16) i++;
1549 break;
1550 case WINED3DFMT_X8R8G8B8:
1551 if (DevModeW.dmBitsPerPel == 32) i++;
1552 break;
1553 case WINED3DFMT_R5G6B5:
1554 if (DevModeW.dmBitsPerPel == 16) i++;
1555 break;
1556 case WINED3DFMT_P8:
1557 if (DevModeW.dmBitsPerPel == 8) i++;
1558 break;
1559 default:
1560 /* Modes that don't match what we support can get an early-out */
1561 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1562 return WINED3DERR_INVALIDCALL;
1566 if (i == 0) {
1567 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1568 return WINED3DERR_INVALIDCALL;
1570 ModeIdx = j - 1;
1572 /* Now get the display mode via the calculated index */
1573 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1574 pMode->Width = DevModeW.dmPelsWidth;
1575 pMode->Height = DevModeW.dmPelsHeight;
1576 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1577 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1578 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1580 if (Format == WINED3DFMT_UNKNOWN) {
1581 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1582 } else {
1583 pMode->Format = Format;
1585 } else {
1586 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1587 return WINED3DERR_INVALIDCALL;
1590 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1591 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1592 DevModeW.dmBitsPerPel);
1594 } else if (DEBUG_SINGLE_MODE) {
1595 /* Return one setting of the format requested */
1596 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1597 pMode->Width = 800;
1598 pMode->Height = 600;
1599 pMode->RefreshRate = 60;
1600 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1601 } else {
1602 FIXME_(d3d_caps)("Adapter not primary display\n");
1605 return WINED3D_OK;
1608 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1609 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1610 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1612 if (NULL == pMode ||
1613 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1614 return WINED3DERR_INVALIDCALL;
1617 if (Adapter == 0) { /* Display */
1618 int bpp = 0;
1619 DEVMODEW DevModeW;
1621 ZeroMemory(&DevModeW, sizeof(DevModeW));
1622 DevModeW.dmSize = sizeof(DevModeW);
1624 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1625 pMode->Width = DevModeW.dmPelsWidth;
1626 pMode->Height = DevModeW.dmPelsHeight;
1627 bpp = DevModeW.dmBitsPerPel;
1628 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1629 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1631 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1634 pMode->Format = pixelformat_for_depth(bpp);
1635 } else {
1636 FIXME_(d3d_caps)("Adapter not primary display\n");
1639 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1640 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1641 return WINED3D_OK;
1644 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1645 and fields being inserted in the middle, a new structure is used in place */
1646 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1647 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1648 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1650 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1652 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1653 return WINED3DERR_INVALIDCALL;
1656 /* Return the information requested */
1657 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1658 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1659 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1661 /* Note dx8 doesn't supply a DeviceName */
1662 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1663 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1664 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1665 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1666 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1667 *(pIdentifier->SubSysId) = 0;
1668 *(pIdentifier->Revision) = 0;
1669 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1671 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1672 *(pIdentifier->WHQLLevel) = 0;
1673 } else {
1674 *(pIdentifier->WHQLLevel) = 1;
1677 return WINED3D_OK;
1680 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1681 short redSize, greenSize, blueSize, alphaSize, colorBits;
1683 if(!cfg)
1684 return FALSE;
1686 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1687 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1688 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1689 return FALSE;
1692 if(cfg->redSize < redSize)
1693 return FALSE;
1695 if(cfg->greenSize < greenSize)
1696 return FALSE;
1698 if(cfg->blueSize < blueSize)
1699 return FALSE;
1701 if(cfg->alphaSize < alphaSize)
1702 return FALSE;
1704 return TRUE;
1705 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1706 if(Format == WINED3DFMT_R16F)
1707 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1708 if(Format == WINED3DFMT_G16R16F)
1709 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1710 if(Format == WINED3DFMT_A16B16G16R16F)
1711 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1712 if(Format == WINED3DFMT_R32F)
1713 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1714 if(Format == WINED3DFMT_G32R32F)
1715 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1716 if(Format == WINED3DFMT_A32B32G32R32F)
1717 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1718 } else {
1719 /* Probably a color index mode */
1720 return FALSE;
1723 return FALSE;
1726 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1727 short depthSize, stencilSize;
1728 BOOL lockable = FALSE;
1730 if(!cfg)
1731 return FALSE;
1733 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1734 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1735 return FALSE;
1738 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1739 lockable = TRUE;
1741 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1742 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1743 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1744 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1745 return FALSE;
1747 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1748 * allow more stencil bits than requested. */
1749 if(cfg->stencilSize < stencilSize)
1750 return FALSE;
1752 return TRUE;
1755 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1756 WINED3DFORMAT AdapterFormat,
1757 WINED3DFORMAT RenderTargetFormat,
1758 WINED3DFORMAT DepthStencilFormat) {
1759 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1760 int nCfgs;
1761 WineD3D_PixelFormat *cfgs;
1762 int it;
1764 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1765 This, Adapter,
1766 DeviceType, debug_d3ddevicetype(DeviceType),
1767 AdapterFormat, debug_d3dformat(AdapterFormat),
1768 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1769 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1771 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1772 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1773 return WINED3DERR_INVALIDCALL;
1776 cfgs = Adapters[Adapter].cfgs;
1777 nCfgs = Adapters[Adapter].nCfgs;
1778 for (it = 0; it < nCfgs; ++it) {
1779 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1780 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1781 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1782 return WINED3D_OK;
1786 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1788 return WINED3DERR_NOTAVAILABLE;
1791 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1792 WINED3DFORMAT SurfaceFormat,
1793 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1795 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1796 const GlPixelFormatDesc *glDesc;
1797 const StaticPixelFormatDesc *desc;
1799 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1800 This,
1801 Adapter,
1802 DeviceType, debug_d3ddevicetype(DeviceType),
1803 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1804 Windowed,
1805 MultiSampleType,
1806 pQualityLevels);
1808 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1809 return WINED3DERR_INVALIDCALL;
1812 /* TODO: handle Windowed, add more quality levels */
1814 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1816 /* By default multisampling is disabled right now as it causes issues
1817 * on some Nvidia driver versions and it doesn't work well in combination
1818 * with FBOs yet. */
1819 if(!wined3d_settings.allow_multisampling)
1820 return WINED3DERR_NOTAVAILABLE;
1822 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1823 if(!desc || !glDesc) {
1824 return WINED3DERR_INVALIDCALL;
1827 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1828 int i, nCfgs;
1829 WineD3D_PixelFormat *cfgs;
1831 cfgs = Adapters[Adapter].cfgs;
1832 nCfgs = Adapters[Adapter].nCfgs;
1833 for(i=0; i<nCfgs; i++) {
1834 if(cfgs[i].numSamples != MultiSampleType)
1835 continue;
1837 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1838 continue;
1840 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1842 if(pQualityLevels)
1843 *pQualityLevels = 1; /* Guess at a value! */
1844 return WINED3D_OK;
1847 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1848 short redSize, greenSize, blueSize, alphaSize, colorBits;
1849 int i, nCfgs;
1850 WineD3D_PixelFormat *cfgs;
1852 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1853 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1854 return WINED3DERR_NOTAVAILABLE;
1857 cfgs = Adapters[Adapter].cfgs;
1858 nCfgs = Adapters[Adapter].nCfgs;
1859 for(i=0; i<nCfgs; i++) {
1860 if(cfgs[i].numSamples != MultiSampleType)
1861 continue;
1862 if(cfgs[i].redSize != redSize)
1863 continue;
1864 if(cfgs[i].greenSize != greenSize)
1865 continue;
1866 if(cfgs[i].blueSize != blueSize)
1867 continue;
1868 if(cfgs[i].alphaSize != alphaSize)
1869 continue;
1871 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1873 if(pQualityLevels)
1874 *pQualityLevels = 1; /* Guess at a value! */
1875 return WINED3D_OK;
1878 return WINED3DERR_NOTAVAILABLE;
1881 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1882 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1884 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1885 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1886 UINT nmodes;
1888 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1889 This,
1890 Adapter,
1891 DeviceType, debug_d3ddevicetype(DeviceType),
1892 DisplayFormat, debug_d3dformat(DisplayFormat),
1893 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1894 Windowed);
1896 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1897 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1898 return WINED3DERR_INVALIDCALL;
1901 /* The task of this function is to check whether a certain display / backbuffer format
1902 * combination is available on the given adapter. In fullscreen mode microsoft specified
1903 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1904 * and display format should match exactly.
1905 * In windowed mode format conversion can occur and this depends on the driver. When format
1906 * conversion is done, this function should nevertheless fail and applications need to use
1907 * CheckDeviceFormatConversion.
1908 * At the moment we assume that fullscreen and windowed have the same capabilities */
1910 /* There are only 4 display formats */
1911 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1912 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1913 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1914 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1916 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1917 return WINED3DERR_NOTAVAILABLE;
1920 /* If the requested DisplayFormat is not available, don't continue */
1921 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1922 if(!nmodes) {
1923 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1924 return WINED3DERR_NOTAVAILABLE;
1927 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1928 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1929 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1930 return WINED3DERR_NOTAVAILABLE;
1933 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1934 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1935 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1936 return WINED3DERR_NOTAVAILABLE;
1939 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1940 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1941 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1942 return WINED3DERR_NOTAVAILABLE;
1945 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1946 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1947 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1948 return WINED3DERR_NOTAVAILABLE;
1951 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1952 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1953 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1954 return WINED3DERR_NOTAVAILABLE;
1957 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1958 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
1959 if(FAILED(hr))
1960 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1962 return hr;
1966 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1967 /* Check if we support bumpmapping for a format */
1968 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
1970 const struct fragment_pipeline *fp;
1971 const GlPixelFormatDesc *glDesc;
1973 switch(CheckFormat) {
1974 case WINED3DFMT_V8U8:
1975 case WINED3DFMT_V16U16:
1976 case WINED3DFMT_L6V5U5:
1977 case WINED3DFMT_X8L8V8U8:
1978 case WINED3DFMT_Q8W8V8U8:
1979 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1980 if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
1981 /* We have a GL extension giving native support */
1982 TRACE_(d3d_caps)("[OK]\n");
1983 return TRUE;
1986 /* No native support: Ask the fixed function pipeline implementation if it
1987 * can deal with the conversion
1989 fp = select_fragment_implementation(Adapter, DeviceType);
1990 if(fp->conv_supported(CheckFormat)) {
1991 TRACE_(d3d_caps)("[OK]\n");
1992 return TRUE;
1993 } else {
1994 TRACE_(d3d_caps)("[FAILED]\n");
1995 return FALSE;
1998 default:
1999 TRACE_(d3d_caps)("[FAILED]\n");
2000 return FALSE;
2004 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2005 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2007 int it=0;
2008 const GlPixelFormatDesc *glDesc;
2009 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2011 /* Fail if we weren't able to get a description of the format */
2012 if(!desc || !glDesc)
2013 return FALSE;
2015 /* Only allow depth/stencil formats */
2016 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2017 return FALSE;
2019 /* Walk through all WGL pixel formats to find a match */
2020 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2021 WineD3D_PixelFormat *cfg = &Adapters[Adapter].cfgs[it];
2022 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(cfg, DisplayFormat)) {
2023 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(cfg, DepthStencilFormat)) {
2024 return TRUE;
2029 return FALSE;
2032 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2034 const GlPixelFormatDesc *glDesc;
2035 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2037 /* Fail if we weren't able to get a description of the format */
2038 if(!desc || !glDesc)
2039 return FALSE;
2041 /* The flags entry of a format contains the filtering capability */
2042 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2043 return TRUE;
2045 return FALSE;
2048 /* Check the render target capabilities of a format */
2049 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2051 UINT Adapter = 0;
2052 const GlPixelFormatDesc *glDesc;
2053 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2055 /* Fail if we weren't able to get a description of the format */
2056 if(!desc || !glDesc)
2057 return FALSE;
2059 /* Filter out non-RT formats */
2060 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2061 return FALSE;
2063 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2064 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2065 int it;
2066 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2067 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2069 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2070 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2072 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2073 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2074 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2075 TRACE_(d3d_caps)("[FAILED]\n");
2076 return FALSE;
2079 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2080 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2081 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2082 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2083 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2084 return TRUE;
2087 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2088 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2089 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2090 int it;
2092 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2093 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2094 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2095 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2096 return TRUE;
2099 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2100 /* For now return TRUE for FBOs until we have some proper checks.
2101 * Note that this function will only be called when the format is around for texturing. */
2102 return TRUE;
2104 return FALSE;
2107 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2109 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2110 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2111 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2112 return FALSE;
2115 switch (CheckFormat) {
2116 case WINED3DFMT_A8R8G8B8:
2117 case WINED3DFMT_X8R8G8B8:
2118 case WINED3DFMT_A4R4G4B4:
2119 case WINED3DFMT_L8:
2120 case WINED3DFMT_A8L8:
2121 case WINED3DFMT_DXT1:
2122 case WINED3DFMT_DXT2:
2123 case WINED3DFMT_DXT3:
2124 case WINED3DFMT_DXT4:
2125 case WINED3DFMT_DXT5:
2126 TRACE_(d3d_caps)("[OK]\n");
2127 return TRUE;
2129 default:
2130 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2131 return FALSE;
2133 return FALSE;
2136 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2138 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2139 * doing the color fixup in shaders.
2140 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2141 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2142 int vs_selected_mode;
2143 int ps_selected_mode;
2144 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2146 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2147 TRACE_(d3d_caps)("[OK]\n");
2148 return TRUE;
2152 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2153 return FALSE;
2156 /* Check if a format support blending in combination with pixel shaders */
2157 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2159 const GlPixelFormatDesc *glDesc;
2160 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2162 /* Fail if we weren't able to get a description of the format */
2163 if(!desc || !glDesc)
2164 return FALSE;
2166 /* The flags entry of a format contains the post pixel shader blending capability */
2167 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2168 return TRUE;
2170 return FALSE;
2173 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2174 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2175 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2176 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2177 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2178 * capability anyway.
2180 * For now lets report this on all formats, but in the future we may want to
2181 * restrict it to some should games need that
2183 return TRUE;
2186 /* Check if a texture format is supported on the given adapter */
2187 static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2189 const shader_backend_t *shader_backend;
2190 const struct fragment_pipeline *fp;
2191 const GlPixelFormatDesc *glDesc;
2193 switch (CheckFormat) {
2195 /*****
2196 * supported: RGB(A) formats
2198 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2199 case WINED3DFMT_A8R8G8B8:
2200 case WINED3DFMT_X8R8G8B8:
2201 case WINED3DFMT_R5G6B5:
2202 case WINED3DFMT_X1R5G5B5:
2203 case WINED3DFMT_A1R5G5B5:
2204 case WINED3DFMT_A4R4G4B4:
2205 case WINED3DFMT_A8:
2206 case WINED3DFMT_X4R4G4B4:
2207 case WINED3DFMT_A8B8G8R8:
2208 case WINED3DFMT_X8B8G8R8:
2209 case WINED3DFMT_A2R10G10B10:
2210 case WINED3DFMT_A2B10G10R10:
2211 case WINED3DFMT_G16R16:
2212 TRACE_(d3d_caps)("[OK]\n");
2213 return TRUE;
2215 case WINED3DFMT_R3G3B2:
2216 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2217 return FALSE;
2219 /*****
2220 * supported: Palettized
2222 case WINED3DFMT_P8:
2223 TRACE_(d3d_caps)("[OK]\n");
2224 return TRUE;
2225 /* No Windows driver offers A8P8, so don't offer it either */
2226 case WINED3DFMT_A8P8:
2227 return FALSE;
2229 /*****
2230 * Supported: (Alpha)-Luminance
2232 case WINED3DFMT_L8:
2233 case WINED3DFMT_A8L8:
2234 case WINED3DFMT_L16:
2235 TRACE_(d3d_caps)("[OK]\n");
2236 return TRUE;
2238 /* Not supported on Windows, thus disabled */
2239 case WINED3DFMT_A4L4:
2240 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2241 return FALSE;
2243 /*****
2244 * Supported: Depth/Stencil formats
2246 case WINED3DFMT_D16_LOCKABLE:
2247 case WINED3DFMT_D16:
2248 case WINED3DFMT_D15S1:
2249 case WINED3DFMT_D24X8:
2250 case WINED3DFMT_D24X4S4:
2251 case WINED3DFMT_D24S8:
2252 case WINED3DFMT_D24FS8:
2253 case WINED3DFMT_D32:
2254 case WINED3DFMT_D32F_LOCKABLE:
2255 return TRUE;
2257 /*****
2258 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2259 * GL_NV_texture_shader). Emulated by shaders
2261 case WINED3DFMT_V8U8:
2262 case WINED3DFMT_X8L8V8U8:
2263 case WINED3DFMT_L6V5U5:
2264 case WINED3DFMT_Q8W8V8U8:
2265 case WINED3DFMT_V16U16:
2266 case WINED3DFMT_W11V11U10:
2267 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2268 if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
2269 /* We have a GL extension giving native support */
2270 TRACE_(d3d_caps)("[OK]\n");
2271 return TRUE;
2274 /* No native support: Ask the fixed function pipeline implementation if it
2275 * can deal with the conversion
2277 shader_backend = select_shader_backend(Adapter, DeviceType);
2278 if(shader_backend->shader_conv_supported(CheckFormat)) {
2279 TRACE_(d3d_caps)("[OK]\n");
2280 return TRUE;
2281 } else {
2282 TRACE_(d3d_caps)("[FAILED]\n");
2283 return FALSE;
2286 case WINED3DFMT_DXT1:
2287 case WINED3DFMT_DXT2:
2288 case WINED3DFMT_DXT3:
2289 case WINED3DFMT_DXT4:
2290 case WINED3DFMT_DXT5:
2291 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2292 TRACE_(d3d_caps)("[OK]\n");
2293 return TRUE;
2295 TRACE_(d3d_caps)("[FAILED]\n");
2296 return FALSE;
2299 /*****
2300 * Odd formats - not supported
2302 case WINED3DFMT_VERTEXDATA:
2303 case WINED3DFMT_INDEX16:
2304 case WINED3DFMT_INDEX32:
2305 case WINED3DFMT_Q16W16V16U16:
2306 case WINED3DFMT_A2W10V10U10:
2307 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2308 return FALSE;
2310 /*****
2311 * WINED3DFMT_CxV8U8: Not supported right now
2313 case WINED3DFMT_CxV8U8:
2314 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2315 return FALSE;
2317 /* YUV formats */
2318 case WINED3DFMT_UYVY:
2319 case WINED3DFMT_YUY2:
2320 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2321 TRACE_(d3d_caps)("[OK]\n");
2322 return TRUE;
2324 TRACE_(d3d_caps)("[FAILED]\n");
2325 return FALSE;
2326 case WINED3DFMT_YV12:
2327 TRACE_(d3d_caps)("[FAILED]\n");
2328 return FALSE;
2330 /* Not supported */
2331 case WINED3DFMT_A16B16G16R16:
2332 case WINED3DFMT_A8R3G3B2:
2333 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2334 return FALSE;
2336 /* Floating point formats */
2337 case WINED3DFMT_R16F:
2338 case WINED3DFMT_A16B16G16R16F:
2339 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2340 TRACE_(d3d_caps)("[OK]\n");
2341 return TRUE;
2343 TRACE_(d3d_caps)("[FAILED]\n");
2344 return FALSE;
2346 case WINED3DFMT_R32F:
2347 case WINED3DFMT_A32B32G32R32F:
2348 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2349 TRACE_(d3d_caps)("[OK]\n");
2350 return TRUE;
2352 TRACE_(d3d_caps)("[FAILED]\n");
2353 return FALSE;
2355 case WINED3DFMT_G16R16F:
2356 case WINED3DFMT_G32R32F:
2357 TRACE_(d3d_caps)("[FAILED]\n");
2358 return FALSE;
2360 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2361 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2362 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2363 * We can do instancing with all shader versions, but we need vertex shaders.
2365 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2366 * to enable instancing. WineD3D doesn't need that and just ignores it.
2368 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2370 case WINEMAKEFOURCC('I','N','S','T'):
2371 TRACE("ATI Instancing check hack\n");
2372 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2373 TRACE_(d3d_caps)("[OK]\n");
2374 return TRUE;
2376 TRACE_(d3d_caps)("[FAILED]\n");
2377 return FALSE;
2379 /* Some weird FOURCC formats */
2380 case WINED3DFMT_R8G8_B8G8:
2381 case WINED3DFMT_G8R8_G8B8:
2382 case WINED3DFMT_MULTI2_ARGB8:
2383 TRACE_(d3d_caps)("[FAILED]\n");
2384 return FALSE;
2386 /* Vendor specific formats */
2387 case WINED3DFMT_ATI2N:
2388 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2389 shader_backend = select_shader_backend(Adapter, DeviceType);
2390 fp = select_fragment_implementation(Adapter, DeviceType);
2391 if(shader_backend->shader_conv_supported(CheckFormat) &&
2392 fp->conv_supported(CheckFormat)) {
2393 TRACE_(d3d_caps)("[OK]\n");
2394 return TRUE;
2397 TRACE_(d3d_caps)("[OK]\n");
2398 return TRUE;
2400 TRACE_(d3d_caps)("[FAILED]\n");
2401 return FALSE;
2403 case WINED3DFMT_NVHU:
2404 case WINED3DFMT_NVHS:
2405 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2406 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2407 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2408 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2409 * Applications have to deal with not having NVHS and NVHU.
2411 TRACE_(d3d_caps)("[FAILED]\n");
2412 return FALSE;
2414 case WINED3DFMT_UNKNOWN:
2415 return FALSE;
2417 default:
2418 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2419 break;
2421 return FALSE;
2424 static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType) {
2425 const struct blit_shader *blitter;
2427 if(SurfaceType == SURFACE_GDI) {
2428 switch(CheckFormat) {
2429 case WINED3DFMT_R8G8B8:
2430 case WINED3DFMT_A8R8G8B8:
2431 case WINED3DFMT_X8R8G8B8:
2432 case WINED3DFMT_R5G6B5:
2433 case WINED3DFMT_X1R5G5B5:
2434 case WINED3DFMT_A1R5G5B5:
2435 case WINED3DFMT_A4R4G4B4:
2436 case WINED3DFMT_R3G3B2:
2437 case WINED3DFMT_A8:
2438 case WINED3DFMT_A8R3G3B2:
2439 case WINED3DFMT_X4R4G4B4:
2440 case WINED3DFMT_A2B10G10R10:
2441 case WINED3DFMT_A8B8G8R8:
2442 case WINED3DFMT_X8B8G8R8:
2443 case WINED3DFMT_G16R16:
2444 case WINED3DFMT_A2R10G10B10:
2445 case WINED3DFMT_A16B16G16R16:
2446 case WINED3DFMT_P8:
2447 TRACE_(d3d_caps)("[OK]\n");
2448 return TRUE;
2449 default:
2450 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2451 return FALSE;
2455 /* All format that are supported for textures are supported for surfaces as well */
2456 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
2457 /* All depth stencil formats are supported on surfaces */
2458 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
2460 /* If opengl can't process the format natively, the blitter may be able to convert it */
2461 blitter = select_blit_implementation(Adapter, DeviceType);
2462 if(blitter->conv_supported(CheckFormat)) {
2463 TRACE_(d3d_caps)("[OK]\n");
2464 return TRUE;
2467 /* Reject other formats */
2468 TRACE_(d3d_caps)("[FAILED]\n");
2469 return FALSE;
2472 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2474 if (!GL_LIMITS(vertex_samplers)) {
2475 TRACE_(d3d_caps)("[FAILED]\n");
2476 return FALSE;
2479 switch (CheckFormat) {
2480 case WINED3DFMT_A32B32G32R32F:
2481 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2482 TRACE_(d3d_caps)("[FAILED]\n");
2483 return FALSE;
2485 TRACE_(d3d_caps)("[OK]\n");
2486 return TRUE;
2488 default:
2489 TRACE_(d3d_caps)("[FAILED]\n");
2490 return FALSE;
2492 return FALSE;
2495 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2496 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2497 WINED3DSURFTYPE SurfaceType) {
2498 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2499 DWORD UsageCaps = 0;
2501 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2502 This,
2503 Adapter,
2504 DeviceType, debug_d3ddevicetype(DeviceType),
2505 AdapterFormat, debug_d3dformat(AdapterFormat),
2506 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2507 RType, debug_d3dresourcetype(RType),
2508 CheckFormat, debug_d3dformat(CheckFormat));
2510 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2511 return WINED3DERR_INVALIDCALL;
2514 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2516 if(SurfaceType != SURFACE_OPENGL) {
2517 TRACE("[FAILED]\n");
2518 return WINED3DERR_NOTAVAILABLE;
2521 /* Cubetexture allows:
2522 * - D3DUSAGE_AUTOGENMIPMAP
2523 * - D3DUSAGE_DEPTHSTENCIL
2524 * - D3DUSAGE_DYNAMIC
2525 * - D3DUSAGE_NONSECURE (d3d9ex)
2526 * - D3DUSAGE_RENDERTARGET
2527 * - D3DUSAGE_SOFTWAREPROCESSING
2528 * - D3DUSAGE_QUERY_WRAPANDMIP
2530 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2531 /* Check if the texture format is around */
2532 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2533 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2534 /* Check for automatic mipmap generation support */
2535 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2536 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2537 } else {
2538 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2539 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2543 /* Always report dynamic locking */
2544 if(Usage & WINED3DUSAGE_DYNAMIC)
2545 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2547 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2548 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2549 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2550 } else {
2551 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2552 return WINED3DERR_NOTAVAILABLE;
2556 /* Always report software processing */
2557 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2558 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2560 /* Check QUERY_FILTER support */
2561 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2562 if(CheckFilterCapability(Adapter, CheckFormat)) {
2563 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2564 } else {
2565 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2566 return WINED3DERR_NOTAVAILABLE;
2570 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2571 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2572 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2573 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2574 } else {
2575 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2576 return WINED3DERR_NOTAVAILABLE;
2580 /* Check QUERY_SRGBREAD support */
2581 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2582 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2583 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2584 } else {
2585 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2586 return WINED3DERR_NOTAVAILABLE;
2590 /* Check QUERY_SRGBWRITE support */
2591 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2592 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2593 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2594 } else {
2595 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2596 return WINED3DERR_NOTAVAILABLE;
2600 /* Check QUERY_VERTEXTEXTURE support */
2601 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2602 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2603 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2604 } else {
2605 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2606 return WINED3DERR_NOTAVAILABLE;
2610 /* Check QUERY_WRAPANDMIP support */
2611 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2612 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2613 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2614 } else {
2615 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2616 return WINED3DERR_NOTAVAILABLE;
2619 } else {
2620 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2621 return WINED3DERR_NOTAVAILABLE;
2623 } else {
2624 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2625 return WINED3DERR_NOTAVAILABLE;
2627 } else if(RType == WINED3DRTYPE_SURFACE) {
2628 /* Surface allows:
2629 * - D3DUSAGE_DEPTHSTENCIL
2630 * - D3DUSAGE_NONSECURE (d3d9ex)
2631 * - D3DUSAGE_RENDERTARGET
2634 if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat, SurfaceType)) {
2635 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2636 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2637 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2638 } else {
2639 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2640 return WINED3DERR_NOTAVAILABLE;
2644 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2645 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2646 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2647 } else {
2648 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2649 return WINED3DERR_NOTAVAILABLE;
2653 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2654 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2655 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2656 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2657 } else {
2658 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2659 return WINED3DERR_NOTAVAILABLE;
2662 } else {
2663 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2664 return WINED3DERR_NOTAVAILABLE;
2667 } else if(RType == WINED3DRTYPE_TEXTURE) {
2668 /* Texture allows:
2669 * - D3DUSAGE_AUTOGENMIPMAP
2670 * - D3DUSAGE_DEPTHSTENCIL
2671 * - D3DUSAGE_DMAP
2672 * - D3DUSAGE_DYNAMIC
2673 * - D3DUSAGE_NONSECURE (d3d9ex)
2674 * - D3DUSAGE_RENDERTARGET
2675 * - D3DUSAGE_SOFTWAREPROCESSING
2676 * - D3DUSAGE_TEXTAPI (d3d9ex)
2677 * - D3DUSAGE_QUERY_WRAPANDMIP
2680 if(SurfaceType != SURFACE_OPENGL) {
2681 TRACE("[FAILED]\n");
2682 return WINED3DERR_NOTAVAILABLE;
2685 /* Check if the texture format is around */
2686 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2687 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2688 /* Check for automatic mipmap generation support */
2689 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2690 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2691 } else {
2692 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2693 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2697 /* Always report dynamic locking */
2698 if(Usage & WINED3DUSAGE_DYNAMIC)
2699 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2701 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2702 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2703 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2704 } else {
2705 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2706 return WINED3DERR_NOTAVAILABLE;
2710 /* Always report software processing */
2711 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2712 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2714 /* Check QUERY_FILTER support */
2715 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2716 if(CheckFilterCapability(Adapter, CheckFormat)) {
2717 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2718 } else {
2719 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2720 return WINED3DERR_NOTAVAILABLE;
2724 /* Check QUERY_LEGACYBUMPMAP support */
2725 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2726 if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
2727 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2728 } else {
2729 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2730 return WINED3DERR_NOTAVAILABLE;
2734 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2735 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2736 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2737 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2738 } else {
2739 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2740 return WINED3DERR_NOTAVAILABLE;
2744 /* Check QUERY_SRGBREAD support */
2745 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2746 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2747 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2748 } else {
2749 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2750 return WINED3DERR_NOTAVAILABLE;
2754 /* Check QUERY_SRGBWRITE support */
2755 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2756 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2757 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2758 } else {
2759 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2760 return WINED3DERR_NOTAVAILABLE;
2764 /* Check QUERY_VERTEXTEXTURE support */
2765 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2766 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2767 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2768 } else {
2769 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2770 return WINED3DERR_NOTAVAILABLE;
2774 /* Check QUERY_WRAPANDMIP support */
2775 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2776 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2777 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2778 } else {
2779 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2780 return WINED3DERR_NOTAVAILABLE;
2784 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2785 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2786 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2787 } else {
2788 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2789 return WINED3DERR_NOTAVAILABLE;
2792 } else {
2793 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2794 return WINED3DERR_NOTAVAILABLE;
2796 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2797 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2798 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2800 * Volumetexture allows:
2801 * - D3DUSAGE_DYNAMIC
2802 * - D3DUSAGE_NONSECURE (d3d9ex)
2803 * - D3DUSAGE_SOFTWAREPROCESSING
2804 * - D3DUSAGE_QUERY_WRAPANDMIP
2807 if(SurfaceType != SURFACE_OPENGL) {
2808 TRACE("[FAILED]\n");
2809 return WINED3DERR_NOTAVAILABLE;
2812 /* Check volume texture and volume usage caps */
2813 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2814 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
2815 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2816 return WINED3DERR_NOTAVAILABLE;
2819 /* Always report dynamic locking */
2820 if(Usage & WINED3DUSAGE_DYNAMIC)
2821 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2823 /* Always report software processing */
2824 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2825 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2827 /* Check QUERY_FILTER support */
2828 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2829 if(CheckFilterCapability(Adapter, CheckFormat)) {
2830 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2831 } else {
2832 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2833 return WINED3DERR_NOTAVAILABLE;
2837 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2838 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2839 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2840 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2841 } else {
2842 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2843 return WINED3DERR_NOTAVAILABLE;
2847 /* Check QUERY_SRGBREAD support */
2848 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2849 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2850 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2851 } else {
2852 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2853 return WINED3DERR_NOTAVAILABLE;
2857 /* Check QUERY_SRGBWRITE support */
2858 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2859 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2860 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2861 } else {
2862 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2863 return WINED3DERR_NOTAVAILABLE;
2867 /* Check QUERY_VERTEXTEXTURE support */
2868 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2869 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2870 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2871 } else {
2872 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2873 return WINED3DERR_NOTAVAILABLE;
2877 /* Check QUERY_WRAPANDMIP support */
2878 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2879 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2880 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2881 } else {
2882 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2883 return WINED3DERR_NOTAVAILABLE;
2886 } else {
2887 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2888 return WINED3DERR_NOTAVAILABLE;
2891 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2892 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2893 * app needing one of those formats, don't advertize them to avoid leading apps into
2894 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2895 * except of R32F.
2897 switch(CheckFormat) {
2898 case WINED3DFMT_P8:
2899 case WINED3DFMT_A4L4:
2900 case WINED3DFMT_R32F:
2901 case WINED3DFMT_R16F:
2902 case WINED3DFMT_X8L8V8U8:
2903 case WINED3DFMT_L6V5U5:
2904 case WINED3DFMT_G16R16:
2905 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2906 return WINED3DERR_NOTAVAILABLE;
2908 case WINED3DFMT_Q8W8V8U8:
2909 case WINED3DFMT_V16U16:
2910 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2911 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2912 return WINED3DERR_NOTAVAILABLE;
2914 break;
2916 case WINED3DFMT_V8U8:
2917 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2918 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2919 return WINED3DERR_NOTAVAILABLE;
2921 break;
2923 case WINED3DFMT_DXT1:
2924 case WINED3DFMT_DXT2:
2925 case WINED3DFMT_DXT3:
2926 case WINED3DFMT_DXT4:
2927 case WINED3DFMT_DXT5:
2928 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2929 * compressed texture results in an error. While the D3D refrast does
2930 * support s3tc volumes, at least the nvidia windows driver does not, so
2931 * we're free not to support this format.
2933 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2934 return WINED3DERR_NOTAVAILABLE;
2936 default:
2937 /* Do nothing, continue with checking the format below */
2938 break;
2940 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2941 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2942 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2943 return WINED3DERR_NOTAVAILABLE;
2946 /* This format is nothing special and it is supported perfectly.
2947 * However, ati and nvidia driver on windows do not mark this format as
2948 * supported (tested with the dxCapsViewer) and pretending to
2949 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2950 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2951 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2953 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2954 TRACE_(d3d_caps)("[FAILED]\n");
2955 return WINED3DERR_NOTAVAILABLE;
2958 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2959 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2960 * usage flags match. */
2961 if(UsageCaps == Usage) {
2962 return WINED3D_OK;
2963 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2964 return WINED3DOK_NOAUTOGEN;
2965 } else {
2966 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);
2967 return WINED3DERR_NOTAVAILABLE;
2971 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2972 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2973 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2975 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2976 This,
2977 Adapter,
2978 DeviceType, debug_d3ddevicetype(DeviceType),
2979 SourceFormat, debug_d3dformat(SourceFormat),
2980 TargetFormat, debug_d3dformat(TargetFormat));
2981 return WINED3D_OK;
2984 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2985 const shader_backend_t *ret;
2986 int vs_selected_mode;
2987 int ps_selected_mode;
2989 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2990 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2991 ret = &glsl_shader_backend;
2992 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2993 ret = &arb_program_shader_backend;
2994 } else {
2995 ret = &none_shader_backend;
2997 return ret;
3000 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3001 int vs_selected_mode;
3002 int ps_selected_mode;
3004 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3005 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3006 return &arbfp_fragment_pipeline;
3007 } else if(ps_selected_mode == SHADER_ATI) {
3008 return &atifs_fragment_pipeline;
3009 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3010 return &nvts_fragment_pipeline;
3011 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3012 return &nvrc_fragment_pipeline;
3013 } else {
3014 return &ffp_fragment_pipeline;
3018 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3019 int vs_selected_mode;
3020 int ps_selected_mode;
3022 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3023 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3024 return &arbfp_blit;
3025 } else {
3026 return &ffp_blit;
3030 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3031 subset of a D3DCAPS9 structure. However, it has to come via a void *
3032 as the d3d8 interface cannot import the d3d9 header */
3033 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3035 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3036 int vs_selected_mode;
3037 int ps_selected_mode;
3038 struct shader_caps shader_caps;
3039 struct fragment_caps fragment_caps;
3040 const shader_backend_t *shader_backend;
3041 const struct fragment_pipeline *frag_pipeline = NULL;
3042 DWORD ckey_caps, blit_caps, fx_caps;
3044 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3046 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3047 return WINED3DERR_INVALIDCALL;
3050 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3052 /* This function should *not* be modifying GL caps
3053 * TODO: move the functionality where it belongs */
3054 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
3056 /* ------------------------------------------------
3057 The following fields apply to both d3d8 and d3d9
3058 ------------------------------------------------ */
3059 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3060 pCaps->AdapterOrdinal = Adapter;
3062 pCaps->Caps = 0;
3063 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3064 WINED3DCAPS2_FULLSCREENGAMMA |
3065 WINED3DCAPS2_DYNAMICTEXTURES;
3066 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3067 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3069 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
3070 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3071 WINED3DPRESENT_INTERVAL_ONE;
3073 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3074 WINED3DCURSORCAPS_LOWRES;
3076 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3077 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3078 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3079 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3080 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3081 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3082 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3083 WINED3DDEVCAPS_PUREDEVICE |
3084 WINED3DDEVCAPS_HWRASTERIZATION |
3085 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3086 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3087 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3088 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3089 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3090 WINED3DDEVCAPS_RTPATCHES;
3092 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3093 WINED3DPMISCCAPS_CULLCCW |
3094 WINED3DPMISCCAPS_CULLCW |
3095 WINED3DPMISCCAPS_COLORWRITEENABLE |
3096 WINED3DPMISCCAPS_CLIPTLVERTS |
3097 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3098 WINED3DPMISCCAPS_MASKZ |
3099 WINED3DPMISCCAPS_BLENDOP |
3100 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3101 /* TODO:
3102 WINED3DPMISCCAPS_NULLREFERENCE
3103 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3104 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3105 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3106 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3108 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3109 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3111 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3112 WINED3DPRASTERCAPS_PAT |
3113 WINED3DPRASTERCAPS_WFOG |
3114 WINED3DPRASTERCAPS_ZFOG |
3115 WINED3DPRASTERCAPS_FOGVERTEX |
3116 WINED3DPRASTERCAPS_FOGTABLE |
3117 WINED3DPRASTERCAPS_STIPPLE |
3118 WINED3DPRASTERCAPS_SUBPIXEL |
3119 WINED3DPRASTERCAPS_ZTEST |
3120 WINED3DPRASTERCAPS_SCISSORTEST |
3121 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3122 WINED3DPRASTERCAPS_DEPTHBIAS;
3124 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3125 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3126 WINED3DPRASTERCAPS_ZBIAS |
3127 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3129 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3130 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3132 /* FIXME Add:
3133 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3134 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3135 WINED3DPRASTERCAPS_ANTIALIASEDGES
3136 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3137 WINED3DPRASTERCAPS_WBUFFER */
3139 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3140 WINED3DPCMPCAPS_EQUAL |
3141 WINED3DPCMPCAPS_GREATER |
3142 WINED3DPCMPCAPS_GREATEREQUAL |
3143 WINED3DPCMPCAPS_LESS |
3144 WINED3DPCMPCAPS_LESSEQUAL |
3145 WINED3DPCMPCAPS_NEVER |
3146 WINED3DPCMPCAPS_NOTEQUAL;
3148 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3149 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3150 WINED3DPBLENDCAPS_DESTALPHA |
3151 WINED3DPBLENDCAPS_DESTCOLOR |
3152 WINED3DPBLENDCAPS_INVDESTALPHA |
3153 WINED3DPBLENDCAPS_INVDESTCOLOR |
3154 WINED3DPBLENDCAPS_INVSRCALPHA |
3155 WINED3DPBLENDCAPS_INVSRCCOLOR |
3156 WINED3DPBLENDCAPS_ONE |
3157 WINED3DPBLENDCAPS_SRCALPHA |
3158 WINED3DPBLENDCAPS_SRCALPHASAT |
3159 WINED3DPBLENDCAPS_SRCCOLOR |
3160 WINED3DPBLENDCAPS_ZERO;
3162 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3163 WINED3DPBLENDCAPS_DESTCOLOR |
3164 WINED3DPBLENDCAPS_INVDESTALPHA |
3165 WINED3DPBLENDCAPS_INVDESTCOLOR |
3166 WINED3DPBLENDCAPS_INVSRCALPHA |
3167 WINED3DPBLENDCAPS_INVSRCCOLOR |
3168 WINED3DPBLENDCAPS_ONE |
3169 WINED3DPBLENDCAPS_SRCALPHA |
3170 WINED3DPBLENDCAPS_SRCCOLOR |
3171 WINED3DPBLENDCAPS_ZERO;
3172 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3173 * according to the glBlendFunc manpage
3175 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3176 * legacy settings for srcblend only
3179 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3180 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3181 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3185 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3186 WINED3DPCMPCAPS_EQUAL |
3187 WINED3DPCMPCAPS_GREATER |
3188 WINED3DPCMPCAPS_GREATEREQUAL |
3189 WINED3DPCMPCAPS_LESS |
3190 WINED3DPCMPCAPS_LESSEQUAL |
3191 WINED3DPCMPCAPS_NEVER |
3192 WINED3DPCMPCAPS_NOTEQUAL;
3194 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3195 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3196 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3197 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3198 WINED3DPSHADECAPS_COLORFLATRGB |
3199 WINED3DPSHADECAPS_FOGFLAT |
3200 WINED3DPSHADECAPS_FOGGOURAUD |
3201 WINED3DPSHADECAPS_SPECULARFLATRGB;
3203 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3204 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3205 WINED3DPTEXTURECAPS_TRANSPARENCY |
3206 WINED3DPTEXTURECAPS_BORDER |
3207 WINED3DPTEXTURECAPS_MIPMAP |
3208 WINED3DPTEXTURECAPS_PROJECTED |
3209 WINED3DPTEXTURECAPS_PERSPECTIVE;
3211 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3212 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3213 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3216 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3217 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3218 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3219 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3222 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3223 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3224 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3225 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3229 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3230 WINED3DPTFILTERCAPS_MAGFPOINT |
3231 WINED3DPTFILTERCAPS_MINFLINEAR |
3232 WINED3DPTFILTERCAPS_MINFPOINT |
3233 WINED3DPTFILTERCAPS_MIPFLINEAR |
3234 WINED3DPTFILTERCAPS_MIPFPOINT |
3235 WINED3DPTFILTERCAPS_LINEAR |
3236 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3237 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3238 WINED3DPTFILTERCAPS_MIPLINEAR |
3239 WINED3DPTFILTERCAPS_MIPNEAREST |
3240 WINED3DPTFILTERCAPS_NEAREST;
3242 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3243 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3244 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3247 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3248 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3249 WINED3DPTFILTERCAPS_MAGFPOINT |
3250 WINED3DPTFILTERCAPS_MINFLINEAR |
3251 WINED3DPTFILTERCAPS_MINFPOINT |
3252 WINED3DPTFILTERCAPS_MIPFLINEAR |
3253 WINED3DPTFILTERCAPS_MIPFPOINT |
3254 WINED3DPTFILTERCAPS_LINEAR |
3255 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3256 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3257 WINED3DPTFILTERCAPS_MIPLINEAR |
3258 WINED3DPTFILTERCAPS_MIPNEAREST |
3259 WINED3DPTFILTERCAPS_NEAREST;
3261 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3262 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3263 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3265 } else
3266 pCaps->CubeTextureFilterCaps = 0;
3268 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3269 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3270 WINED3DPTFILTERCAPS_MAGFPOINT |
3271 WINED3DPTFILTERCAPS_MINFLINEAR |
3272 WINED3DPTFILTERCAPS_MINFPOINT |
3273 WINED3DPTFILTERCAPS_MIPFLINEAR |
3274 WINED3DPTFILTERCAPS_MIPFPOINT |
3275 WINED3DPTFILTERCAPS_LINEAR |
3276 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3277 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3278 WINED3DPTFILTERCAPS_MIPLINEAR |
3279 WINED3DPTFILTERCAPS_MIPNEAREST |
3280 WINED3DPTFILTERCAPS_NEAREST;
3281 } else
3282 pCaps->VolumeTextureFilterCaps = 0;
3284 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3285 WINED3DPTADDRESSCAPS_CLAMP |
3286 WINED3DPTADDRESSCAPS_WRAP;
3288 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3289 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3291 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3292 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3294 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3295 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3298 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3299 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3300 WINED3DPTADDRESSCAPS_CLAMP |
3301 WINED3DPTADDRESSCAPS_WRAP;
3302 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3303 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3305 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3306 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3308 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3309 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3311 } else
3312 pCaps->VolumeTextureAddressCaps = 0;
3314 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3315 WINED3DLINECAPS_ZTEST |
3316 WINED3DLINECAPS_BLEND |
3317 WINED3DLINECAPS_ALPHACMP |
3318 WINED3DLINECAPS_FOG;
3319 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3320 * idea how generating the smoothing alpha values works; the result is different
3323 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3324 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3326 if(GL_SUPPORT(EXT_TEXTURE3D))
3327 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3328 else
3329 pCaps->MaxVolumeExtent = 0;
3331 pCaps->MaxTextureRepeat = 32768;
3332 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3333 pCaps->MaxVertexW = 1.0;
3335 pCaps->GuardBandLeft = 0;
3336 pCaps->GuardBandTop = 0;
3337 pCaps->GuardBandRight = 0;
3338 pCaps->GuardBandBottom = 0;
3340 pCaps->ExtentsAdjust = 0;
3342 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3343 WINED3DSTENCILCAPS_INCRSAT |
3344 WINED3DSTENCILCAPS_INVERT |
3345 WINED3DSTENCILCAPS_KEEP |
3346 WINED3DSTENCILCAPS_REPLACE |
3347 WINED3DSTENCILCAPS_ZERO;
3348 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3349 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3350 WINED3DSTENCILCAPS_INCR;
3352 if ( This->dxVersion > 8 &&
3353 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3354 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3355 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3358 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3360 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3361 pCaps->MaxActiveLights = GL_LIMITS(lights);
3363 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3364 pCaps->MaxVertexBlendMatrixIndex = 0;
3366 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3367 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3370 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3371 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3372 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3373 WINED3DVTXPCAPS_LOCALVIEWER |
3374 WINED3DVTXPCAPS_VERTEXFOG |
3375 WINED3DVTXPCAPS_TEXGEN;
3376 /* FIXME: Add
3377 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3379 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3380 pCaps->MaxVertexIndex = 0xFFFFF;
3381 pCaps->MaxStreams = MAX_STREAMS;
3382 pCaps->MaxStreamStride = 1024;
3384 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3385 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3386 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3387 pCaps->MaxNpatchTessellationLevel = 0;
3388 pCaps->MasterAdapterOrdinal = 0;
3389 pCaps->AdapterOrdinalInGroup = 0;
3390 pCaps->NumberOfAdaptersInGroup = 1;
3392 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3394 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3395 WINED3DPTFILTERCAPS_MAGFPOINT |
3396 WINED3DPTFILTERCAPS_MINFLINEAR |
3397 WINED3DPTFILTERCAPS_MAGFLINEAR;
3398 pCaps->VertexTextureFilterCaps = 0;
3400 memset(&shader_caps, 0, sizeof(shader_caps));
3401 shader_backend = select_shader_backend(Adapter, DeviceType);
3402 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3404 memset(&fragment_caps, 0, sizeof(fragment_caps));
3405 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3406 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3408 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3409 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3411 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3412 * Ignore shader model capabilities if disabled in config
3414 if(vs_selected_mode == SHADER_NONE) {
3415 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3416 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3417 pCaps->MaxVertexShaderConst = 0;
3418 } else {
3419 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3420 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3423 if(ps_selected_mode == SHADER_NONE) {
3424 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3425 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3426 pCaps->PixelShader1xMaxValue = 0.0;
3427 } else {
3428 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3429 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3432 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3433 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3434 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3436 pCaps->VS20Caps = shader_caps.VS20Caps;
3437 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3438 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3439 pCaps->PS20Caps = shader_caps.PS20Caps;
3440 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3441 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3443 /* The following caps are shader specific, but they are things we cannot detect, or which
3444 * are the same among all shader models. So to avoid code duplication set the shader version
3445 * specific, but otherwise constant caps here
3447 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3448 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3449 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3450 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3451 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3452 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3453 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3455 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3456 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3457 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3458 pCaps->VS20Caps.Caps = 0;
3459 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3460 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3461 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3463 pCaps->MaxVShaderInstructionsExecuted = 65535;
3464 pCaps->MaxVertexShader30InstructionSlots = 0;
3465 } else { /* VS 1.x */
3466 pCaps->VS20Caps.Caps = 0;
3467 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3468 pCaps->VS20Caps.NumTemps = 0;
3469 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3471 pCaps->MaxVShaderInstructionsExecuted = 0;
3472 pCaps->MaxVertexShader30InstructionSlots = 0;
3475 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3476 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3477 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3479 /* 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 */
3480 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3481 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3482 WINED3DPS20CAPS_PREDICATION |
3483 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3484 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3485 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3486 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3487 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3488 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3490 pCaps->MaxPShaderInstructionsExecuted = 65535;
3491 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3492 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3493 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3494 pCaps->PS20Caps.Caps = 0;
3495 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3496 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3497 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3498 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3500 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3501 pCaps->MaxPixelShader30InstructionSlots = 0;
3502 } else { /* PS 1.x */
3503 pCaps->PS20Caps.Caps = 0;
3504 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3505 pCaps->PS20Caps.NumTemps = 0;
3506 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3507 pCaps->PS20Caps.NumInstructionSlots = 0;
3509 pCaps->MaxPShaderInstructionsExecuted = 0;
3510 pCaps->MaxPixelShader30InstructionSlots = 0;
3513 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3514 /* OpenGL supports all the formats below, perhaps not always
3515 * without conversion, but it supports them.
3516 * Further GLSL doesn't seem to have an official unsigned type so
3517 * don't advertise it yet as I'm not sure how we handle it.
3518 * We might need to add some clamping in the shader engine to
3519 * support it.
3520 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3521 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3522 WINED3DDTCAPS_UBYTE4N |
3523 WINED3DDTCAPS_SHORT2N |
3524 WINED3DDTCAPS_SHORT4N;
3525 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3526 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3527 WINED3DDTCAPS_FLOAT16_4;
3529 } else
3530 pCaps->DeclTypes = 0;
3532 /* Set DirectDraw helper Caps */
3533 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3534 WINEDDCKEYCAPS_SRCBLT;
3535 fx_caps = WINEDDFXCAPS_BLTALPHA |
3536 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3537 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3538 WINEDDFXCAPS_BLTROTATION90 |
3539 WINEDDFXCAPS_BLTSHRINKX |
3540 WINEDDFXCAPS_BLTSHRINKXN |
3541 WINEDDFXCAPS_BLTSHRINKY |
3542 WINEDDFXCAPS_BLTSHRINKXN |
3543 WINEDDFXCAPS_BLTSTRETCHX |
3544 WINEDDFXCAPS_BLTSTRETCHXN |
3545 WINEDDFXCAPS_BLTSTRETCHY |
3546 WINEDDFXCAPS_BLTSTRETCHYN;
3547 blit_caps = WINEDDCAPS_BLT |
3548 WINEDDCAPS_BLTCOLORFILL |
3549 WINEDDCAPS_BLTDEPTHFILL |
3550 WINEDDCAPS_BLTSTRETCH |
3551 WINEDDCAPS_CANBLTSYSMEM |
3552 WINEDDCAPS_CANCLIP |
3553 WINEDDCAPS_CANCLIPSTRETCHED |
3554 WINEDDCAPS_COLORKEY |
3555 WINEDDCAPS_COLORKEYHWASSIST |
3556 WINEDDCAPS_ALIGNBOUNDARYSRC;
3558 /* Fill the ddraw caps structure */
3559 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3560 WINEDDCAPS_PALETTE |
3561 blit_caps;
3562 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3563 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3564 WINEDDCAPS2_PRIMARYGAMMA |
3565 WINEDDCAPS2_WIDESURFACES |
3566 WINEDDCAPS2_CANRENDERWINDOWED;
3567 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3568 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3569 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3570 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3571 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3572 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3573 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3574 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3575 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3577 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3578 WINEDDSCAPS_BACKBUFFER |
3579 WINEDDSCAPS_FLIP |
3580 WINEDDSCAPS_FRONTBUFFER |
3581 WINEDDSCAPS_OFFSCREENPLAIN |
3582 WINEDDSCAPS_PALETTE |
3583 WINEDDSCAPS_PRIMARYSURFACE |
3584 WINEDDSCAPS_SYSTEMMEMORY |
3585 WINEDDSCAPS_VIDEOMEMORY |
3586 WINEDDSCAPS_VISIBLE;
3587 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3589 /* Set D3D caps if OpenGL is available. */
3590 if(Adapters[Adapter].opengl) {
3591 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3592 WINEDDSCAPS_MIPMAP |
3593 WINEDDSCAPS_TEXTURE |
3594 WINEDDSCAPS_ZBUFFER;
3595 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3598 return WINED3D_OK;
3601 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3602 and fields being inserted in the middle, a new structure is used in place */
3603 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3604 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3605 IUnknown *parent) {
3607 IWineD3DDeviceImpl *object = NULL;
3608 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3609 WINED3DDISPLAYMODE mode;
3610 const struct fragment_pipeline *frag_pipeline = NULL;
3611 int i;
3612 struct fragment_caps ffp_caps;
3614 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3615 * number and create a device without a 3D adapter for 2D only operation.
3617 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3618 return WINED3DERR_INVALIDCALL;
3621 /* Create a WineD3DDevice object */
3622 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3623 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3624 TRACE("Created WineD3DDevice object @ %p\n", object);
3625 if (NULL == object) {
3626 return WINED3DERR_OUTOFVIDEOMEMORY;
3629 /* Set up initial COM information */
3630 object->lpVtbl = &IWineD3DDevice_Vtbl;
3631 object->ref = 1;
3632 object->wineD3D = iface;
3633 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3634 IWineD3D_AddRef(object->wineD3D);
3635 object->parent = parent;
3636 list_init(&object->resources);
3637 list_init(&object->shaders);
3639 if(This->dxVersion == 7) {
3640 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3641 } else {
3642 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3644 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3646 /* Set the state up as invalid until the device is fully created */
3647 object->state = WINED3DERR_DRIVERINTERNALERROR;
3649 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3650 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3652 /* Save the creation parameters */
3653 object->createParms.AdapterOrdinal = Adapter;
3654 object->createParms.DeviceType = DeviceType;
3655 object->createParms.hFocusWindow = hFocusWindow;
3656 object->createParms.BehaviorFlags = BehaviourFlags;
3658 /* Initialize other useful values */
3659 object->adapterNo = Adapter;
3660 object->devType = DeviceType;
3662 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3663 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3665 memset(&ffp_caps, 0, sizeof(ffp_caps));
3666 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3667 object->frag_pipe = frag_pipeline;
3668 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
3669 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3670 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3671 compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3672 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3674 object->blitter = select_blit_implementation(Adapter, DeviceType);
3676 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3677 * model can deal with that. It is essentially the same, just with adjusted
3678 * Set*ShaderConstantF implementations
3680 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3681 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3684 /* set the state of the device to valid */
3685 object->state = WINED3D_OK;
3687 /* Get the initial screen setup for ddraw */
3688 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3690 object->ddraw_width = mode.Width;
3691 object->ddraw_height = mode.Height;
3692 object->ddraw_format = mode.Format;
3694 for(i = 0; i < PATCHMAP_SIZE; i++) {
3695 list_init(&object->patches[i]);
3697 return WINED3D_OK;
3699 #undef GLINFO_LOCATION
3701 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3702 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3703 IUnknown_AddRef(This->parent);
3704 *pParent = This->parent;
3705 return WINED3D_OK;
3708 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3709 IUnknown* surfaceParent;
3710 TRACE("(%p) call back\n", pSurface);
3712 /* Now, release the parent, which will take care of cleaning up the surface for us */
3713 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3714 IUnknown_Release(surfaceParent);
3715 return IUnknown_Release(surfaceParent);
3718 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3719 IUnknown* volumeParent;
3720 TRACE("(%p) call back\n", pVolume);
3722 /* Now, release the parent, which will take care of cleaning up the volume for us */
3723 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3724 IUnknown_Release(volumeParent);
3725 return IUnknown_Release(volumeParent);
3728 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3729 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3730 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3731 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3733 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3734 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3735 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3736 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3737 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3738 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3739 * DirectDraw, not OpenGL.
3741 if(gl_info->supported[APPLE_FENCE] &&
3742 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3743 gl_info->supported[APPLE_FLUSH_RENDER] &&
3744 gl_info->supported[APPLE_YCBCR_422]) {
3745 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3746 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3747 return TRUE;
3748 } else {
3749 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3750 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3751 return FALSE;
3755 #define GLINFO_LOCATION (*gl_info)
3756 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3757 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3758 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3759 * all the texture. This function detects this bug by its symptom and disables PBOs
3760 * if the test fails.
3762 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3763 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3764 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3765 * read back is compared to the original. If they are equal PBOs are assumed to work,
3766 * otherwise the PBO extension is disabled.
3768 GLuint texture, pbo;
3769 static const unsigned int pattern[] = {
3770 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3771 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3772 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3773 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3775 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3777 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3778 /* No PBO -> No point in testing them */
3779 return;
3782 while(glGetError());
3783 glGenTextures(1, &texture);
3784 glBindTexture(GL_TEXTURE_2D, texture);
3785 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3786 checkGLcall("Specifying the PBO test texture\n");
3788 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3789 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3790 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3791 checkGLcall("Specifying the PBO test pbo\n");
3793 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3794 checkGLcall("Loading the PBO test texture\n");
3796 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3797 glFinish(); /* just to be sure */
3799 memset(check, 0, sizeof(check));
3800 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3801 checkGLcall("Reading back the PBO test texture\n");
3803 glDeleteTextures(1, &texture);
3804 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3805 checkGLcall("PBO test cleanup\n");
3807 if(memcmp(check, pattern, sizeof(check)) != 0) {
3808 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3809 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3810 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3811 } else {
3812 TRACE_(d3d_caps)("PBO test successful\n");
3815 #undef GLINFO_LOCATION
3817 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3818 * reporting a driver version is moot because we are not the Windows driver, and we have different
3819 * bugs, features, etc.
3821 * If a card is not found in this table, the gl driver version is reported
3823 struct driver_version_information {
3824 WORD vendor; /* reported PCI card vendor ID */
3825 WORD card; /* reported PCI card device ID */
3826 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3827 WORD lopart_hi, lopart_lo; /* driver loword to report */
3830 static const struct driver_version_information driver_version_table[] = {
3831 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3832 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3833 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3834 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3835 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3836 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3837 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3838 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3839 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3840 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3841 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3842 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3843 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3844 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3845 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3846 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3847 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3848 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3849 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3851 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3852 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3853 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3854 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3855 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3856 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3857 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3859 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3862 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3863 unsigned int i;
3864 BOOL apple = implementation_is_apple(gl_info);
3866 if(apple) {
3867 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3868 * used it falls back to software. While the compiler can detect if the shader uses all declared
3869 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3870 * using relative addressing falls back to software.
3872 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3874 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3875 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3876 } else {
3877 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3878 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3879 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3882 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3883 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3884 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3885 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3886 * according to the spec.
3888 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3889 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3891 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3892 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3893 * this workaround is activated on cards that do not need it, it won't break things, just affect
3894 * performance negatively.
3896 if(gl_info->gl_vendor == VENDOR_INTEL ||
3897 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3898 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3899 gl_info->set_texcoord_w = TRUE;
3903 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3904 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3905 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3906 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3907 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3908 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3909 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3911 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3912 * has this extension promoted to core. The extension loading code sets this extension supported
3913 * due to that, so this code works on fglrx as well.
3915 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3916 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3917 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3918 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3919 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3920 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3921 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3925 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3926 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3927 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3928 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3929 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3930 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
3932 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3933 * triggering the software fallback. There is not much we can do here apart from disabling the
3934 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3935 * in IWineD3DImpl_FillGLCaps).
3936 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3937 * post-processing effects in the game "Max Payne 2").
3938 * The behaviour can be verified through a simple test app attached in bugreport #14724.
3940 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3941 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3942 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3943 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3944 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3948 /* Find out if PBOs work as they are supposed to */
3949 test_pbo_functionality(gl_info);
3951 /* Fixup the driver version */
3952 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3953 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3954 gl_info->gl_card == driver_version_table[i].card) {
3955 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3957 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3958 driver_version_table[i].lopart_lo);
3959 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3960 driver_version_table[i].hipart_lo);
3961 break;
3966 static void WINE_GLAPI invalid_func(void *data) {
3967 ERR("Invalid vertex attribute function called\n");
3968 DebugBreak();
3971 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, void * data) {
3972 ERR("Invalid texcoord function called\n");
3973 DebugBreak();
3976 #define GLINFO_LOCATION (Adapters[0].gl_info)
3978 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3979 * the extension detection and are used in drawStridedSlow
3981 static void WINE_GLAPI position_d3dcolor(void *data) {
3982 DWORD pos = *((DWORD *) data);
3984 FIXME("Add a test for fixed function position from d3dcolor type\n");
3985 glVertex4s(D3DCOLOR_B_R(pos),
3986 D3DCOLOR_B_G(pos),
3987 D3DCOLOR_B_B(pos),
3988 D3DCOLOR_B_A(pos));
3990 static void WINE_GLAPI position_float4(void *data) {
3991 GLfloat *pos = (float *) data;
3993 if (pos[3] < eps && pos[3] > -eps)
3994 glVertex3fv(pos);
3995 else {
3996 float w = 1.0 / pos[3];
3998 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4002 static void WINE_GLAPI diffuse_d3dcolor(void *data) {
4003 DWORD diffuseColor = *((DWORD *) data);
4005 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4006 D3DCOLOR_B_G(diffuseColor),
4007 D3DCOLOR_B_B(diffuseColor),
4008 D3DCOLOR_B_A(diffuseColor));
4011 static void WINE_GLAPI specular_d3dcolor(void *data) {
4012 DWORD specularColor = *((DWORD *) data);
4014 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
4015 D3DCOLOR_B_G(specularColor),
4016 D3DCOLOR_B_B(specularColor));
4018 static void WINE_GLAPI warn_no_specular_func(void *data) {
4019 WARN("GL_EXT_secondary_color not supported\n");
4022 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
4023 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
4024 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
4025 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
4026 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
4027 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
4028 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4029 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4030 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
4031 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4032 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4033 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4034 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4035 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4036 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4037 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4038 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4039 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4041 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
4042 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
4043 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
4044 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
4045 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
4046 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4047 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4048 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
4049 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
4050 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4051 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
4052 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4053 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
4054 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4055 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4056 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4057 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4059 /* No 4 component entry points here */
4060 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
4061 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
4062 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4063 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
4064 } else {
4065 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
4067 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
4068 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4069 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
4070 } else {
4071 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
4073 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4074 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4075 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
4076 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4077 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4078 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4079 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4080 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4081 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4082 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4083 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4084 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4086 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4087 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4089 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
4090 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
4091 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
4092 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
4093 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
4094 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4095 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4096 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
4097 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4098 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4099 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4100 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4101 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4102 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4103 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4104 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4105 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4107 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) GL_EXTCALL(glMultiTexCoord1fvARB);
4108 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) GL_EXTCALL(glMultiTexCoord2fvARB);
4109 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glMultiTexCoord3fvARB);
4110 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) GL_EXTCALL(glMultiTexCoord4fvARB);
4111 multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_texcoord_func;
4112 multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_texcoord_func;
4113 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (void *) GL_EXTCALL(glMultiTexCoord2svARB);
4114 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (void *) GL_EXTCALL(glMultiTexCoord4svARB);
4115 multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_texcoord_func;
4116 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_texcoord_func;
4117 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_texcoord_func;
4118 multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_texcoord_func;
4119 multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_texcoord_func;
4120 multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_texcoord_func;
4121 multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_texcoord_func;
4122 if (GL_SUPPORT(NV_HALF_FLOAT))
4124 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) GL_EXTCALL(glMultiTexCoord2hvNV);
4125 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) GL_EXTCALL(glMultiTexCoord4hvNV);
4126 } else {
4127 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_texcoord_func;
4128 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_texcoord_func;
4131 texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) glTexCoord1fv;
4132 texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) glTexCoord2fv;
4133 texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glTexCoord3fv;
4134 texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glTexCoord4fv;
4135 texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
4136 texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4137 texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (void *) glTexCoord2sv;
4138 texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glTexCoord4sv;
4139 texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4140 texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4141 texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4142 texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4143 texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4144 texcoord_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4145 texcoord_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4146 if (GL_SUPPORT(NV_HALF_FLOAT))
4148 texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) GL_EXTCALL(glTexCoord2hvNV);
4149 texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) GL_EXTCALL(glTexCoord4hvNV);
4150 } else {
4151 texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4152 texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4156 #define PUSH1(att) attribs[nAttribs++] = (att);
4157 BOOL InitAdapters(void) {
4158 static HMODULE mod_gl, mod_win32gl;
4159 BOOL ret;
4160 int ps_selected_mode, vs_selected_mode;
4162 /* No need to hold any lock. The calling library makes sure only one thread calls
4163 * wined3d simultaneously
4165 if(numAdapters > 0) return Adapters[0].opengl;
4167 TRACE("Initializing adapters\n");
4169 if(!mod_gl) {
4170 #ifdef USE_WIN32_OPENGL
4171 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4172 mod_gl = LoadLibraryA("opengl32.dll");
4173 if(!mod_gl) {
4174 ERR("Can't load opengl32.dll!\n");
4175 goto nogl_adapter;
4177 mod_win32gl = mod_gl;
4178 #else
4179 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4180 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4181 mod_gl = GetModuleHandleA("gdi32.dll");
4182 mod_win32gl = LoadLibraryA("opengl32.dll");
4183 if(!mod_win32gl) {
4184 ERR("Can't load opengl32.dll!\n");
4185 goto nogl_adapter;
4187 #endif
4190 /* Load WGL core functions from opengl32.dll */
4191 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4192 WGL_FUNCS_GEN;
4193 #undef USE_WGL_FUNC
4195 if(!pwglGetProcAddress) {
4196 ERR("Unable to load wglGetProcAddress!\n");
4197 goto nogl_adapter;
4200 /* Dynamically load all GL core functions */
4201 GL_FUNCS_GEN;
4202 #undef USE_GL_FUNC
4204 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4205 * otherwise because we have to use winex11.drv's override
4207 glFinish = (void*)GetProcAddress(mod_win32gl, "glFinish");
4208 glFlush = (void*)GetProcAddress(mod_win32gl, "glFlush");
4210 /* For now only one default adapter */
4212 int iPixelFormat;
4213 int attribs[10];
4214 int values[10];
4215 int nAttribs = 0;
4216 int res;
4217 int i;
4218 WineD3D_PixelFormat *cfgs;
4219 int attribute;
4220 DISPLAY_DEVICEW DisplayDevice;
4221 HDC hdc;
4223 TRACE("Initializing default adapter\n");
4224 Adapters[0].num = 0;
4225 Adapters[0].monitorPoint.x = -1;
4226 Adapters[0].monitorPoint.y = -1;
4228 if (!WineD3D_CreateFakeGLContext()) {
4229 ERR("Failed to get a gl context for default adapter\n");
4230 WineD3D_ReleaseFakeGLContext();
4231 goto nogl_adapter;
4234 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4235 if(!ret) {
4236 ERR("Failed to initialize gl caps for default adapter\n");
4237 WineD3D_ReleaseFakeGLContext();
4238 goto nogl_adapter;
4240 ret = initPixelFormats(&Adapters[0].gl_info);
4241 if(!ret) {
4242 ERR("Failed to init gl formats\n");
4243 WineD3D_ReleaseFakeGLContext();
4244 goto nogl_adapter;
4247 hdc = pwglGetCurrentDC();
4248 if(!hdc) {
4249 ERR("Failed to get gl HDC\n");
4250 WineD3D_ReleaseFakeGLContext();
4251 goto nogl_adapter;
4254 Adapters[0].driver = "Display";
4255 Adapters[0].description = "Direct3D HAL";
4257 /* Use the VideoRamSize registry setting when set */
4258 if(wined3d_settings.emulated_textureram)
4259 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4260 else
4261 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4262 Adapters[0].UsedTextureRam = 0;
4263 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4265 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4266 DisplayDevice.cb = sizeof(DisplayDevice);
4267 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4268 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4269 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4271 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4272 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4274 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4275 cfgs = Adapters[0].cfgs;
4276 PUSH1(WGL_RED_BITS_ARB)
4277 PUSH1(WGL_GREEN_BITS_ARB)
4278 PUSH1(WGL_BLUE_BITS_ARB)
4279 PUSH1(WGL_ALPHA_BITS_ARB)
4280 PUSH1(WGL_DEPTH_BITS_ARB)
4281 PUSH1(WGL_STENCIL_BITS_ARB)
4282 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4283 PUSH1(WGL_PIXEL_TYPE_ARB)
4284 PUSH1(WGL_DOUBLE_BUFFER_ARB)
4285 PUSH1(WGL_AUX_BUFFERS_ARB)
4287 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4288 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4290 if(!res)
4291 continue;
4293 /* Cache the pixel format */
4294 cfgs->iPixelFormat = iPixelFormat;
4295 cfgs->redSize = values[0];
4296 cfgs->greenSize = values[1];
4297 cfgs->blueSize = values[2];
4298 cfgs->alphaSize = values[3];
4299 cfgs->depthSize = values[4];
4300 cfgs->stencilSize = values[5];
4301 cfgs->windowDrawable = values[6];
4302 cfgs->iPixelType = values[7];
4303 cfgs->doubleBuffer = values[8];
4304 cfgs->auxBuffers = values[9];
4306 cfgs->pbufferDrawable = FALSE;
4307 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4308 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4309 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4310 int value;
4311 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4312 cfgs->pbufferDrawable = value;
4315 cfgs->numSamples = 0;
4316 /* Check multisample support */
4317 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4318 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4319 int value[2];
4320 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4321 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4322 * value[1] = number of multi sample buffers*/
4323 if(value[0])
4324 cfgs->numSamples = value[1];
4328 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);
4329 cfgs++;
4332 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4333 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4334 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4335 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4336 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4337 * driver is allowed to consume more bits EXCEPT for stencil bits.
4339 * Mark an adapter with this broken stencil behavior.
4341 Adapters[0].brokenStencil = TRUE;
4342 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4343 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4344 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4345 Adapters[0].brokenStencil = FALSE;
4346 break;
4350 fixup_extensions(&Adapters[0].gl_info);
4352 WineD3D_ReleaseFakeGLContext();
4354 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4355 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4356 fillGLAttribFuncs(&Adapters[0].gl_info);
4357 init_type_lookup(&Adapters[0].gl_info);
4358 Adapters[0].opengl = TRUE;
4360 numAdapters = 1;
4361 TRACE("%d adapters successfully initialized\n", numAdapters);
4363 return TRUE;
4365 nogl_adapter:
4366 /* Initialize an adapter for ddraw-only memory counting */
4367 memset(Adapters, 0, sizeof(Adapters));
4368 Adapters[0].num = 0;
4369 Adapters[0].opengl = FALSE;
4370 Adapters[0].monitorPoint.x = -1;
4371 Adapters[0].monitorPoint.y = -1;
4373 Adapters[0].driver = "Display";
4374 Adapters[0].description = "WineD3D DirectDraw Emulation";
4375 if(wined3d_settings.emulated_textureram) {
4376 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4377 } else {
4378 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4381 numAdapters = 1;
4382 return FALSE;
4384 #undef PUSH1
4385 #undef GLINFO_LOCATION
4387 /**********************************************************
4388 * IWineD3D VTbl follows
4389 **********************************************************/
4391 const IWineD3DVtbl IWineD3D_Vtbl =
4393 /* IUnknown */
4394 IWineD3DImpl_QueryInterface,
4395 IWineD3DImpl_AddRef,
4396 IWineD3DImpl_Release,
4397 /* IWineD3D */
4398 IWineD3DImpl_GetParent,
4399 IWineD3DImpl_GetAdapterCount,
4400 IWineD3DImpl_RegisterSoftwareDevice,
4401 IWineD3DImpl_GetAdapterMonitor,
4402 IWineD3DImpl_GetAdapterModeCount,
4403 IWineD3DImpl_EnumAdapterModes,
4404 IWineD3DImpl_GetAdapterDisplayMode,
4405 IWineD3DImpl_GetAdapterIdentifier,
4406 IWineD3DImpl_CheckDeviceMultiSampleType,
4407 IWineD3DImpl_CheckDepthStencilMatch,
4408 IWineD3DImpl_CheckDeviceType,
4409 IWineD3DImpl_CheckDeviceFormat,
4410 IWineD3DImpl_CheckDeviceFormatConversion,
4411 IWineD3DImpl_GetDeviceCaps,
4412 IWineD3DImpl_CreateDevice