wined3d: Added further Nvidia Geforce 8xxx detection.
[wine.git] / dlls / wined3d / directx.c
blobf9bc7525e1d6ede5e6da59df9528895aa0a7216e
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
32 #define GLINFO_LOCATION (*gl_info)
34 /* The d3d device ID */
35 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
37 /* Extension detection */
38 static const struct {
39 const char *extension_string;
40 GL_SupportedExt extension;
41 DWORD version;
42 } EXTENSION_MAP[] = {
43 /* APPLE */
44 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
45 {"GL_APPLE_fence", APPLE_FENCE, 0 },
46 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
47 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
48 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
50 /* ATI */
51 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
52 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
53 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
54 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
55 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
57 /* ARB */
58 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
59 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
60 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
61 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
62 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
63 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
64 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
65 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
66 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 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_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
76 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
77 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
78 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
79 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
80 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
81 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
82 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
83 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
84 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
85 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
86 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
87 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
88 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
89 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
90 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
91 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
92 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
93 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
95 /* EXT */
96 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
97 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
98 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
99 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
100 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
101 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
102 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
103 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
104 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
105 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
106 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
107 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
108 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
109 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
110 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
111 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
112 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
113 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
114 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
115 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
116 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
117 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
118 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
119 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
120 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
121 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
122 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
123 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
124 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
126 /* NV */
127 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
128 {"GL_NV_fence", NV_FENCE, 0 },
129 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
130 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
131 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
132 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
133 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
134 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
135 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
136 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
137 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
138 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
139 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
140 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
141 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
142 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
143 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
144 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
145 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
146 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
147 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
149 /* SGI */
150 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
153 /**********************************************************
154 * Utility functions follow
155 **********************************************************/
157 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
159 GLint wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP + 1];
161 const struct min_lookup minMipLookup[] =
163 /* NONE POINT LINEAR */
164 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
165 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
166 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
169 const struct min_lookup minMipLookup_noFilter[] =
171 /* NONE POINT LINEAR */
172 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
173 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
174 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
177 const struct min_lookup minMipLookup_noMip[] =
179 /* NONE POINT LINEAR */
180 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
181 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
182 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
185 const GLenum magLookup[] =
187 /* NONE POINT LINEAR */
188 GL_NEAREST, GL_NEAREST, GL_LINEAR,
191 const GLenum magLookup_noFilter[] =
193 /* NONE POINT LINEAR */
194 GL_NEAREST, GL_NEAREST, GL_NEAREST,
197 /* drawStridedSlow attributes */
198 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
199 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
200 glAttribFunc specular_func_3ubv;
201 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
203 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
206 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
207 * i.e., there is no GL Context - Get a default rendering context to enable the
208 * function query some info from GL.
211 struct wined3d_fake_gl_ctx
213 HDC dc;
214 HWND wnd;
215 HGLRC gl_ctx;
216 HDC restore_dc;
217 HGLRC restore_gl_ctx;
220 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
222 TRACE_(d3d_caps)("Destroying fake GL context.\n");
224 if (!pwglMakeCurrent(NULL, NULL))
226 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
229 if (!pwglDeleteContext(ctx->gl_ctx))
231 DWORD err = GetLastError();
232 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
235 ReleaseDC(ctx->wnd, ctx->dc);
236 DestroyWindow(ctx->wnd);
238 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
240 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
244 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
246 PIXELFORMATDESCRIPTOR pfd;
247 int iPixelFormat;
249 TRACE("getting context...\n");
251 ctx->restore_dc = pwglGetCurrentDC();
252 ctx->restore_gl_ctx = pwglGetCurrentContext();
254 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
255 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
256 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
257 if (!ctx->wnd)
259 ERR_(d3d_caps)("Failed to create a window.\n");
260 goto fail;
263 ctx->dc = GetDC(ctx->wnd);
264 if (!ctx->dc)
266 ERR_(d3d_caps)("Failed to get a DC.\n");
267 goto fail;
270 /* PixelFormat selection */
271 ZeroMemory(&pfd, sizeof(pfd));
272 pfd.nSize = sizeof(pfd);
273 pfd.nVersion = 1;
274 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
275 pfd.iPixelType = PFD_TYPE_RGBA;
276 pfd.cColorBits = 32;
277 pfd.iLayerType = PFD_MAIN_PLANE;
279 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
280 if (!iPixelFormat)
282 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
283 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
284 goto fail;
286 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
287 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
289 /* Create a GL context. */
290 ctx->gl_ctx = pwglCreateContext(ctx->dc);
291 if (!ctx->gl_ctx)
293 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
294 goto fail;
297 /* Make it the current GL context. */
298 if (!context_set_current(NULL))
300 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
303 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
305 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
306 goto fail;
309 return TRUE;
311 fail:
312 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
313 ctx->gl_ctx = NULL;
314 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
315 ctx->dc = NULL;
316 if (ctx->wnd) DestroyWindow(ctx->wnd);
317 ctx->wnd = NULL;
318 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
320 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
323 return FALSE;
326 /* Adjust the amount of used texture memory */
327 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram)
329 struct wined3d_adapter *adapter = D3DDevice->adapter;
331 adapter->UsedTextureRam += glram;
332 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
333 return adapter->UsedTextureRam;
336 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
338 HeapFree(GetProcessHeap(), 0, adapter->gl_info.gl_formats);
339 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
342 /**********************************************************
343 * IUnknown parts follows
344 **********************************************************/
346 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
348 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
350 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
351 if (IsEqualGUID(riid, &IID_IUnknown)
352 || IsEqualGUID(riid, &IID_IWineD3DBase)
353 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
354 IUnknown_AddRef(iface);
355 *ppobj = This;
356 return S_OK;
358 *ppobj = NULL;
359 return E_NOINTERFACE;
362 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
363 IWineD3DImpl *This = (IWineD3DImpl *)iface;
364 ULONG refCount = InterlockedIncrement(&This->ref);
366 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
367 return refCount;
370 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
371 IWineD3DImpl *This = (IWineD3DImpl *)iface;
372 ULONG ref;
373 TRACE("(%p) : Releasing from %d\n", This, This->ref);
374 ref = InterlockedDecrement(&This->ref);
375 if (ref == 0) {
376 unsigned int i;
378 for (i = 0; i < This->adapter_count; ++i)
380 wined3d_adapter_cleanup(&This->adapters[i]);
382 HeapFree(GetProcessHeap(), 0, This);
385 return ref;
388 /**********************************************************
389 * IWineD3D parts follows
390 **********************************************************/
392 /* GL locking is done by the caller */
393 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
395 GLuint prog;
396 BOOL ret = FALSE;
397 const char *testcode =
398 "!!ARBvp1.0\n"
399 "PARAM C[66] = { program.env[0..65] };\n"
400 "ADDRESS A0;"
401 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
402 "ARL A0.x, zero.x;\n"
403 "MOV result.position, C[A0.x + 65];\n"
404 "END\n";
406 while(glGetError());
407 GL_EXTCALL(glGenProgramsARB(1, &prog));
408 if(!prog) {
409 ERR("Failed to create an ARB offset limit test program\n");
411 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
412 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
413 strlen(testcode), testcode));
414 if(glGetError() != 0) {
415 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
416 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
417 ret = TRUE;
418 } else TRACE("OpenGL implementation allows offsets > 63\n");
420 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
421 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
422 checkGLcall("ARB vp offset limit test cleanup");
424 return ret;
427 static DWORD ver_for_ext(GL_SupportedExt ext)
429 unsigned int i;
430 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
431 if(EXTENSION_MAP[i].extension == ext) {
432 return EXTENSION_MAP[i].version;
435 return 0;
438 static BOOL match_ati_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
439 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
441 if (vendor != VENDOR_ATI) return FALSE;
442 if (device == CARD_ATI_RADEON_9500) return TRUE;
443 if (device == CARD_ATI_RADEON_X700) return TRUE;
444 if (device == CARD_ATI_RADEON_X1600) return TRUE;
445 return FALSE;
448 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
449 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
451 if (vendor == VENDOR_NVIDIA)
453 if (device == CARD_NVIDIA_GEFORCEFX_5800 || device == CARD_NVIDIA_GEFORCEFX_5600)
455 return TRUE;
458 return FALSE;
461 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
462 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
464 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
465 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
466 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
468 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
469 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
470 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
471 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
472 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
473 * the chance that other implementations support them is rather small since Win32 QuickTime uses
474 * DirectDraw, not OpenGL. */
475 if (gl_info->supported[APPLE_FENCE]
476 && gl_info->supported[APPLE_CLIENT_STORAGE]
477 && gl_info->supported[APPLE_FLUSH_RENDER]
478 && gl_info->supported[APPLE_YCBCR_422])
480 return TRUE;
482 else
484 return FALSE;
488 /* Context activation is done by the caller. */
489 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
491 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
492 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
493 * all the texture. This function detects this bug by its symptom and disables PBOs
494 * if the test fails.
496 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
497 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
498 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
499 * read back is compared to the original. If they are equal PBOs are assumed to work,
500 * otherwise the PBO extension is disabled. */
501 GLuint texture, pbo;
502 static const unsigned int pattern[] =
504 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
505 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
506 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
507 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
509 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
511 /* No PBO -> No point in testing them. */
512 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
514 ENTER_GL();
516 while (glGetError());
517 glGenTextures(1, &texture);
518 glBindTexture(GL_TEXTURE_2D, texture);
520 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
521 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
522 checkGLcall("Specifying the PBO test texture");
524 GL_EXTCALL(glGenBuffersARB(1, &pbo));
525 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
526 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
527 checkGLcall("Specifying the PBO test pbo");
529 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
530 checkGLcall("Loading the PBO test texture");
532 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
533 wglFinish(); /* just to be sure */
535 memset(check, 0, sizeof(check));
536 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
537 checkGLcall("Reading back the PBO test texture");
539 glDeleteTextures(1, &texture);
540 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
541 checkGLcall("PBO test cleanup");
543 LEAVE_GL();
545 if (memcmp(check, pattern, sizeof(check)))
547 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
548 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
549 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
551 else
553 TRACE_(d3d_caps)("PBO test successful.\n");
557 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
558 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
560 return vendor == VENDOR_INTEL && match_apple(gl_info, gl_renderer, vendor, device);
563 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
564 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
566 if (!match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
567 if (vendor != VENDOR_ATI) return FALSE;
568 if (device == CARD_ATI_RADEON_X1600) return FALSE;
569 return TRUE;
572 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
573 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
575 if (vendor != VENDOR_ATI) return FALSE;
576 if (match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
577 if (strstr(gl_renderer, "DRI")) return FALSE; /* Filter out Mesa DRI drivers. */
578 return TRUE;
581 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
582 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
584 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
585 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
586 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
587 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
588 * hardcoded
590 * dx10 cards usually have 64 varyings */
591 return gl_info->limits.glsl_varyings > 44;
594 /* A GL context is provided by the caller */
595 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
596 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
598 GLenum error;
599 DWORD data[16];
601 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
603 ENTER_GL();
604 while(glGetError());
605 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
606 error = glGetError();
607 LEAVE_GL();
609 if(error == GL_NO_ERROR)
611 TRACE("GL Implementation accepts 4 component specular color pointers\n");
612 return TRUE;
614 else
616 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
617 debug_glerror(error));
618 return FALSE;
622 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
623 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
625 if (!match_apple(gl_info, gl_renderer, vendor, device)) return FALSE;
626 return gl_info->supported[NV_TEXTURE_SHADER];
629 /* A GL context is provided by the caller */
630 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
631 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
633 GLuint prog;
634 BOOL ret = FALSE;
635 GLint pos;
636 const char *testcode =
637 "!!ARBvp1.0\n"
638 "OPTION NV_vertex_program2;\n"
639 "MOV result.clip[0], 0.0;\n"
640 "MOV result.position, 0.0;\n"
641 "END\n";
643 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
645 ENTER_GL();
646 while(glGetError());
648 GL_EXTCALL(glGenProgramsARB(1, &prog));
649 if(!prog)
651 ERR("Failed to create the NVvp clip test program\n");
652 LEAVE_GL();
653 return FALSE;
655 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
656 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
657 strlen(testcode), testcode));
658 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
659 if(pos != -1)
661 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
662 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
663 ret = TRUE;
664 while(glGetError());
666 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
668 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
669 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
670 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
672 LEAVE_GL();
673 return ret;
676 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
678 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
679 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
680 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
681 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
684 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
686 quirk_arb_constants(gl_info);
687 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
688 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
689 * allow 48 different offsets or other helper immediate values. */
690 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
691 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
694 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
695 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
696 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
697 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
698 * most games, but avoids the crash
700 * A more sophisticated way would be to find all units that need texture coordinates and enable
701 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
702 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
704 * Note that disabling the extension entirely does not gain predictability because there is no point
705 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
706 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
708 if (gl_info->supported[ARB_POINT_SPRITE])
710 TRACE("Limiting point sprites to one texture unit.\n");
711 gl_info->limits.point_sprite_units = 1;
715 static void quirk_ati_dx9(struct wined3d_gl_info *gl_info)
717 quirk_arb_constants(gl_info);
719 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
720 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
721 * If real NP2 textures are used, the driver falls back to software. We could just remove the
722 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
723 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
724 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
725 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
727 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
728 * has this extension promoted to core. The extension loading code sets this extension supported
729 * due to that, so this code works on fglrx as well. */
730 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
732 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
733 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
734 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
737 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
738 * it is generally more efficient. Reserve just 8 constants. */
739 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
740 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
743 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
745 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
746 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
747 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
748 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
749 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
750 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
752 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
753 * triggering the software fallback. There is not much we can do here apart from disabling the
754 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
755 * in IWineD3DImpl_FillGLCaps).
756 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
757 * post-processing effects in the game "Max Payne 2").
758 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
759 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
760 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
761 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
764 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
766 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
767 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
768 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
769 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
770 * according to the spec.
772 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
773 * makes the shader slower and eats instruction slots which should be available to the d3d app.
775 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
776 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
777 * this workaround is activated on cards that do not need it, it won't break things, just affect
778 * performance negatively. */
779 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
780 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
783 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
785 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
788 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
790 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
793 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
795 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
796 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
797 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
800 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
802 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
805 struct driver_quirk
807 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
808 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device);
809 void (*apply)(struct wined3d_gl_info *gl_info);
810 const char *description;
813 static const struct driver_quirk quirk_table[] =
816 match_ati_r300_to_500,
817 quirk_ati_dx9,
818 "ATI GLSL constant and normalized texrect quirk"
820 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
821 * used it falls back to software. While the compiler can detect if the shader uses all declared
822 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
823 * using relative addressing falls back to software.
825 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
827 match_apple,
828 quirk_apple_glsl_constants,
829 "Apple GLSL uniform override"
832 match_geforce5,
833 quirk_no_np2,
834 "Geforce 5 NP2 disable"
837 match_apple_intel,
838 quirk_texcoord_w,
839 "Init texcoord .w for Apple Intel GPU driver"
842 match_apple_nonr500ati,
843 quirk_texcoord_w,
844 "Init texcoord .w for Apple ATI >= r600 GPU driver"
847 match_fglrx,
848 quirk_one_point_sprite,
849 "Fglrx point sprite crash workaround"
852 match_dx10_capable,
853 quirk_clip_varying,
854 "Reserved varying for gl_ClipPos"
857 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
858 * GL implementations accept it. The Mac GL is the only implementation known to
859 * reject it.
861 * If we can pass 4 component specular colors, do it, because (a) we don't have
862 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
863 * passes specular alpha to the pixel shader if any is used. Otherwise the
864 * specular alpha is used to pass the fog coordinate, which we pass to opengl
865 * via GL_EXT_fog_coord.
867 match_allows_spec_alpha,
868 quirk_allows_specular_alpha,
869 "Allow specular alpha quirk"
872 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
873 * (rdar://5682521).
875 match_apple_nvts,
876 quirk_apple_nvts,
877 "Apple NV_texture_shader disable"
880 match_broken_nv_clip,
881 quirk_disable_nvvp_clip,
882 "Apple NV_vertex_program clip bug quirk"
886 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
887 * reporting a driver version is moot because we are not the Windows driver, and we have different
888 * bugs, features, etc.
890 * The driver version has the form "x.y.z.w".
892 * "x" is the Windows version the driver is meant for:
893 * 4 -> 95/98/NT4
894 * 5 -> 2000
895 * 6 -> 2000/XP
896 * 7 -> Vista
897 * 8 -> Win 7
899 * "y" is the Direct3D level the driver supports:
900 * 11 -> d3d6
901 * 12 -> d3d7
902 * 13 -> d3d8
903 * 14 -> d3d9
904 * 15 -> d3d10
906 * "z" is unknown, possibly vendor specific.
908 * "w" is the vendor specific driver version.
910 struct driver_version_information
912 WORD vendor; /* reported PCI card vendor ID */
913 WORD card; /* reported PCI card device ID */
914 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
915 WORD d3d_level; /* driver hiword to report */
916 WORD lopart_hi, lopart_lo; /* driver loword to report */
919 static const struct driver_version_information driver_version_table[] =
921 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
922 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
923 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
924 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
926 * All version numbers used below are from the Linux nvidia drivers. */
927 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 1, 8, 6 },
928 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 1, 8, 6 },
929 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 1, 8, 6 },
930 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 6, 4, 3 },
931 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 1, 8, 6 },
932 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 6, 10, 9371 },
933 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 6, 10, 9371 },
934 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 6, 10, 9371 },
935 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 15, 11, 7516 },
936 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 15, 11, 7516 },
937 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 15, 11, 7516 },
938 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 15, 11, 8618 },
939 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 15, 11, 8618 },
940 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 15, 11, 8618 },
941 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 15, 11, 8585 },
942 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 15, 11, 8585 },
943 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 15, 11, 8618 },
944 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 15, 11, 8618 },
945 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 15, 11, 8618 },
946 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 15, 11, 8618 },
947 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 15, 11, 8585 },
948 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 15, 11, 8618 },
949 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 15, 11, 8618 },
950 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 15, 11, 8618 },
951 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 15, 11, 8618 },
952 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 15, 11, 8618 },
953 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 15, 11, 8618 },
954 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 15, 11, 8618 },
955 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 15, 11, 8618 },
956 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 15, 11, 8618 },
958 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode. */
959 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 14, 10, 6764 },
960 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 14, 10, 6764 },
961 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 14, 10, 6764 },
962 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 14, 10, 6764 },
963 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 14, 10, 6764 },
964 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 14, 10, 6764 },
965 {VENDOR_ATI, CARD_ATI_RADEON_HD4350, "ATI Radeon HD 4350", 14, 10, 6764 },
966 {VENDOR_ATI, CARD_ATI_RADEON_HD4600, "ATI Radeon HD 4600 Series", 14, 10, 6764 },
967 {VENDOR_ATI, CARD_ATI_RADEON_HD4700, "ATI Radeon HD 4700 Series", 14, 10, 6764 },
968 {VENDOR_ATI, CARD_ATI_RADEON_HD4800, "ATI Radeon HD 4800 Series", 14, 10, 6764 },
969 {VENDOR_ATI, CARD_ATI_RADEON_HD5700, "ATI Radeon HD 5700 Series", 14, 10, 8681 },
970 {VENDOR_ATI, CARD_ATI_RADEON_HD5800, "ATI Radeon HD 5800 Series", 14, 10, 8681 },
972 /* TODO: Add information about legacy ATI hardware, Intel and other cards. */
975 static void init_driver_info(struct wined3d_driver_info *driver_info,
976 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
978 OSVERSIONINFOW os_version;
979 WORD driver_os_version;
980 unsigned int i;
982 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
984 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
985 vendor = wined3d_settings.pci_vendor_id;
987 driver_info->vendor = vendor;
989 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
991 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
992 device = wined3d_settings.pci_device_id;
994 driver_info->device = device;
996 switch (vendor)
998 case VENDOR_ATI:
999 driver_info->name = "ati2dvag.dll";
1000 break;
1002 case VENDOR_NVIDIA:
1003 driver_info->name = "nv4_disp.dll";
1004 break;
1006 default:
1007 FIXME_(d3d_caps)("Unhandled vendor %04x.\n", vendor);
1008 driver_info->name = "Display";
1009 break;
1012 memset(&os_version, 0, sizeof(os_version));
1013 os_version.dwOSVersionInfoSize = sizeof(os_version);
1014 if (!GetVersionExW(&os_version))
1016 ERR("Failed to get OS version, reporting 2000/XP.\n");
1017 driver_os_version = 6;
1019 else
1021 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1022 switch (os_version.dwMajorVersion)
1024 case 4:
1025 driver_os_version = 4;
1026 break;
1028 case 5:
1029 driver_os_version = 6;
1030 break;
1032 case 6:
1033 if (os_version.dwMinorVersion == 0)
1035 driver_os_version = 7;
1037 else
1039 if (os_version.dwMinorVersion > 1)
1041 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1042 os_version.dwMajorVersion, os_version.dwMinorVersion);
1044 driver_os_version = 8;
1046 break;
1048 default:
1049 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1050 os_version.dwMajorVersion, os_version.dwMinorVersion);
1051 driver_os_version = 6;
1052 break;
1056 driver_info->description = "Direct3D HAL";
1057 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1058 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1060 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); ++i)
1062 if (vendor == driver_version_table[i].vendor && device == driver_version_table[i].card)
1064 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1066 driver_info->description = driver_version_table[i].description;
1067 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, driver_version_table[i].d3d_level);
1068 driver_info->version_low = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
1069 driver_version_table[i].lopart_lo);
1070 break;
1074 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1075 driver_info->version_high, driver_info->version_low);
1078 /* Context activation is done by the caller. */
1079 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1080 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1082 unsigned int i;
1084 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1086 if (!quirk_table[i].match(gl_info, gl_renderer, vendor, device)) continue;
1087 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1088 quirk_table[i].apply(gl_info);
1091 /* Find out if PBOs work as they are supposed to. */
1092 test_pbo_functionality(gl_info);
1095 static DWORD wined3d_parse_gl_version(const char *gl_version)
1097 const char *ptr = gl_version;
1098 int major, minor;
1100 major = atoi(ptr);
1101 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1103 while (isdigit(*ptr)) ++ptr;
1104 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1106 minor = atoi(ptr);
1108 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1110 return MAKEDWORD_VERSION(major, minor);
1113 static enum wined3d_pci_vendor wined3d_guess_vendor(const char *gl_vendor, const char *gl_renderer)
1115 if (strstr(gl_vendor, "NVIDIA"))
1116 return VENDOR_NVIDIA;
1118 if (strstr(gl_vendor, "ATI"))
1119 return VENDOR_ATI;
1121 if (strstr(gl_vendor, "Intel(R)")
1122 || strstr(gl_renderer, "Intel(R)")
1123 || strstr(gl_vendor, "Intel Inc."))
1124 return VENDOR_INTEL;
1126 if (strstr(gl_vendor, "Mesa")
1127 || strstr(gl_vendor, "DRI R300 Project")
1128 || strstr(gl_vendor, "Tungsten Graphics, Inc")
1129 || strstr(gl_vendor, "VMware, Inc."))
1130 return VENDOR_MESA;
1132 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning VENDOR_WINE.\n", debugstr_a(gl_vendor));
1134 return VENDOR_WINE;
1137 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1138 enum wined3d_pci_vendor *vendor, unsigned int *vidmem)
1140 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1141 * different GPUs with roughly the same features. In most cases GPUs from a
1142 * certain family differ in clockspeeds, the amount of video memory and the
1143 * number of shader pipelines.
1145 * A Direct3D device object contains the PCI id (vendor + device) of the
1146 * videocard which is used for rendering. Various applications use this
1147 * information to get a rough estimation of the features of the card and
1148 * some might use it for enabling 3d effects only on certain types of
1149 * videocards. In some cases games might even use it to work around bugs
1150 * which happen on certain videocards/driver combinations. The problem is
1151 * that OpenGL only exposes a rendering string containing the name of the
1152 * videocard and not the PCI id.
1154 * Various games depend on the PCI id, so somehow we need to provide one.
1155 * A simple option is to parse the renderer string and translate this to
1156 * the right PCI id. This is a lot of work because there are more than 200
1157 * GPUs just for Nvidia. Various cards share the same renderer string, so
1158 * the amount of code might be 'small' but there are quite a number of
1159 * exceptions which would make this a pain to maintain. Another way would
1160 * be to query the PCI id from the operating system (assuming this is the
1161 * videocard which is used for rendering which is not always the case).
1162 * This would work but it is not very portable. Second it would not work
1163 * well in, let's say, a remote X situation in which the amount of 3d
1164 * features which can be used is limited.
1166 * As said most games only use the PCI id to get an indication of the
1167 * capabilities of the card. It doesn't really matter if the given id is
1168 * the correct one if we return the id of a card with similar 3d features.
1170 * The code below checks the OpenGL capabilities of a videocard and matches
1171 * that to a certain level of Direct3D functionality. Once a card passes
1172 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1173 * least a GeforceFX. To give a better estimate we do a basic check on the
1174 * renderer string but if that won't pass we return a default card. This
1175 * way is better than maintaining a full card database as even without a
1176 * full database we can return a card with similar features. Second the
1177 * size of the database can be made quite small because when you know what
1178 * type of 3d functionality a card has, you know to which GPU family the
1179 * GPU must belong. Because of this you only have to check a small part of
1180 * the renderer string to distinguishes between different models from that
1181 * family.
1183 * The code also selects a default amount of video memory which we will
1184 * use for an estimation of the amount of free texture memory. In case of
1185 * real D3D the amount of texture memory includes video memory and system
1186 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1187 * HyperMemory). We don't know how much system memory can be addressed by
1188 * the system but we can make a reasonable estimation about the amount of
1189 * video memory. If the value is slightly wrong it doesn't matter as we
1190 * didn't include AGP-like memory which makes the amount of addressable
1191 * memory higher and second OpenGL isn't that critical it moves to system
1192 * memory behind our backs if really needed. Note that the amount of video
1193 * memory can be overruled using a registry setting. */
1195 switch (*vendor)
1197 case VENDOR_NVIDIA:
1198 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1199 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1201 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1203 /* Geforce 200 - highend */
1204 if (strstr(gl_renderer, "GTX 280")
1205 || strstr(gl_renderer, "GTX 285")
1206 || strstr(gl_renderer, "GTX 295"))
1208 *vidmem = 1024;
1209 return CARD_NVIDIA_GEFORCE_GTX280;
1212 /* Geforce 200 - midend high */
1213 if (strstr(gl_renderer, "GTX 275"))
1215 *vidmem = 896;
1216 return CARD_NVIDIA_GEFORCE_GTX275;
1219 /* Geforce 200 - midend */
1220 if (strstr(gl_renderer, "GTX 260"))
1222 *vidmem = 1024;
1223 return CARD_NVIDIA_GEFORCE_GTX260;
1226 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1227 if (strstr(gl_renderer, "9800")
1228 || strstr(gl_renderer, "GTS 150")
1229 || strstr(gl_renderer, "GTS 250"))
1231 *vidmem = 512;
1232 return CARD_NVIDIA_GEFORCE_9800GT;
1235 /* Geforce9 - midend */
1236 if (strstr(gl_renderer, "9600"))
1238 *vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1239 return CARD_NVIDIA_GEFORCE_9600GT;
1242 /* Geforce9 - midend low / Geforce 200 - low */
1243 if (strstr(gl_renderer, "9500")
1244 || strstr(gl_renderer, "GT 120")
1245 || strstr(gl_renderer, "GT 130"))
1247 *vidmem = 256; /* The 9500GT has 256-1024MB */
1248 return CARD_NVIDIA_GEFORCE_9500GT;
1251 /* Geforce9 - lowend */
1252 if (strstr(gl_renderer, "9400"))
1254 *vidmem = 256; /* The 9400GT has 256-1024MB */
1255 return CARD_NVIDIA_GEFORCE_9400GT;
1258 /* Geforce9 - lowend low */
1259 if (strstr(gl_renderer, "9100")
1260 || strstr(gl_renderer, "9200")
1261 || strstr(gl_renderer, "9300")
1262 || strstr(gl_renderer, "G 100"))
1264 *vidmem = 256; /* The 9100-9300 cards have 256MB */
1265 return CARD_NVIDIA_GEFORCE_9200;
1268 /* Geforce8 - highend */
1269 if (strstr(gl_renderer, "8800"))
1271 *vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1272 return CARD_NVIDIA_GEFORCE_8800GTS;
1275 /* Geforce8 - midend mobile */
1276 if (strstr(gl_renderer, "8600 M"))
1278 *vidmem = 512;
1279 return CARD_NVIDIA_GEFORCE_8600MGT;
1282 /* Geforce8 - midend */
1283 if (strstr(gl_renderer, "8600")
1284 || strstr(gl_renderer, "8700"))
1286 *vidmem = 256;
1287 return CARD_NVIDIA_GEFORCE_8600GT;
1290 /* Geforce8 - lowend */
1291 if (strstr(gl_renderer, "8100")
1292 || strstr(gl_renderer, "8200")
1293 || strstr(gl_renderer, "8300")
1294 || strstr(gl_renderer, "8400")
1295 || strstr(gl_renderer, "8500"))
1297 *vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1298 return CARD_NVIDIA_GEFORCE_8300GS;
1301 /* Geforce7 - highend */
1302 if (strstr(gl_renderer, "7800")
1303 || strstr(gl_renderer, "7900")
1304 || strstr(gl_renderer, "7950")
1305 || strstr(gl_renderer, "Quadro FX 4")
1306 || strstr(gl_renderer, "Quadro FX 5"))
1308 *vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1309 return CARD_NVIDIA_GEFORCE_7800GT;
1312 /* Geforce7 midend */
1313 if (strstr(gl_renderer, "7600")
1314 || strstr(gl_renderer, "7700"))
1316 *vidmem = 256; /* The 7600 uses 256-512MB */
1317 return CARD_NVIDIA_GEFORCE_7600;
1320 /* Geforce7 lower medium */
1321 if (strstr(gl_renderer, "7400"))
1323 *vidmem = 256; /* The 7400 uses 256-512MB */
1324 return CARD_NVIDIA_GEFORCE_7400;
1327 /* Geforce7 lowend */
1328 if (strstr(gl_renderer, "7300"))
1330 *vidmem = 256; /* Mac Pros with this card have 256 MB */
1331 return CARD_NVIDIA_GEFORCE_7300;
1334 /* Geforce6 highend */
1335 if (strstr(gl_renderer, "6800"))
1337 *vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1338 return CARD_NVIDIA_GEFORCE_6800;
1341 /* Geforce6 - midend */
1342 if (strstr(gl_renderer, "6600")
1343 || strstr(gl_renderer, "6610")
1344 || strstr(gl_renderer, "6700"))
1346 *vidmem = 128; /* A 6600GT has 128-256MB */
1347 return CARD_NVIDIA_GEFORCE_6600GT;
1350 /* Geforce6/7 lowend */
1351 *vidmem = 64; /* */
1352 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1355 if (WINE_D3D9_CAPABLE(gl_info))
1357 /* GeforceFX - highend */
1358 if (strstr(gl_renderer, "5800")
1359 || strstr(gl_renderer, "5900")
1360 || strstr(gl_renderer, "5950")
1361 || strstr(gl_renderer, "Quadro FX"))
1363 *vidmem = 256; /* 5800-5900 cards use 256MB */
1364 return CARD_NVIDIA_GEFORCEFX_5800;
1367 /* GeforceFX - midend */
1368 if (strstr(gl_renderer, "5600")
1369 || strstr(gl_renderer, "5650")
1370 || strstr(gl_renderer, "5700")
1371 || strstr(gl_renderer, "5750"))
1373 *vidmem = 128; /* A 5600 uses 128-256MB */
1374 return CARD_NVIDIA_GEFORCEFX_5600;
1377 /* GeforceFX - lowend */
1378 *vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1379 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1382 if (WINE_D3D8_CAPABLE(gl_info))
1384 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1386 *vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1387 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1390 *vidmem = 64; /* Geforce3 cards have 64-128MB */
1391 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1394 if (WINE_D3D7_CAPABLE(gl_info))
1396 if (strstr(gl_renderer, "GeForce4 MX"))
1398 /* Most Geforce4MX GPUs have at least 64MB of memory, some
1399 * early models had 32MB but most have 64MB or even 128MB. */
1400 *vidmem = 64;
1401 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1404 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1406 *vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1407 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1410 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1412 *vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1413 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1416 /* Most Geforce1 cards have 32MB, there are also some rare 16
1417 * and 64MB (Dell) models. */
1418 *vidmem = 32;
1419 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1422 if (strstr(gl_renderer, "TNT2"))
1424 *vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1425 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1428 *vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1429 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1431 case VENDOR_ATI:
1432 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1434 * Beware: renderer string do not match exact card model,
1435 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1436 if (WINE_D3D9_CAPABLE(gl_info))
1438 /* Radeon EG CYPRESS XT / PRO HD5800 - highend */
1439 if (strstr(gl_renderer, "HD 5800") /* Radeon EG CYPRESS HD58xx generic renderer string */
1440 || strstr(gl_renderer, "HD 5850") /* Radeon EG CYPRESS XT */
1441 || strstr(gl_renderer, "HD 5870")) /* Radeon EG CYPRESS PRO */
1443 *vidmem = 1024; /* note: HD58xx cards use 1024MB */
1444 return CARD_ATI_RADEON_HD5800;
1447 /* Radeon EG JUNIPER XT / LE HD5700 - midend */
1448 if (strstr(gl_renderer, "HD 5700") /* Radeon EG JUNIPER HD57xx generic renderer string */
1449 || strstr(gl_renderer, "HD 5750") /* Radeon EG JUNIPER LE */
1450 || strstr(gl_renderer, "HD 5770")) /* Radeon EG JUNIPER XT */
1452 *vidmem = 512; /* note: HD5770 cards use 1024MB and HD5750 cards use 512MB or 1024MB */
1453 return CARD_ATI_RADEON_HD5700;
1456 /* Radeon R7xx HD4800 - highend */
1457 if (strstr(gl_renderer, "HD 4800") /* Radeon RV7xx HD48xx generic renderer string */
1458 || strstr(gl_renderer, "HD 4830") /* Radeon RV770 */
1459 || strstr(gl_renderer, "HD 4850") /* Radeon RV770 */
1460 || strstr(gl_renderer, "HD 4870") /* Radeon RV770 */
1461 || strstr(gl_renderer, "HD 4890")) /* Radeon RV790 */
1463 *vidmem = 512; /* note: HD4890 cards use 1024MB */
1464 return CARD_ATI_RADEON_HD4800;
1467 /* Radeon R740 HD4700 - midend */
1468 if (strstr(gl_renderer, "HD 4700") /* Radeon RV770 */
1469 || strstr(gl_renderer, "HD 4770")) /* Radeon RV740 */
1471 *vidmem = 512;
1472 return CARD_ATI_RADEON_HD4700;
1475 /* Radeon R730 HD4600 - midend */
1476 if (strstr(gl_renderer, "HD 4600") /* Radeon RV730 */
1477 || strstr(gl_renderer, "HD 4650") /* Radeon RV730 */
1478 || strstr(gl_renderer, "HD 4670")) /* Radeon RV730 */
1480 *vidmem = 512;
1481 return CARD_ATI_RADEON_HD4600;
1484 /* Radeon R710 HD4500/HD4350 - lowend */
1485 if (strstr(gl_renderer, "HD 4350") /* Radeon RV710 */
1486 || strstr(gl_renderer, "HD 4550")) /* Radeon RV710 */
1488 *vidmem = 256;
1489 return CARD_ATI_RADEON_HD4350;
1492 /* Radeon R6xx HD2900/HD3800 - highend */
1493 if (strstr(gl_renderer, "HD 2900")
1494 || strstr(gl_renderer, "HD 3870")
1495 || strstr(gl_renderer, "HD 3850"))
1497 *vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1498 return CARD_ATI_RADEON_HD2900;
1501 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1502 if (strstr(gl_renderer, "HD 2600")
1503 || strstr(gl_renderer, "HD 3830")
1504 || strstr(gl_renderer, "HD 3690")
1505 || strstr(gl_renderer, "HD 3650"))
1507 *vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1508 return CARD_ATI_RADEON_HD2600;
1511 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1512 if (strstr(gl_renderer, "HD 2300")
1513 || strstr(gl_renderer, "HD 2400")
1514 || strstr(gl_renderer, "HD 3470")
1515 || strstr(gl_renderer, "HD 3450")
1516 || strstr(gl_renderer, "HD 3430")
1517 || strstr(gl_renderer, "HD 3400"))
1519 *vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1520 return CARD_ATI_RADEON_HD2300;
1523 /* Radeon R6xx/R7xx integrated */
1524 if (strstr(gl_renderer, "HD 3100")
1525 || strstr(gl_renderer, "HD 3200")
1526 || strstr(gl_renderer, "HD 3300"))
1528 *vidmem = 128; /* 128MB */
1529 return CARD_ATI_RADEON_HD3200;
1532 /* Radeon R5xx */
1533 if (strstr(gl_renderer, "X1600")
1534 || strstr(gl_renderer, "X1650")
1535 || strstr(gl_renderer, "X1800")
1536 || strstr(gl_renderer, "X1900")
1537 || strstr(gl_renderer, "X1950"))
1539 *vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1540 return CARD_ATI_RADEON_X1600;
1543 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1544 if (strstr(gl_renderer, "X700")
1545 || strstr(gl_renderer, "X800")
1546 || strstr(gl_renderer, "X850")
1547 || strstr(gl_renderer, "X1300")
1548 || strstr(gl_renderer, "X1400")
1549 || strstr(gl_renderer, "X1450")
1550 || strstr(gl_renderer, "X1550"))
1552 *vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1553 return CARD_ATI_RADEON_X700;
1556 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1557 if (strstr(gl_renderer, "Radeon Xpress"))
1559 *vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1560 return CARD_ATI_RADEON_XPRESS_200M;
1563 /* Radeon R3xx */
1564 *vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1565 return CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1568 if (WINE_D3D8_CAPABLE(gl_info))
1570 *vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1571 return CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1574 if (WINE_D3D7_CAPABLE(gl_info))
1576 *vidmem = 32; /* There are models with up to 64MB */
1577 return CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1580 *vidmem = 16; /* There are 16-32MB models */
1581 return CARD_ATI_RAGE_128PRO;
1583 case VENDOR_INTEL:
1584 if (strstr(gl_renderer, "X3100"))
1586 /* MacOS calls the card GMA X3100, Google findings also suggest the name GM965 */
1587 *vidmem = 128;
1588 return CARD_INTEL_X3100;
1591 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1593 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1594 *vidmem = 64;
1595 return CARD_INTEL_I945GM;
1598 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1599 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1600 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1601 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1602 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1603 return CARD_INTEL_I915G;
1605 case VENDOR_MESA:
1606 case VENDOR_WINE:
1607 default:
1608 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1609 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1610 * them a good generic choice. */
1611 *vendor = VENDOR_NVIDIA;
1612 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1613 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1614 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1615 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1616 return CARD_NVIDIA_RIVA_128;
1620 /* Context activation is done by the caller. */
1621 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_driver_info *driver_info, struct wined3d_gl_info *gl_info)
1623 const char *GL_Extensions = NULL;
1624 const char *WGL_Extensions = NULL;
1625 const char *gl_string = NULL;
1626 enum wined3d_pci_vendor vendor;
1627 enum wined3d_pci_device device;
1628 GLint gl_max;
1629 GLfloat gl_floatv[2];
1630 unsigned i;
1631 HDC hdc;
1632 unsigned int vidmem=0;
1633 char *gl_renderer;
1634 DWORD gl_version;
1635 size_t len;
1637 TRACE_(d3d_caps)("(%p)\n", gl_info);
1639 ENTER_GL();
1641 gl_string = (const char *)glGetString(GL_RENDERER);
1642 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_string));
1643 if (!gl_string)
1645 LEAVE_GL();
1646 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
1647 return FALSE;
1650 len = strlen(gl_string) + 1;
1651 gl_renderer = HeapAlloc(GetProcessHeap(), 0, len);
1652 if (!gl_renderer)
1654 LEAVE_GL();
1655 ERR_(d3d_caps)("Failed to allocate gl_renderer memory.\n");
1656 return FALSE;
1658 memcpy(gl_renderer, gl_string, len);
1660 gl_string = (const char *)glGetString(GL_VENDOR);
1661 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_string));
1662 if (!gl_string)
1664 LEAVE_GL();
1665 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
1666 HeapFree(GetProcessHeap(), 0, gl_renderer);
1667 return FALSE;
1669 vendor = wined3d_guess_vendor(gl_string, gl_renderer);
1670 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), vendor);
1672 /* Parse the GL_VERSION field into major and minor information */
1673 gl_string = (const char *)glGetString(GL_VERSION);
1674 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_string));
1675 if (!gl_string)
1677 LEAVE_GL();
1678 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
1679 HeapFree(GetProcessHeap(), 0, gl_renderer);
1680 return FALSE;
1682 gl_version = wined3d_parse_gl_version(gl_string);
1685 * Initialize openGL extension related variables
1686 * with Default values
1688 memset(gl_info->supported, 0, sizeof(gl_info->supported));
1689 gl_info->limits.buffers = 1;
1690 gl_info->limits.textures = 1;
1691 gl_info->limits.texture_stages = 1;
1692 gl_info->limits.fragment_samplers = 1;
1693 gl_info->limits.vertex_samplers = 0;
1694 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
1695 gl_info->limits.sampler_stages = 1;
1696 gl_info->limits.glsl_vs_float_constants = 0;
1697 gl_info->limits.glsl_ps_float_constants = 0;
1698 gl_info->limits.arb_vs_float_constants = 0;
1699 gl_info->limits.arb_vs_native_constants = 0;
1700 gl_info->limits.arb_vs_instructions = 0;
1701 gl_info->limits.arb_vs_temps = 0;
1702 gl_info->limits.arb_ps_float_constants = 0;
1703 gl_info->limits.arb_ps_local_constants = 0;
1704 gl_info->limits.arb_ps_instructions = 0;
1705 gl_info->limits.arb_ps_temps = 0;
1707 /* Retrieve opengl defaults */
1708 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
1709 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
1710 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
1712 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
1713 gl_info->limits.lights = gl_max;
1714 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
1716 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
1717 gl_info->limits.texture_size = gl_max;
1718 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
1720 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
1721 gl_info->limits.pointsize_min = gl_floatv[0];
1722 gl_info->limits.pointsize_max = gl_floatv[1];
1723 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
1725 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
1726 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
1727 if (!GL_Extensions)
1729 LEAVE_GL();
1730 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
1731 HeapFree(GetProcessHeap(), 0, gl_renderer);
1732 return FALSE;
1735 LEAVE_GL();
1737 TRACE_(d3d_caps)("GL_Extensions reported:\n");
1739 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
1741 while (*GL_Extensions)
1743 const char *start;
1744 char current_ext[256];
1746 while (isspace(*GL_Extensions)) ++GL_Extensions;
1747 start = GL_Extensions;
1748 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
1750 len = GL_Extensions - start;
1751 if (!len || len >= sizeof(current_ext)) continue;
1753 memcpy(current_ext, start, len);
1754 current_ext[len] = '\0';
1755 TRACE_(d3d_caps)("- %s\n", debugstr_a(current_ext));
1757 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1759 if (!strcmp(current_ext, EXTENSION_MAP[i].extension_string))
1761 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
1762 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1763 break;
1768 /* Now work out what GL support this card really has */
1769 #define USE_GL_FUNC(type, pfn, ext, replace) \
1771 DWORD ver = ver_for_ext(ext); \
1772 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
1773 else if (ver && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
1774 else gl_info->pfn = NULL; \
1776 GL_EXT_FUNCS_GEN;
1777 #undef USE_GL_FUNC
1779 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
1780 WGL_EXT_FUNCS_GEN;
1781 #undef USE_GL_FUNC
1783 ENTER_GL();
1785 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
1786 * loading the functions, otherwise the code above will load the extension entry points instead of the
1787 * core functions, which may not work. */
1788 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
1790 if (!gl_info->supported[EXTENSION_MAP[i].extension]
1791 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
1793 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
1794 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
1798 if (gl_info->supported[APPLE_FENCE])
1800 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
1801 * The apple extension interacts with some other apple exts. Disable the NV
1802 * extension if the apple one is support to prevent confusion in other parts
1803 * of the code. */
1804 gl_info->supported[NV_FENCE] = FALSE;
1806 if (gl_info->supported[APPLE_FLOAT_PIXELS])
1808 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
1810 * The enums are the same:
1811 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
1812 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
1813 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
1814 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
1815 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
1817 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
1819 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
1820 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
1822 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
1824 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
1825 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
1828 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
1830 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
1831 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
1833 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
1835 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
1836 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
1838 if (gl_info->supported[NV_TEXTURE_SHADER2])
1840 if (gl_info->supported[NV_REGISTER_COMBINERS])
1842 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
1843 * are supported. The nv extensions provide the same functionality as the
1844 * ATI one, and a bit more(signed pixelformats). */
1845 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
1848 if (gl_info->supported[ARB_DRAW_BUFFERS])
1850 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
1851 gl_info->limits.buffers = gl_max;
1852 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
1854 if (gl_info->supported[ARB_MULTITEXTURE])
1856 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
1857 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
1858 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
1860 if (gl_info->supported[NV_REGISTER_COMBINERS])
1862 GLint tmp;
1863 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
1864 gl_info->limits.texture_stages = min(MAX_TEXTURES, tmp);
1866 else
1868 gl_info->limits.texture_stages = min(MAX_TEXTURES, gl_max);
1870 TRACE_(d3d_caps)("Max texture stages: %d.\n", gl_info->limits.texture_stages);
1872 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1874 GLint tmp;
1875 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1876 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
1878 else
1880 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
1882 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
1884 if (gl_info->supported[ARB_VERTEX_SHADER])
1886 GLint tmp;
1887 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1888 gl_info->limits.vertex_samplers = tmp;
1889 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
1890 gl_info->limits.combined_samplers = tmp;
1892 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
1893 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
1894 * an issue because then the sampler setup only depends on the two shaders. If a pixel
1895 * shader is used with fixed function vertex processing we're fine too because fixed function
1896 * vertex processing doesn't use any samplers. If fixed function fragment processing is
1897 * used we have to make sure that all vertex sampler setups are valid together with all
1898 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
1899 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
1900 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
1901 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
1902 * a fixed function pipeline anymore.
1904 * So this is just a check to check that our assumption holds true. If not, write a warning
1905 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
1906 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
1907 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
1909 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
1910 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
1911 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
1912 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
1913 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
1914 else
1915 gl_info->limits.vertex_samplers = 0;
1918 else
1920 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
1922 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
1923 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
1925 if (gl_info->supported[ARB_VERTEX_BLEND])
1927 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
1928 gl_info->limits.blends = gl_max;
1929 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
1931 if (gl_info->supported[EXT_TEXTURE3D])
1933 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
1934 gl_info->limits.texture3d_size = gl_max;
1935 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
1937 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
1939 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
1940 gl_info->limits.anisotropy = gl_max;
1941 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
1943 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1945 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1946 gl_info->limits.arb_ps_float_constants = gl_max;
1947 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
1948 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
1949 gl_info->limits.arb_ps_native_constants = gl_max;
1950 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
1951 gl_info->limits.arb_ps_native_constants);
1952 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1953 gl_info->limits.arb_ps_temps = gl_max;
1954 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
1955 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1956 gl_info->limits.arb_ps_instructions = gl_max;
1957 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
1958 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
1959 gl_info->limits.arb_ps_local_constants = gl_max;
1960 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
1962 if (gl_info->supported[ARB_VERTEX_PROGRAM])
1964 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
1965 gl_info->limits.arb_vs_float_constants = gl_max;
1966 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
1967 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
1968 gl_info->limits.arb_vs_native_constants = gl_max;
1969 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
1970 gl_info->limits.arb_vs_native_constants);
1971 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
1972 gl_info->limits.arb_vs_temps = gl_max;
1973 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
1974 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
1975 gl_info->limits.arb_vs_instructions = gl_max;
1976 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
1978 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
1980 if (gl_info->supported[ARB_VERTEX_SHADER])
1982 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
1983 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
1984 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
1986 if (gl_info->supported[ARB_FRAGMENT_SHADER])
1988 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
1989 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
1990 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
1991 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
1992 gl_info->limits.glsl_varyings = gl_max;
1993 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
1995 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
1997 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
1999 else
2001 gl_info->limits.shininess = 128.0f;
2003 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2005 /* If we have full NP2 texture support, disable
2006 * GL_ARB_texture_rectangle because we will never use it.
2007 * This saves a few redundant glDisable calls. */
2008 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2010 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2012 /* Disable NV_register_combiners and fragment shader if this is supported.
2013 * generally the NV extensions are preferred over the ATI ones, and this
2014 * extension is disabled if register_combiners and texture_shader2 are both
2015 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2016 * fragment processing support. */
2017 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2018 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2019 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2020 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2021 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
2023 if (gl_info->supported[NV_HALF_FLOAT])
2025 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2026 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2028 if (gl_info->supported[ARB_POINT_SPRITE])
2030 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2032 else
2034 gl_info->limits.point_sprite_units = 0;
2036 checkGLcall("extension detection");
2038 LEAVE_GL();
2040 /* In some cases the number of texture stages can be larger than the number
2041 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2042 * shaders), but 8 texture stages (register combiners). */
2043 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2045 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2047 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2048 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2049 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2050 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2051 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2052 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2053 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2054 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2055 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2056 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2057 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2058 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2059 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2060 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2061 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2062 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2063 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2064 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2065 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2067 else
2069 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2071 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2072 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2073 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2074 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2075 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2076 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2077 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2078 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2079 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2080 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2081 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2082 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2083 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2084 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2085 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2086 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2087 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2089 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2091 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2092 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2094 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2096 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2098 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2100 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2104 /* MRTs are currently only supported when FBOs are used. */
2105 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2107 gl_info->limits.buffers = 1;
2110 device = wined3d_guess_card(gl_info, gl_renderer, &vendor, &vidmem);
2111 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", vendor, device);
2113 /* If we have an estimate use it, else default to 64MB; */
2114 if(vidmem)
2115 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
2116 else
2117 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
2119 wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2120 wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2121 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2122 wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2123 wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2124 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2125 wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2126 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2128 /* Make sure there's an active HDC else the WGL extensions will fail */
2129 hdc = pwglGetCurrentDC();
2130 if (hdc) {
2131 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2132 if(GL_EXTCALL(wglGetExtensionsStringARB))
2133 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2135 if (NULL == WGL_Extensions) {
2136 ERR(" WGL_Extensions returns NULL\n");
2137 } else {
2138 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2139 while (*WGL_Extensions != 0x00) {
2140 const char *Start;
2141 char ThisExtn[256];
2143 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2144 Start = WGL_Extensions;
2145 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
2146 WGL_Extensions++;
2149 len = WGL_Extensions - Start;
2150 if (len == 0 || len >= sizeof(ThisExtn))
2151 continue;
2153 memcpy(ThisExtn, Start, len);
2154 ThisExtn[len] = '\0';
2155 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2157 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
2158 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
2159 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
2161 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2162 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2163 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2165 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2166 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2167 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2173 fixup_extensions(gl_info, gl_renderer, vendor, device);
2174 init_driver_info(driver_info, vendor, device);
2175 add_gl_compat_wrappers(gl_info);
2177 HeapFree(GetProcessHeap(), 0, gl_renderer);
2178 return TRUE;
2181 /**********************************************************
2182 * IWineD3D implementation follows
2183 **********************************************************/
2185 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
2186 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2188 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
2190 return This->adapter_count;
2193 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void *init_function)
2195 FIXME("iface %p, init_function %p stub!\n", iface, init_function);
2197 return WINED3D_OK;
2200 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
2201 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2203 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
2205 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
2206 return NULL;
2209 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2212 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2213 of the same bpp but different resolutions */
2215 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2216 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
2217 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2218 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
2220 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2221 return 0;
2224 /* TODO: Store modes per adapter and read it from the adapter structure */
2225 if (Adapter == 0) { /* Display */
2226 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2227 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2228 unsigned int i = 0;
2229 unsigned int j = 0;
2230 DEVMODEW mode;
2232 memset(&mode, 0, sizeof(mode));
2233 mode.dmSize = sizeof(mode);
2235 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2237 ++j;
2239 if (Format == WINED3DFMT_UNKNOWN)
2241 /* This is for D3D8, do not enumerate P8 here */
2242 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2244 else if (mode.dmBitsPerPel == format_bits)
2246 ++i;
2250 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
2251 return i;
2252 } else {
2253 FIXME_(d3d_caps)("Adapter not primary display\n");
2255 return 0;
2258 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2259 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
2260 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2261 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
2263 /* Validate the parameters as much as possible */
2264 if (NULL == pMode ||
2265 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
2266 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
2267 return WINED3DERR_INVALIDCALL;
2270 /* TODO: Store modes per adapter and read it from the adapter structure */
2271 if (Adapter == 0)
2273 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(Format, &This->adapters[Adapter].gl_info);
2274 UINT format_bits = format_desc->byte_count * CHAR_BIT;
2275 DEVMODEW DevModeW;
2276 int ModeIdx = 0;
2277 UINT i = 0;
2278 int j = 0;
2280 ZeroMemory(&DevModeW, sizeof(DevModeW));
2281 DevModeW.dmSize = sizeof(DevModeW);
2283 /* If we are filtering to a specific format (D3D9), then need to skip
2284 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2285 just count through the ones with valid bit depths */
2286 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2288 if (Format == WINED3DFMT_UNKNOWN)
2290 /* This is for D3D8, do not enumerate P8 here */
2291 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2293 else if (DevModeW.dmBitsPerPel == format_bits)
2295 ++i;
2299 if (i == 0) {
2300 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
2301 return WINED3DERR_INVALIDCALL;
2303 ModeIdx = j - 1;
2305 /* Now get the display mode via the calculated index */
2306 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
2307 pMode->Width = DevModeW.dmPelsWidth;
2308 pMode->Height = DevModeW.dmPelsHeight;
2309 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2310 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2311 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2313 if (Format == WINED3DFMT_UNKNOWN) {
2314 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2315 } else {
2316 pMode->Format = Format;
2318 } else {
2319 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
2320 return WINED3DERR_INVALIDCALL;
2323 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
2324 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
2325 DevModeW.dmBitsPerPel);
2328 else
2330 FIXME_(d3d_caps)("Adapter not primary display\n");
2333 return WINED3D_OK;
2336 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE *pMode)
2338 TRACE("iface %p, adapter_idx %u, display_mode %p.\n", iface, Adapter, pMode);
2340 if (NULL == pMode ||
2341 Adapter >= IWineD3D_GetAdapterCount(iface)) {
2342 return WINED3DERR_INVALIDCALL;
2345 if (Adapter == 0) { /* Display */
2346 int bpp = 0;
2347 DEVMODEW DevModeW;
2349 ZeroMemory(&DevModeW, sizeof(DevModeW));
2350 DevModeW.dmSize = sizeof(DevModeW);
2352 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2353 pMode->Width = DevModeW.dmPelsWidth;
2354 pMode->Height = DevModeW.dmPelsHeight;
2355 bpp = DevModeW.dmBitsPerPel;
2356 pMode->RefreshRate = DEFAULT_REFRESH_RATE;
2357 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2359 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
2362 pMode->Format = pixelformat_for_depth(bpp);
2363 } else {
2364 FIXME_(d3d_caps)("Adapter not primary display\n");
2367 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
2368 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2369 return WINED3D_OK;
2372 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2373 and fields being inserted in the middle, a new structure is used in place */
2374 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
2375 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
2376 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2377 struct wined3d_adapter *adapter;
2378 size_t len;
2380 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
2382 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2383 return WINED3DERR_INVALIDCALL;
2386 adapter = &This->adapters[Adapter];
2388 /* Return the information requested */
2389 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2391 if (pIdentifier->driver_size)
2393 const char *name = adapter->driver_info.name;
2394 len = min(strlen(name), pIdentifier->driver_size - 1);
2395 memcpy(pIdentifier->driver, name, len);
2396 pIdentifier->driver[len] = '\0';
2399 if (pIdentifier->description_size)
2401 const char *description = adapter->driver_info.description;
2402 len = min(strlen(description), pIdentifier->description_size - 1);
2403 memcpy(pIdentifier->description, description, len);
2404 pIdentifier->description[len] = '\0';
2407 /* Note that d3d8 doesn't supply a device name. */
2408 if (pIdentifier->device_name_size)
2410 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2412 len = strlen(device_name);
2413 if (len >= pIdentifier->device_name_size)
2415 ERR("Device name size too small.\n");
2416 return WINED3DERR_INVALIDCALL;
2419 memcpy(pIdentifier->device_name, device_name, len);
2420 pIdentifier->device_name[len] = '\0';
2423 pIdentifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2424 pIdentifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2425 pIdentifier->vendor_id = adapter->driver_info.vendor;
2426 pIdentifier->device_id = adapter->driver_info.device;
2427 pIdentifier->subsystem_id = 0;
2428 pIdentifier->revision = 0;
2429 memcpy(&pIdentifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(pIdentifier->device_identifier));
2430 pIdentifier->whql_level = (Flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2431 memcpy(&pIdentifier->adapter_luid, &adapter->luid, sizeof(pIdentifier->adapter_luid));
2432 pIdentifier->video_memory = adapter->TextureRam;
2434 return WINED3D_OK;
2437 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2438 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2440 short redSize, greenSize, blueSize, alphaSize, colorBits;
2442 if(!cfg)
2443 return FALSE;
2445 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2446 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2448 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2449 return FALSE;
2452 if(cfg->redSize < redSize)
2453 return FALSE;
2455 if(cfg->greenSize < greenSize)
2456 return FALSE;
2458 if(cfg->blueSize < blueSize)
2459 return FALSE;
2461 if(cfg->alphaSize < alphaSize)
2462 return FALSE;
2464 return TRUE;
2465 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
2466 if (format_desc->format == WINED3DFMT_R16_FLOAT)
2467 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2468 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
2469 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2470 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
2471 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
2472 if (format_desc->format == WINED3DFMT_R32_FLOAT)
2473 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2474 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
2475 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
2476 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
2477 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
2478 } else {
2479 /* Probably a color index mode */
2480 return FALSE;
2483 return FALSE;
2486 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2487 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
2489 short depthSize, stencilSize;
2490 BOOL lockable = FALSE;
2492 if(!cfg)
2493 return FALSE;
2495 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
2497 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
2498 return FALSE;
2501 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32_FLOAT))
2502 lockable = TRUE;
2504 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2505 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2506 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2507 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2508 return FALSE;
2510 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2511 * allow more stencil bits than requested. */
2512 if(cfg->stencilSize < stencilSize)
2513 return FALSE;
2515 return TRUE;
2518 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2519 WINED3DFORMAT AdapterFormat,
2520 WINED3DFORMAT RenderTargetFormat,
2521 WINED3DFORMAT DepthStencilFormat) {
2522 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2523 int nCfgs;
2524 const WineD3D_PixelFormat *cfgs;
2525 const struct wined3d_adapter *adapter;
2526 const struct GlPixelFormatDesc *rt_format_desc;
2527 const struct GlPixelFormatDesc *ds_format_desc;
2528 int it;
2530 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
2531 This, Adapter,
2532 DeviceType, debug_d3ddevicetype(DeviceType),
2533 AdapterFormat, debug_d3dformat(AdapterFormat),
2534 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
2535 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
2537 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2538 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
2539 return WINED3DERR_INVALIDCALL;
2542 adapter = &This->adapters[Adapter];
2543 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
2544 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
2545 cfgs = adapter->cfgs;
2546 nCfgs = adapter->nCfgs;
2547 for (it = 0; it < nCfgs; ++it) {
2548 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
2550 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
2552 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
2553 return WINED3D_OK;
2557 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
2559 return WINED3DERR_NOTAVAILABLE;
2562 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2563 WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels)
2565 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2566 const struct GlPixelFormatDesc *glDesc;
2567 const struct wined3d_adapter *adapter;
2569 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
2570 This,
2571 Adapter,
2572 DeviceType, debug_d3ddevicetype(DeviceType),
2573 SurfaceFormat, debug_d3dformat(SurfaceFormat),
2574 Windowed,
2575 MultiSampleType,
2576 pQualityLevels);
2578 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2579 return WINED3DERR_INVALIDCALL;
2582 /* TODO: handle Windowed, add more quality levels */
2584 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) {
2585 if(pQualityLevels) *pQualityLevels = 1;
2586 return WINED3D_OK;
2589 /* By default multisampling is disabled right now as it causes issues
2590 * on some Nvidia driver versions and it doesn't work well in combination
2591 * with FBOs yet. */
2592 if(!wined3d_settings.allow_multisampling)
2593 return WINED3DERR_NOTAVAILABLE;
2595 adapter = &This->adapters[Adapter];
2596 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
2597 if (!glDesc) return WINED3DERR_INVALIDCALL;
2599 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
2600 int i, nCfgs;
2601 const WineD3D_PixelFormat *cfgs;
2603 cfgs = adapter->cfgs;
2604 nCfgs = adapter->nCfgs;
2605 for(i=0; i<nCfgs; i++) {
2606 if(cfgs[i].numSamples != MultiSampleType)
2607 continue;
2609 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
2610 continue;
2612 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2614 if(pQualityLevels)
2615 *pQualityLevels = 1; /* Guess at a value! */
2616 return WINED3D_OK;
2619 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
2620 short redSize, greenSize, blueSize, alphaSize, colorBits;
2621 int i, nCfgs;
2622 const WineD3D_PixelFormat *cfgs;
2624 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2626 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
2627 return WINED3DERR_NOTAVAILABLE;
2630 cfgs = adapter->cfgs;
2631 nCfgs = adapter->nCfgs;
2632 for(i=0; i<nCfgs; i++) {
2633 if(cfgs[i].numSamples != MultiSampleType)
2634 continue;
2635 if(cfgs[i].redSize != redSize)
2636 continue;
2637 if(cfgs[i].greenSize != greenSize)
2638 continue;
2639 if(cfgs[i].blueSize != blueSize)
2640 continue;
2641 if(cfgs[i].alphaSize != alphaSize)
2642 continue;
2644 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
2646 if(pQualityLevels)
2647 *pQualityLevels = 1; /* Guess at a value! */
2648 return WINED3D_OK;
2651 return WINED3DERR_NOTAVAILABLE;
2654 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2655 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed)
2657 HRESULT hr = WINED3DERR_NOTAVAILABLE;
2658 UINT nmodes;
2660 TRACE("iface %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
2661 iface, Adapter, debug_d3ddevicetype(DeviceType), debug_d3dformat(DisplayFormat),
2662 debug_d3dformat(BackBufferFormat), Windowed);
2664 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2665 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
2666 return WINED3DERR_INVALIDCALL;
2669 /* The task of this function is to check whether a certain display / backbuffer format
2670 * combination is available on the given adapter. In fullscreen mode microsoft specified
2671 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
2672 * and display format should match exactly.
2673 * In windowed mode format conversion can occur and this depends on the driver. When format
2674 * conversion is done, this function should nevertheless fail and applications need to use
2675 * CheckDeviceFormatConversion.
2676 * At the moment we assume that fullscreen and windowed have the same capabilities */
2678 /* There are only 4 display formats */
2679 if (!(DisplayFormat == WINED3DFMT_B5G6R5_UNORM
2680 || DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2681 || DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2682 || DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM))
2684 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
2685 return WINED3DERR_NOTAVAILABLE;
2688 /* If the requested DisplayFormat is not available, don't continue */
2689 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2690 if(!nmodes) {
2691 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2692 return WINED3DERR_NOTAVAILABLE;
2695 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2696 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2697 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2698 return WINED3DERR_NOTAVAILABLE;
2701 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2702 if (DisplayFormat == WINED3DFMT_B5G6R5_UNORM && BackBufferFormat != WINED3DFMT_B5G6R5_UNORM)
2704 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2705 return WINED3DERR_NOTAVAILABLE;
2708 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2709 if (DisplayFormat == WINED3DFMT_B5G5R5X1_UNORM
2710 && !(BackBufferFormat == WINED3DFMT_B5G5R5X1_UNORM || BackBufferFormat == WINED3DFMT_B5G5R5A1_UNORM))
2712 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2713 return WINED3DERR_NOTAVAILABLE;
2716 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2717 if (DisplayFormat == WINED3DFMT_B8G8R8X8_UNORM
2718 && !(BackBufferFormat == WINED3DFMT_B8G8R8X8_UNORM || BackBufferFormat == WINED3DFMT_B8G8R8A8_UNORM))
2720 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2721 return WINED3DERR_NOTAVAILABLE;
2724 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2725 if (DisplayFormat == WINED3DFMT_B10G10R10A2_UNORM
2726 && (BackBufferFormat != WINED3DFMT_B10G10R10A2_UNORM || Windowed))
2728 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2729 return WINED3DERR_NOTAVAILABLE;
2732 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2733 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2734 if(FAILED(hr))
2735 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2737 return hr;
2741 /* Check if we support bumpmapping for a format */
2742 static BOOL CheckBumpMapCapability(struct wined3d_adapter *adapter,
2743 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2745 const struct fragment_pipeline *fp;
2747 switch(format_desc->format)
2749 case WINED3DFMT_R8G8_SNORM:
2750 case WINED3DFMT_R16G16_SNORM:
2751 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
2752 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
2753 case WINED3DFMT_R8G8B8A8_SNORM:
2754 /* Ask the fixed function pipeline implementation if it can deal
2755 * with the conversion. If we've got a GL extension giving native
2756 * support this will be an identity conversion. */
2757 fp = select_fragment_implementation(adapter, DeviceType);
2758 if (fp->color_fixup_supported(format_desc->color_fixup))
2760 TRACE_(d3d_caps)("[OK]\n");
2761 return TRUE;
2763 TRACE_(d3d_caps)("[FAILED]\n");
2764 return FALSE;
2766 default:
2767 TRACE_(d3d_caps)("[FAILED]\n");
2768 return FALSE;
2772 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2773 static BOOL CheckDepthStencilCapability(struct wined3d_adapter *adapter,
2774 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2776 int it=0;
2778 /* Only allow depth/stencil formats */
2779 if (!(ds_format_desc->depth_size || ds_format_desc->stencil_size)) return FALSE;
2781 /* Walk through all WGL pixel formats to find a match */
2782 for (it = 0; it < adapter->nCfgs; ++it)
2784 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2785 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2787 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2789 return TRUE;
2794 return FALSE;
2797 static BOOL CheckFilterCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2799 /* The flags entry of a format contains the filtering capability */
2800 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2802 return FALSE;
2805 /* Check the render target capabilities of a format */
2806 static BOOL CheckRenderTargetCapability(struct wined3d_adapter *adapter,
2807 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2809 /* Filter out non-RT formats */
2810 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2812 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2813 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2814 int it;
2815 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2816 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2818 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2819 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2821 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2822 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2823 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2824 TRACE_(d3d_caps)("[FAILED]\n");
2825 return FALSE;
2828 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2829 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2830 for (it = 0; it < adapter->nCfgs; ++it)
2832 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2833 &cfgs[it], check_format_desc))
2835 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2836 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2837 return TRUE;
2840 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2841 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2842 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2843 int it;
2845 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2846 for (it = 0; it < adapter->nCfgs; ++it)
2848 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2849 &cfgs[it], check_format_desc))
2851 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2852 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2853 return TRUE;
2856 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2857 /* For now return TRUE for FBOs until we have some proper checks.
2858 * Note that this function will only be called when the format is around for texturing. */
2859 return TRUE;
2861 return FALSE;
2864 static BOOL CheckSrgbReadCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2866 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2868 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2869 if (!gl_info->supported[EXT_TEXTURE_SRGB])
2871 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2872 return FALSE;
2875 switch (format_desc->format)
2877 case WINED3DFMT_B8G8R8A8_UNORM:
2878 case WINED3DFMT_B8G8R8X8_UNORM:
2879 case WINED3DFMT_B4G4R4A4_UNORM:
2880 case WINED3DFMT_L8_UNORM:
2881 case WINED3DFMT_L8A8_UNORM:
2882 case WINED3DFMT_DXT1:
2883 case WINED3DFMT_DXT2:
2884 case WINED3DFMT_DXT3:
2885 case WINED3DFMT_DXT4:
2886 case WINED3DFMT_DXT5:
2887 TRACE_(d3d_caps)("[OK]\n");
2888 return TRUE;
2890 default:
2891 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2892 return FALSE;
2894 return FALSE;
2897 static BOOL CheckSrgbWriteCapability(struct wined3d_adapter *adapter,
2898 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2900 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2901 * doing the color fixup in shaders.
2902 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2903 if ((format_desc->format == WINED3DFMT_B8G8R8X8_UNORM) || (format_desc->format == WINED3DFMT_B8G8R8A8_UNORM))
2905 int vs_selected_mode;
2906 int ps_selected_mode;
2907 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2909 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2910 TRACE_(d3d_caps)("[OK]\n");
2911 return TRUE;
2915 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2916 return FALSE;
2919 /* Check if a format support blending in combination with pixel shaders */
2920 static BOOL CheckPostPixelShaderBlendingCapability(struct wined3d_adapter *adapter,
2921 const struct GlPixelFormatDesc *format_desc)
2923 /* The flags entry of a format contains the post pixel shader blending capability */
2924 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2926 return FALSE;
2929 static BOOL CheckWrapAndMipCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
2931 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2932 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2933 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2934 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2935 * capability anyway.
2937 * For now lets report this on all formats, but in the future we may want to
2938 * restrict it to some should games need that
2940 return TRUE;
2943 /* Check if a texture format is supported on the given adapter */
2944 static BOOL CheckTextureCapability(struct wined3d_adapter *adapter,
2945 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2947 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2948 const shader_backend_t *shader_backend;
2949 const struct fragment_pipeline *fp;
2951 switch (format_desc->format)
2953 /*****
2954 * supported: RGB(A) formats
2956 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
2957 case WINED3DFMT_B8G8R8A8_UNORM:
2958 case WINED3DFMT_B8G8R8X8_UNORM:
2959 case WINED3DFMT_B5G6R5_UNORM:
2960 case WINED3DFMT_B5G5R5X1_UNORM:
2961 case WINED3DFMT_B5G5R5A1_UNORM:
2962 case WINED3DFMT_B4G4R4A4_UNORM:
2963 case WINED3DFMT_A8_UNORM:
2964 case WINED3DFMT_B4G4R4X4_UNORM:
2965 case WINED3DFMT_R8G8B8A8_UNORM:
2966 case WINED3DFMT_R8G8B8X8_UNORM:
2967 case WINED3DFMT_B10G10R10A2_UNORM:
2968 case WINED3DFMT_R10G10B10A2_UNORM:
2969 case WINED3DFMT_R16G16_UNORM:
2970 TRACE_(d3d_caps)("[OK]\n");
2971 return TRUE;
2973 case WINED3DFMT_B2G3R3_UNORM:
2974 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2975 return FALSE;
2977 /*****
2978 * supported: Palettized
2980 case WINED3DFMT_P8_UINT:
2981 TRACE_(d3d_caps)("[OK]\n");
2982 return TRUE;
2983 /* No Windows driver offers WINED3DFMT_P8_UINT_A8_UNORM, so don't offer it either */
2984 case WINED3DFMT_P8_UINT_A8_UNORM:
2985 return FALSE;
2987 /*****
2988 * Supported: (Alpha)-Luminance
2990 case WINED3DFMT_L8_UNORM:
2991 case WINED3DFMT_L8A8_UNORM:
2992 case WINED3DFMT_L16_UNORM:
2993 TRACE_(d3d_caps)("[OK]\n");
2994 return TRUE;
2996 /* Not supported on Windows, thus disabled */
2997 case WINED3DFMT_L4A4_UNORM:
2998 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2999 return FALSE;
3001 /*****
3002 * Supported: Depth/Stencil formats
3004 case WINED3DFMT_D16_LOCKABLE:
3005 case WINED3DFMT_D16_UNORM:
3006 case WINED3DFMT_S1_UINT_D15_UNORM:
3007 case WINED3DFMT_X8D24_UNORM:
3008 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3009 case WINED3DFMT_D24_UNORM_S8_UINT:
3010 case WINED3DFMT_S8_UINT_D24_FLOAT:
3011 case WINED3DFMT_D32_UNORM:
3012 case WINED3DFMT_D32_FLOAT:
3013 return TRUE;
3015 /*****
3016 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3017 * GL_NV_texture_shader). Emulated by shaders
3019 case WINED3DFMT_R8G8_SNORM:
3020 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3021 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3022 case WINED3DFMT_R8G8B8A8_SNORM:
3023 case WINED3DFMT_R16G16_SNORM:
3024 /* Ask the shader backend if it can deal with the conversion. If
3025 * we've got a GL extension giving native support this will be an
3026 * identity conversion. */
3027 shader_backend = select_shader_backend(adapter, DeviceType);
3028 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
3030 TRACE_(d3d_caps)("[OK]\n");
3031 return TRUE;
3033 TRACE_(d3d_caps)("[FAILED]\n");
3034 return FALSE;
3036 case WINED3DFMT_DXT1:
3037 case WINED3DFMT_DXT2:
3038 case WINED3DFMT_DXT3:
3039 case WINED3DFMT_DXT4:
3040 case WINED3DFMT_DXT5:
3041 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3043 TRACE_(d3d_caps)("[OK]\n");
3044 return TRUE;
3046 TRACE_(d3d_caps)("[FAILED]\n");
3047 return FALSE;
3050 /*****
3051 * Odd formats - not supported
3053 case WINED3DFMT_VERTEXDATA:
3054 case WINED3DFMT_R16_UINT:
3055 case WINED3DFMT_R32_UINT:
3056 case WINED3DFMT_R16G16B16A16_SNORM:
3057 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3058 case WINED3DFMT_R10G11B11_SNORM:
3059 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3060 return FALSE;
3062 /*****
3063 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3065 case WINED3DFMT_R8G8_SNORM_Cx:
3066 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3067 return FALSE;
3069 /* YUV formats */
3070 case WINED3DFMT_UYVY:
3071 case WINED3DFMT_YUY2:
3072 if (gl_info->supported[APPLE_YCBCR_422])
3074 TRACE_(d3d_caps)("[OK]\n");
3075 return TRUE;
3077 TRACE_(d3d_caps)("[FAILED]\n");
3078 return FALSE;
3079 case WINED3DFMT_YV12:
3080 TRACE_(d3d_caps)("[FAILED]\n");
3081 return FALSE;
3083 /* Not supported */
3084 case WINED3DFMT_R16G16B16A16_UNORM:
3085 case WINED3DFMT_B2G3R3A8_UNORM:
3086 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3087 return FALSE;
3089 /* Floating point formats */
3090 case WINED3DFMT_R16_FLOAT:
3091 case WINED3DFMT_R16G16_FLOAT:
3092 case WINED3DFMT_R16G16B16A16_FLOAT:
3093 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3095 TRACE_(d3d_caps)("[OK]\n");
3096 return TRUE;
3098 TRACE_(d3d_caps)("[FAILED]\n");
3099 return FALSE;
3101 case WINED3DFMT_R32_FLOAT:
3102 case WINED3DFMT_R32G32_FLOAT:
3103 case WINED3DFMT_R32G32B32A32_FLOAT:
3104 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3106 TRACE_(d3d_caps)("[OK]\n");
3107 return TRUE;
3109 TRACE_(d3d_caps)("[FAILED]\n");
3110 return FALSE;
3112 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3113 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3114 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3115 * We can do instancing with all shader versions, but we need vertex shaders.
3117 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3118 * to enable instancing. WineD3D doesn't need that and just ignores it.
3120 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3122 case WINEMAKEFOURCC('I','N','S','T'):
3123 TRACE("ATI Instancing check hack\n");
3124 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3126 TRACE_(d3d_caps)("[OK]\n");
3127 return TRUE;
3129 TRACE_(d3d_caps)("[FAILED]\n");
3130 return FALSE;
3132 /* Some weird FOURCC formats */
3133 case WINED3DFMT_R8G8_B8G8:
3134 case WINED3DFMT_G8R8_G8B8:
3135 case WINED3DFMT_MULTI2_ARGB8:
3136 TRACE_(d3d_caps)("[FAILED]\n");
3137 return FALSE;
3139 /* Vendor specific formats */
3140 case WINED3DFMT_ATI2N:
3141 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3142 || gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3144 shader_backend = select_shader_backend(adapter, DeviceType);
3145 fp = select_fragment_implementation(adapter, DeviceType);
3146 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
3147 && fp->color_fixup_supported(format_desc->color_fixup))
3149 TRACE_(d3d_caps)("[OK]\n");
3150 return TRUE;
3153 TRACE_(d3d_caps)("[OK]\n");
3154 return TRUE;
3156 TRACE_(d3d_caps)("[FAILED]\n");
3157 return FALSE;
3159 case WINED3DFMT_NVHU:
3160 case WINED3DFMT_NVHS:
3161 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3162 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3163 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3164 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3165 * Applications have to deal with not having NVHS and NVHU.
3167 TRACE_(d3d_caps)("[FAILED]\n");
3168 return FALSE;
3170 case WINED3DFMT_UNKNOWN:
3171 return FALSE;
3173 default:
3174 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
3175 break;
3177 return FALSE;
3180 static BOOL CheckSurfaceCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
3181 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
3183 const struct blit_shader *blitter;
3185 if(SurfaceType == SURFACE_GDI) {
3186 switch(check_format_desc->format)
3188 case WINED3DFMT_B8G8R8_UNORM:
3189 case WINED3DFMT_B8G8R8A8_UNORM:
3190 case WINED3DFMT_B8G8R8X8_UNORM:
3191 case WINED3DFMT_B5G6R5_UNORM:
3192 case WINED3DFMT_B5G5R5X1_UNORM:
3193 case WINED3DFMT_B5G5R5A1_UNORM:
3194 case WINED3DFMT_B4G4R4A4_UNORM:
3195 case WINED3DFMT_B2G3R3_UNORM:
3196 case WINED3DFMT_A8_UNORM:
3197 case WINED3DFMT_B2G3R3A8_UNORM:
3198 case WINED3DFMT_B4G4R4X4_UNORM:
3199 case WINED3DFMT_R10G10B10A2_UNORM:
3200 case WINED3DFMT_R8G8B8A8_UNORM:
3201 case WINED3DFMT_R8G8B8X8_UNORM:
3202 case WINED3DFMT_R16G16_UNORM:
3203 case WINED3DFMT_B10G10R10A2_UNORM:
3204 case WINED3DFMT_R16G16B16A16_UNORM:
3205 case WINED3DFMT_P8_UINT:
3206 TRACE_(d3d_caps)("[OK]\n");
3207 return TRUE;
3208 default:
3209 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3210 return FALSE;
3214 /* All format that are supported for textures are supported for surfaces as well */
3215 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
3216 /* All depth stencil formats are supported on surfaces */
3217 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
3219 /* If opengl can't process the format natively, the blitter may be able to convert it */
3220 blitter = select_blit_implementation(adapter, DeviceType);
3221 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
3223 TRACE_(d3d_caps)("[OK]\n");
3224 return TRUE;
3227 /* Reject other formats */
3228 TRACE_(d3d_caps)("[FAILED]\n");
3229 return FALSE;
3232 static BOOL CheckVertexTextureCapability(struct wined3d_adapter *adapter, const struct GlPixelFormatDesc *format_desc)
3234 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3236 if (!gl_info->limits.vertex_samplers)
3238 TRACE_(d3d_caps)("[FAILED]\n");
3239 return FALSE;
3242 switch (format_desc->format)
3244 case WINED3DFMT_R32G32B32A32_FLOAT:
3245 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3247 TRACE_(d3d_caps)("[FAILED]\n");
3248 return FALSE;
3250 TRACE_(d3d_caps)("[OK]\n");
3251 return TRUE;
3253 default:
3254 TRACE_(d3d_caps)("[FAILED]\n");
3255 return FALSE;
3257 return FALSE;
3260 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3261 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
3262 WINED3DSURFTYPE SurfaceType)
3264 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3265 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3266 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3267 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
3268 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
3269 DWORD UsageCaps = 0;
3271 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
3272 This,
3273 Adapter,
3274 DeviceType, debug_d3ddevicetype(DeviceType),
3275 AdapterFormat, debug_d3dformat(AdapterFormat),
3276 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
3277 RType, debug_d3dresourcetype(RType),
3278 CheckFormat, debug_d3dformat(CheckFormat));
3280 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3281 return WINED3DERR_INVALIDCALL;
3284 if(RType == WINED3DRTYPE_CUBETEXTURE) {
3286 if(SurfaceType != SURFACE_OPENGL) {
3287 TRACE("[FAILED]\n");
3288 return WINED3DERR_NOTAVAILABLE;
3291 /* Cubetexture allows:
3292 * - D3DUSAGE_AUTOGENMIPMAP
3293 * - D3DUSAGE_DEPTHSTENCIL
3294 * - D3DUSAGE_DYNAMIC
3295 * - D3DUSAGE_NONSECURE (d3d9ex)
3296 * - D3DUSAGE_RENDERTARGET
3297 * - D3DUSAGE_SOFTWAREPROCESSING
3298 * - D3DUSAGE_QUERY_WRAPANDMIP
3300 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3302 /* Check if the texture format is around */
3303 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3305 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3306 /* Check for automatic mipmap generation support */
3307 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3309 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3310 } else {
3311 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3312 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3316 /* Always report dynamic locking */
3317 if(Usage & WINED3DUSAGE_DYNAMIC)
3318 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3320 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3321 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3323 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3324 } else {
3325 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3326 return WINED3DERR_NOTAVAILABLE;
3330 /* Always report software processing */
3331 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3332 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3334 /* Check QUERY_FILTER support */
3335 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3336 if (CheckFilterCapability(adapter, format_desc))
3338 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3339 } else {
3340 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3341 return WINED3DERR_NOTAVAILABLE;
3345 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3346 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3347 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3349 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3350 } else {
3351 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3352 return WINED3DERR_NOTAVAILABLE;
3356 /* Check QUERY_SRGBREAD support */
3357 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3358 if (CheckSrgbReadCapability(adapter, format_desc))
3360 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3361 } else {
3362 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3363 return WINED3DERR_NOTAVAILABLE;
3367 /* Check QUERY_SRGBWRITE support */
3368 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3369 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3371 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3372 } else {
3373 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3374 return WINED3DERR_NOTAVAILABLE;
3378 /* Check QUERY_VERTEXTEXTURE support */
3379 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3380 if (CheckVertexTextureCapability(adapter, format_desc))
3382 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3383 } else {
3384 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3385 return WINED3DERR_NOTAVAILABLE;
3389 /* Check QUERY_WRAPANDMIP support */
3390 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3391 if (CheckWrapAndMipCapability(adapter, format_desc))
3393 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3394 } else {
3395 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3396 return WINED3DERR_NOTAVAILABLE;
3399 } else {
3400 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3401 return WINED3DERR_NOTAVAILABLE;
3403 } else {
3404 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3405 return WINED3DERR_NOTAVAILABLE;
3407 } else if(RType == WINED3DRTYPE_SURFACE) {
3408 /* Surface allows:
3409 * - D3DUSAGE_DEPTHSTENCIL
3410 * - D3DUSAGE_NONSECURE (d3d9ex)
3411 * - D3DUSAGE_RENDERTARGET
3414 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
3416 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3417 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3419 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3420 } else {
3421 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3422 return WINED3DERR_NOTAVAILABLE;
3426 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3427 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3429 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3430 } else {
3431 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3432 return WINED3DERR_NOTAVAILABLE;
3436 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3437 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3438 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3440 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3441 } else {
3442 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3443 return WINED3DERR_NOTAVAILABLE;
3446 } else {
3447 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3448 return WINED3DERR_NOTAVAILABLE;
3451 } else if(RType == WINED3DRTYPE_TEXTURE) {
3452 /* Texture allows:
3453 * - D3DUSAGE_AUTOGENMIPMAP
3454 * - D3DUSAGE_DEPTHSTENCIL
3455 * - D3DUSAGE_DMAP
3456 * - D3DUSAGE_DYNAMIC
3457 * - D3DUSAGE_NONSECURE (d3d9ex)
3458 * - D3DUSAGE_RENDERTARGET
3459 * - D3DUSAGE_SOFTWAREPROCESSING
3460 * - D3DUSAGE_TEXTAPI (d3d9ex)
3461 * - D3DUSAGE_QUERY_WRAPANDMIP
3464 if(SurfaceType != SURFACE_OPENGL) {
3465 TRACE("[FAILED]\n");
3466 return WINED3DERR_NOTAVAILABLE;
3469 /* Check if the texture format is around */
3470 if (CheckTextureCapability(adapter, DeviceType, format_desc))
3472 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
3473 /* Check for automatic mipmap generation support */
3474 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3476 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
3477 } else {
3478 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
3479 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3483 /* Always report dynamic locking */
3484 if(Usage & WINED3DUSAGE_DYNAMIC)
3485 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3487 if(Usage & WINED3DUSAGE_RENDERTARGET) {
3488 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
3490 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
3491 } else {
3492 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3493 return WINED3DERR_NOTAVAILABLE;
3497 /* Always report software processing */
3498 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3499 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3501 /* Check QUERY_FILTER support */
3502 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3503 if (CheckFilterCapability(adapter, format_desc))
3505 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3506 } else {
3507 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3508 return WINED3DERR_NOTAVAILABLE;
3512 /* Check QUERY_LEGACYBUMPMAP support */
3513 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
3514 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
3516 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3517 } else {
3518 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3519 return WINED3DERR_NOTAVAILABLE;
3523 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3524 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3525 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3527 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3528 } else {
3529 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3530 return WINED3DERR_NOTAVAILABLE;
3534 /* Check QUERY_SRGBREAD support */
3535 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3536 if (CheckSrgbReadCapability(adapter, format_desc))
3538 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3539 } else {
3540 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3541 return WINED3DERR_NOTAVAILABLE;
3545 /* Check QUERY_SRGBWRITE support */
3546 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3547 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3549 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3550 } else {
3551 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3552 return WINED3DERR_NOTAVAILABLE;
3556 /* Check QUERY_VERTEXTEXTURE support */
3557 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3558 if (CheckVertexTextureCapability(adapter, format_desc))
3560 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3561 } else {
3562 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3563 return WINED3DERR_NOTAVAILABLE;
3567 /* Check QUERY_WRAPANDMIP support */
3568 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3569 if (CheckWrapAndMipCapability(adapter, format_desc))
3571 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3572 } else {
3573 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3574 return WINED3DERR_NOTAVAILABLE;
3578 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
3579 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
3581 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
3582 } else {
3583 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3584 return WINED3DERR_NOTAVAILABLE;
3587 } else {
3588 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3589 return WINED3DERR_NOTAVAILABLE;
3591 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
3592 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
3593 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
3595 * Volumetexture allows:
3596 * - D3DUSAGE_DYNAMIC
3597 * - D3DUSAGE_NONSECURE (d3d9ex)
3598 * - D3DUSAGE_SOFTWAREPROCESSING
3599 * - D3DUSAGE_QUERY_WRAPANDMIP
3602 if(SurfaceType != SURFACE_OPENGL) {
3603 TRACE("[FAILED]\n");
3604 return WINED3DERR_NOTAVAILABLE;
3607 /* Check volume texture and volume usage caps */
3608 if (gl_info->supported[EXT_TEXTURE3D])
3610 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
3612 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3613 return WINED3DERR_NOTAVAILABLE;
3616 /* Always report dynamic locking */
3617 if(Usage & WINED3DUSAGE_DYNAMIC)
3618 UsageCaps |= WINED3DUSAGE_DYNAMIC;
3620 /* Always report software processing */
3621 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3622 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3624 /* Check QUERY_FILTER support */
3625 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
3626 if (CheckFilterCapability(adapter, format_desc))
3628 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
3629 } else {
3630 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3631 return WINED3DERR_NOTAVAILABLE;
3635 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
3636 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
3637 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
3639 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3640 } else {
3641 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3642 return WINED3DERR_NOTAVAILABLE;
3646 /* Check QUERY_SRGBREAD support */
3647 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
3648 if (CheckSrgbReadCapability(adapter, format_desc))
3650 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
3651 } else {
3652 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3653 return WINED3DERR_NOTAVAILABLE;
3657 /* Check QUERY_SRGBWRITE support */
3658 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
3659 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
3661 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3662 } else {
3663 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3664 return WINED3DERR_NOTAVAILABLE;
3668 /* Check QUERY_VERTEXTEXTURE support */
3669 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
3670 if (CheckVertexTextureCapability(adapter, format_desc))
3672 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3673 } else {
3674 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3675 return WINED3DERR_NOTAVAILABLE;
3679 /* Check QUERY_WRAPANDMIP support */
3680 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
3681 if (CheckWrapAndMipCapability(adapter, format_desc))
3683 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3684 } else {
3685 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3686 return WINED3DERR_NOTAVAILABLE;
3689 } else {
3690 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3691 return WINED3DERR_NOTAVAILABLE;
3694 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
3695 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
3696 * app needing one of those formats, don't advertize them to avoid leading apps into
3697 * temptation. The windows drivers don't support most of those formats on volumes anyway,
3698 * except of R32F.
3700 switch(CheckFormat) {
3701 case WINED3DFMT_P8_UINT:
3702 case WINED3DFMT_L4A4_UNORM:
3703 case WINED3DFMT_R32_FLOAT:
3704 case WINED3DFMT_R16_FLOAT:
3705 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3706 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3707 case WINED3DFMT_R16G16_UNORM:
3708 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3709 return WINED3DERR_NOTAVAILABLE;
3711 case WINED3DFMT_R8G8B8A8_SNORM:
3712 case WINED3DFMT_R16G16_SNORM:
3713 if (!gl_info->supported[NV_TEXTURE_SHADER])
3715 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3716 return WINED3DERR_NOTAVAILABLE;
3718 break;
3720 case WINED3DFMT_R8G8_SNORM:
3721 if (!gl_info->supported[NV_TEXTURE_SHADER])
3723 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3724 return WINED3DERR_NOTAVAILABLE;
3726 break;
3728 case WINED3DFMT_DXT1:
3729 case WINED3DFMT_DXT2:
3730 case WINED3DFMT_DXT3:
3731 case WINED3DFMT_DXT4:
3732 case WINED3DFMT_DXT5:
3733 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3734 * compressed texture results in an error. While the D3D refrast does
3735 * support s3tc volumes, at least the nvidia windows driver does not, so
3736 * we're free not to support this format.
3738 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3739 return WINED3DERR_NOTAVAILABLE;
3741 default:
3742 /* Do nothing, continue with checking the format below */
3743 break;
3745 } else if(RType == WINED3DRTYPE_BUFFER){
3746 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3747 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3748 return WINED3DERR_NOTAVAILABLE;
3751 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3752 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3753 * usage flags match. */
3754 if(UsageCaps == Usage) {
3755 return WINED3D_OK;
3756 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3757 return WINED3DOK_NOAUTOGEN;
3758 } else {
3759 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);
3760 return WINED3DERR_NOTAVAILABLE;
3764 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT adapter_idx,
3765 WINED3DDEVTYPE device_type, WINED3DFORMAT src_format, WINED3DFORMAT dst_format)
3767 FIXME("iface %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
3768 iface, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
3769 debug_d3dformat(dst_format));
3771 return WINED3D_OK;
3774 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3775 subset of a D3DCAPS9 structure. However, it has to come via a void *
3776 as the d3d8 interface cannot import the d3d9 header */
3777 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3779 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3780 struct wined3d_adapter *adapter = &This->adapters[Adapter];
3781 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3782 int vs_selected_mode;
3783 int ps_selected_mode;
3784 struct shader_caps shader_caps;
3785 struct fragment_caps fragment_caps;
3786 const shader_backend_t *shader_backend;
3787 const struct fragment_pipeline *frag_pipeline = NULL;
3788 DWORD ckey_caps, blit_caps, fx_caps;
3790 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3792 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3793 return WINED3DERR_INVALIDCALL;
3796 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3798 /* ------------------------------------------------
3799 The following fields apply to both d3d8 and d3d9
3800 ------------------------------------------------ */
3801 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3802 pCaps->AdapterOrdinal = Adapter;
3804 pCaps->Caps = 0;
3805 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3806 WINED3DCAPS2_FULLSCREENGAMMA |
3807 WINED3DCAPS2_DYNAMICTEXTURES;
3808 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
3810 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3813 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3814 WINED3DCAPS3_COPY_TO_VIDMEM |
3815 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3817 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3818 WINED3DPRESENT_INTERVAL_ONE;
3820 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3821 WINED3DCURSORCAPS_LOWRES;
3823 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3824 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3825 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3826 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3827 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3828 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3829 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3830 WINED3DDEVCAPS_PUREDEVICE |
3831 WINED3DDEVCAPS_HWRASTERIZATION |
3832 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3833 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3834 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3835 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3836 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3837 WINED3DDEVCAPS_RTPATCHES;
3839 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3840 WINED3DPMISCCAPS_CULLCCW |
3841 WINED3DPMISCCAPS_CULLCW |
3842 WINED3DPMISCCAPS_COLORWRITEENABLE |
3843 WINED3DPMISCCAPS_CLIPTLVERTS |
3844 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3845 WINED3DPMISCCAPS_MASKZ |
3846 WINED3DPMISCCAPS_BLENDOP |
3847 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3848 /* TODO:
3849 WINED3DPMISCCAPS_NULLREFERENCE
3850 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3851 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3852 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3853 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3855 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
3856 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3858 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3859 WINED3DPRASTERCAPS_PAT |
3860 WINED3DPRASTERCAPS_WFOG |
3861 WINED3DPRASTERCAPS_ZFOG |
3862 WINED3DPRASTERCAPS_FOGVERTEX |
3863 WINED3DPRASTERCAPS_FOGTABLE |
3864 WINED3DPRASTERCAPS_STIPPLE |
3865 WINED3DPRASTERCAPS_SUBPIXEL |
3866 WINED3DPRASTERCAPS_ZTEST |
3867 WINED3DPRASTERCAPS_SCISSORTEST |
3868 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3869 WINED3DPRASTERCAPS_DEPTHBIAS;
3871 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
3873 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3874 WINED3DPRASTERCAPS_ZBIAS |
3875 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3877 if (gl_info->supported[NV_FOG_DISTANCE])
3879 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3881 /* FIXME Add:
3882 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3883 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3884 WINED3DPRASTERCAPS_ANTIALIASEDGES
3885 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3886 WINED3DPRASTERCAPS_WBUFFER */
3888 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3889 WINED3DPCMPCAPS_EQUAL |
3890 WINED3DPCMPCAPS_GREATER |
3891 WINED3DPCMPCAPS_GREATEREQUAL |
3892 WINED3DPCMPCAPS_LESS |
3893 WINED3DPCMPCAPS_LESSEQUAL |
3894 WINED3DPCMPCAPS_NEVER |
3895 WINED3DPCMPCAPS_NOTEQUAL;
3897 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3898 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3899 WINED3DPBLENDCAPS_DESTALPHA |
3900 WINED3DPBLENDCAPS_DESTCOLOR |
3901 WINED3DPBLENDCAPS_INVDESTALPHA |
3902 WINED3DPBLENDCAPS_INVDESTCOLOR |
3903 WINED3DPBLENDCAPS_INVSRCALPHA |
3904 WINED3DPBLENDCAPS_INVSRCCOLOR |
3905 WINED3DPBLENDCAPS_ONE |
3906 WINED3DPBLENDCAPS_SRCALPHA |
3907 WINED3DPBLENDCAPS_SRCALPHASAT |
3908 WINED3DPBLENDCAPS_SRCCOLOR |
3909 WINED3DPBLENDCAPS_ZERO;
3911 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3912 WINED3DPBLENDCAPS_DESTCOLOR |
3913 WINED3DPBLENDCAPS_INVDESTALPHA |
3914 WINED3DPBLENDCAPS_INVDESTCOLOR |
3915 WINED3DPBLENDCAPS_INVSRCALPHA |
3916 WINED3DPBLENDCAPS_INVSRCCOLOR |
3917 WINED3DPBLENDCAPS_ONE |
3918 WINED3DPBLENDCAPS_SRCALPHA |
3919 WINED3DPBLENDCAPS_SRCCOLOR |
3920 WINED3DPBLENDCAPS_ZERO;
3921 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3922 * according to the glBlendFunc manpage
3924 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3925 * legacy settings for srcblend only
3928 if (gl_info->supported[EXT_BLEND_COLOR])
3930 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3931 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3935 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3936 WINED3DPCMPCAPS_EQUAL |
3937 WINED3DPCMPCAPS_GREATER |
3938 WINED3DPCMPCAPS_GREATEREQUAL |
3939 WINED3DPCMPCAPS_LESS |
3940 WINED3DPCMPCAPS_LESSEQUAL |
3941 WINED3DPCMPCAPS_NEVER |
3942 WINED3DPCMPCAPS_NOTEQUAL;
3944 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3945 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3946 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3947 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3948 WINED3DPSHADECAPS_COLORFLATRGB |
3949 WINED3DPSHADECAPS_FOGFLAT |
3950 WINED3DPSHADECAPS_FOGGOURAUD |
3951 WINED3DPSHADECAPS_SPECULARFLATRGB;
3953 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3954 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3955 WINED3DPTEXTURECAPS_TRANSPARENCY |
3956 WINED3DPTEXTURECAPS_BORDER |
3957 WINED3DPTEXTURECAPS_MIPMAP |
3958 WINED3DPTEXTURECAPS_PROJECTED |
3959 WINED3DPTEXTURECAPS_PERSPECTIVE;
3961 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
3963 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3964 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3967 if (gl_info->supported[EXT_TEXTURE3D])
3969 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3970 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3971 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3974 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3976 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3977 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3978 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3982 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3983 WINED3DPTFILTERCAPS_MAGFPOINT |
3984 WINED3DPTFILTERCAPS_MINFLINEAR |
3985 WINED3DPTFILTERCAPS_MINFPOINT |
3986 WINED3DPTFILTERCAPS_MIPFLINEAR |
3987 WINED3DPTFILTERCAPS_MIPFPOINT |
3988 WINED3DPTFILTERCAPS_LINEAR |
3989 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3990 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3991 WINED3DPTFILTERCAPS_MIPLINEAR |
3992 WINED3DPTFILTERCAPS_MIPNEAREST |
3993 WINED3DPTFILTERCAPS_NEAREST;
3995 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
3997 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3998 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4001 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4003 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4004 WINED3DPTFILTERCAPS_MAGFPOINT |
4005 WINED3DPTFILTERCAPS_MINFLINEAR |
4006 WINED3DPTFILTERCAPS_MINFPOINT |
4007 WINED3DPTFILTERCAPS_MIPFLINEAR |
4008 WINED3DPTFILTERCAPS_MIPFPOINT |
4009 WINED3DPTFILTERCAPS_LINEAR |
4010 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4011 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4012 WINED3DPTFILTERCAPS_MIPLINEAR |
4013 WINED3DPTFILTERCAPS_MIPNEAREST |
4014 WINED3DPTFILTERCAPS_NEAREST;
4016 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4018 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4019 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4021 } else
4022 pCaps->CubeTextureFilterCaps = 0;
4024 if (gl_info->supported[EXT_TEXTURE3D])
4026 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4027 WINED3DPTFILTERCAPS_MAGFPOINT |
4028 WINED3DPTFILTERCAPS_MINFLINEAR |
4029 WINED3DPTFILTERCAPS_MINFPOINT |
4030 WINED3DPTFILTERCAPS_MIPFLINEAR |
4031 WINED3DPTFILTERCAPS_MIPFPOINT |
4032 WINED3DPTFILTERCAPS_LINEAR |
4033 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4034 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4035 WINED3DPTFILTERCAPS_MIPLINEAR |
4036 WINED3DPTFILTERCAPS_MIPNEAREST |
4037 WINED3DPTFILTERCAPS_NEAREST;
4038 } else
4039 pCaps->VolumeTextureFilterCaps = 0;
4041 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4042 WINED3DPTADDRESSCAPS_CLAMP |
4043 WINED3DPTADDRESSCAPS_WRAP;
4045 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4047 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4049 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4051 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4053 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4055 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4058 if (gl_info->supported[EXT_TEXTURE3D])
4060 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4061 WINED3DPTADDRESSCAPS_CLAMP |
4062 WINED3DPTADDRESSCAPS_WRAP;
4063 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4065 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4067 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4069 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4071 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4073 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4075 } else
4076 pCaps->VolumeTextureAddressCaps = 0;
4078 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
4079 WINED3DLINECAPS_ZTEST |
4080 WINED3DLINECAPS_BLEND |
4081 WINED3DLINECAPS_ALPHACMP |
4082 WINED3DLINECAPS_FOG;
4083 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4084 * idea how generating the smoothing alpha values works; the result is different
4087 pCaps->MaxTextureWidth = gl_info->limits.texture_size;
4088 pCaps->MaxTextureHeight = gl_info->limits.texture_size;
4090 if (gl_info->supported[EXT_TEXTURE3D])
4091 pCaps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4092 else
4093 pCaps->MaxVolumeExtent = 0;
4095 pCaps->MaxTextureRepeat = 32768;
4096 pCaps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4097 pCaps->MaxVertexW = 1.0f;
4099 pCaps->GuardBandLeft = 0.0f;
4100 pCaps->GuardBandTop = 0.0f;
4101 pCaps->GuardBandRight = 0.0f;
4102 pCaps->GuardBandBottom = 0.0f;
4104 pCaps->ExtentsAdjust = 0.0f;
4106 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4107 WINED3DSTENCILCAPS_INCRSAT |
4108 WINED3DSTENCILCAPS_INVERT |
4109 WINED3DSTENCILCAPS_KEEP |
4110 WINED3DSTENCILCAPS_REPLACE |
4111 WINED3DSTENCILCAPS_ZERO;
4112 if (gl_info->supported[EXT_STENCIL_WRAP])
4114 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4115 WINED3DSTENCILCAPS_INCR;
4117 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4119 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4122 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4124 pCaps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4125 pCaps->MaxActiveLights = gl_info->limits.lights;
4127 pCaps->MaxVertexBlendMatrices = gl_info->limits.blends;
4128 pCaps->MaxVertexBlendMatrixIndex = 0;
4130 pCaps->MaxAnisotropy = gl_info->limits.anisotropy;
4131 pCaps->MaxPointSize = gl_info->limits.pointsize_max;
4134 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4135 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4136 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4137 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4138 WINED3DVTXPCAPS_LOCALVIEWER |
4139 WINED3DVTXPCAPS_VERTEXFOG |
4140 WINED3DVTXPCAPS_TEXGEN;
4142 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4143 pCaps->MaxVertexIndex = 0xFFFFF;
4144 pCaps->MaxStreams = MAX_STREAMS;
4145 pCaps->MaxStreamStride = 1024;
4147 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4148 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4149 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4150 pCaps->MaxNpatchTessellationLevel = 0;
4151 pCaps->MasterAdapterOrdinal = 0;
4152 pCaps->AdapterOrdinalInGroup = 0;
4153 pCaps->NumberOfAdaptersInGroup = 1;
4155 pCaps->NumSimultaneousRTs = gl_info->limits.buffers;
4157 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4158 WINED3DPTFILTERCAPS_MAGFPOINT |
4159 WINED3DPTFILTERCAPS_MINFLINEAR |
4160 WINED3DPTFILTERCAPS_MAGFLINEAR;
4161 pCaps->VertexTextureFilterCaps = 0;
4163 memset(&shader_caps, 0, sizeof(shader_caps));
4164 shader_backend = select_shader_backend(adapter, DeviceType);
4165 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
4167 memset(&fragment_caps, 0, sizeof(fragment_caps));
4168 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
4169 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
4171 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4172 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4174 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4175 * Ignore shader model capabilities if disabled in config
4177 if(vs_selected_mode == SHADER_NONE) {
4178 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4179 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4180 pCaps->MaxVertexShaderConst = 0;
4181 } else {
4182 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4183 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4186 if(ps_selected_mode == SHADER_NONE) {
4187 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4188 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4189 pCaps->PixelShader1xMaxValue = 0.0f;
4190 } else {
4191 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4192 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4195 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
4196 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4197 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4199 pCaps->VS20Caps = shader_caps.VS20Caps;
4200 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
4201 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
4202 pCaps->PS20Caps = shader_caps.PS20Caps;
4203 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
4204 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
4206 /* The following caps are shader specific, but they are things we cannot detect, or which
4207 * are the same among all shader models. So to avoid code duplication set the shader version
4208 * specific, but otherwise constant caps here
4210 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
4211 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4212 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
4213 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4214 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4215 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4216 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4218 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4219 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4221 else if (pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4223 pCaps->VS20Caps.Caps = 0;
4224 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4225 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4226 pCaps->VS20Caps.StaticFlowControlDepth = 1;
4228 pCaps->MaxVShaderInstructionsExecuted = 65535;
4229 pCaps->MaxVertexShader30InstructionSlots = 0;
4230 } else { /* VS 1.x */
4231 pCaps->VS20Caps.Caps = 0;
4232 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
4233 pCaps->VS20Caps.NumTemps = 0;
4234 pCaps->VS20Caps.StaticFlowControlDepth = 0;
4236 pCaps->MaxVShaderInstructionsExecuted = 0;
4237 pCaps->MaxVertexShader30InstructionSlots = 0;
4240 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
4241 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
4242 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
4244 /* 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 */
4245 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4246 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4247 WINED3DPS20CAPS_PREDICATION |
4248 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4249 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4250 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4251 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4252 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4253 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4255 pCaps->MaxPShaderInstructionsExecuted = 65535;
4256 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4257 adapter->gl_info.limits.arb_ps_instructions);
4259 else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4261 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4262 pCaps->PS20Caps.Caps = 0;
4263 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4264 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4265 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4266 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4268 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4269 pCaps->MaxPixelShader30InstructionSlots = 0;
4270 } else { /* PS 1.x */
4271 pCaps->PS20Caps.Caps = 0;
4272 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
4273 pCaps->PS20Caps.NumTemps = 0;
4274 pCaps->PS20Caps.StaticFlowControlDepth = 0;
4275 pCaps->PS20Caps.NumInstructionSlots = 0;
4277 pCaps->MaxPShaderInstructionsExecuted = 0;
4278 pCaps->MaxPixelShader30InstructionSlots = 0;
4281 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
4282 /* OpenGL supports all the formats below, perhaps not always
4283 * without conversion, but it supports them.
4284 * Further GLSL doesn't seem to have an official unsigned type so
4285 * don't advertise it yet as I'm not sure how we handle it.
4286 * We might need to add some clamping in the shader engine to
4287 * support it.
4288 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4289 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4290 WINED3DDTCAPS_UBYTE4N |
4291 WINED3DDTCAPS_SHORT2N |
4292 WINED3DDTCAPS_SHORT4N;
4293 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4295 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4296 WINED3DDTCAPS_FLOAT16_4;
4298 } else
4299 pCaps->DeclTypes = 0;
4301 /* Set DirectDraw helper Caps */
4302 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4303 WINEDDCKEYCAPS_SRCBLT;
4304 fx_caps = WINEDDFXCAPS_BLTALPHA |
4305 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4306 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4307 WINEDDFXCAPS_BLTROTATION90 |
4308 WINEDDFXCAPS_BLTSHRINKX |
4309 WINEDDFXCAPS_BLTSHRINKXN |
4310 WINEDDFXCAPS_BLTSHRINKY |
4311 WINEDDFXCAPS_BLTSHRINKXN |
4312 WINEDDFXCAPS_BLTSTRETCHX |
4313 WINEDDFXCAPS_BLTSTRETCHXN |
4314 WINEDDFXCAPS_BLTSTRETCHY |
4315 WINEDDFXCAPS_BLTSTRETCHYN;
4316 blit_caps = WINEDDCAPS_BLT |
4317 WINEDDCAPS_BLTCOLORFILL |
4318 WINEDDCAPS_BLTDEPTHFILL |
4319 WINEDDCAPS_BLTSTRETCH |
4320 WINEDDCAPS_CANBLTSYSMEM |
4321 WINEDDCAPS_CANCLIP |
4322 WINEDDCAPS_CANCLIPSTRETCHED |
4323 WINEDDCAPS_COLORKEY |
4324 WINEDDCAPS_COLORKEYHWASSIST |
4325 WINEDDCAPS_ALIGNBOUNDARYSRC;
4327 /* Fill the ddraw caps structure */
4328 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4329 WINEDDCAPS_PALETTE |
4330 blit_caps;
4331 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4332 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4333 WINEDDCAPS2_PRIMARYGAMMA |
4334 WINEDDCAPS2_WIDESURFACES |
4335 WINEDDCAPS2_CANRENDERWINDOWED;
4336 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
4337 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4338 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
4339 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
4340 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4341 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
4342 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
4343 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4344 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
4346 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4347 WINEDDSCAPS_BACKBUFFER |
4348 WINEDDSCAPS_FLIP |
4349 WINEDDSCAPS_FRONTBUFFER |
4350 WINEDDSCAPS_OFFSCREENPLAIN |
4351 WINEDDSCAPS_PALETTE |
4352 WINEDDSCAPS_PRIMARYSURFACE |
4353 WINEDDSCAPS_SYSTEMMEMORY |
4354 WINEDDSCAPS_VIDEOMEMORY |
4355 WINEDDSCAPS_VISIBLE;
4356 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4358 /* Set D3D caps if OpenGL is available. */
4359 if (adapter->opengl)
4361 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
4362 WINEDDSCAPS_MIPMAP |
4363 WINEDDSCAPS_TEXTURE |
4364 WINEDDSCAPS_ZBUFFER;
4365 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4368 return WINED3D_OK;
4371 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT adapter_idx,
4372 WINED3DDEVTYPE device_type, HWND focus_window, DWORD flags, IUnknown *parent,
4373 IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4375 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4376 IWineD3DDeviceImpl *object;
4377 HRESULT hr;
4379 TRACE("iface %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x.\n"
4380 "parent %p, device_parent %p, device %p.\n",
4381 iface, adapter_idx, device_type, focus_window, flags,
4382 parent, device_parent, device);
4384 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4385 * number and create a device without a 3D adapter for 2D only operation. */
4386 if (IWineD3D_GetAdapterCount(iface) && adapter_idx >= IWineD3D_GetAdapterCount(iface))
4388 return WINED3DERR_INVALIDCALL;
4391 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4392 if (!object)
4394 ERR("Failed to allocate device memory.\n");
4395 return E_OUTOFMEMORY;
4398 hr = device_init(object, This, adapter_idx, device_type, focus_window, flags, parent, device_parent);
4399 if (FAILED(hr))
4401 WARN("Failed to initialize device, hr %#x.\n", hr);
4402 HeapFree(GetProcessHeap(), 0, object);
4403 return hr;
4406 TRACE("Created device %p.\n", object);
4407 *device = (IWineD3DDevice *)object;
4409 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4411 return WINED3D_OK;
4414 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
4415 IWineD3DImpl *This = (IWineD3DImpl *)iface;
4416 IUnknown_AddRef(This->parent);
4417 *pParent = This->parent;
4418 return WINED3D_OK;
4421 static void WINE_GLAPI invalid_func(const void *data)
4423 ERR("Invalid vertex attribute function called\n");
4424 DebugBreak();
4427 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4429 ERR("Invalid texcoord function called\n");
4430 DebugBreak();
4433 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4434 * the extension detection and are used in drawStridedSlow
4436 static void WINE_GLAPI position_d3dcolor(const void *data)
4438 DWORD pos = *((const DWORD *)data);
4440 FIXME("Add a test for fixed function position from d3dcolor type\n");
4441 glVertex4s(D3DCOLOR_B_R(pos),
4442 D3DCOLOR_B_G(pos),
4443 D3DCOLOR_B_B(pos),
4444 D3DCOLOR_B_A(pos));
4447 static void WINE_GLAPI position_float4(const void *data)
4449 const GLfloat *pos = data;
4451 if (pos[3] != 0.0f && pos[3] != 1.0f)
4453 float w = 1.0f / pos[3];
4455 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4457 else
4459 glVertex3fv(pos);
4463 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4465 DWORD diffuseColor = *((const DWORD *)data);
4467 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4468 D3DCOLOR_B_G(diffuseColor),
4469 D3DCOLOR_B_B(diffuseColor),
4470 D3DCOLOR_B_A(diffuseColor));
4473 static void WINE_GLAPI specular_d3dcolor(const void *data)
4475 DWORD specularColor = *((const DWORD *)data);
4476 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4477 D3DCOLOR_B_G(specularColor),
4478 D3DCOLOR_B_B(specularColor)};
4480 specular_func_3ubv(d);
4483 static void WINE_GLAPI warn_no_specular_func(const void *data)
4485 WARN("GL_EXT_secondary_color not supported\n");
4488 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4490 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4491 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4492 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4493 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4494 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4495 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4496 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4497 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4498 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4499 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4500 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4501 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4502 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4503 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4504 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4505 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4506 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4508 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4509 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4510 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4511 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4512 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4513 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4514 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4515 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4516 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4517 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4518 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4519 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4520 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4521 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4522 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4523 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4524 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4526 /* No 4 component entry points here */
4527 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4528 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4529 if (gl_info->supported[EXT_SECONDARY_COLOR])
4531 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4533 else
4535 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4537 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4538 if (gl_info->supported[EXT_SECONDARY_COLOR])
4540 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4541 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4543 else
4545 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4547 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4548 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4549 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4550 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4551 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4552 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4553 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4554 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4555 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4556 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4557 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4558 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4560 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4561 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4563 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4564 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4565 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4566 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4567 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4568 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4569 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4570 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4571 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4572 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4573 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4574 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4575 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4576 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4577 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4578 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4579 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4581 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4582 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4583 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4584 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4585 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4586 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4587 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4588 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4589 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4590 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4591 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4592 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4593 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4594 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4595 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4596 if (gl_info->supported[NV_HALF_FLOAT])
4598 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
4599 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4600 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4601 } else {
4602 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4603 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4607 BOOL InitAdapters(IWineD3DImpl *This)
4609 static HMODULE mod_gl;
4610 BOOL ret;
4611 int ps_selected_mode, vs_selected_mode;
4613 /* No need to hold any lock. The calling library makes sure only one thread calls
4614 * wined3d simultaneously
4617 TRACE("Initializing adapters\n");
4619 if(!mod_gl) {
4620 #ifdef USE_WIN32_OPENGL
4621 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4622 mod_gl = LoadLibraryA("opengl32.dll");
4623 if(!mod_gl) {
4624 ERR("Can't load opengl32.dll!\n");
4625 goto nogl_adapter;
4627 #else
4628 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4629 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4630 mod_gl = GetModuleHandleA("gdi32.dll");
4631 #endif
4634 /* Load WGL core functions from opengl32.dll */
4635 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4636 WGL_FUNCS_GEN;
4637 #undef USE_WGL_FUNC
4639 if(!pwglGetProcAddress) {
4640 ERR("Unable to load wglGetProcAddress!\n");
4641 goto nogl_adapter;
4644 /* Dynamically load all GL core functions */
4645 GL_FUNCS_GEN;
4646 #undef USE_GL_FUNC
4648 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4649 * otherwise because we have to use winex11.drv's override
4651 #ifdef USE_WIN32_OPENGL
4652 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4653 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4654 #else
4655 wglFinish = (void*)pwglGetProcAddress("wglFinish");
4656 wglFlush = (void*)pwglGetProcAddress("wglFlush");
4657 #endif
4659 glEnableWINE = glEnable;
4660 glDisableWINE = glDisable;
4662 /* For now only one default adapter */
4664 struct wined3d_adapter *adapter = &This->adapters[0];
4665 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4666 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
4667 int iPixelFormat;
4668 int res;
4669 int i;
4670 WineD3D_PixelFormat *cfgs;
4671 DISPLAY_DEVICEW DisplayDevice;
4672 HDC hdc;
4674 TRACE("Initializing default adapter\n");
4675 adapter->ordinal = 0;
4676 adapter->monitorPoint.x = -1;
4677 adapter->monitorPoint.y = -1;
4679 if (!AllocateLocallyUniqueId(&adapter->luid))
4681 DWORD err = GetLastError();
4682 ERR("Failed to set adapter LUID (%#x).\n", err);
4683 goto nogl_adapter;
4685 TRACE("Allocated LUID %08x:%08x for adapter.\n",
4686 adapter->luid.HighPart, adapter->luid.LowPart);
4688 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
4690 ERR("Failed to get a gl context for default adapter\n");
4691 goto nogl_adapter;
4694 ret = IWineD3DImpl_FillGLCaps(&adapter->driver_info, &adapter->gl_info);
4695 if(!ret) {
4696 ERR("Failed to initialize gl caps for default adapter\n");
4697 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4698 goto nogl_adapter;
4700 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
4701 if(!ret) {
4702 ERR("Failed to init gl formats\n");
4703 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4704 goto nogl_adapter;
4707 hdc = fake_gl_ctx.dc;
4709 /* Use the VideoRamSize registry setting when set */
4710 if(wined3d_settings.emulated_textureram)
4711 adapter->TextureRam = wined3d_settings.emulated_textureram;
4712 else
4713 adapter->TextureRam = adapter->gl_info.vidmem;
4714 adapter->UsedTextureRam = 0;
4715 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4717 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4718 DisplayDevice.cb = sizeof(DisplayDevice);
4719 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4720 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4721 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4723 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
4725 int attribute;
4726 int attribs[10];
4727 int values[10];
4728 int nAttribs = 0;
4730 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4731 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4733 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4734 cfgs = adapter->cfgs;
4735 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4736 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4737 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4738 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4739 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4740 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4741 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4742 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4743 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4744 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4746 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4748 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4750 if(!res)
4751 continue;
4753 /* Cache the pixel format */
4754 cfgs->iPixelFormat = iPixelFormat;
4755 cfgs->redSize = values[0];
4756 cfgs->greenSize = values[1];
4757 cfgs->blueSize = values[2];
4758 cfgs->alphaSize = values[3];
4759 cfgs->depthSize = values[4];
4760 cfgs->stencilSize = values[5];
4761 cfgs->windowDrawable = values[6];
4762 cfgs->iPixelType = values[7];
4763 cfgs->doubleBuffer = values[8];
4764 cfgs->auxBuffers = values[9];
4766 cfgs->pbufferDrawable = FALSE;
4767 /* Check for pbuffer support when it is around as
4768 * wglGetPixelFormatAttribiv fails for unknown attributes. */
4769 if (gl_info->supported[WGL_ARB_PBUFFER])
4771 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4772 int value;
4773 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4774 cfgs->pbufferDrawable = value;
4777 cfgs->numSamples = 0;
4778 /* Check multisample support */
4779 if (gl_info->supported[ARB_MULTISAMPLE])
4781 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4782 int value[2];
4783 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4784 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4785 * value[1] = number of multi sample buffers*/
4786 if(value[0])
4787 cfgs->numSamples = value[1];
4791 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);
4792 cfgs++;
4795 else
4797 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4798 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4799 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4801 cfgs = adapter->cfgs;
4802 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4804 PIXELFORMATDESCRIPTOR ppfd;
4806 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4807 if(!res)
4808 continue;
4810 /* We only want HW acceleration using an OpenGL ICD driver.
4811 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4812 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4814 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4816 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4817 continue;
4820 cfgs->iPixelFormat = iPixelFormat;
4821 cfgs->redSize = ppfd.cRedBits;
4822 cfgs->greenSize = ppfd.cGreenBits;
4823 cfgs->blueSize = ppfd.cBlueBits;
4824 cfgs->alphaSize = ppfd.cAlphaBits;
4825 cfgs->depthSize = ppfd.cDepthBits;
4826 cfgs->stencilSize = ppfd.cStencilBits;
4827 cfgs->pbufferDrawable = 0;
4828 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4829 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4830 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4831 cfgs->auxBuffers = ppfd.cAuxBuffers;
4832 cfgs->numSamples = 0;
4834 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);
4835 cfgs++;
4836 adapter->nCfgs++;
4839 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
4840 if(!adapter->nCfgs)
4842 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4844 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4845 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4846 goto nogl_adapter;
4850 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4851 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4852 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4853 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4854 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4855 * driver is allowed to consume more bits EXCEPT for stencil bits.
4857 * Mark an adapter with this broken stencil behavior.
4859 adapter->brokenStencil = TRUE;
4860 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4862 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4863 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4864 adapter->brokenStencil = FALSE;
4865 break;
4869 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
4871 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4872 fillGLAttribFuncs(&adapter->gl_info);
4873 adapter->opengl = TRUE;
4875 This->adapter_count = 1;
4876 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4878 return TRUE;
4880 nogl_adapter:
4881 /* Initialize an adapter for ddraw-only memory counting */
4882 memset(This->adapters, 0, sizeof(This->adapters));
4883 This->adapters[0].ordinal = 0;
4884 This->adapters[0].opengl = FALSE;
4885 This->adapters[0].monitorPoint.x = -1;
4886 This->adapters[0].monitorPoint.y = -1;
4888 This->adapters[0].driver_info.name = "Display";
4889 This->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
4890 if(wined3d_settings.emulated_textureram) {
4891 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4892 } else {
4893 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4896 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4898 This->adapter_count = 1;
4899 return FALSE;
4902 /**********************************************************
4903 * IWineD3D VTbl follows
4904 **********************************************************/
4906 const IWineD3DVtbl IWineD3D_Vtbl =
4908 /* IUnknown */
4909 IWineD3DImpl_QueryInterface,
4910 IWineD3DImpl_AddRef,
4911 IWineD3DImpl_Release,
4912 /* IWineD3D */
4913 IWineD3DImpl_GetParent,
4914 IWineD3DImpl_GetAdapterCount,
4915 IWineD3DImpl_RegisterSoftwareDevice,
4916 IWineD3DImpl_GetAdapterMonitor,
4917 IWineD3DImpl_GetAdapterModeCount,
4918 IWineD3DImpl_EnumAdapterModes,
4919 IWineD3DImpl_GetAdapterDisplayMode,
4920 IWineD3DImpl_GetAdapterIdentifier,
4921 IWineD3DImpl_CheckDeviceMultiSampleType,
4922 IWineD3DImpl_CheckDepthStencilMatch,
4923 IWineD3DImpl_CheckDeviceType,
4924 IWineD3DImpl_CheckDeviceFormat,
4925 IWineD3DImpl_CheckDeviceFormatConversion,
4926 IWineD3DImpl_GetDeviceCaps,
4927 IWineD3DImpl_CreateDevice
4930 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
4932 const struct wined3d_parent_ops wined3d_null_parent_ops =
4934 wined3d_null_wined3d_object_destroyed,