cryptui: Add a header bitmap to CryptUIWizImport's interior pages.
[wine/wine64.git] / dlls / wined3d / directx.c
blob7c80750d578bfdc2d67d4bb9a77e41cbebd4ff0b
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_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
60 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
62 /* ARB */
63 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
64 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
65 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
66 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
67 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
68 {"GL_ARB_imaging", ARB_IMAGING, 0 },
69 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
70 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
71 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
72 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
73 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
74 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
75 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
76 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
77 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
78 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
79 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
80 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
81 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
82 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
83 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
84 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
85 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 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_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
100 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
101 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
102 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
103 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
104 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
105 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
106 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
107 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
108 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
109 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
110 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
111 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
112 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
113 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
114 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
115 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
116 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
117 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
118 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
120 /* NV */
121 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
122 {"GL_NV_fence", NV_FENCE, 0 },
123 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
124 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
125 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
126 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
127 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
128 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
129 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
130 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
131 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
132 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
133 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
134 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
135 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
136 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
137 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
138 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
139 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
141 /* SGI */
142 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
145 /**********************************************************
146 * Utility functions follow
147 **********************************************************/
149 /* Adapters */
150 static int numAdapters = 0;
151 static struct WineD3DAdapter Adapters[1];
153 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
154 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
155 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
156 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
158 /* lookup tables */
159 const int minLookup[MAX_LOOKUPS] =
161 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
164 const int maxLookup[MAX_LOOKUPS] =
166 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
169 DWORD *stateLookup[MAX_LOOKUPS];
171 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
172 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
180 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
181 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
183 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
186 /* drawStridedSlow attributes */
187 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
188 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
189 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
190 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
191 glMultiTexCoordFunc multi_texcoord_funcs[WINED3DDECLTYPE_UNUSED];
194 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
195 * i.e., there is no GL Context - Get a default rendering context to enable the
196 * function query some info from GL.
199 static int wined3d_fake_gl_context_ref = 0;
200 static BOOL wined3d_fake_gl_context_foreign;
201 static BOOL wined3d_fake_gl_context_available = FALSE;
202 static HDC wined3d_fake_gl_context_hdc = NULL;
203 static HWND wined3d_fake_gl_context_hwnd = NULL;
205 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
206 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
208 0, 0, &wined3d_fake_gl_context_cs,
209 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
210 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
211 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
213 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
215 static void WineD3D_ReleaseFakeGLContext(void) {
216 HGLRC glCtx;
218 EnterCriticalSection(&wined3d_fake_gl_context_cs);
220 if(!wined3d_fake_gl_context_available) {
221 TRACE_(d3d_caps)("context not available\n");
222 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
223 return;
226 glCtx = pwglGetCurrentContext();
228 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
229 if (0 == (--wined3d_fake_gl_context_ref) ) {
230 if(!wined3d_fake_gl_context_foreign && glCtx) {
231 TRACE_(d3d_caps)("destroying fake GL context\n");
232 pwglMakeCurrent(NULL, NULL);
233 pwglDeleteContext(glCtx);
235 if(wined3d_fake_gl_context_hdc)
236 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
237 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
238 if(wined3d_fake_gl_context_hwnd)
239 DestroyWindow(wined3d_fake_gl_context_hwnd);
240 wined3d_fake_gl_context_hwnd = NULL;
241 wined3d_fake_gl_context_available = FALSE;
243 assert(wined3d_fake_gl_context_ref >= 0);
245 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
248 static BOOL WineD3D_CreateFakeGLContext(void) {
249 HGLRC glCtx = NULL;
251 EnterCriticalSection(&wined3d_fake_gl_context_cs);
253 TRACE("getting context...\n");
254 if(wined3d_fake_gl_context_ref > 0) goto ret;
255 assert(0 == wined3d_fake_gl_context_ref);
257 wined3d_fake_gl_context_foreign = TRUE;
259 glCtx = pwglGetCurrentContext();
260 if (!glCtx) {
261 PIXELFORMATDESCRIPTOR pfd;
262 int iPixelFormat;
264 wined3d_fake_gl_context_foreign = FALSE;
266 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
267 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
268 if(!wined3d_fake_gl_context_hwnd) {
269 ERR("HWND creation failed!\n");
270 goto fail;
272 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
273 if(!wined3d_fake_gl_context_hdc) {
274 ERR("GetDC failed!\n");
275 goto fail;
278 /* PixelFormat selection */
279 ZeroMemory(&pfd, sizeof(pfd));
280 pfd.nSize = sizeof(pfd);
281 pfd.nVersion = 1;
282 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
283 pfd.iPixelType = PFD_TYPE_RGBA;
284 pfd.cColorBits = 32;
285 pfd.iLayerType = PFD_MAIN_PLANE;
287 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
288 if(!iPixelFormat) {
289 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
290 ERR("Can't find a suitable iPixelFormat\n");
291 goto fail;
293 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
294 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
296 /* Create a GL context */
297 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
298 if (!glCtx) {
299 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
300 goto fail;
303 /* Make it the current GL context */
304 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
305 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
306 goto fail;
310 ret:
311 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
312 wined3d_fake_gl_context_ref++;
313 wined3d_fake_gl_context_available = TRUE;
314 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
315 return TRUE;
316 fail:
317 if(wined3d_fake_gl_context_hdc)
318 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
319 wined3d_fake_gl_context_hdc = NULL;
320 if(wined3d_fake_gl_context_hwnd)
321 DestroyWindow(wined3d_fake_gl_context_hwnd);
322 wined3d_fake_gl_context_hwnd = NULL;
323 if(glCtx) pwglDeleteContext(glCtx);
324 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
325 return FALSE;
328 /* Adjust the amount of used texture memory */
329 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
330 UINT Adapter = D3DDevice->adapterNo;
332 Adapters[Adapter].UsedTextureRam += glram;
333 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
334 return Adapters[Adapter].UsedTextureRam;
337 /**********************************************************
338 * IUnknown parts follows
339 **********************************************************/
341 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
343 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
345 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
346 if (IsEqualGUID(riid, &IID_IUnknown)
347 || IsEqualGUID(riid, &IID_IWineD3DBase)
348 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
349 IUnknown_AddRef(iface);
350 *ppobj = This;
351 return S_OK;
353 *ppobj = NULL;
354 return E_NOINTERFACE;
357 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
358 IWineD3DImpl *This = (IWineD3DImpl *)iface;
359 ULONG refCount = InterlockedIncrement(&This->ref);
361 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
362 return refCount;
365 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
366 IWineD3DImpl *This = (IWineD3DImpl *)iface;
367 ULONG ref;
368 TRACE("(%p) : Releasing from %d\n", This, This->ref);
369 ref = InterlockedDecrement(&This->ref);
370 if (ref == 0) {
371 HeapFree(GetProcessHeap(), 0, This);
374 return ref;
377 /* Set the shader type for this device, depending on the given capabilities,
378 * the device type, and the user preferences in wined3d_settings */
380 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
382 if (wined3d_settings.vs_mode == VS_NONE) {
383 *vs_selected = SHADER_NONE;
384 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
385 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
386 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
387 * shaders only on this card. */
388 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
389 *vs_selected = SHADER_ARB;
390 else
391 *vs_selected = SHADER_GLSL;
392 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
393 *vs_selected = SHADER_ARB;
394 } else {
395 *vs_selected = SHADER_NONE;
398 if (wined3d_settings.ps_mode == PS_NONE) {
399 *ps_selected = SHADER_NONE;
400 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
401 *ps_selected = SHADER_GLSL;
402 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
403 *ps_selected = SHADER_ARB;
404 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
405 *ps_selected = SHADER_ATI;
406 } else {
407 *ps_selected = SHADER_NONE;
411 /** Select the number of report maximum shader constants based on the selected shader modes */
412 static void select_shader_max_constants(
413 int ps_selected_mode,
414 int vs_selected_mode,
415 WineD3D_GL_Info *gl_info) {
417 switch (vs_selected_mode) {
418 case SHADER_GLSL:
419 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
420 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
421 break;
422 case SHADER_ARB:
423 /* We have to subtract any other PARAMs that we might use in our shader programs.
424 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
425 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
426 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
427 break;
428 default:
429 gl_info->max_vshader_constantsF = 0;
430 break;
433 switch (ps_selected_mode) {
434 case SHADER_GLSL:
435 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
436 * In theory the texbem instruction may need one more shader constant too. But lets assume
437 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
438 * and lets not take away a uniform needlessly from all other shaders.
440 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
441 break;
442 case SHADER_ARB:
443 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
444 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
446 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
447 break;
448 default:
449 gl_info->max_pshader_constantsF = 0;
450 break;
454 /**********************************************************
455 * IWineD3D parts follows
456 **********************************************************/
458 #define GLINFO_LOCATION (*gl_info)
459 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
461 GLuint prog;
462 BOOL ret = FALSE;
463 const char *testcode =
464 "!!ARBvp1.0\n"
465 "PARAM C[66] = { program.env[0..65] };\n"
466 "ADDRESS A0;"
467 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
468 "ARL A0.x, zero.x;\n"
469 "MOV result.position, C[A0.x + 65];\n"
470 "END\n";
472 while(glGetError());
473 GL_EXTCALL(glGenProgramsARB(1, &prog));
474 if(!prog) {
475 ERR("Failed to create an ARB offset limit test program\n");
477 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
478 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
479 strlen(testcode), testcode));
480 if(glGetError() != 0) {
481 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
482 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
483 ret = TRUE;
484 } else TRACE("OpenGL implementation allows offsets > 63\n");
486 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
487 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
488 checkGLcall("ARB vp offset limit test cleanup\n");
490 return ret;
493 static DWORD ver_for_ext(GL_SupportedExt ext)
495 unsigned int i;
496 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
497 if(EXTENSION_MAP[i].extension == ext) {
498 return EXTENSION_MAP[i].version;
501 return 0;
504 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
505 const char *GL_Extensions = NULL;
506 const char *WGL_Extensions = NULL;
507 const char *gl_string = NULL;
508 const char *gl_string_cursor = NULL;
509 GLint gl_max;
510 GLfloat gl_floatv[2];
511 int major = 1, minor = 0;
512 BOOL return_value = TRUE;
513 unsigned i;
514 HDC hdc;
515 unsigned int vidmem=0;
517 TRACE_(d3d_caps)("(%p)\n", gl_info);
519 ENTER_GL();
521 gl_string = (const char *) glGetString(GL_RENDERER);
522 if (NULL == gl_string)
523 gl_string = "None";
524 strcpy(gl_info->gl_renderer, gl_string);
526 gl_string = (const char *) glGetString(GL_VENDOR);
527 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
528 if (gl_string != NULL) {
529 /* Fill in the GL vendor */
530 if (strstr(gl_string, "NVIDIA")) {
531 gl_info->gl_vendor = VENDOR_NVIDIA;
532 } else if (strstr(gl_string, "ATI")) {
533 gl_info->gl_vendor = VENDOR_ATI;
534 } else if (strstr(gl_string, "Intel(R)") ||
535 strstr(gl_info->gl_renderer, "Intel(R)") ||
536 strstr(gl_string, "Intel Inc.")) {
537 gl_info->gl_vendor = VENDOR_INTEL;
538 } else if (strstr(gl_string, "Mesa")) {
539 gl_info->gl_vendor = VENDOR_MESA;
540 } else {
541 gl_info->gl_vendor = VENDOR_WINE;
543 } else {
544 gl_info->gl_vendor = VENDOR_WINE;
548 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
550 /* Parse the GL_VERSION field into major and minor information */
551 gl_string = (const char *) glGetString(GL_VERSION);
552 if (gl_string != NULL) {
554 /* First, parse the generic opengl version. This is supposed not to be convoluted with
555 * driver specific information
557 gl_string_cursor = gl_string;
558 major = atoi(gl_string_cursor);
559 if(major <= 0) {
560 ERR("Invalid opengl major version: %d\n", major);
562 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
563 ++gl_string_cursor;
565 if (*gl_string_cursor++ != '.') {
566 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
568 minor = atoi(gl_string_cursor);
569 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
570 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
572 /* Now parse the driver specific string which we'll report to the app */
573 switch (gl_info->gl_vendor) {
574 case VENDOR_NVIDIA:
575 gl_string_cursor = strstr(gl_string, "NVIDIA");
576 if (!gl_string_cursor) {
577 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
578 break;
581 gl_string_cursor = strstr(gl_string_cursor, " ");
582 if (!gl_string_cursor) {
583 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
584 break;
587 while (*gl_string_cursor == ' ') {
588 ++gl_string_cursor;
591 if (!*gl_string_cursor) {
592 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
593 break;
596 major = atoi(gl_string_cursor);
597 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
598 ++gl_string_cursor;
601 if (*gl_string_cursor++ != '.') {
602 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
603 break;
606 minor = atoi(gl_string_cursor);
607 minor = major*100+minor;
608 major = 10;
610 break;
612 case VENDOR_ATI:
613 major = minor = 0;
614 gl_string_cursor = strchr(gl_string, '-');
615 if (gl_string_cursor) {
616 int error = 0;
617 gl_string_cursor++;
619 /* Check if version number is of the form x.y.z */
620 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
621 error = 1;
622 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
623 error = 1;
624 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
625 error = 1;
626 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
627 error = 1;
629 /* Mark version number as malformed */
630 if (error)
631 gl_string_cursor = 0;
634 if (!gl_string_cursor)
635 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
636 else {
637 major = *gl_string_cursor - '0';
638 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
640 break;
642 case VENDOR_INTEL:
643 /* Apple and Mesa version strings look differently, but both provide intel drivers */
644 if(strstr(gl_string, "APPLE")) {
645 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
646 * We only need the first part, and use the APPLE as identification
647 * "1.2 APPLE-1.4.56"
649 gl_string_cursor = gl_string;
650 major = atoi(gl_string_cursor);
651 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
652 ++gl_string_cursor;
655 if (*gl_string_cursor++ != '.') {
656 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
657 break;
660 minor = atoi(gl_string_cursor);
661 break;
664 case VENDOR_MESA:
665 gl_string_cursor = strstr(gl_string, "Mesa");
666 gl_string_cursor = strstr(gl_string_cursor, " ");
667 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
668 if (*gl_string_cursor) {
669 char tmp[16];
670 int cursor = 0;
672 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
673 tmp[cursor++] = *gl_string_cursor;
674 ++gl_string_cursor;
676 tmp[cursor] = 0;
677 major = atoi(tmp);
679 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
680 ++gl_string_cursor;
682 cursor = 0;
683 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
684 tmp[cursor++] = *gl_string_cursor;
685 ++gl_string_cursor;
687 tmp[cursor] = 0;
688 minor = atoi(tmp);
690 break;
692 default:
693 major = 0;
694 minor = 9;
696 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
697 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
698 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
699 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
700 } else {
701 FIXME("OpenGL driver did not return version information\n");
702 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
703 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
706 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
709 * Initialize openGL extension related variables
710 * with Default values
712 memset(gl_info->supported, 0, sizeof(gl_info->supported));
713 gl_info->max_buffers = 1;
714 gl_info->max_textures = 1;
715 gl_info->max_texture_stages = 1;
716 gl_info->max_fragment_samplers = 1;
717 gl_info->max_vertex_samplers = 0;
718 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
719 gl_info->max_sampler_stages = 1;
720 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
721 gl_info->ps_arb_max_temps = 0;
722 gl_info->ps_arb_max_instructions = 0;
723 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
724 gl_info->vs_arb_max_temps = 0;
725 gl_info->vs_arb_max_instructions = 0;
726 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
727 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
728 gl_info->vs_glsl_constantsF = 0;
729 gl_info->ps_glsl_constantsF = 0;
730 gl_info->vs_arb_constantsF = 0;
731 gl_info->ps_arb_constantsF = 0;
733 /* Retrieve opengl defaults */
734 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
735 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
736 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
738 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
739 gl_info->max_lights = gl_max;
740 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
742 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
743 gl_info->max_texture_size = gl_max;
744 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
746 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
747 gl_info->max_pointsizemin = gl_floatv[0];
748 gl_info->max_pointsize = gl_floatv[1];
749 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
751 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
752 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
753 TRACE_(d3d_caps)("GL_Extensions reported:\n");
755 if (NULL == GL_Extensions) {
756 ERR(" GL_Extensions returns NULL\n");
757 } else {
758 while (*GL_Extensions != 0x00) {
759 const char *Start;
760 char ThisExtn[256];
761 size_t len;
763 while (isspace(*GL_Extensions)) GL_Extensions++;
764 Start = GL_Extensions;
765 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
766 GL_Extensions++;
769 len = GL_Extensions - Start;
770 if (len == 0 || len >= sizeof(ThisExtn))
771 continue;
773 memcpy(ThisExtn, Start, len);
774 ThisExtn[len] = '\0';
775 TRACE_(d3d_caps)("- %s\n", ThisExtn);
777 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
778 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
779 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
780 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
781 break;
786 LEAVE_GL();
788 /* Now work out what GL support this card really has */
789 #define USE_GL_FUNC(type, pfn, ext, replace) { \
790 DWORD ver = ver_for_ext(ext); \
791 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
792 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
793 else gl_info->pfn = NULL; \
795 GL_EXT_FUNCS_GEN;
796 #undef USE_GL_FUNC
798 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
799 WGL_EXT_FUNCS_GEN;
800 #undef USE_GL_FUNC
802 ENTER_GL();
803 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
804 * loading the functions, otherwise the code above will load the extension entry points instead of the
805 * core functions, which may not work
807 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
808 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
809 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
810 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
811 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
815 if (gl_info->supported[APPLE_FENCE]) {
816 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
817 * The apple extension interacts with some other apple exts. Disable the NV
818 * extension if the apple one is support to prevent confusion in other parts
819 * of the code
821 gl_info->supported[NV_FENCE] = FALSE;
823 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
824 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
826 * The enums are the same:
827 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
828 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
829 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
830 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
831 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
833 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
834 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
835 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
837 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
838 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
839 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
842 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
843 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
844 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
846 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
847 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
848 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
849 * are supported. The nv extensions provide the same functionality as the
850 * ATI one, and a bit more(signed pixelformats)
852 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
855 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
856 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
857 gl_info->max_buffers = gl_max;
858 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
860 if (gl_info->supported[ARB_MULTITEXTURE]) {
861 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
862 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
863 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
865 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
866 GLint tmp;
867 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
868 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
869 } else {
870 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
872 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
874 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
875 GLint tmp;
876 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
877 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
878 } else {
879 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
881 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
883 if (gl_info->supported[ARB_VERTEX_SHADER]) {
884 GLint tmp;
885 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
886 gl_info->max_vertex_samplers = tmp;
887 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
888 gl_info->max_combined_samplers = tmp;
890 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
891 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
892 * an issue because then the sampler setup only depends on the two shaders. If a pixel
893 * shader is used with fixed function vertex processing we're fine too because fixed function
894 * vertex processing doesn't use any samplers. If fixed function fragment processing is
895 * used we have to make sure that all vertex sampler setups are valid together with all
896 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
897 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
898 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
899 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
900 * a fixed function pipeline anymore.
902 * So this is just a check to check that our assumption holds true. If not, write a warning
903 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
905 if(gl_info->max_vertex_samplers &&
906 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
907 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
908 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
909 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
910 if( gl_info->max_combined_samplers > MAX_TEXTURES )
911 gl_info->max_vertex_samplers =
912 gl_info->max_combined_samplers - MAX_TEXTURES;
913 else
914 gl_info->max_vertex_samplers = 0;
916 } else {
917 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
919 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
920 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
922 if (gl_info->supported[ARB_VERTEX_BLEND]) {
923 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
924 gl_info->max_blends = gl_max;
925 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
927 if (gl_info->supported[EXT_TEXTURE3D]) {
928 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
929 gl_info->max_texture3d_size = gl_max;
930 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
932 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
933 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
934 gl_info->max_anisotropy = gl_max;
935 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
937 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
938 gl_info->ps_arb_version = PS_VERSION_11;
939 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
940 gl_info->ps_arb_constantsF = gl_max;
941 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
942 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
943 gl_info->ps_arb_max_temps = gl_max;
944 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
945 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
946 gl_info->ps_arb_max_instructions = gl_max;
947 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
949 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
950 gl_info->vs_arb_version = VS_VERSION_11;
951 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
952 gl_info->vs_arb_constantsF = gl_max;
953 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
954 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
955 gl_info->vs_arb_max_temps = gl_max;
956 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
957 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
958 gl_info->vs_arb_max_instructions = gl_max;
959 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
961 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
963 if (gl_info->supported[ARB_VERTEX_SHADER]) {
964 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
965 gl_info->vs_glsl_constantsF = gl_max / 4;
966 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
968 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
969 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
970 gl_info->ps_glsl_constantsF = gl_max / 4;
971 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
972 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
973 gl_info->max_glsl_varyings = gl_max;
974 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
976 if (gl_info->supported[EXT_VERTEX_SHADER]) {
977 gl_info->vs_ati_version = VS_VERSION_11;
979 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
980 gl_info->vs_nv_version = VS_VERSION_30;
981 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
982 gl_info->vs_nv_version = VS_VERSION_20;
983 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
984 gl_info->vs_nv_version = VS_VERSION_11;
985 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
986 gl_info->vs_nv_version = VS_VERSION_10;
988 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
989 gl_info->ps_nv_version = PS_VERSION_30;
990 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
991 gl_info->ps_nv_version = PS_VERSION_20;
993 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
994 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
995 } else {
996 gl_info->max_shininess = 128.0;
998 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
999 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
1000 * This saves a few redundant glDisable calls
1002 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
1004 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1005 /* Disable NV_register_combiners and fragment shader if this is supported.
1006 * generally the NV extensions are preferred over the ATI ones, and this
1007 * extension is disabled if register_combiners and texture_shader2 are both
1008 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1009 * fragment processing support
1011 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1012 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1013 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1014 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1015 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1019 checkGLcall("extension detection\n");
1021 /* In some cases the number of texture stages can be larger than the number
1022 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1023 * shaders), but 8 texture stages (register combiners). */
1024 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1026 /* We can only use ORM_FBO when the hardware supports it. */
1027 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1028 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1029 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1032 /* MRTs are currently only supported when FBOs are used. */
1033 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1034 gl_info->max_buffers = 1;
1037 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1038 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1039 * in case of the latest videocards in the number of pixel/vertex pipelines.
1041 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1042 * rendering. Various games use this information to get a rough estimation of the features of the card
1043 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1044 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1045 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1046 * not the PCI id.
1048 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1049 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1050 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1051 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1052 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1053 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1054 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1055 * is limited.
1057 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1058 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1059 * similar 3d features.
1061 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1062 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1063 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1064 * won't pass we return a default card. This way is better than maintaining a full card database as even
1065 * without a full database we can return a card with similar features. Second the size of the database
1066 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1067 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1068 * to distinguishes between different models from that family.
1070 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1071 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1072 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1073 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1074 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1075 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1076 * memory behind our backs if really needed.
1077 * Note that the amount of video memory can be overruled using a registry setting.
1079 switch (gl_info->gl_vendor) {
1080 case VENDOR_NVIDIA:
1081 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1082 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1084 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1085 /* Geforce GTX - highend */
1086 if(strstr(gl_info->gl_renderer, "GTX 280")) {
1087 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1088 vidmem = 1024;
1090 /* Geforce9 - highend */
1091 else if(strstr(gl_info->gl_renderer, "9800")) {
1092 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1093 vidmem = 512;
1095 /* Geforce9 - midend */
1096 else if(strstr(gl_info->gl_renderer, "9600")) {
1097 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1098 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1100 /* Geforce8 - highend */
1101 else if (strstr(gl_info->gl_renderer, "8800")) {
1102 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1103 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1105 /* Geforce8 - midend mobile */
1106 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1107 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1108 vidmem = 512;
1110 /* Geforce8 - midend */
1111 else if(strstr(gl_info->gl_renderer, "8600") ||
1112 strstr(gl_info->gl_renderer, "8700"))
1114 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1115 vidmem = 256;
1117 /* Geforce8 - lowend */
1118 else if(strstr(gl_info->gl_renderer, "8300") ||
1119 strstr(gl_info->gl_renderer, "8400") ||
1120 strstr(gl_info->gl_renderer, "8500"))
1122 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1123 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1125 /* Geforce7 - highend */
1126 else if(strstr(gl_info->gl_renderer, "7800") ||
1127 strstr(gl_info->gl_renderer, "7900") ||
1128 strstr(gl_info->gl_renderer, "7950") ||
1129 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1130 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1132 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1133 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1135 /* Geforce7 midend */
1136 else if(strstr(gl_info->gl_renderer, "7600") ||
1137 strstr(gl_info->gl_renderer, "7700")) {
1138 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1139 vidmem = 256; /* The 7600 uses 256-512MB */
1140 /* Geforce7 lower medium */
1141 } else if(strstr(gl_info->gl_renderer, "7400")) {
1142 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1143 vidmem = 256; /* The 7400 uses 256-512MB */
1145 /* Geforce7 lowend */
1146 else if(strstr(gl_info->gl_renderer, "7300")) {
1147 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1148 vidmem = 256; /* Mac Pros with this card have 256 MB */
1150 /* Geforce6 highend */
1151 else if(strstr(gl_info->gl_renderer, "6800"))
1153 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1154 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1156 /* Geforce6 - midend */
1157 else if(strstr(gl_info->gl_renderer, "6600") ||
1158 strstr(gl_info->gl_renderer, "6610") ||
1159 strstr(gl_info->gl_renderer, "6700"))
1161 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1162 vidmem = 128; /* A 6600GT has 128-256MB */
1164 /* Geforce6/7 lowend */
1165 else {
1166 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1167 vidmem = 64; /* */
1169 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1170 /* GeforceFX - highend */
1171 if (strstr(gl_info->gl_renderer, "5800") ||
1172 strstr(gl_info->gl_renderer, "5900") ||
1173 strstr(gl_info->gl_renderer, "5950") ||
1174 strstr(gl_info->gl_renderer, "Quadro FX"))
1176 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1177 vidmem = 256; /* 5800-5900 cards use 256MB */
1179 /* GeforceFX - midend */
1180 else if(strstr(gl_info->gl_renderer, "5600") ||
1181 strstr(gl_info->gl_renderer, "5650") ||
1182 strstr(gl_info->gl_renderer, "5700") ||
1183 strstr(gl_info->gl_renderer, "5750"))
1185 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1186 vidmem = 128; /* A 5600 uses 128-256MB */
1188 /* GeforceFX - lowend */
1189 else {
1190 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1191 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1193 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1194 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1195 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1196 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1198 else {
1199 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1200 vidmem = 64; /* Geforce3 cards have 64-128MB */
1202 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1203 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1204 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1205 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1207 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1208 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1209 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1211 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1212 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1213 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1215 else {
1216 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1217 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1219 } else {
1220 if (strstr(gl_info->gl_renderer, "TNT2")) {
1221 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1222 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1224 else {
1225 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1226 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1229 break;
1230 case VENDOR_ATI:
1231 if(WINE_D3D9_CAPABLE(gl_info)) {
1232 /* Radeon R6xx HD2900/HD3800 - highend */
1233 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1234 strstr(gl_info->gl_renderer, "HD 3870") ||
1235 strstr(gl_info->gl_renderer, "HD 3850"))
1237 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1238 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1240 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1241 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1242 strstr(gl_info->gl_renderer, "HD 3830") ||
1243 strstr(gl_info->gl_renderer, "HD 3690") ||
1244 strstr(gl_info->gl_renderer, "HD 3650"))
1246 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1247 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1249 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1250 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1251 strstr(gl_info->gl_renderer, "HD 2400") ||
1252 strstr(gl_info->gl_renderer, "HD 3470") ||
1253 strstr(gl_info->gl_renderer, "HD 3450") ||
1254 strstr(gl_info->gl_renderer, "HD 3430"))
1256 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1257 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1259 /* Radeon R6xx/R7xx integrated */
1260 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1261 strstr(gl_info->gl_renderer, "HD 3200") ||
1262 strstr(gl_info->gl_renderer, "HD 3300"))
1264 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1265 vidmem = 128; /* 128MB */
1267 /* Radeon R5xx */
1268 else if (strstr(gl_info->gl_renderer, "X1600") ||
1269 strstr(gl_info->gl_renderer, "X1650") ||
1270 strstr(gl_info->gl_renderer, "X1800") ||
1271 strstr(gl_info->gl_renderer, "X1900") ||
1272 strstr(gl_info->gl_renderer, "X1950"))
1274 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1275 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1277 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1278 else if(strstr(gl_info->gl_renderer, "X700") ||
1279 strstr(gl_info->gl_renderer, "X800") ||
1280 strstr(gl_info->gl_renderer, "X850") ||
1281 strstr(gl_info->gl_renderer, "X1300") ||
1282 strstr(gl_info->gl_renderer, "X1400") ||
1283 strstr(gl_info->gl_renderer, "X1450") ||
1284 strstr(gl_info->gl_renderer, "X1550"))
1286 gl_info->gl_card = CARD_ATI_RADEON_X700;
1287 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1289 /* Radeon R3xx */
1290 else {
1291 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1292 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1294 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1295 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1296 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1297 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1298 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1299 vidmem = 32; /* There are models with up to 64MB */
1300 } else {
1301 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1302 vidmem = 16; /* There are 16-32MB models */
1304 break;
1305 case VENDOR_INTEL:
1306 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1307 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1308 gl_info->gl_card = CARD_INTEL_I945GM;
1309 vidmem = 64;
1310 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1311 gl_info->gl_card = CARD_INTEL_I915GM;
1312 } else if (strstr(gl_info->gl_renderer, "915G")) {
1313 gl_info->gl_card = CARD_INTEL_I915G;
1314 } else if (strstr(gl_info->gl_renderer, "865G")) {
1315 gl_info->gl_card = CARD_INTEL_I865G;
1316 } else if (strstr(gl_info->gl_renderer, "855G")) {
1317 gl_info->gl_card = CARD_INTEL_I855G;
1318 } else if (strstr(gl_info->gl_renderer, "830G")) {
1319 gl_info->gl_card = CARD_INTEL_I830G;
1320 } else {
1321 gl_info->gl_card = CARD_INTEL_I915G;
1323 break;
1324 case VENDOR_MESA:
1325 case VENDOR_WINE:
1326 default:
1327 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1328 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1329 * them a good generic choice.
1331 gl_info->gl_vendor = VENDOR_NVIDIA;
1332 if(WINE_D3D9_CAPABLE(gl_info))
1333 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1334 else if(WINE_D3D8_CAPABLE(gl_info))
1335 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1336 else if(WINE_D3D7_CAPABLE(gl_info))
1337 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1338 else if(WINE_D3D6_CAPABLE(gl_info))
1339 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1340 else
1341 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1343 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1345 /* If we have an estimate use it, else default to 64MB; */
1346 if(vidmem)
1347 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1348 else
1349 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1351 /* Load all the lookup tables */
1352 for (i = 0; i < MAX_LOOKUPS; i++) {
1353 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1356 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1357 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1358 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1359 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1360 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1361 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1362 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1363 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1364 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1365 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1367 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1368 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1369 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1370 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1371 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1374 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1375 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1376 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1377 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1378 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1379 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1380 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1381 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1382 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1383 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1384 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1385 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1386 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1387 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1388 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1390 /* TODO: config lookups */
1392 /* Make sure there's an active HDC else the WGL extensions will fail */
1393 hdc = pwglGetCurrentDC();
1394 if (hdc) {
1395 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1396 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1398 if (NULL == WGL_Extensions) {
1399 ERR(" WGL_Extensions returns NULL\n");
1400 } else {
1401 while (*WGL_Extensions != 0x00) {
1402 const char *Start;
1403 char ThisExtn[256];
1404 size_t len;
1406 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1407 Start = WGL_Extensions;
1408 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1409 WGL_Extensions++;
1412 len = WGL_Extensions - Start;
1413 if (len == 0 || len >= sizeof(ThisExtn))
1414 continue;
1416 memcpy(ThisExtn, Start, len);
1417 ThisExtn[len] = '\0';
1418 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1420 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1421 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1422 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1424 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1425 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1426 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1431 LEAVE_GL();
1433 return return_value;
1435 #undef GLINFO_LOCATION
1437 /**********************************************************
1438 * IWineD3D implementation follows
1439 **********************************************************/
1441 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1442 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1444 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1445 return numAdapters;
1448 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1449 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1450 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1451 return WINED3D_OK;
1454 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1455 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1457 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1459 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1460 return NULL;
1463 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1466 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1467 of the same bpp but different resolutions */
1469 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1470 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1471 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1472 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1474 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1475 return 0;
1478 /* TODO: Store modes per adapter and read it from the adapter structure */
1479 if (Adapter == 0) { /* Display */
1480 int i = 0;
1481 int j = 0;
1483 if (!DEBUG_SINGLE_MODE) {
1484 DEVMODEW DevModeW;
1486 ZeroMemory(&DevModeW, sizeof(DevModeW));
1487 DevModeW.dmSize = sizeof(DevModeW);
1488 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1489 j++;
1490 switch (Format)
1492 case WINED3DFMT_UNKNOWN:
1493 /* This is for D3D8, do not enumerate P8 here */
1494 if (DevModeW.dmBitsPerPel == 32 ||
1495 DevModeW.dmBitsPerPel == 16) i++;
1496 break;
1497 case WINED3DFMT_X8R8G8B8:
1498 if (DevModeW.dmBitsPerPel == 32) i++;
1499 break;
1500 case WINED3DFMT_R5G6B5:
1501 if (DevModeW.dmBitsPerPel == 16) i++;
1502 break;
1503 case WINED3DFMT_P8:
1504 if (DevModeW.dmBitsPerPel == 8) i++;
1505 break;
1506 default:
1507 /* Skip other modes as they do not match the requested format */
1508 break;
1511 } else {
1512 i = 1;
1513 j = 1;
1516 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1517 return i;
1518 } else {
1519 FIXME_(d3d_caps)("Adapter not primary display\n");
1521 return 0;
1524 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1525 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1526 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1527 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1529 /* Validate the parameters as much as possible */
1530 if (NULL == pMode ||
1531 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1532 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1533 return WINED3DERR_INVALIDCALL;
1536 /* TODO: Store modes per adapter and read it from the adapter structure */
1537 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1538 DEVMODEW DevModeW;
1539 int ModeIdx = 0;
1540 UINT i = 0;
1541 int j = 0;
1543 ZeroMemory(&DevModeW, sizeof(DevModeW));
1544 DevModeW.dmSize = sizeof(DevModeW);
1546 /* If we are filtering to a specific format (D3D9), then need to skip
1547 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1548 just count through the ones with valid bit depths */
1549 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1550 switch (Format)
1552 case WINED3DFMT_UNKNOWN:
1553 /* This is D3D8. Do not enumerate P8 here */
1554 if (DevModeW.dmBitsPerPel == 32 ||
1555 DevModeW.dmBitsPerPel == 16) i++;
1556 break;
1557 case WINED3DFMT_X8R8G8B8:
1558 if (DevModeW.dmBitsPerPel == 32) i++;
1559 break;
1560 case WINED3DFMT_R5G6B5:
1561 if (DevModeW.dmBitsPerPel == 16) i++;
1562 break;
1563 case WINED3DFMT_P8:
1564 if (DevModeW.dmBitsPerPel == 8) i++;
1565 break;
1566 default:
1567 /* Modes that don't match what we support can get an early-out */
1568 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1569 return WINED3DERR_INVALIDCALL;
1573 if (i == 0) {
1574 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1575 return WINED3DERR_INVALIDCALL;
1577 ModeIdx = j - 1;
1579 /* Now get the display mode via the calculated index */
1580 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1581 pMode->Width = DevModeW.dmPelsWidth;
1582 pMode->Height = DevModeW.dmPelsHeight;
1583 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1584 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1585 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1587 if (Format == WINED3DFMT_UNKNOWN) {
1588 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1589 } else {
1590 pMode->Format = Format;
1592 } else {
1593 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1594 return WINED3DERR_INVALIDCALL;
1597 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1598 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1599 DevModeW.dmBitsPerPel);
1601 } else if (DEBUG_SINGLE_MODE) {
1602 /* Return one setting of the format requested */
1603 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1604 pMode->Width = 800;
1605 pMode->Height = 600;
1606 pMode->RefreshRate = 60;
1607 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1608 } else {
1609 FIXME_(d3d_caps)("Adapter not primary display\n");
1612 return WINED3D_OK;
1615 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1616 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1617 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1619 if (NULL == pMode ||
1620 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1621 return WINED3DERR_INVALIDCALL;
1624 if (Adapter == 0) { /* Display */
1625 int bpp = 0;
1626 DEVMODEW DevModeW;
1628 ZeroMemory(&DevModeW, sizeof(DevModeW));
1629 DevModeW.dmSize = sizeof(DevModeW);
1631 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1632 pMode->Width = DevModeW.dmPelsWidth;
1633 pMode->Height = DevModeW.dmPelsHeight;
1634 bpp = DevModeW.dmBitsPerPel;
1635 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1636 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1638 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1641 pMode->Format = pixelformat_for_depth(bpp);
1642 } else {
1643 FIXME_(d3d_caps)("Adapter not primary display\n");
1646 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1647 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1648 return WINED3D_OK;
1651 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1652 and fields being inserted in the middle, a new structure is used in place */
1653 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1654 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1655 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1657 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1659 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1660 return WINED3DERR_INVALIDCALL;
1663 /* Return the information requested */
1664 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1665 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1666 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1668 /* Note dx8 doesn't supply a DeviceName */
1669 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1670 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1671 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1672 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1673 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1674 *(pIdentifier->SubSysId) = 0;
1675 *(pIdentifier->Revision) = 0;
1676 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1678 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1680 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1681 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1684 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1686 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1687 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1690 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1691 *(pIdentifier->WHQLLevel) = 0;
1692 } else {
1693 *(pIdentifier->WHQLLevel) = 1;
1696 return WINED3D_OK;
1699 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1700 short redSize, greenSize, blueSize, alphaSize, colorBits;
1702 if(!cfg)
1703 return FALSE;
1705 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1706 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1707 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1708 return FALSE;
1711 if(cfg->redSize < redSize)
1712 return FALSE;
1714 if(cfg->greenSize < greenSize)
1715 return FALSE;
1717 if(cfg->blueSize < blueSize)
1718 return FALSE;
1720 if(cfg->alphaSize < alphaSize)
1721 return FALSE;
1723 return TRUE;
1724 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1725 if(Format == WINED3DFMT_R16F)
1726 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1727 if(Format == WINED3DFMT_G16R16F)
1728 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1729 if(Format == WINED3DFMT_A16B16G16R16F)
1730 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1731 if(Format == WINED3DFMT_R32F)
1732 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1733 if(Format == WINED3DFMT_G32R32F)
1734 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1735 if(Format == WINED3DFMT_A32B32G32R32F)
1736 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1737 } else {
1738 /* Probably a color index mode */
1739 return FALSE;
1742 return FALSE;
1745 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1746 short depthSize, stencilSize;
1747 BOOL lockable = FALSE;
1749 if(!cfg)
1750 return FALSE;
1752 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1753 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1754 return FALSE;
1757 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1758 lockable = TRUE;
1760 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1761 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1762 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1763 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1764 return FALSE;
1766 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1767 * allow more stencil bits than requested. */
1768 if(cfg->stencilSize < stencilSize)
1769 return FALSE;
1771 return TRUE;
1774 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1775 WINED3DFORMAT AdapterFormat,
1776 WINED3DFORMAT RenderTargetFormat,
1777 WINED3DFORMAT DepthStencilFormat) {
1778 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1779 int nCfgs;
1780 const WineD3D_PixelFormat *cfgs;
1781 int it;
1783 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1784 This, Adapter,
1785 DeviceType, debug_d3ddevicetype(DeviceType),
1786 AdapterFormat, debug_d3dformat(AdapterFormat),
1787 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1788 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1790 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1791 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1792 return WINED3DERR_INVALIDCALL;
1795 cfgs = Adapters[Adapter].cfgs;
1796 nCfgs = Adapters[Adapter].nCfgs;
1797 for (it = 0; it < nCfgs; ++it) {
1798 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1799 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1800 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1801 return WINED3D_OK;
1805 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1807 return WINED3DERR_NOTAVAILABLE;
1810 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1811 WINED3DFORMAT SurfaceFormat,
1812 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1814 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1815 const struct GlPixelFormatDesc *glDesc;
1816 const StaticPixelFormatDesc *desc;
1818 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1819 This,
1820 Adapter,
1821 DeviceType, debug_d3ddevicetype(DeviceType),
1822 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1823 Windowed,
1824 MultiSampleType,
1825 pQualityLevels);
1827 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1828 return WINED3DERR_INVALIDCALL;
1831 /* TODO: handle Windowed, add more quality levels */
1833 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1835 /* By default multisampling is disabled right now as it causes issues
1836 * on some Nvidia driver versions and it doesn't work well in combination
1837 * with FBOs yet. */
1838 if(!wined3d_settings.allow_multisampling)
1839 return WINED3DERR_NOTAVAILABLE;
1841 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1842 if(!desc || !glDesc) {
1843 return WINED3DERR_INVALIDCALL;
1846 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1847 int i, nCfgs;
1848 const WineD3D_PixelFormat *cfgs;
1850 cfgs = Adapters[Adapter].cfgs;
1851 nCfgs = Adapters[Adapter].nCfgs;
1852 for(i=0; i<nCfgs; i++) {
1853 if(cfgs[i].numSamples != MultiSampleType)
1854 continue;
1856 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1857 continue;
1859 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1861 if(pQualityLevels)
1862 *pQualityLevels = 1; /* Guess at a value! */
1863 return WINED3D_OK;
1866 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1867 short redSize, greenSize, blueSize, alphaSize, colorBits;
1868 int i, nCfgs;
1869 const WineD3D_PixelFormat *cfgs;
1871 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1872 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1873 return WINED3DERR_NOTAVAILABLE;
1876 cfgs = Adapters[Adapter].cfgs;
1877 nCfgs = Adapters[Adapter].nCfgs;
1878 for(i=0; i<nCfgs; i++) {
1879 if(cfgs[i].numSamples != MultiSampleType)
1880 continue;
1881 if(cfgs[i].redSize != redSize)
1882 continue;
1883 if(cfgs[i].greenSize != greenSize)
1884 continue;
1885 if(cfgs[i].blueSize != blueSize)
1886 continue;
1887 if(cfgs[i].alphaSize != alphaSize)
1888 continue;
1890 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1892 if(pQualityLevels)
1893 *pQualityLevels = 1; /* Guess at a value! */
1894 return WINED3D_OK;
1897 return WINED3DERR_NOTAVAILABLE;
1900 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1901 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1903 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1904 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1905 UINT nmodes;
1907 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1908 This,
1909 Adapter,
1910 DeviceType, debug_d3ddevicetype(DeviceType),
1911 DisplayFormat, debug_d3dformat(DisplayFormat),
1912 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1913 Windowed);
1915 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1916 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1917 return WINED3DERR_INVALIDCALL;
1920 /* The task of this function is to check whether a certain display / backbuffer format
1921 * combination is available on the given adapter. In fullscreen mode microsoft specified
1922 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1923 * and display format should match exactly.
1924 * In windowed mode format conversion can occur and this depends on the driver. When format
1925 * conversion is done, this function should nevertheless fail and applications need to use
1926 * CheckDeviceFormatConversion.
1927 * At the moment we assume that fullscreen and windowed have the same capabilities */
1929 /* There are only 4 display formats */
1930 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1931 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1932 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1933 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1935 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1936 return WINED3DERR_NOTAVAILABLE;
1939 /* If the requested DisplayFormat is not available, don't continue */
1940 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1941 if(!nmodes) {
1942 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1943 return WINED3DERR_NOTAVAILABLE;
1946 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1947 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1948 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1949 return WINED3DERR_NOTAVAILABLE;
1952 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1953 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1954 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1955 return WINED3DERR_NOTAVAILABLE;
1958 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1959 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1960 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1961 return WINED3DERR_NOTAVAILABLE;
1964 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1965 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1966 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1967 return WINED3DERR_NOTAVAILABLE;
1970 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1971 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1972 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1973 return WINED3DERR_NOTAVAILABLE;
1976 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1977 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
1978 if(FAILED(hr))
1979 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1981 return hr;
1985 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1986 /* Check if we support bumpmapping for a format */
1987 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
1989 const struct fragment_pipeline *fp;
1990 const struct GlPixelFormatDesc *glDesc;
1992 switch(CheckFormat) {
1993 case WINED3DFMT_V8U8:
1994 case WINED3DFMT_V16U16:
1995 case WINED3DFMT_L6V5U5:
1996 case WINED3DFMT_X8L8V8U8:
1997 case WINED3DFMT_Q8W8V8U8:
1998 /* Ask the fixed function pipeline implementation if it can deal
1999 * with the conversion. If we've got a GL extension giving native
2000 * support this will be an identity conversion. */
2001 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2002 fp = select_fragment_implementation(Adapter, DeviceType);
2003 if (fp->color_fixup_supported(glDesc->color_fixup))
2005 TRACE_(d3d_caps)("[OK]\n");
2006 return TRUE;
2008 TRACE_(d3d_caps)("[FAILED]\n");
2009 return FALSE;
2011 default:
2012 TRACE_(d3d_caps)("[FAILED]\n");
2013 return FALSE;
2017 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2018 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2020 int it=0;
2021 const struct GlPixelFormatDesc *glDesc;
2022 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2024 /* Fail if we weren't able to get a description of the format */
2025 if(!desc || !glDesc)
2026 return FALSE;
2028 /* Only allow depth/stencil formats */
2029 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2030 return FALSE;
2032 /* Walk through all WGL pixel formats to find a match */
2033 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2034 WineD3D_PixelFormat *cfg = &Adapters[Adapter].cfgs[it];
2035 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(cfg, DisplayFormat)) {
2036 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(cfg, DepthStencilFormat)) {
2037 return TRUE;
2042 return FALSE;
2045 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2047 const struct GlPixelFormatDesc *glDesc;
2048 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2050 /* Fail if we weren't able to get a description of the format */
2051 if(!desc || !glDesc)
2052 return FALSE;
2054 /* The flags entry of a format contains the filtering capability */
2055 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2056 return TRUE;
2058 return FALSE;
2061 /* Check the render target capabilities of a format */
2062 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2064 UINT Adapter = 0;
2065 const struct GlPixelFormatDesc *glDesc;
2066 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2068 /* Fail if we weren't able to get a description of the format */
2069 if(!desc || !glDesc)
2070 return FALSE;
2072 /* Filter out non-RT formats */
2073 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2074 return FALSE;
2076 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2077 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2078 int it;
2079 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2080 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2082 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2083 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2085 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2086 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2087 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2088 TRACE_(d3d_caps)("[FAILED]\n");
2089 return FALSE;
2092 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2093 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2094 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2095 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2096 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2097 return TRUE;
2100 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2101 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2102 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2103 int it;
2105 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2106 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2107 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2108 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2109 return TRUE;
2112 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2113 /* For now return TRUE for FBOs until we have some proper checks.
2114 * Note that this function will only be called when the format is around for texturing. */
2115 return TRUE;
2117 return FALSE;
2120 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2122 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2123 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2124 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2125 return FALSE;
2128 switch (CheckFormat) {
2129 case WINED3DFMT_A8R8G8B8:
2130 case WINED3DFMT_X8R8G8B8:
2131 case WINED3DFMT_A4R4G4B4:
2132 case WINED3DFMT_L8:
2133 case WINED3DFMT_A8L8:
2134 case WINED3DFMT_DXT1:
2135 case WINED3DFMT_DXT2:
2136 case WINED3DFMT_DXT3:
2137 case WINED3DFMT_DXT4:
2138 case WINED3DFMT_DXT5:
2139 TRACE_(d3d_caps)("[OK]\n");
2140 return TRUE;
2142 default:
2143 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2144 return FALSE;
2146 return FALSE;
2149 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2151 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2152 * doing the color fixup in shaders.
2153 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2154 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2155 int vs_selected_mode;
2156 int ps_selected_mode;
2157 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2159 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2160 TRACE_(d3d_caps)("[OK]\n");
2161 return TRUE;
2165 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2166 return FALSE;
2169 /* Check if a format support blending in combination with pixel shaders */
2170 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2172 const struct GlPixelFormatDesc *glDesc;
2173 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2175 /* Fail if we weren't able to get a description of the format */
2176 if(!desc || !glDesc)
2177 return FALSE;
2179 /* The flags entry of a format contains the post pixel shader blending capability */
2180 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2181 return TRUE;
2183 return FALSE;
2186 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2187 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2188 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2189 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2190 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2191 * capability anyway.
2193 * For now lets report this on all formats, but in the future we may want to
2194 * restrict it to some should games need that
2196 return TRUE;
2199 /* Check if a texture format is supported on the given adapter */
2200 static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2202 const shader_backend_t *shader_backend;
2203 const struct fragment_pipeline *fp;
2204 const struct GlPixelFormatDesc *glDesc;
2206 switch (CheckFormat) {
2208 /*****
2209 * supported: RGB(A) formats
2211 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2212 case WINED3DFMT_A8R8G8B8:
2213 case WINED3DFMT_X8R8G8B8:
2214 case WINED3DFMT_R5G6B5:
2215 case WINED3DFMT_X1R5G5B5:
2216 case WINED3DFMT_A1R5G5B5:
2217 case WINED3DFMT_A4R4G4B4:
2218 case WINED3DFMT_A8:
2219 case WINED3DFMT_X4R4G4B4:
2220 case WINED3DFMT_A8B8G8R8:
2221 case WINED3DFMT_X8B8G8R8:
2222 case WINED3DFMT_A2R10G10B10:
2223 case WINED3DFMT_A2B10G10R10:
2224 case WINED3DFMT_G16R16:
2225 TRACE_(d3d_caps)("[OK]\n");
2226 return TRUE;
2228 case WINED3DFMT_R3G3B2:
2229 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2230 return FALSE;
2232 /*****
2233 * supported: Palettized
2235 case WINED3DFMT_P8:
2236 TRACE_(d3d_caps)("[OK]\n");
2237 return TRUE;
2238 /* No Windows driver offers A8P8, so don't offer it either */
2239 case WINED3DFMT_A8P8:
2240 return FALSE;
2242 /*****
2243 * Supported: (Alpha)-Luminance
2245 case WINED3DFMT_L8:
2246 case WINED3DFMT_A8L8:
2247 case WINED3DFMT_L16:
2248 TRACE_(d3d_caps)("[OK]\n");
2249 return TRUE;
2251 /* Not supported on Windows, thus disabled */
2252 case WINED3DFMT_A4L4:
2253 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2254 return FALSE;
2256 /*****
2257 * Supported: Depth/Stencil formats
2259 case WINED3DFMT_D16_LOCKABLE:
2260 case WINED3DFMT_D16:
2261 case WINED3DFMT_D15S1:
2262 case WINED3DFMT_D24X8:
2263 case WINED3DFMT_D24X4S4:
2264 case WINED3DFMT_D24S8:
2265 case WINED3DFMT_D24FS8:
2266 case WINED3DFMT_D32:
2267 case WINED3DFMT_D32F_LOCKABLE:
2268 return TRUE;
2270 /*****
2271 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2272 * GL_NV_texture_shader). Emulated by shaders
2274 case WINED3DFMT_V8U8:
2275 case WINED3DFMT_X8L8V8U8:
2276 case WINED3DFMT_L6V5U5:
2277 case WINED3DFMT_Q8W8V8U8:
2278 case WINED3DFMT_V16U16:
2279 /* Ask the shader backend if it can deal with the conversion. If
2280 * we've got a GL extension giving native support this will be an
2281 * identity conversion. */
2282 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2283 shader_backend = select_shader_backend(Adapter, DeviceType);
2284 if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup))
2286 TRACE_(d3d_caps)("[OK]\n");
2287 return TRUE;
2289 TRACE_(d3d_caps)("[FAILED]\n");
2290 return FALSE;
2292 case WINED3DFMT_DXT1:
2293 case WINED3DFMT_DXT2:
2294 case WINED3DFMT_DXT3:
2295 case WINED3DFMT_DXT4:
2296 case WINED3DFMT_DXT5:
2297 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2298 TRACE_(d3d_caps)("[OK]\n");
2299 return TRUE;
2301 TRACE_(d3d_caps)("[FAILED]\n");
2302 return FALSE;
2305 /*****
2306 * Odd formats - not supported
2308 case WINED3DFMT_VERTEXDATA:
2309 case WINED3DFMT_INDEX16:
2310 case WINED3DFMT_INDEX32:
2311 case WINED3DFMT_Q16W16V16U16:
2312 case WINED3DFMT_A2W10V10U10:
2313 case WINED3DFMT_W11V11U10:
2314 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2315 return FALSE;
2317 /*****
2318 * WINED3DFMT_CxV8U8: Not supported right now
2320 case WINED3DFMT_CxV8U8:
2321 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2322 return FALSE;
2324 /* YUV formats */
2325 case WINED3DFMT_UYVY:
2326 case WINED3DFMT_YUY2:
2327 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2328 TRACE_(d3d_caps)("[OK]\n");
2329 return TRUE;
2331 TRACE_(d3d_caps)("[FAILED]\n");
2332 return FALSE;
2333 case WINED3DFMT_YV12:
2334 TRACE_(d3d_caps)("[FAILED]\n");
2335 return FALSE;
2337 /* Not supported */
2338 case WINED3DFMT_A16B16G16R16:
2339 case WINED3DFMT_A8R3G3B2:
2340 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2341 return FALSE;
2343 /* Floating point formats */
2344 case WINED3DFMT_R16F:
2345 case WINED3DFMT_A16B16G16R16F:
2346 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2347 TRACE_(d3d_caps)("[OK]\n");
2348 return TRUE;
2350 TRACE_(d3d_caps)("[FAILED]\n");
2351 return FALSE;
2353 case WINED3DFMT_R32F:
2354 case WINED3DFMT_A32B32G32R32F:
2355 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2356 TRACE_(d3d_caps)("[OK]\n");
2357 return TRUE;
2359 TRACE_(d3d_caps)("[FAILED]\n");
2360 return FALSE;
2362 case WINED3DFMT_G16R16F:
2363 case WINED3DFMT_G32R32F:
2364 if(GL_SUPPORT(ARB_TEXTURE_RG)) {
2365 TRACE_(d3d_caps)("[OK]\n");
2366 return TRUE;
2368 TRACE_(d3d_caps)("[FAILED]\n");
2369 return FALSE;
2371 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2372 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2373 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2374 * We can do instancing with all shader versions, but we need vertex shaders.
2376 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2377 * to enable instancing. WineD3D doesn't need that and just ignores it.
2379 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2381 case WINEMAKEFOURCC('I','N','S','T'):
2382 TRACE("ATI Instancing check hack\n");
2383 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2384 TRACE_(d3d_caps)("[OK]\n");
2385 return TRUE;
2387 TRACE_(d3d_caps)("[FAILED]\n");
2388 return FALSE;
2390 /* Some weird FOURCC formats */
2391 case WINED3DFMT_R8G8_B8G8:
2392 case WINED3DFMT_G8R8_G8B8:
2393 case WINED3DFMT_MULTI2_ARGB8:
2394 TRACE_(d3d_caps)("[FAILED]\n");
2395 return FALSE;
2397 /* Vendor specific formats */
2398 case WINED3DFMT_ATI2N:
2399 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2400 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2401 shader_backend = select_shader_backend(Adapter, DeviceType);
2402 fp = select_fragment_implementation(Adapter, DeviceType);
2403 if (shader_backend->shader_color_fixup_supported(glDesc->color_fixup)
2404 && fp->color_fixup_supported(glDesc->color_fixup))
2406 TRACE_(d3d_caps)("[OK]\n");
2407 return TRUE;
2410 TRACE_(d3d_caps)("[OK]\n");
2411 return TRUE;
2413 TRACE_(d3d_caps)("[FAILED]\n");
2414 return FALSE;
2416 case WINED3DFMT_NVHU:
2417 case WINED3DFMT_NVHS:
2418 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2419 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2420 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2421 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2422 * Applications have to deal with not having NVHS and NVHU.
2424 TRACE_(d3d_caps)("[FAILED]\n");
2425 return FALSE;
2427 case WINED3DFMT_UNKNOWN:
2428 return FALSE;
2430 default:
2431 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2432 break;
2434 return FALSE;
2437 static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType) {
2438 const struct GlPixelFormatDesc *format_desc;
2439 const struct blit_shader *blitter;
2441 if(SurfaceType == SURFACE_GDI) {
2442 switch(CheckFormat) {
2443 case WINED3DFMT_R8G8B8:
2444 case WINED3DFMT_A8R8G8B8:
2445 case WINED3DFMT_X8R8G8B8:
2446 case WINED3DFMT_R5G6B5:
2447 case WINED3DFMT_X1R5G5B5:
2448 case WINED3DFMT_A1R5G5B5:
2449 case WINED3DFMT_A4R4G4B4:
2450 case WINED3DFMT_R3G3B2:
2451 case WINED3DFMT_A8:
2452 case WINED3DFMT_A8R3G3B2:
2453 case WINED3DFMT_X4R4G4B4:
2454 case WINED3DFMT_A2B10G10R10:
2455 case WINED3DFMT_A8B8G8R8:
2456 case WINED3DFMT_X8B8G8R8:
2457 case WINED3DFMT_G16R16:
2458 case WINED3DFMT_A2R10G10B10:
2459 case WINED3DFMT_A16B16G16R16:
2460 case WINED3DFMT_P8:
2461 TRACE_(d3d_caps)("[OK]\n");
2462 return TRUE;
2463 default:
2464 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2465 return FALSE;
2469 /* All format that are supported for textures are supported for surfaces as well */
2470 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
2471 /* All depth stencil formats are supported on surfaces */
2472 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
2474 /* If opengl can't process the format natively, the blitter may be able to convert it */
2475 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &format_desc);
2476 blitter = select_blit_implementation(Adapter, DeviceType);
2477 if (blitter->color_fixup_supported(format_desc->color_fixup))
2479 TRACE_(d3d_caps)("[OK]\n");
2480 return TRUE;
2483 /* Reject other formats */
2484 TRACE_(d3d_caps)("[FAILED]\n");
2485 return FALSE;
2488 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2490 if (!GL_LIMITS(vertex_samplers)) {
2491 TRACE_(d3d_caps)("[FAILED]\n");
2492 return FALSE;
2495 switch (CheckFormat) {
2496 case WINED3DFMT_A32B32G32R32F:
2497 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2498 TRACE_(d3d_caps)("[FAILED]\n");
2499 return FALSE;
2501 TRACE_(d3d_caps)("[OK]\n");
2502 return TRUE;
2504 default:
2505 TRACE_(d3d_caps)("[FAILED]\n");
2506 return FALSE;
2508 return FALSE;
2511 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2512 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2513 WINED3DSURFTYPE SurfaceType) {
2514 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2515 DWORD UsageCaps = 0;
2517 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2518 This,
2519 Adapter,
2520 DeviceType, debug_d3ddevicetype(DeviceType),
2521 AdapterFormat, debug_d3dformat(AdapterFormat),
2522 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2523 RType, debug_d3dresourcetype(RType),
2524 CheckFormat, debug_d3dformat(CheckFormat));
2526 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2527 return WINED3DERR_INVALIDCALL;
2530 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2532 if(SurfaceType != SURFACE_OPENGL) {
2533 TRACE("[FAILED]\n");
2534 return WINED3DERR_NOTAVAILABLE;
2537 /* Cubetexture allows:
2538 * - D3DUSAGE_AUTOGENMIPMAP
2539 * - D3DUSAGE_DEPTHSTENCIL
2540 * - D3DUSAGE_DYNAMIC
2541 * - D3DUSAGE_NONSECURE (d3d9ex)
2542 * - D3DUSAGE_RENDERTARGET
2543 * - D3DUSAGE_SOFTWAREPROCESSING
2544 * - D3DUSAGE_QUERY_WRAPANDMIP
2546 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2547 /* Check if the texture format is around */
2548 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2549 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2550 /* Check for automatic mipmap generation support */
2551 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2552 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2553 } else {
2554 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2555 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2559 /* Always report dynamic locking */
2560 if(Usage & WINED3DUSAGE_DYNAMIC)
2561 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2563 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2564 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2565 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2566 } else {
2567 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2568 return WINED3DERR_NOTAVAILABLE;
2572 /* Always report software processing */
2573 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2574 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2576 /* Check QUERY_FILTER support */
2577 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2578 if(CheckFilterCapability(Adapter, CheckFormat)) {
2579 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2580 } else {
2581 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2582 return WINED3DERR_NOTAVAILABLE;
2586 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2587 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2588 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2589 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2590 } else {
2591 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2592 return WINED3DERR_NOTAVAILABLE;
2596 /* Check QUERY_SRGBREAD support */
2597 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2598 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2599 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2600 } else {
2601 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2602 return WINED3DERR_NOTAVAILABLE;
2606 /* Check QUERY_SRGBWRITE support */
2607 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2608 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2609 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2610 } else {
2611 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2612 return WINED3DERR_NOTAVAILABLE;
2616 /* Check QUERY_VERTEXTEXTURE support */
2617 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2618 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2619 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2620 } else {
2621 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2622 return WINED3DERR_NOTAVAILABLE;
2626 /* Check QUERY_WRAPANDMIP support */
2627 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2628 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2629 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2630 } else {
2631 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2632 return WINED3DERR_NOTAVAILABLE;
2635 } else {
2636 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2637 return WINED3DERR_NOTAVAILABLE;
2639 } else {
2640 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2641 return WINED3DERR_NOTAVAILABLE;
2643 } else if(RType == WINED3DRTYPE_SURFACE) {
2644 /* Surface allows:
2645 * - D3DUSAGE_DEPTHSTENCIL
2646 * - D3DUSAGE_NONSECURE (d3d9ex)
2647 * - D3DUSAGE_RENDERTARGET
2650 if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat, SurfaceType)) {
2651 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2652 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2653 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2654 } else {
2655 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2656 return WINED3DERR_NOTAVAILABLE;
2660 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2661 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2662 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2663 } else {
2664 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2665 return WINED3DERR_NOTAVAILABLE;
2669 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2670 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2671 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2672 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2673 } else {
2674 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2675 return WINED3DERR_NOTAVAILABLE;
2678 } else {
2679 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2680 return WINED3DERR_NOTAVAILABLE;
2683 } else if(RType == WINED3DRTYPE_TEXTURE) {
2684 /* Texture allows:
2685 * - D3DUSAGE_AUTOGENMIPMAP
2686 * - D3DUSAGE_DEPTHSTENCIL
2687 * - D3DUSAGE_DMAP
2688 * - D3DUSAGE_DYNAMIC
2689 * - D3DUSAGE_NONSECURE (d3d9ex)
2690 * - D3DUSAGE_RENDERTARGET
2691 * - D3DUSAGE_SOFTWAREPROCESSING
2692 * - D3DUSAGE_TEXTAPI (d3d9ex)
2693 * - D3DUSAGE_QUERY_WRAPANDMIP
2696 if(SurfaceType != SURFACE_OPENGL) {
2697 TRACE("[FAILED]\n");
2698 return WINED3DERR_NOTAVAILABLE;
2701 /* Check if the texture format is around */
2702 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2703 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2704 /* Check for automatic mipmap generation support */
2705 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2706 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2707 } else {
2708 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2709 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2713 /* Always report dynamic locking */
2714 if(Usage & WINED3DUSAGE_DYNAMIC)
2715 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2717 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2718 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2719 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2720 } else {
2721 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2722 return WINED3DERR_NOTAVAILABLE;
2726 /* Always report software processing */
2727 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2728 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2730 /* Check QUERY_FILTER support */
2731 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2732 if(CheckFilterCapability(Adapter, CheckFormat)) {
2733 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2734 } else {
2735 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2736 return WINED3DERR_NOTAVAILABLE;
2740 /* Check QUERY_LEGACYBUMPMAP support */
2741 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2742 if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
2743 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2744 } else {
2745 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2746 return WINED3DERR_NOTAVAILABLE;
2750 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2751 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2752 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2753 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2754 } else {
2755 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2756 return WINED3DERR_NOTAVAILABLE;
2760 /* Check QUERY_SRGBREAD support */
2761 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2762 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2763 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2764 } else {
2765 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2766 return WINED3DERR_NOTAVAILABLE;
2770 /* Check QUERY_SRGBWRITE support */
2771 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2772 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2773 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2774 } else {
2775 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2776 return WINED3DERR_NOTAVAILABLE;
2780 /* Check QUERY_VERTEXTEXTURE support */
2781 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2782 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2783 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2784 } else {
2785 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2786 return WINED3DERR_NOTAVAILABLE;
2790 /* Check QUERY_WRAPANDMIP support */
2791 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2792 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2793 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2794 } else {
2795 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2796 return WINED3DERR_NOTAVAILABLE;
2800 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2801 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2802 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2803 } else {
2804 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2805 return WINED3DERR_NOTAVAILABLE;
2808 } else {
2809 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2810 return WINED3DERR_NOTAVAILABLE;
2812 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2813 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2814 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2816 * Volumetexture allows:
2817 * - D3DUSAGE_DYNAMIC
2818 * - D3DUSAGE_NONSECURE (d3d9ex)
2819 * - D3DUSAGE_SOFTWAREPROCESSING
2820 * - D3DUSAGE_QUERY_WRAPANDMIP
2823 if(SurfaceType != SURFACE_OPENGL) {
2824 TRACE("[FAILED]\n");
2825 return WINED3DERR_NOTAVAILABLE;
2828 /* Check volume texture and volume usage caps */
2829 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2830 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
2831 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2832 return WINED3DERR_NOTAVAILABLE;
2835 /* Always report dynamic locking */
2836 if(Usage & WINED3DUSAGE_DYNAMIC)
2837 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2839 /* Always report software processing */
2840 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2841 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2843 /* Check QUERY_FILTER support */
2844 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2845 if(CheckFilterCapability(Adapter, CheckFormat)) {
2846 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2847 } else {
2848 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2849 return WINED3DERR_NOTAVAILABLE;
2853 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2854 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2855 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2856 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2857 } else {
2858 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2859 return WINED3DERR_NOTAVAILABLE;
2863 /* Check QUERY_SRGBREAD support */
2864 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2865 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2866 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2867 } else {
2868 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2869 return WINED3DERR_NOTAVAILABLE;
2873 /* Check QUERY_SRGBWRITE support */
2874 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2875 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2876 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2877 } else {
2878 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2879 return WINED3DERR_NOTAVAILABLE;
2883 /* Check QUERY_VERTEXTEXTURE support */
2884 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2885 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2886 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2887 } else {
2888 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2889 return WINED3DERR_NOTAVAILABLE;
2893 /* Check QUERY_WRAPANDMIP support */
2894 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2895 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2896 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2897 } else {
2898 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2899 return WINED3DERR_NOTAVAILABLE;
2902 } else {
2903 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2904 return WINED3DERR_NOTAVAILABLE;
2907 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2908 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2909 * app needing one of those formats, don't advertize them to avoid leading apps into
2910 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2911 * except of R32F.
2913 switch(CheckFormat) {
2914 case WINED3DFMT_P8:
2915 case WINED3DFMT_A4L4:
2916 case WINED3DFMT_R32F:
2917 case WINED3DFMT_R16F:
2918 case WINED3DFMT_X8L8V8U8:
2919 case WINED3DFMT_L6V5U5:
2920 case WINED3DFMT_G16R16:
2921 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2922 return WINED3DERR_NOTAVAILABLE;
2924 case WINED3DFMT_Q8W8V8U8:
2925 case WINED3DFMT_V16U16:
2926 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2927 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2928 return WINED3DERR_NOTAVAILABLE;
2930 break;
2932 case WINED3DFMT_V8U8:
2933 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2934 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2935 return WINED3DERR_NOTAVAILABLE;
2937 break;
2939 case WINED3DFMT_DXT1:
2940 case WINED3DFMT_DXT2:
2941 case WINED3DFMT_DXT3:
2942 case WINED3DFMT_DXT4:
2943 case WINED3DFMT_DXT5:
2944 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2945 * compressed texture results in an error. While the D3D refrast does
2946 * support s3tc volumes, at least the nvidia windows driver does not, so
2947 * we're free not to support this format.
2949 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2950 return WINED3DERR_NOTAVAILABLE;
2952 default:
2953 /* Do nothing, continue with checking the format below */
2954 break;
2956 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2957 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2958 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2959 return WINED3DERR_NOTAVAILABLE;
2962 /* This format is nothing special and it is supported perfectly.
2963 * However, ati and nvidia driver on windows do not mark this format as
2964 * supported (tested with the dxCapsViewer) and pretending to
2965 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2966 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2967 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2969 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2970 TRACE_(d3d_caps)("[FAILED]\n");
2971 return WINED3DERR_NOTAVAILABLE;
2974 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2975 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2976 * usage flags match. */
2977 if(UsageCaps == Usage) {
2978 return WINED3D_OK;
2979 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2980 return WINED3DOK_NOAUTOGEN;
2981 } else {
2982 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);
2983 return WINED3DERR_NOTAVAILABLE;
2987 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2988 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2989 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2991 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2992 This,
2993 Adapter,
2994 DeviceType, debug_d3ddevicetype(DeviceType),
2995 SourceFormat, debug_d3dformat(SourceFormat),
2996 TargetFormat, debug_d3dformat(TargetFormat));
2997 return WINED3D_OK;
3000 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3001 const shader_backend_t *ret;
3002 int vs_selected_mode;
3003 int ps_selected_mode;
3005 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3006 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3007 ret = &glsl_shader_backend;
3008 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3009 ret = &arb_program_shader_backend;
3010 } else {
3011 ret = &none_shader_backend;
3013 return ret;
3016 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3017 int vs_selected_mode;
3018 int ps_selected_mode;
3020 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3021 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3022 return &arbfp_fragment_pipeline;
3023 } else if(ps_selected_mode == SHADER_ATI) {
3024 return &atifs_fragment_pipeline;
3025 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3026 return &nvts_fragment_pipeline;
3027 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3028 return &nvrc_fragment_pipeline;
3029 } else {
3030 return &ffp_fragment_pipeline;
3034 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
3035 int vs_selected_mode;
3036 int ps_selected_mode;
3038 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
3039 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3040 return &arbfp_blit;
3041 } else {
3042 return &ffp_blit;
3046 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3047 subset of a D3DCAPS9 structure. However, it has to come via a void *
3048 as the d3d8 interface cannot import the d3d9 header */
3049 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3051 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3052 int vs_selected_mode;
3053 int ps_selected_mode;
3054 struct shader_caps shader_caps;
3055 struct fragment_caps fragment_caps;
3056 const shader_backend_t *shader_backend;
3057 const struct fragment_pipeline *frag_pipeline = NULL;
3058 DWORD ckey_caps, blit_caps, fx_caps;
3060 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3062 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3063 return WINED3DERR_INVALIDCALL;
3066 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3068 /* This function should *not* be modifying GL caps
3069 * TODO: move the functionality where it belongs */
3070 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
3072 /* ------------------------------------------------
3073 The following fields apply to both d3d8 and d3d9
3074 ------------------------------------------------ */
3075 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3076 pCaps->AdapterOrdinal = Adapter;
3078 pCaps->Caps = 0;
3079 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3080 WINED3DCAPS2_FULLSCREENGAMMA |
3081 WINED3DCAPS2_DYNAMICTEXTURES;
3082 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3083 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3086 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3087 WINED3DCAPS3_COPY_TO_VIDMEM |
3088 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3090 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3091 WINED3DPRESENT_INTERVAL_ONE;
3093 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3094 WINED3DCURSORCAPS_LOWRES;
3096 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3097 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3098 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3099 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3100 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3101 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3102 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3103 WINED3DDEVCAPS_PUREDEVICE |
3104 WINED3DDEVCAPS_HWRASTERIZATION |
3105 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3106 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3107 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3108 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3109 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3110 WINED3DDEVCAPS_RTPATCHES;
3112 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3113 WINED3DPMISCCAPS_CULLCCW |
3114 WINED3DPMISCCAPS_CULLCW |
3115 WINED3DPMISCCAPS_COLORWRITEENABLE |
3116 WINED3DPMISCCAPS_CLIPTLVERTS |
3117 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3118 WINED3DPMISCCAPS_MASKZ |
3119 WINED3DPMISCCAPS_BLENDOP |
3120 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3121 /* TODO:
3122 WINED3DPMISCCAPS_NULLREFERENCE
3123 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3124 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3125 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3126 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3128 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3129 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3131 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3132 WINED3DPRASTERCAPS_PAT |
3133 WINED3DPRASTERCAPS_WFOG |
3134 WINED3DPRASTERCAPS_ZFOG |
3135 WINED3DPRASTERCAPS_FOGVERTEX |
3136 WINED3DPRASTERCAPS_FOGTABLE |
3137 WINED3DPRASTERCAPS_STIPPLE |
3138 WINED3DPRASTERCAPS_SUBPIXEL |
3139 WINED3DPRASTERCAPS_ZTEST |
3140 WINED3DPRASTERCAPS_SCISSORTEST |
3141 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3142 WINED3DPRASTERCAPS_DEPTHBIAS;
3144 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3145 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3146 WINED3DPRASTERCAPS_ZBIAS |
3147 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3149 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3150 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3152 /* FIXME Add:
3153 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3154 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3155 WINED3DPRASTERCAPS_ANTIALIASEDGES
3156 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3157 WINED3DPRASTERCAPS_WBUFFER */
3159 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3160 WINED3DPCMPCAPS_EQUAL |
3161 WINED3DPCMPCAPS_GREATER |
3162 WINED3DPCMPCAPS_GREATEREQUAL |
3163 WINED3DPCMPCAPS_LESS |
3164 WINED3DPCMPCAPS_LESSEQUAL |
3165 WINED3DPCMPCAPS_NEVER |
3166 WINED3DPCMPCAPS_NOTEQUAL;
3168 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3169 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3170 WINED3DPBLENDCAPS_DESTALPHA |
3171 WINED3DPBLENDCAPS_DESTCOLOR |
3172 WINED3DPBLENDCAPS_INVDESTALPHA |
3173 WINED3DPBLENDCAPS_INVDESTCOLOR |
3174 WINED3DPBLENDCAPS_INVSRCALPHA |
3175 WINED3DPBLENDCAPS_INVSRCCOLOR |
3176 WINED3DPBLENDCAPS_ONE |
3177 WINED3DPBLENDCAPS_SRCALPHA |
3178 WINED3DPBLENDCAPS_SRCALPHASAT |
3179 WINED3DPBLENDCAPS_SRCCOLOR |
3180 WINED3DPBLENDCAPS_ZERO;
3182 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3183 WINED3DPBLENDCAPS_DESTCOLOR |
3184 WINED3DPBLENDCAPS_INVDESTALPHA |
3185 WINED3DPBLENDCAPS_INVDESTCOLOR |
3186 WINED3DPBLENDCAPS_INVSRCALPHA |
3187 WINED3DPBLENDCAPS_INVSRCCOLOR |
3188 WINED3DPBLENDCAPS_ONE |
3189 WINED3DPBLENDCAPS_SRCALPHA |
3190 WINED3DPBLENDCAPS_SRCCOLOR |
3191 WINED3DPBLENDCAPS_ZERO;
3192 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3193 * according to the glBlendFunc manpage
3195 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3196 * legacy settings for srcblend only
3199 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3200 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3201 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3205 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3206 WINED3DPCMPCAPS_EQUAL |
3207 WINED3DPCMPCAPS_GREATER |
3208 WINED3DPCMPCAPS_GREATEREQUAL |
3209 WINED3DPCMPCAPS_LESS |
3210 WINED3DPCMPCAPS_LESSEQUAL |
3211 WINED3DPCMPCAPS_NEVER |
3212 WINED3DPCMPCAPS_NOTEQUAL;
3214 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3215 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3216 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3217 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3218 WINED3DPSHADECAPS_COLORFLATRGB |
3219 WINED3DPSHADECAPS_FOGFLAT |
3220 WINED3DPSHADECAPS_FOGGOURAUD |
3221 WINED3DPSHADECAPS_SPECULARFLATRGB;
3223 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3224 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3225 WINED3DPTEXTURECAPS_TRANSPARENCY |
3226 WINED3DPTEXTURECAPS_BORDER |
3227 WINED3DPTEXTURECAPS_MIPMAP |
3228 WINED3DPTEXTURECAPS_PROJECTED |
3229 WINED3DPTEXTURECAPS_PERSPECTIVE;
3231 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3232 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3233 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3236 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3237 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3238 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3239 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3242 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3243 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3244 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3245 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3249 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3250 WINED3DPTFILTERCAPS_MAGFPOINT |
3251 WINED3DPTFILTERCAPS_MINFLINEAR |
3252 WINED3DPTFILTERCAPS_MINFPOINT |
3253 WINED3DPTFILTERCAPS_MIPFLINEAR |
3254 WINED3DPTFILTERCAPS_MIPFPOINT |
3255 WINED3DPTFILTERCAPS_LINEAR |
3256 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3257 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3258 WINED3DPTFILTERCAPS_MIPLINEAR |
3259 WINED3DPTFILTERCAPS_MIPNEAREST |
3260 WINED3DPTFILTERCAPS_NEAREST;
3262 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3263 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3264 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3267 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3268 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3269 WINED3DPTFILTERCAPS_MAGFPOINT |
3270 WINED3DPTFILTERCAPS_MINFLINEAR |
3271 WINED3DPTFILTERCAPS_MINFPOINT |
3272 WINED3DPTFILTERCAPS_MIPFLINEAR |
3273 WINED3DPTFILTERCAPS_MIPFPOINT |
3274 WINED3DPTFILTERCAPS_LINEAR |
3275 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3276 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3277 WINED3DPTFILTERCAPS_MIPLINEAR |
3278 WINED3DPTFILTERCAPS_MIPNEAREST |
3279 WINED3DPTFILTERCAPS_NEAREST;
3281 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3282 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3283 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3285 } else
3286 pCaps->CubeTextureFilterCaps = 0;
3288 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3289 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3290 WINED3DPTFILTERCAPS_MAGFPOINT |
3291 WINED3DPTFILTERCAPS_MINFLINEAR |
3292 WINED3DPTFILTERCAPS_MINFPOINT |
3293 WINED3DPTFILTERCAPS_MIPFLINEAR |
3294 WINED3DPTFILTERCAPS_MIPFPOINT |
3295 WINED3DPTFILTERCAPS_LINEAR |
3296 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3297 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3298 WINED3DPTFILTERCAPS_MIPLINEAR |
3299 WINED3DPTFILTERCAPS_MIPNEAREST |
3300 WINED3DPTFILTERCAPS_NEAREST;
3301 } else
3302 pCaps->VolumeTextureFilterCaps = 0;
3304 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3305 WINED3DPTADDRESSCAPS_CLAMP |
3306 WINED3DPTADDRESSCAPS_WRAP;
3308 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3309 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3311 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3312 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3314 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3315 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3318 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3319 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3320 WINED3DPTADDRESSCAPS_CLAMP |
3321 WINED3DPTADDRESSCAPS_WRAP;
3322 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3323 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3325 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3326 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3328 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3329 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3331 } else
3332 pCaps->VolumeTextureAddressCaps = 0;
3334 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3335 WINED3DLINECAPS_ZTEST |
3336 WINED3DLINECAPS_BLEND |
3337 WINED3DLINECAPS_ALPHACMP |
3338 WINED3DLINECAPS_FOG;
3339 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3340 * idea how generating the smoothing alpha values works; the result is different
3343 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3344 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3346 if(GL_SUPPORT(EXT_TEXTURE3D))
3347 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3348 else
3349 pCaps->MaxVolumeExtent = 0;
3351 pCaps->MaxTextureRepeat = 32768;
3352 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3353 pCaps->MaxVertexW = 1.0;
3355 pCaps->GuardBandLeft = 0;
3356 pCaps->GuardBandTop = 0;
3357 pCaps->GuardBandRight = 0;
3358 pCaps->GuardBandBottom = 0;
3360 pCaps->ExtentsAdjust = 0;
3362 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3363 WINED3DSTENCILCAPS_INCRSAT |
3364 WINED3DSTENCILCAPS_INVERT |
3365 WINED3DSTENCILCAPS_KEEP |
3366 WINED3DSTENCILCAPS_REPLACE |
3367 WINED3DSTENCILCAPS_ZERO;
3368 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3369 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3370 WINED3DSTENCILCAPS_INCR;
3372 if ( This->dxVersion > 8 &&
3373 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3374 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3375 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3378 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3380 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3381 pCaps->MaxActiveLights = GL_LIMITS(lights);
3383 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3384 pCaps->MaxVertexBlendMatrixIndex = 0;
3386 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3387 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3390 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3391 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3392 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3393 WINED3DVTXPCAPS_LOCALVIEWER |
3394 WINED3DVTXPCAPS_VERTEXFOG |
3395 WINED3DVTXPCAPS_TEXGEN;
3396 /* FIXME: Add
3397 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3399 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3400 pCaps->MaxVertexIndex = 0xFFFFF;
3401 pCaps->MaxStreams = MAX_STREAMS;
3402 pCaps->MaxStreamStride = 1024;
3404 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3405 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3406 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3407 pCaps->MaxNpatchTessellationLevel = 0;
3408 pCaps->MasterAdapterOrdinal = 0;
3409 pCaps->AdapterOrdinalInGroup = 0;
3410 pCaps->NumberOfAdaptersInGroup = 1;
3412 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3414 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3415 WINED3DPTFILTERCAPS_MAGFPOINT |
3416 WINED3DPTFILTERCAPS_MINFLINEAR |
3417 WINED3DPTFILTERCAPS_MAGFLINEAR;
3418 pCaps->VertexTextureFilterCaps = 0;
3420 memset(&shader_caps, 0, sizeof(shader_caps));
3421 shader_backend = select_shader_backend(Adapter, DeviceType);
3422 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3424 memset(&fragment_caps, 0, sizeof(fragment_caps));
3425 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3426 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3428 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3429 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3431 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3432 * Ignore shader model capabilities if disabled in config
3434 if(vs_selected_mode == SHADER_NONE) {
3435 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3436 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3437 pCaps->MaxVertexShaderConst = 0;
3438 } else {
3439 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3440 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3443 if(ps_selected_mode == SHADER_NONE) {
3444 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3445 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3446 pCaps->PixelShader1xMaxValue = 0.0;
3447 } else {
3448 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3449 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3452 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3453 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3454 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3456 pCaps->VS20Caps = shader_caps.VS20Caps;
3457 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3458 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3459 pCaps->PS20Caps = shader_caps.PS20Caps;
3460 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3461 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3463 /* The following caps are shader specific, but they are things we cannot detect, or which
3464 * are the same among all shader models. So to avoid code duplication set the shader version
3465 * specific, but otherwise constant caps here
3467 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3468 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3469 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3470 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3471 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3472 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3473 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3475 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3476 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3477 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3478 pCaps->VS20Caps.Caps = 0;
3479 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3480 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3481 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3483 pCaps->MaxVShaderInstructionsExecuted = 65535;
3484 pCaps->MaxVertexShader30InstructionSlots = 0;
3485 } else { /* VS 1.x */
3486 pCaps->VS20Caps.Caps = 0;
3487 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3488 pCaps->VS20Caps.NumTemps = 0;
3489 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3491 pCaps->MaxVShaderInstructionsExecuted = 0;
3492 pCaps->MaxVertexShader30InstructionSlots = 0;
3495 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3496 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3497 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3499 /* 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 */
3500 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3501 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3502 WINED3DPS20CAPS_PREDICATION |
3503 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3504 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3505 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3506 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3507 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3508 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3510 pCaps->MaxPShaderInstructionsExecuted = 65535;
3511 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3512 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3513 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3514 pCaps->PS20Caps.Caps = 0;
3515 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3516 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3517 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3518 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3520 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3521 pCaps->MaxPixelShader30InstructionSlots = 0;
3522 } else { /* PS 1.x */
3523 pCaps->PS20Caps.Caps = 0;
3524 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3525 pCaps->PS20Caps.NumTemps = 0;
3526 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3527 pCaps->PS20Caps.NumInstructionSlots = 0;
3529 pCaps->MaxPShaderInstructionsExecuted = 0;
3530 pCaps->MaxPixelShader30InstructionSlots = 0;
3533 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3534 /* OpenGL supports all the formats below, perhaps not always
3535 * without conversion, but it supports them.
3536 * Further GLSL doesn't seem to have an official unsigned type so
3537 * don't advertise it yet as I'm not sure how we handle it.
3538 * We might need to add some clamping in the shader engine to
3539 * support it.
3540 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3541 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3542 WINED3DDTCAPS_UBYTE4N |
3543 WINED3DDTCAPS_SHORT2N |
3544 WINED3DDTCAPS_SHORT4N;
3545 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3546 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3547 WINED3DDTCAPS_FLOAT16_4;
3549 } else
3550 pCaps->DeclTypes = 0;
3552 /* Set DirectDraw helper Caps */
3553 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3554 WINEDDCKEYCAPS_SRCBLT;
3555 fx_caps = WINEDDFXCAPS_BLTALPHA |
3556 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3557 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3558 WINEDDFXCAPS_BLTROTATION90 |
3559 WINEDDFXCAPS_BLTSHRINKX |
3560 WINEDDFXCAPS_BLTSHRINKXN |
3561 WINEDDFXCAPS_BLTSHRINKY |
3562 WINEDDFXCAPS_BLTSHRINKXN |
3563 WINEDDFXCAPS_BLTSTRETCHX |
3564 WINEDDFXCAPS_BLTSTRETCHXN |
3565 WINEDDFXCAPS_BLTSTRETCHY |
3566 WINEDDFXCAPS_BLTSTRETCHYN;
3567 blit_caps = WINEDDCAPS_BLT |
3568 WINEDDCAPS_BLTCOLORFILL |
3569 WINEDDCAPS_BLTDEPTHFILL |
3570 WINEDDCAPS_BLTSTRETCH |
3571 WINEDDCAPS_CANBLTSYSMEM |
3572 WINEDDCAPS_CANCLIP |
3573 WINEDDCAPS_CANCLIPSTRETCHED |
3574 WINEDDCAPS_COLORKEY |
3575 WINEDDCAPS_COLORKEYHWASSIST |
3576 WINEDDCAPS_ALIGNBOUNDARYSRC;
3578 /* Fill the ddraw caps structure */
3579 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3580 WINEDDCAPS_PALETTE |
3581 blit_caps;
3582 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3583 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3584 WINEDDCAPS2_PRIMARYGAMMA |
3585 WINEDDCAPS2_WIDESURFACES |
3586 WINEDDCAPS2_CANRENDERWINDOWED;
3587 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3588 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3589 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3590 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3591 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3592 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3593 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3594 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3595 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3597 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3598 WINEDDSCAPS_BACKBUFFER |
3599 WINEDDSCAPS_FLIP |
3600 WINEDDSCAPS_FRONTBUFFER |
3601 WINEDDSCAPS_OFFSCREENPLAIN |
3602 WINEDDSCAPS_PALETTE |
3603 WINEDDSCAPS_PRIMARYSURFACE |
3604 WINEDDSCAPS_SYSTEMMEMORY |
3605 WINEDDSCAPS_VIDEOMEMORY |
3606 WINEDDSCAPS_VISIBLE;
3607 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3609 /* Set D3D caps if OpenGL is available. */
3610 if(Adapters[Adapter].opengl) {
3611 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3612 WINEDDSCAPS_MIPMAP |
3613 WINEDDSCAPS_TEXTURE |
3614 WINEDDSCAPS_ZBUFFER;
3615 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3618 return WINED3D_OK;
3621 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3622 and fields being inserted in the middle, a new structure is used in place */
3623 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3624 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3625 IUnknown *parent) {
3627 IWineD3DDeviceImpl *object = NULL;
3628 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3629 WINED3DDISPLAYMODE mode;
3630 const struct fragment_pipeline *frag_pipeline = NULL;
3631 int i;
3632 struct fragment_caps ffp_caps;
3634 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3635 * number and create a device without a 3D adapter for 2D only operation.
3637 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3638 return WINED3DERR_INVALIDCALL;
3641 /* Create a WineD3DDevice object */
3642 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3643 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3644 TRACE("Created WineD3DDevice object @ %p\n", object);
3645 if (NULL == object) {
3646 return WINED3DERR_OUTOFVIDEOMEMORY;
3649 /* Set up initial COM information */
3650 object->lpVtbl = &IWineD3DDevice_Vtbl;
3651 object->ref = 1;
3652 object->wineD3D = iface;
3653 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3654 IWineD3D_AddRef(object->wineD3D);
3655 object->parent = parent;
3656 list_init(&object->resources);
3657 list_init(&object->shaders);
3659 if(This->dxVersion == 7) {
3660 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3661 } else {
3662 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3664 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3666 /* Set the state up as invalid until the device is fully created */
3667 object->state = WINED3DERR_DRIVERINTERNALERROR;
3669 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3670 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3672 /* Save the creation parameters */
3673 object->createParms.AdapterOrdinal = Adapter;
3674 object->createParms.DeviceType = DeviceType;
3675 object->createParms.hFocusWindow = hFocusWindow;
3676 object->createParms.BehaviorFlags = BehaviourFlags;
3678 /* Initialize other useful values */
3679 object->adapterNo = Adapter;
3680 object->devType = DeviceType;
3682 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3683 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3685 memset(&ffp_caps, 0, sizeof(ffp_caps));
3686 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3687 object->frag_pipe = frag_pipeline;
3688 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
3689 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3690 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3691 compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3692 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3694 object->blitter = select_blit_implementation(Adapter, DeviceType);
3696 /* set the state of the device to valid */
3697 object->state = WINED3D_OK;
3699 /* Get the initial screen setup for ddraw */
3700 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3702 object->ddraw_width = mode.Width;
3703 object->ddraw_height = mode.Height;
3704 object->ddraw_format = mode.Format;
3706 for(i = 0; i < PATCHMAP_SIZE; i++) {
3707 list_init(&object->patches[i]);
3709 return WINED3D_OK;
3711 #undef GLINFO_LOCATION
3713 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3714 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3715 IUnknown_AddRef(This->parent);
3716 *pParent = This->parent;
3717 return WINED3D_OK;
3720 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3721 IUnknown* surfaceParent;
3722 TRACE("(%p) call back\n", pSurface);
3724 /* Now, release the parent, which will take care of cleaning up the surface for us */
3725 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3726 IUnknown_Release(surfaceParent);
3727 return IUnknown_Release(surfaceParent);
3730 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3731 IUnknown* volumeParent;
3732 TRACE("(%p) call back\n", pVolume);
3734 /* Now, release the parent, which will take care of cleaning up the volume for us */
3735 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3736 IUnknown_Release(volumeParent);
3737 return IUnknown_Release(volumeParent);
3740 static BOOL implementation_is_apple(const WineD3D_GL_Info *gl_info)
3742 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3743 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3744 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3746 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3747 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3748 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3749 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3750 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3751 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3752 * DirectDraw, not OpenGL.
3754 if(gl_info->supported[APPLE_FENCE] &&
3755 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3756 gl_info->supported[APPLE_FLUSH_RENDER] &&
3757 gl_info->supported[APPLE_YCBCR_422]) {
3758 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3759 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3760 return TRUE;
3761 } else {
3762 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3763 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3764 return FALSE;
3768 #define GLINFO_LOCATION (*gl_info)
3769 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3770 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3771 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3772 * all the texture. This function detects this bug by its symptom and disables PBOs
3773 * if the test fails.
3775 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3776 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3777 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3778 * read back is compared to the original. If they are equal PBOs are assumed to work,
3779 * otherwise the PBO extension is disabled.
3781 GLuint texture, pbo;
3782 static const unsigned int pattern[] = {
3783 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3784 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3785 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3786 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3788 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3790 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3791 /* No PBO -> No point in testing them */
3792 return;
3795 while(glGetError());
3796 glGenTextures(1, &texture);
3797 glBindTexture(GL_TEXTURE_2D, texture);
3798 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3799 checkGLcall("Specifying the PBO test texture\n");
3801 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3802 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3803 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3804 checkGLcall("Specifying the PBO test pbo\n");
3806 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3807 checkGLcall("Loading the PBO test texture\n");
3809 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3810 glFinish(); /* just to be sure */
3812 memset(check, 0, sizeof(check));
3813 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3814 checkGLcall("Reading back the PBO test texture\n");
3816 glDeleteTextures(1, &texture);
3817 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3818 checkGLcall("PBO test cleanup\n");
3820 if(memcmp(check, pattern, sizeof(check)) != 0) {
3821 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3822 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3823 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3824 } else {
3825 TRACE_(d3d_caps)("PBO test successful\n");
3828 #undef GLINFO_LOCATION
3830 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3831 * reporting a driver version is moot because we are not the Windows driver, and we have different
3832 * bugs, features, etc.
3834 * If a card is not found in this table, the gl driver version is reported
3836 struct driver_version_information {
3837 WORD vendor; /* reported PCI card vendor ID */
3838 WORD card; /* reported PCI card device ID */
3839 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3840 WORD lopart_hi, lopart_lo; /* driver loword to report */
3843 static const struct driver_version_information driver_version_table[] = {
3844 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3845 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3846 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3847 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3848 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3849 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3850 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3851 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3852 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3853 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3854 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3855 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3856 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3857 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3858 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3859 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3860 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3861 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3862 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3863 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, 7, 15, 11, 7341 },
3865 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3866 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3867 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3868 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3869 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3870 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3871 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3873 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3876 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3877 unsigned int i;
3878 BOOL apple = implementation_is_apple(gl_info);
3880 if(apple) {
3881 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3882 * used it falls back to software. While the compiler can detect if the shader uses all declared
3883 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3884 * using relative addressing falls back to software.
3886 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3888 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3889 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3890 } else {
3891 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3892 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3893 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3896 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3897 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3898 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3899 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3900 * according to the spec.
3902 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3903 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3905 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3906 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3907 * this workaround is activated on cards that do not need it, it won't break things, just affect
3908 * performance negatively.
3910 if(gl_info->gl_vendor == VENDOR_INTEL ||
3911 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3912 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3913 gl_info->set_texcoord_w = TRUE;
3917 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3918 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3919 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3920 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3921 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3922 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3923 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3925 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3926 * has this extension promoted to core. The extension loading code sets this extension supported
3927 * due to that, so this code works on fglrx as well.
3929 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3930 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3931 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3932 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3933 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3934 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3935 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3939 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3940 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3941 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3942 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3943 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3944 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
3946 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3947 * triggering the software fallback. There is not much we can do here apart from disabling the
3948 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3949 * in IWineD3DImpl_FillGLCaps).
3950 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3951 * post-processing effects in the game "Max Payne 2").
3952 * The behaviour can be verified through a simple test app attached in bugreport #14724.
3954 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3955 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3956 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3957 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3958 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3962 /* Find out if PBOs work as they are supposed to */
3963 test_pbo_functionality(gl_info);
3965 /* Fixup the driver version */
3966 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3967 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3968 gl_info->gl_card == driver_version_table[i].card) {
3969 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3971 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3972 driver_version_table[i].lopart_lo);
3973 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3974 driver_version_table[i].hipart_lo);
3975 break;
3980 static void WINE_GLAPI invalid_func(const void *data)
3982 ERR("Invalid vertex attribute function called\n");
3983 DebugBreak();
3986 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
3988 ERR("Invalid texcoord function called\n");
3989 DebugBreak();
3992 #define GLINFO_LOCATION (Adapters[0].gl_info)
3994 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3995 * the extension detection and are used in drawStridedSlow
3997 static void WINE_GLAPI position_d3dcolor(const void *data)
3999 DWORD pos = *((const DWORD *)data);
4001 FIXME("Add a test for fixed function position from d3dcolor type\n");
4002 glVertex4s(D3DCOLOR_B_R(pos),
4003 D3DCOLOR_B_G(pos),
4004 D3DCOLOR_B_B(pos),
4005 D3DCOLOR_B_A(pos));
4008 static void WINE_GLAPI position_float4(const void *data)
4010 const GLfloat *pos = data;
4012 if (pos[3] < eps && pos[3] > -eps)
4013 glVertex3fv(pos);
4014 else {
4015 float w = 1.0 / pos[3];
4017 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4021 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4023 DWORD diffuseColor = *((const DWORD *)data);
4025 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4026 D3DCOLOR_B_G(diffuseColor),
4027 D3DCOLOR_B_B(diffuseColor),
4028 D3DCOLOR_B_A(diffuseColor));
4031 static void WINE_GLAPI specular_d3dcolor(const void *data)
4033 DWORD specularColor = *((const DWORD *)data);
4035 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
4036 D3DCOLOR_B_G(specularColor),
4037 D3DCOLOR_B_B(specularColor));
4040 static void WINE_GLAPI warn_no_specular_func(const void *data)
4042 WARN("GL_EXT_secondary_color not supported\n");
4045 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4047 position_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4048 position_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4049 position_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glVertex3fv;
4050 position_funcs[WINED3DDECLTYPE_FLOAT4] = position_float4;
4051 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = position_d3dcolor;
4052 position_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4053 position_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4054 position_funcs[WINED3DDECLTYPE_SHORT4] = (glAttribFunc)glVertex2sv;
4055 position_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
4056 position_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4057 position_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
4058 position_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4059 position_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
4060 position_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4061 position_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4062 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4063 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4065 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4066 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4067 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glColor3fv;
4068 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glColor4fv;
4069 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = diffuse_d3dcolor;
4070 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4071 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4072 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
4073 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (glAttribFunc)glColor4ubv;
4074 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4075 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (glAttribFunc)glColor4sv;
4076 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4077 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (glAttribFunc)glColor4usv;
4078 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4079 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4080 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4081 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4083 /* No 4 component entry points here */
4084 specular_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4085 specular_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4086 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4087 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4088 } else {
4089 specular_funcs[WINED3DDECLTYPE_FLOAT3] = warn_no_specular_func;
4091 specular_funcs[WINED3DDECLTYPE_FLOAT4] = invalid_func;
4092 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4093 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = specular_d3dcolor;
4094 } else {
4095 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = warn_no_specular_func;
4097 specular_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4098 specular_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4099 specular_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
4100 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
4101 specular_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4102 specular_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
4103 specular_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4104 specular_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
4105 specular_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4106 specular_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4107 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4108 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4110 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4111 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4113 normal_funcs[WINED3DDECLTYPE_FLOAT1] = invalid_func;
4114 normal_funcs[WINED3DDECLTYPE_FLOAT2] = invalid_func;
4115 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (glAttribFunc)glNormal3fv;
4116 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4117 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_func;
4118 normal_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_func;
4119 normal_funcs[WINED3DDECLTYPE_SHORT2] = invalid_func;
4120 normal_funcs[WINED3DDECLTYPE_SHORT4] = invalid_func;
4121 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_func;
4122 normal_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_func;
4123 normal_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_func;
4124 normal_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_func;
4125 normal_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_func;
4126 normal_funcs[WINED3DDECLTYPE_UDEC3] = invalid_func;
4127 normal_funcs[WINED3DDECLTYPE_DEC3N] = invalid_func;
4128 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_func;
4129 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_func;
4131 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4132 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4133 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4134 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4135 multi_texcoord_funcs[WINED3DDECLTYPE_D3DCOLOR] = invalid_texcoord_func;
4136 multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4] = invalid_texcoord_func;
4137 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4138 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4139 multi_texcoord_funcs[WINED3DDECLTYPE_UBYTE4N] = invalid_texcoord_func;
4140 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT2N] = invalid_texcoord_func;
4141 multi_texcoord_funcs[WINED3DDECLTYPE_SHORT4N] = invalid_texcoord_func;
4142 multi_texcoord_funcs[WINED3DDECLTYPE_USHORT2N] = invalid_texcoord_func;
4143 multi_texcoord_funcs[WINED3DDECLTYPE_USHORT4N] = invalid_texcoord_func;
4144 multi_texcoord_funcs[WINED3DDECLTYPE_UDEC3] = invalid_texcoord_func;
4145 multi_texcoord_funcs[WINED3DDECLTYPE_DEC3N] = invalid_texcoord_func;
4146 if (GL_SUPPORT(NV_HALF_FLOAT))
4148 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4149 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4150 } else {
4151 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_2] = invalid_texcoord_func;
4152 multi_texcoord_funcs[WINED3DDECLTYPE_FLOAT16_4] = invalid_texcoord_func;
4156 #define PUSH1(att) attribs[nAttribs++] = (att);
4157 BOOL InitAdapters(void) {
4158 static HMODULE mod_gl;
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 #else
4178 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4179 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4180 mod_gl = GetModuleHandleA("gdi32.dll");
4181 #endif
4184 /* Load WGL core functions from opengl32.dll */
4185 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4186 WGL_FUNCS_GEN;
4187 #undef USE_WGL_FUNC
4189 if(!pwglGetProcAddress) {
4190 ERR("Unable to load wglGetProcAddress!\n");
4191 goto nogl_adapter;
4194 /* Dynamically load all GL core functions */
4195 GL_FUNCS_GEN;
4196 #undef USE_GL_FUNC
4198 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4199 * otherwise because we have to use winex11.drv's override
4201 #ifdef USE_WIN32_OPENGL
4202 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4203 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4204 #else
4205 glFinish = (void*)pwglGetProcAddress("wglFinish");
4206 glFlush = (void*)pwglGetProcAddress("wglFlush");
4207 #endif
4209 /* For now only one default adapter */
4211 int iPixelFormat;
4212 int attribs[10];
4213 int values[10];
4214 int nAttribs = 0;
4215 int res;
4216 int i;
4217 WineD3D_PixelFormat *cfgs;
4218 int attribute;
4219 DISPLAY_DEVICEW DisplayDevice;
4220 HDC hdc;
4222 TRACE("Initializing default adapter\n");
4223 Adapters[0].num = 0;
4224 Adapters[0].monitorPoint.x = -1;
4225 Adapters[0].monitorPoint.y = -1;
4227 if (!WineD3D_CreateFakeGLContext()) {
4228 ERR("Failed to get a gl context for default adapter\n");
4229 WineD3D_ReleaseFakeGLContext();
4230 goto nogl_adapter;
4233 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4234 if(!ret) {
4235 ERR("Failed to initialize gl caps for default adapter\n");
4236 WineD3D_ReleaseFakeGLContext();
4237 goto nogl_adapter;
4239 ret = initPixelFormats(&Adapters[0].gl_info);
4240 if(!ret) {
4241 ERR("Failed to init gl formats\n");
4242 WineD3D_ReleaseFakeGLContext();
4243 goto nogl_adapter;
4246 hdc = pwglGetCurrentDC();
4247 if(!hdc) {
4248 ERR("Failed to get gl HDC\n");
4249 WineD3D_ReleaseFakeGLContext();
4250 goto nogl_adapter;
4253 Adapters[0].driver = "Display";
4254 Adapters[0].description = "Direct3D HAL";
4256 /* Use the VideoRamSize registry setting when set */
4257 if(wined3d_settings.emulated_textureram)
4258 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4259 else
4260 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4261 Adapters[0].UsedTextureRam = 0;
4262 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4264 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4265 DisplayDevice.cb = sizeof(DisplayDevice);
4266 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4267 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4268 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4270 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4271 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4273 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4274 cfgs = Adapters[0].cfgs;
4275 PUSH1(WGL_RED_BITS_ARB)
4276 PUSH1(WGL_GREEN_BITS_ARB)
4277 PUSH1(WGL_BLUE_BITS_ARB)
4278 PUSH1(WGL_ALPHA_BITS_ARB)
4279 PUSH1(WGL_DEPTH_BITS_ARB)
4280 PUSH1(WGL_STENCIL_BITS_ARB)
4281 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4282 PUSH1(WGL_PIXEL_TYPE_ARB)
4283 PUSH1(WGL_DOUBLE_BUFFER_ARB)
4284 PUSH1(WGL_AUX_BUFFERS_ARB)
4286 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4287 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4289 if(!res)
4290 continue;
4292 /* Cache the pixel format */
4293 cfgs->iPixelFormat = iPixelFormat;
4294 cfgs->redSize = values[0];
4295 cfgs->greenSize = values[1];
4296 cfgs->blueSize = values[2];
4297 cfgs->alphaSize = values[3];
4298 cfgs->depthSize = values[4];
4299 cfgs->stencilSize = values[5];
4300 cfgs->windowDrawable = values[6];
4301 cfgs->iPixelType = values[7];
4302 cfgs->doubleBuffer = values[8];
4303 cfgs->auxBuffers = values[9];
4305 cfgs->pbufferDrawable = FALSE;
4306 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4307 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4308 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4309 int value;
4310 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4311 cfgs->pbufferDrawable = value;
4314 cfgs->numSamples = 0;
4315 /* Check multisample support */
4316 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4317 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4318 int value[2];
4319 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4320 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4321 * value[1] = number of multi sample buffers*/
4322 if(value[0])
4323 cfgs->numSamples = value[1];
4327 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);
4328 cfgs++;
4331 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4332 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4333 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4334 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4335 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4336 * driver is allowed to consume more bits EXCEPT for stencil bits.
4338 * Mark an adapter with this broken stencil behavior.
4340 Adapters[0].brokenStencil = TRUE;
4341 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4342 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4343 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4344 Adapters[0].brokenStencil = FALSE;
4345 break;
4349 fixup_extensions(&Adapters[0].gl_info);
4350 add_gl_compat_wrappers(&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