wined3d: Use EXT_framebuffer_multisample_blit_scaled for scaled resolves.
[wine.git] / dlls / wined3d / adapter_gl.c
blobc04656173da98d381177a6d481895d01322fc820
1 /*
2 * Copyright 2002-2004 Jason Edmeades
3 * Copyright 2003-2004 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011, 2018 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "config.h"
25 #include "wine/port.h"
27 #include <stdio.h>
29 #include "wined3d_private.h"
31 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
32 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
33 WINE_DECLARE_DEBUG_CHANNEL(winediag);
35 enum wined3d_gl_vendor
37 GL_VENDOR_UNKNOWN,
38 GL_VENDOR_APPLE,
39 GL_VENDOR_FGLRX,
40 GL_VENDOR_MESA,
41 GL_VENDOR_NVIDIA,
44 struct wined3d_extension_map
46 const char *extension_string;
47 enum wined3d_gl_extension extension;
50 static const struct wined3d_extension_map gl_extension_map[] =
52 /* APPLE */
53 {"GL_APPLE_fence", APPLE_FENCE },
54 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS },
55 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE },
56 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422 },
58 /* ARB */
59 {"GL_ARB_base_instance", ARB_BASE_INSTANCE },
60 {"GL_ARB_blend_func_extended", ARB_BLEND_FUNC_EXTENDED },
61 {"GL_ARB_buffer_storage", ARB_BUFFER_STORAGE },
62 {"GL_ARB_clear_buffer_object", ARB_CLEAR_BUFFER_OBJECT },
63 {"GL_ARB_clear_texture", ARB_CLEAR_TEXTURE },
64 {"GL_ARB_clip_control", ARB_CLIP_CONTROL },
65 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT },
66 {"GL_ARB_compute_shader", ARB_COMPUTE_SHADER },
67 {"GL_ARB_conservative_depth", ARB_CONSERVATIVE_DEPTH },
68 {"GL_ARB_copy_buffer", ARB_COPY_BUFFER },
69 {"GL_ARB_copy_image", ARB_COPY_IMAGE },
70 {"GL_ARB_cull_distance", ARB_CULL_DISTANCE },
71 {"GL_ARB_debug_output", ARB_DEBUG_OUTPUT },
72 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT },
73 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP },
74 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE },
75 {"GL_ARB_derivative_control", ARB_DERIVATIVE_CONTROL },
76 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS },
77 {"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX },
78 {"GL_ARB_draw_indirect", ARB_DRAW_INDIRECT },
79 {"GL_ARB_draw_instanced", ARB_DRAW_INSTANCED },
80 {"GL_ARB_ES2_compatibility", ARB_ES2_COMPATIBILITY },
81 {"GL_ARB_ES3_compatibility", ARB_ES3_COMPATIBILITY },
82 {"GL_ARB_explicit_attrib_location", ARB_EXPLICIT_ATTRIB_LOCATION },
83 {"GL_ARB_fragment_coord_conventions", ARB_FRAGMENT_COORD_CONVENTIONS},
84 {"GL_ARB_fragment_layer_viewport", ARB_FRAGMENT_LAYER_VIEWPORT },
85 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM },
86 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER },
87 {"GL_ARB_framebuffer_no_attachments", ARB_FRAMEBUFFER_NO_ATTACHMENTS},
88 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT },
89 {"GL_ARB_framebuffer_sRGB", ARB_FRAMEBUFFER_SRGB },
90 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4 },
91 {"GL_ARB_gpu_shader5", ARB_GPU_SHADER5 },
92 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL },
93 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX },
94 {"GL_ARB_instanced_arrays", ARB_INSTANCED_ARRAYS },
95 {"GL_ARB_internalformat_query", ARB_INTERNALFORMAT_QUERY },
96 {"GL_ARB_internalformat_query2", ARB_INTERNALFORMAT_QUERY2 },
97 {"GL_ARB_map_buffer_alignment", ARB_MAP_BUFFER_ALIGNMENT },
98 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE },
99 {"GL_ARB_multisample", ARB_MULTISAMPLE },
100 {"GL_ARB_multitexture", ARB_MULTITEXTURE },
101 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY },
102 {"GL_ARB_pipeline_statistics_query", ARB_PIPELINE_STATISTICS_QUERY },
103 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT },
104 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS },
105 {"GL_ARB_point_sprite", ARB_POINT_SPRITE },
106 {"GL_ARB_polygon_offset_clamp", ARB_POLYGON_OFFSET_CLAMP },
107 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX },
108 {"GL_ARB_query_buffer_object", ARB_QUERY_BUFFER_OBJECT },
109 {"GL_ARB_sample_shading", ARB_SAMPLE_SHADING },
110 {"GL_ARB_sampler_objects", ARB_SAMPLER_OBJECTS },
111 {"GL_ARB_seamless_cube_map", ARB_SEAMLESS_CUBE_MAP },
112 {"GL_ARB_shader_atomic_counters", ARB_SHADER_ATOMIC_COUNTERS },
113 {"GL_ARB_shader_bit_encoding", ARB_SHADER_BIT_ENCODING },
114 {"GL_ARB_shader_image_load_store", ARB_SHADER_IMAGE_LOAD_STORE },
115 {"GL_ARB_shader_image_size", ARB_SHADER_IMAGE_SIZE },
116 {"GL_ARB_shader_storage_buffer_object", ARB_SHADER_STORAGE_BUFFER_OBJECT},
117 {"GL_ARB_shader_texture_image_samples", ARB_SHADER_TEXTURE_IMAGE_SAMPLES},
118 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD },
119 {"GL_ARB_shader_viewport_layer_array", ARB_SHADER_VIEWPORT_LAYER_ARRAY},
120 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100 },
121 {"GL_ARB_shading_language_420pack", ARB_SHADING_LANGUAGE_420PACK },
122 {"GL_ARB_shading_language_packing", ARB_SHADING_LANGUAGE_PACKING },
123 {"GL_ARB_shadow", ARB_SHADOW },
124 {"GL_ARB_stencil_texturing", ARB_STENCIL_TEXTURING },
125 {"GL_ARB_sync", ARB_SYNC },
126 {"GL_ARB_tessellation_shader", ARB_TESSELLATION_SHADER },
127 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP },
128 {"GL_ARB_texture_buffer_object", ARB_TEXTURE_BUFFER_OBJECT },
129 {"GL_ARB_texture_buffer_range", ARB_TEXTURE_BUFFER_RANGE },
130 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION },
131 {"GL_ARB_texture_compression_bptc", ARB_TEXTURE_COMPRESSION_BPTC },
132 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC },
133 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP },
134 {"GL_ARB_texture_cube_map_array", ARB_TEXTURE_CUBE_MAP_ARRAY },
135 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE },
136 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3 },
137 {"GL_ARB_texture_filter_anisotropic", ARB_TEXTURE_FILTER_ANISOTROPIC},
138 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT },
139 {"GL_ARB_texture_gather", ARB_TEXTURE_GATHER },
140 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT },
141 {"GL_ARB_texture_mirror_clamp_to_edge", ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE},
142 {"GL_ARB_texture_multisample", ARB_TEXTURE_MULTISAMPLE },
143 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO },
144 {"GL_ARB_texture_query_levels", ARB_TEXTURE_QUERY_LEVELS },
145 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE },
146 {"GL_ARB_texture_rg", ARB_TEXTURE_RG },
147 {"GL_ARB_texture_rgb10_a2ui", ARB_TEXTURE_RGB10_A2UI },
148 {"GL_ARB_texture_storage", ARB_TEXTURE_STORAGE },
149 {"GL_ARB_texture_storage_multisample", ARB_TEXTURE_STORAGE_MULTISAMPLE},
150 {"GL_ARB_texture_swizzle", ARB_TEXTURE_SWIZZLE },
151 {"GL_ARB_texture_view", ARB_TEXTURE_VIEW },
152 {"GL_ARB_timer_query", ARB_TIMER_QUERY },
153 {"GL_ARB_transform_feedback2", ARB_TRANSFORM_FEEDBACK2 },
154 {"GL_ARB_transform_feedback3", ARB_TRANSFORM_FEEDBACK3 },
155 {"GL_ARB_uniform_buffer_object", ARB_UNIFORM_BUFFER_OBJECT },
156 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA },
157 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT },
158 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM },
159 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER },
160 {"GL_ARB_vertex_type_2_10_10_10_rev", ARB_VERTEX_TYPE_2_10_10_10_REV},
161 {"GL_ARB_viewport_array", ARB_VIEWPORT_ARRAY },
162 {"GL_ARB_texture_barrier", ARB_TEXTURE_BARRIER },
164 /* ATI */
165 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER },
166 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL },
167 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC },
168 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3 },
169 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE },
171 /* EXT */
172 {"GL_EXT_blend_color", EXT_BLEND_COLOR },
173 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE },
174 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE },
175 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX },
176 {"GL_EXT_blend_subtract", EXT_BLEND_SUBTRACT },
177 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST },
178 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2 },
179 {"GL_EXT_fog_coord", EXT_FOG_COORD },
180 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT },
181 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE },
182 {"GL_EXT_framebuffer_multisample_blit_scaled",
183 EXT_FRAMEBUFFER_MULTISAMPLE_BLIT_SCALED},
184 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT },
185 {"GL_EXT_memory_object", EXT_MEMORY_OBJECT },
186 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS },
187 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4 },
188 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL },
189 {"GL_EXT_packed_float", EXT_PACKED_FLOAT },
190 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS },
191 {"GL_EXT_polygon_offset_clamp", ARB_POLYGON_OFFSET_CLAMP },
192 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX },
193 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR },
194 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE },
195 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP },
196 {"GL_EXT_texture3D", EXT_TEXTURE3D },
197 {"GL_EXT_texture_array", EXT_TEXTURE_ARRAY },
198 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC },
199 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC },
200 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE },
201 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3 },
202 {"GL_EXT_texture_filter_anisotropic", ARB_TEXTURE_FILTER_ANISOTROPIC},
203 {"GL_EXT_texture_integer", EXT_TEXTURE_INTEGER },
204 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS },
205 {"GL_EXT_texture_mirror_clamp", EXT_TEXTURE_MIRROR_CLAMP },
206 {"GL_EXT_texture_shadow_lod", EXT_TEXTURE_SHADOW_LOD },
207 {"GL_EXT_texture_shared_exponent", EXT_TEXTURE_SHARED_EXPONENT },
208 {"GL_EXT_texture_snorm", EXT_TEXTURE_SNORM },
209 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB },
210 {"GL_EXT_texture_sRGB_decode", EXT_TEXTURE_SRGB_DECODE },
211 {"GL_EXT_texture_swizzle", ARB_TEXTURE_SWIZZLE },
212 {"GL_EXT_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA },
214 /* NV */
215 {"GL_NV_fence", NV_FENCE },
216 {"GL_NV_fog_distance", NV_FOG_DISTANCE },
217 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM },
218 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2 },
219 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION },
220 {"GL_NV_half_float", NV_HALF_FLOAT },
221 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT },
222 {"GL_NV_point_sprite", NV_POINT_SPRITE },
223 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS },
224 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2 },
225 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION },
226 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4 },
227 {"GL_NV_texture_shader", NV_TEXTURE_SHADER },
228 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2 },
229 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM },
230 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1 },
231 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2 },
232 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION },
233 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3 },
234 {"GL_NV_texture_barrier", NV_TEXTURE_BARRIER },
237 static const struct wined3d_extension_map wgl_extension_map[] =
239 {"WGL_ARB_pixel_format", WGL_ARB_PIXEL_FORMAT },
240 {"WGL_EXT_swap_control", WGL_EXT_SWAP_CONTROL },
241 {"WGL_WINE_pixel_format_passthrough", WGL_WINE_PIXEL_FORMAT_PASSTHROUGH},
242 {"WGL_WINE_query_renderer", WGL_WINE_QUERY_RENDERER },
245 static void wined3d_caps_gl_ctx_destroy(const struct wined3d_caps_gl_ctx *ctx)
247 const struct wined3d_gl_info *gl_info = ctx->gl_info;
249 TRACE("Destroying caps GL context.\n");
251 /* Both glDeleteProgram and glDeleteBuffers silently ignore 0 IDs but
252 * this function might be called before the relevant function pointers
253 * in gl_info are initialized. */
254 if (ctx->test_program_id || ctx->test_vbo)
256 GL_EXTCALL(glDeleteProgram(ctx->test_program_id));
257 GL_EXTCALL(glDeleteBuffers(1, &ctx->test_vbo));
260 if (!wglMakeCurrent(NULL, NULL))
261 ERR("Failed to disable caps GL context.\n");
263 if (!wglDeleteContext(ctx->gl_ctx))
265 DWORD err = GetLastError();
266 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
269 wined3d_release_dc(ctx->wnd, ctx->dc);
270 DestroyWindow(ctx->wnd);
272 if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
273 ERR("Failed to restore previous GL context.\n");
276 static BOOL wined3d_caps_gl_ctx_create_attribs(struct wined3d_caps_gl_ctx *caps_gl_ctx,
277 struct wined3d_gl_info *gl_info)
279 HGLRC new_ctx;
281 if (!(gl_info->p_wglCreateContextAttribsARB = (void *)wglGetProcAddress("wglCreateContextAttribsARB")))
282 return TRUE;
284 if (!(new_ctx = context_create_wgl_attribs(gl_info, caps_gl_ctx->dc, NULL)))
286 gl_info->p_wglCreateContextAttribsARB = NULL;
287 return FALSE;
290 if (!wglMakeCurrent(caps_gl_ctx->dc, new_ctx))
292 ERR("Failed to make new context current, last error %#x.\n", GetLastError());
293 if (!wglDeleteContext(new_ctx))
294 ERR("Failed to delete new context, last error %#x.\n", GetLastError());
295 gl_info->p_wglCreateContextAttribsARB = NULL;
296 return TRUE;
299 if (!wglDeleteContext(caps_gl_ctx->gl_ctx))
300 ERR("Failed to delete old context, last error %#x.\n", GetLastError());
301 caps_gl_ctx->gl_ctx = new_ctx;
303 return TRUE;
306 static BOOL wined3d_caps_gl_ctx_create(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
308 PIXELFORMATDESCRIPTOR pfd;
309 int iPixelFormat;
311 TRACE("getting context...\n");
313 ctx->restore_dc = wglGetCurrentDC();
314 ctx->restore_gl_ctx = wglGetCurrentContext();
316 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
317 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
318 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
319 if (!ctx->wnd)
321 ERR("Failed to create a window.\n");
322 goto fail;
325 ctx->dc = GetDC(ctx->wnd);
326 if (!ctx->dc)
328 ERR("Failed to get a DC.\n");
329 goto fail;
332 /* PixelFormat selection */
333 ZeroMemory(&pfd, sizeof(pfd));
334 pfd.nSize = sizeof(pfd);
335 pfd.nVersion = 1;
336 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
337 pfd.iPixelType = PFD_TYPE_RGBA;
338 pfd.cColorBits = 32;
339 pfd.iLayerType = PFD_MAIN_PLANE;
341 if (!(iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd)))
343 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
344 ERR("Failed to find a suitable pixel format.\n");
345 goto fail;
347 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
348 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
350 /* Create a GL context. */
351 if (!(ctx->gl_ctx = wglCreateContext(ctx->dc)))
353 WARN("Failed to create default context for capabilities initialization.\n");
354 goto fail;
357 /* Make it the current GL context. */
358 if (!wglMakeCurrent(ctx->dc, ctx->gl_ctx))
360 ERR("Failed to make caps GL context current.\n");
361 goto fail;
364 ctx->gl_info = &adapter->gl_info;
365 return TRUE;
367 fail:
368 if (ctx->gl_ctx) wglDeleteContext(ctx->gl_ctx);
369 ctx->gl_ctx = NULL;
370 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
371 ctx->dc = NULL;
372 if (ctx->wnd) DestroyWindow(ctx->wnd);
373 ctx->wnd = NULL;
374 if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
375 ERR("Failed to restore previous GL context.\n");
377 return FALSE;
380 /* Context activation is done by the caller. */
381 static BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
383 GLuint prog;
384 BOOL ret = FALSE;
385 static const char testcode[] =
386 "!!ARBvp1.0\n"
387 "PARAM C[66] = { program.env[0..65] };\n"
388 "ADDRESS A0;"
389 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
390 "ARL A0.x, zero.x;\n"
391 "MOV result.position, C[A0.x + 65];\n"
392 "END\n";
394 while (gl_info->gl_ops.gl.p_glGetError());
395 GL_EXTCALL(glGenProgramsARB(1, &prog));
396 if(!prog) {
397 ERR("Failed to create an ARB offset limit test program\n");
399 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
400 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
401 strlen(testcode), testcode));
402 if (gl_info->gl_ops.gl.p_glGetError())
404 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
405 TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
406 ret = TRUE;
407 } else TRACE("OpenGL implementation allows offsets > 63\n");
409 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
410 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
411 checkGLcall("ARB vp offset limit test cleanup");
413 return ret;
416 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
417 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
418 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
420 return card_vendor == HW_VENDOR_AMD
421 && (device == CARD_AMD_RADEON_9500
422 || device == CARD_AMD_RADEON_X700
423 || device == CARD_AMD_RADEON_X1600);
426 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
427 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
428 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
430 return card_vendor == HW_VENDOR_NVIDIA
431 && (device == CARD_NVIDIA_GEFORCEFX_5200
432 || device == CARD_NVIDIA_GEFORCEFX_5600
433 || device == CARD_NVIDIA_GEFORCEFX_5800);
436 static BOOL match_apple(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
437 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
438 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
440 /* MacOS has various specialities in the extensions it advertises. Some
441 * have to be loaded from the OpenGL 1.2+ core, while other extensions are
442 * advertised, but software emulated. So try to detect the Apple OpenGL
443 * implementation to apply some extension fixups afterwards.
445 * Detecting this isn't really easy. The vendor string doesn't mention
446 * Apple. Compile-time checks aren't sufficient either because a Linux
447 * binary may display on a macOS X server via remote X11. So try to detect
448 * the OpenGL implementation by looking at certain Apple extensions. Some
449 * extensions like client storage might be supported on other
450 * implementations too, but GL_APPLE_flush_render is specific to the
451 * macOS X window management, and GL_APPLE_ycbcr_422 is QuickTime
452 * specific. So the chance that other implementations support them is
453 * rather small since Win32 QuickTime uses DirectDraw, not OpenGL.
455 * This test has been moved into wined3d_guess_gl_vendor(). */
456 return gl_vendor == GL_VENDOR_APPLE;
459 /* Context activation is done by the caller. */
460 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
462 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
463 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
464 * all the texture. This function detects this bug by its symptom and disables PBOs
465 * if the test fails.
467 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
468 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
469 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
470 * read back is compared to the original. If they are equal PBOs are assumed to work,
471 * otherwise the PBO extension is disabled. */
472 GLuint texture, pbo;
473 static const unsigned int pattern[] =
475 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
476 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
477 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
478 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
480 unsigned int check[ARRAY_SIZE(pattern)];
482 /* No PBO -> No point in testing them. */
483 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
485 while (gl_info->gl_ops.gl.p_glGetError());
486 gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
487 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
489 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
490 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
491 checkGLcall("Specifying the PBO test texture");
493 GL_EXTCALL(glGenBuffers(1, &pbo));
494 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo));
495 GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(pattern), pattern, GL_STREAM_DRAW));
496 checkGLcall("Specifying the PBO test pbo");
498 gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
499 checkGLcall("Loading the PBO test texture");
501 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
503 gl_info->gl_ops.gl.p_glFinish(); /* just to be sure */
505 memset(check, 0, sizeof(check));
506 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
507 checkGLcall("Reading back the PBO test texture");
509 gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
510 GL_EXTCALL(glDeleteBuffers(1, &pbo));
511 checkGLcall("PBO test cleanup");
513 if (memcmp(check, pattern, sizeof(check)))
515 WARN_(d3d_perf)("PBO test failed, read back data doesn't match original.\n"
516 "Disabling PBOs. This may result in slower performance.\n");
517 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
519 else
521 TRACE("PBO test successful.\n");
525 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
526 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
527 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
529 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
532 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
533 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
534 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
536 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
537 if (card_vendor != HW_VENDOR_AMD) return FALSE;
538 if (device == CARD_AMD_RADEON_X1600) return FALSE;
539 return TRUE;
542 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
543 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
544 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
546 /* Direct3D 9 cards support 40 single float varyings in hardware, most
547 * drivers report 32. ATI misreports 44 varyings. So assume that if we
548 * have more than 44 varyings we have a Direct3D 10+ card. This detection
549 * is for the gl_ClipPos varying quirk. If a Direct3D 9 card really
550 * supports more than 44 varyings and we subtract one in Direct3D 9
551 * shaders it's not going to hurt us because the Direct3D 9 limit is
552 * hardcoded.
554 * Direct3D 10 cards usually have 64 varyings. */
555 return gl_info->limits.glsl_varyings > 44;
558 static BOOL match_not_dx10_capable(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
559 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
560 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
562 return !match_dx10_capable(gl_info, ctx, gl_renderer, gl_vendor, card_vendor, device);
565 /* A GL context is provided by the caller */
566 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
567 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
568 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
570 GLenum error;
571 DWORD data[16];
573 if (!gl_info->supported[EXT_SECONDARY_COLOR] || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
574 return FALSE;
576 while (gl_info->gl_ops.gl.p_glGetError());
577 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
578 error = gl_info->gl_ops.gl.p_glGetError();
580 if (error == GL_NO_ERROR)
582 TRACE("GL Implementation accepts 4 component specular color pointers\n");
583 return TRUE;
585 else
587 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
588 debug_glerror(error));
589 return FALSE;
593 /* A GL context is provided by the caller */
594 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
595 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
596 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
598 GLuint prog;
599 BOOL ret = FALSE;
600 GLint pos;
601 static const char testcode[] =
602 "!!ARBvp1.0\n"
603 "OPTION NV_vertex_program2;\n"
604 "MOV result.clip[0], 0.0;\n"
605 "MOV result.position, 0.0;\n"
606 "END\n";
608 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
610 while (gl_info->gl_ops.gl.p_glGetError());
612 GL_EXTCALL(glGenProgramsARB(1, &prog));
613 if(!prog)
615 ERR("Failed to create the NVvp clip test program\n");
616 return FALSE;
618 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
619 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
620 strlen(testcode), testcode));
621 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
622 if(pos != -1)
624 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
625 TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
626 ret = TRUE;
627 while (gl_info->gl_ops.gl.p_glGetError());
629 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
631 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
632 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
633 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
635 return ret;
638 /* Context activation is done by the caller. */
639 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
640 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
641 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
643 char data[4 * 4 * 4];
644 GLuint tex, fbo;
645 GLenum status;
647 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
649 memset(data, 0xcc, sizeof(data));
651 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
652 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
653 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
654 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
655 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
656 checkGLcall("glTexImage2D");
658 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
659 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
660 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
661 checkGLcall("glFramebufferTexture2D");
663 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
664 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
665 checkGLcall("glCheckFramebufferStatus");
667 memset(data, 0x11, sizeof(data));
668 gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
669 checkGLcall("glTexSubImage2D");
671 gl_info->gl_ops.gl.p_glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
672 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
673 checkGLcall("glClear");
675 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
676 checkGLcall("glGetTexImage");
678 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
679 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
680 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
681 checkGLcall("glBindTexture");
683 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
684 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
685 checkGLcall("glDeleteTextures");
687 return *(DWORD *)data == 0x11111111;
690 /* Context activation is done by the caller. */
691 static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
692 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
693 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
695 /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
696 * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
697 GLuint tex;
698 GLint size;
700 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
701 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
702 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
703 checkGLcall("glTexImage2D");
705 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
706 checkGLcall("glGetTexLevelParameteriv");
707 TRACE("Real color depth is %d\n", size);
709 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
710 checkGLcall("glBindTexture");
711 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
712 checkGLcall("glDeleteTextures");
714 return size < 16;
717 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
718 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
719 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
721 return gl_vendor == GL_VENDOR_FGLRX;
724 static BOOL match_r200(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
725 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
726 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
728 if (card_vendor != HW_VENDOR_AMD) return FALSE;
729 if (device == CARD_AMD_RADEON_8500) return TRUE;
730 return FALSE;
733 static BOOL match_broken_arb_fog(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
734 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
735 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
737 DWORD data[4];
738 GLuint tex, fbo;
739 GLenum status;
740 float color[4] = {0.0f, 1.0f, 0.0f, 0.0f};
741 GLuint prog;
742 GLint err_pos;
743 static const char program_code[] =
744 "!!ARBfp1.0\n"
745 "OPTION ARB_fog_linear;\n"
746 "MOV result.color, {1.0, 0.0, 0.0, 0.0};\n"
747 "END\n";
749 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
750 return FALSE;
751 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
752 return FALSE;
753 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
754 return FALSE;
756 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
757 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
758 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
759 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
760 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 4, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
761 checkGLcall("glTexImage2D");
763 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
764 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
765 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
766 checkGLcall("glFramebufferTexture2D");
768 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
769 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
770 checkGLcall("glCheckFramebufferStatus");
772 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
773 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
774 checkGLcall("glClear");
775 gl_info->gl_ops.gl.p_glViewport(0, 0, 4, 1);
776 checkGLcall("glViewport");
778 gl_info->gl_ops.gl.p_glEnable(GL_FOG);
779 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, 0.5f);
780 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, 0.5f);
781 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
782 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
783 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, color);
784 checkGLcall("fog setup");
786 GL_EXTCALL(glGenProgramsARB(1, &prog));
787 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog));
788 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
789 strlen(program_code), program_code));
790 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
791 checkGLcall("Test fragment program setup");
793 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &err_pos);
794 if (err_pos != -1)
796 const char *error_str;
797 error_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB);
798 FIXME("Fog test program error at position %d: %s\n\n", err_pos, debugstr_a(error_str));
801 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
802 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
803 gl_info->gl_ops.gl.p_glVertex3f( 1.0f, -1.0f, 1.0f);
804 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
805 gl_info->gl_ops.gl.p_glVertex3f( 1.0f, 1.0f, 1.0f);
806 gl_info->gl_ops.gl.p_glEnd();
807 checkGLcall("ARBfp fog test draw");
809 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
810 checkGLcall("glGetTexImage");
811 data[0] &= 0x00ffffff;
812 data[1] &= 0x00ffffff;
813 data[2] &= 0x00ffffff;
814 data[3] &= 0x00ffffff;
816 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
817 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
819 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
820 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
821 gl_info->gl_ops.gl.p_glDisable(GL_FOG);
822 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
823 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
824 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
825 checkGLcall("ARBfp fog test teardown");
827 TRACE("Fog test data: %08x %08x %08x %08x\n", data[0], data[1], data[2], data[3]);
828 return data[0] != 0x00ff0000 || data[3] != 0x0000ff00;
831 static BOOL match_broken_viewport_subpixel_bits(const struct wined3d_gl_info *gl_info,
832 struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
833 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
835 if (!gl_info->supported[ARB_VIEWPORT_ARRAY])
836 return FALSE;
837 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
838 return FALSE;
839 return !wined3d_caps_gl_ctx_test_viewport_subpixel_bits(ctx);
842 static BOOL match_no_independent_bit_depths(const struct wined3d_gl_info *gl_info,
843 struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
844 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
846 GLuint tex[2], fbo;
847 GLenum status;
849 /* ARB_framebuffer_object allows implementation-dependent internal format
850 * restrictions. The EXT extension explicitly calls out an error in the
851 * relevant case. */
852 if (!gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
853 return TRUE;
854 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
855 return TRUE;
857 gl_info->gl_ops.gl.p_glGenTextures(2, tex);
859 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex[0]);
860 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
861 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
862 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, NULL);
864 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex[1]);
865 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
866 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
867 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5, 4, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
868 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
870 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
871 gl_info->fbo_ops.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
872 gl_info->fbo_ops.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex[0], 0);
873 gl_info->fbo_ops.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex[1], 0);
875 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
877 gl_info->fbo_ops.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
878 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
879 gl_info->gl_ops.gl.p_glDeleteTextures(2, tex);
880 checkGLcall("testing multiple framebuffer attachments with different bit depths");
882 return status != GL_FRAMEBUFFER_COMPLETE;
885 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
887 /* MacOS needs uniforms for relative addressing offsets. This can
888 * accumulate to quite a few uniforms. Beyond that the general uniform
889 * isn't optimal, so reserve a number of uniforms. 12 vec4's should allow
890 * 48 different offsets or other helper immediate values. */
891 TRACE("Reserving 12 GLSL constants for compiler private use.\n");
892 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
895 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
897 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and
898 * earlier cards, although these cards only support
899 * GL_ARB_texture_rectangle (D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
901 * If real NP2 textures are used, the driver falls back to software. We
902 * could just disable the extension and use GL_ARB_texture_rectangle
903 * instead, but texture_rectangle is inconvenient due to the
904 * non-normalised texture coordinates. Thus set an internal extension
905 * flag, GL_WINE_normalized_texrect, which signals the code that it can
906 * use non-power-of-two textures as per GL_ARB_texture_non_power_of_two,
907 * but has to stick to the texture_rectangle limits.
909 * Fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it
910 * advertises OpenGL 2.0, which has this extension promoted to core. The
911 * extension loading code sets this extension supported due to that, so
912 * this code works on fglrx as well. */
913 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
915 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
916 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
917 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
921 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
923 /* The NVIDIA GeForce FX series reports OpenGL 2.0 capabilities with the
924 * latest drivers versions, but doesn't explicitly advertise the
925 * ARB_tex_npot extension in the OpenGL extension string. This usually
926 * means that ARB_tex_npot is supported in hardware as long as the
927 * application is staying within the limits enforced by the
928 * ARB_texture_rectangle extension. This however is not true for the
929 * FX series, which instantly falls back to a slower software path as
930 * soon as ARB_tex_npot is used. We therefore completely remove
931 * ARB_tex_npot from the list of supported extensions.
933 * Note that WINE_normalized_texrect can't be used in this case because
934 * internally it uses ARB_tex_npot, triggering the software fallback.
935 * There is not much we can do here apart from disabling the
936 * software-emulated extension and re-enable ARB_tex_rect (which was
937 * previously disabled in wined3d_adapter_init_gl_caps).
939 * This fixup removes performance problems on both the FX 5900 and
940 * FX 5700 (e.g. for framebuffer post-processing effects in the game
941 * "Max Payne 2"). The behaviour can be verified through a simple test
942 * app attached in bugreport #14724. */
943 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
944 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
945 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
948 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
950 /* The Intel GPUs on macOS set the .w register of texcoords to 0.0 by
951 * default, which causes problems with fixed-function fragment processing.
952 * Ideally this flag should be detected with a test shader and OpenGL
953 * feedback mode, but some OpenGL implementations (macOS ATI at least,
954 * probably all macOS ones) do not like vertex shaders in feedback mode
955 * and return an error, even though it should be valid according to the
956 * spec.
958 * We don't want to enable this on all cards, as it adds an extra
959 * instruction per texcoord used. This makes the shader slower and eats
960 * instruction slots which should be available to the Direct3D
961 * application.
963 * ATI Radeon HD 2xxx cards on macOS have the issue. Instead of checking
964 * for the buggy cards, blacklist all Radeon cards on macOS and whitelist
965 * the good ones. That way we're prepared for the future. If this
966 * workaround is activated on cards that do not need it, it won't break
967 * things, just affect performance negatively. */
968 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
969 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
972 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
974 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
977 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
979 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
982 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
984 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
987 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
989 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
992 static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
994 gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
997 static void quirk_infolog_spam(struct wined3d_gl_info *gl_info)
999 gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM;
1002 static void quirk_limited_tex_filtering(struct wined3d_gl_info *gl_info)
1004 /* NVIDIA GeForce 6xxx and 7xxx support accelerated VTF only on a few
1005 * selected texture formats. They are apparently the only Direct3D 9 class
1006 * GPUs supporting VTF. Also, Direct3D 9-era GPUs are somewhat limited
1007 * with float texture filtering and blending. */
1008 gl_info->quirks |= WINED3D_QUIRK_LIMITED_TEX_FILTERING;
1011 static void quirk_r200_constants(struct wined3d_gl_info *gl_info)
1013 /* The Mesa r200 driver (and there is no other driver for this GPU Wine
1014 * would run on) loads some fog parameters (start, end, exponent, but not
1015 * the colour) into the program.
1017 * Apparently the fog hardware is only able to handle linear fog with a
1018 * range of 0.0;1.0, and it is the responsibility of the vertex pipeline
1019 * to handle non-linear fog and linear fog with start and end other than
1020 * 0.0 and 1.0. */
1021 TRACE("Reserving 1 ARB constant for compiler private use.\n");
1022 gl_info->reserved_arb_constants = max(gl_info->reserved_arb_constants, 1);
1025 static void quirk_broken_arb_fog(struct wined3d_gl_info *gl_info)
1027 gl_info->quirks |= WINED3D_QUIRK_BROKEN_ARB_FOG;
1030 static void quirk_broken_viewport_subpixel_bits(struct wined3d_gl_info *gl_info)
1032 if (gl_info->supported[ARB_CLIP_CONTROL])
1034 TRACE("Disabling ARB_clip_control.\n");
1035 gl_info->supported[ARB_CLIP_CONTROL] = FALSE;
1039 static void quirk_no_independent_bit_depths(struct wined3d_gl_info *gl_info)
1041 gl_info->quirks |= WINED3D_QUIRK_NO_INDEPENDENT_BIT_DEPTHS;
1044 static const struct wined3d_gpu_description *query_gpu_description(const struct wined3d_gl_info *gl_info,
1045 UINT64 *vram_bytes)
1047 const struct wined3d_gpu_description *gpu_description = NULL, *gpu_description_override;
1048 enum wined3d_pci_vendor vendor = PCI_VENDOR_NONE;
1049 enum wined3d_pci_device device = PCI_DEVICE_NONE;
1050 GLuint value;
1052 if (gl_info->supported[WGL_WINE_QUERY_RENDERER])
1054 if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_VENDOR_ID_WINE, &value)))
1055 vendor = value;
1056 if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_DEVICE_ID_WINE, &value)))
1057 device = value;
1058 if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_VIDEO_MEMORY_WINE, &value)))
1059 *vram_bytes = (UINT64)value * 1024 * 1024;
1061 TRACE("Card reports vendor PCI ID 0x%04x, device PCI ID 0x%04x, 0x%s bytes of video memory.\n",
1062 vendor, device, wine_dbgstr_longlong(*vram_bytes));
1064 gpu_description = wined3d_get_gpu_description(vendor, device);
1067 if ((gpu_description_override = wined3d_get_user_override_gpu_description(vendor, device)))
1068 gpu_description = gpu_description_override;
1070 return gpu_description;
1073 /* Context activation is done by the caller. */
1074 static void fixup_extensions(struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
1075 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
1076 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1078 unsigned int i;
1080 static const struct driver_quirk
1082 BOOL (*match)(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
1083 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
1084 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
1085 void (*apply)(struct wined3d_gl_info *gl_info);
1086 const char *description;
1088 quirk_table[] =
1091 match_amd_r300_to_500,
1092 quirk_amd_dx9,
1093 "AMD normalised texrect quirk"
1096 match_apple,
1097 quirk_apple_glsl_constants,
1098 "Apple GLSL uniform override"
1101 match_geforce5,
1102 quirk_no_np2,
1103 "Geforce 5 NP2 disable"
1106 match_apple_intel,
1107 quirk_texcoord_w,
1108 "Init texcoord .w for Apple Intel GPU driver"
1111 match_apple_nonr500ati,
1112 quirk_texcoord_w,
1113 "Init texcoord .w for Apple ATI >= r600 GPU driver"
1116 match_dx10_capable,
1117 quirk_clip_varying,
1118 "Reserved varying for gl_ClipPos"
1121 /* GL_EXT_secondary_color does not allow 4 component secondary
1122 * colours, but most OpenGL implementations accept it. Apple's
1123 * is the only OpenGL implementation known to reject it.
1125 * If we can pass 4-component specular colours, do it, because
1126 * (a) we don't have to screw around with the data, and (b) the
1127 * Direct3D fixed-function vertex pipeline passes specular alpha
1128 * to the pixel shader if any is used. Otherwise the specular
1129 * alpha is used to pass the fog coordinate, which we pass to
1130 * OpenGL via GL_EXT_fog_coord. */
1131 match_allows_spec_alpha,
1132 quirk_allows_specular_alpha,
1133 "Allow specular alpha quirk"
1136 match_broken_nv_clip,
1137 quirk_disable_nvvp_clip,
1138 "Apple NV_vertex_program clip bug quirk"
1141 match_fbo_tex_update,
1142 quirk_fbo_tex_update,
1143 "FBO rebind for attachment updates"
1146 match_broken_rgba16,
1147 quirk_broken_rgba16,
1148 "True RGBA16 is not available"
1151 match_fglrx,
1152 quirk_infolog_spam,
1153 "Not printing GLSL infolog"
1156 match_not_dx10_capable,
1157 quirk_limited_tex_filtering,
1158 "Texture filtering, blending and VTF support is limited"
1161 match_r200,
1162 quirk_r200_constants,
1163 "r200 vertex shader constants"
1166 match_broken_arb_fog,
1167 quirk_broken_arb_fog,
1168 "ARBfp fogstart == fogend workaround"
1171 match_broken_viewport_subpixel_bits,
1172 quirk_broken_viewport_subpixel_bits,
1173 "NVIDIA viewport subpixel bits bug"
1176 match_no_independent_bit_depths,
1177 quirk_no_independent_bit_depths,
1178 "No support for MRT with independent bit depths"
1182 for (i = 0; i < ARRAY_SIZE(quirk_table); ++i)
1184 if (!quirk_table[i].match(gl_info, ctx, gl_renderer, gl_vendor, card_vendor, device)) continue;
1185 TRACE("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1186 quirk_table[i].apply(gl_info);
1189 /* Find out if PBOs work as they are supposed to. */
1190 test_pbo_functionality(gl_info);
1193 static DWORD wined3d_parse_gl_version(const char *gl_version)
1195 const char *ptr = gl_version;
1196 int major, minor;
1198 major = atoi(ptr);
1199 if (major <= 0)
1200 ERR("Invalid OpenGL major version %d.\n", major);
1202 while (isdigit(*ptr)) ++ptr;
1203 if (*ptr++ != '.')
1204 ERR("Invalid OpenGL version string %s.\n", debugstr_a(gl_version));
1206 minor = atoi(ptr);
1208 TRACE("Found OpenGL version %d.%d.\n", major, minor);
1210 return MAKEDWORD_VERSION(major, minor);
1213 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
1214 const char *gl_vendor_string, const char *gl_renderer, const char *gl_version)
1216 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1217 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1218 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1220 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1221 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1222 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1223 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1224 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1225 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1226 * DirectDraw, not OpenGL. */
1227 if (gl_info->supported[APPLE_FENCE] && gl_info->supported[APPLE_YCBCR_422])
1228 return GL_VENDOR_APPLE;
1230 if (strstr(gl_vendor_string, "NVIDIA"))
1231 return GL_VENDOR_NVIDIA;
1233 if (strstr(gl_vendor_string, "ATI"))
1234 return GL_VENDOR_FGLRX;
1236 if (strstr(gl_vendor_string, "Mesa")
1237 || strstr(gl_vendor_string, "X.Org")
1238 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1239 || strstr(gl_vendor_string, "DRI R300 Project")
1240 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1241 || strstr(gl_vendor_string, "VMware, Inc.")
1242 || strstr(gl_vendor_string, "Red Hat")
1243 || strstr(gl_vendor_string, "Intel")
1244 || strstr(gl_renderer, "Mesa")
1245 || strstr(gl_renderer, "Gallium")
1246 || strstr(gl_renderer, "Intel")
1247 || strstr(gl_version, "Mesa"))
1248 return GL_VENDOR_MESA;
1250 FIXME("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1251 debugstr_a(gl_vendor_string));
1253 return GL_VENDOR_UNKNOWN;
1256 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1258 if (strstr(gl_vendor_string, "NVIDIA")
1259 || strstr(gl_vendor_string, "Nouveau")
1260 || strstr(gl_vendor_string, "nouveau"))
1261 return HW_VENDOR_NVIDIA;
1263 if (strstr(gl_vendor_string, "ATI")
1264 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1265 || strstr(gl_vendor_string, "X.Org R300 Project")
1266 || strstr(gl_renderer, "AMD")
1267 || strstr(gl_renderer, "FirePro")
1268 || strstr(gl_renderer, "Radeon")
1269 || strstr(gl_renderer, "R100")
1270 || strstr(gl_renderer, "R200")
1271 || strstr(gl_renderer, "R300")
1272 || strstr(gl_renderer, "R600")
1273 || strstr(gl_renderer, "R700"))
1274 return HW_VENDOR_AMD;
1276 if (strstr(gl_vendor_string, "Intel(R)")
1277 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1278 || strstr(gl_renderer, "Intel")
1279 || strstr(gl_renderer, "i915")
1280 || strstr(gl_vendor_string, "Intel Inc."))
1281 return HW_VENDOR_INTEL;
1283 if (strstr(gl_vendor_string, "Red Hat")
1284 || strstr(gl_renderer, "virgl"))
1285 return HW_VENDOR_REDHAT;
1287 if (strstr(gl_renderer, "SVGA3D"))
1288 return HW_VENDOR_VMWARE;
1290 if (strstr(gl_vendor_string, "Mesa")
1291 || strstr(gl_vendor_string, "Brian Paul")
1292 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1293 || strstr(gl_vendor_string, "VMware, Inc."))
1294 return HW_VENDOR_SOFTWARE;
1296 FIXME("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1298 return HW_VENDOR_NVIDIA;
1301 static enum wined3d_feature_level feature_level_from_caps(const struct wined3d_gl_info *gl_info,
1302 const struct shader_caps *shader_caps, const struct fragment_caps *fragment_caps)
1304 unsigned int shader_model;
1306 shader_model = min(shader_caps->vs_version, shader_caps->ps_version);
1307 shader_model = min(shader_model, max(shader_caps->gs_version, 3));
1308 shader_model = min(shader_model, max(shader_caps->hs_version, 4));
1309 shader_model = min(shader_model, max(shader_caps->ds_version, 4));
1311 if (gl_info->supported[WINED3D_GL_VERSION_3_2]
1312 && gl_info->supported[ARB_POLYGON_OFFSET_CLAMP]
1313 && gl_info->supported[ARB_SAMPLER_OBJECTS])
1315 if (shader_model >= 5
1316 && gl_info->supported[ARB_DRAW_INDIRECT]
1317 && gl_info->supported[ARB_TEXTURE_COMPRESSION_BPTC])
1318 return WINED3D_FEATURE_LEVEL_11_1;
1320 if (shader_model >= 4)
1322 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY])
1323 return WINED3D_FEATURE_LEVEL_10_1;
1324 return WINED3D_FEATURE_LEVEL_10;
1328 if (shader_model >= 3 && gl_info->limits.texture_size >= 4096 && gl_info->limits.buffers >= 4)
1329 return WINED3D_FEATURE_LEVEL_9_3;
1330 if (shader_model >= 2)
1332 if (gl_info->supported[ARB_OCCLUSION_QUERY]
1333 && gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE]
1334 && gl_info->supported[EXT_BLEND_EQUATION_SEPARATE]
1335 && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
1336 return WINED3D_FEATURE_LEVEL_9_2;
1338 return WINED3D_FEATURE_LEVEL_9_1;
1340 if (shader_model >= 1)
1341 return WINED3D_FEATURE_LEVEL_8;
1343 if (fragment_caps->TextureOpCaps & WINED3DTEXOPCAPS_DOTPRODUCT3)
1344 return WINED3D_FEATURE_LEVEL_7;
1345 if (fragment_caps->MaxSimultaneousTextures > 1)
1346 return WINED3D_FEATURE_LEVEL_6;
1348 return WINED3D_FEATURE_LEVEL_5;
1351 static const struct wined3d_renderer_table
1353 const char *renderer;
1354 enum wined3d_pci_device id;
1356 cards_nvidia_binary[] =
1358 /* Direct 3D 11 */
1359 {"RTX 2080 Ti", CARD_NVIDIA_GEFORCE_RTX2080TI}, /* GeForce 2000 - highend */
1360 {"RTX 2080", CARD_NVIDIA_GEFORCE_RTX2080}, /* GeForce 2000 - highend */
1361 {"RTX 2070", CARD_NVIDIA_GEFORCE_RTX2070}, /* GeForce 2000 - highend */
1362 {"RTX 2060", CARD_NVIDIA_GEFORCE_RTX2060}, /* GeForce 2000 - highend */
1363 {"GTX 1660 Ti", CARD_NVIDIA_GEFORCE_GTX1660TI}, /* GeForce 1600 - highend */
1364 {"GTX 1650 SUPER", CARD_NVIDIA_GEFORCE_GTX1650SUPER}, /* GeForce 1600 - midend high */
1365 {"TITAN V", CARD_NVIDIA_TITANV}, /* GeForce 1000 - highend */
1366 {"TITAN X (Pascal)", CARD_NVIDIA_TITANX_PASCAL}, /* GeForce 1000 - highend */
1367 {"GTX 1080 Ti", CARD_NVIDIA_GEFORCE_GTX1080TI}, /* GeForce 1000 - highend */
1368 {"GTX 1080", CARD_NVIDIA_GEFORCE_GTX1080}, /* GeForce 1000 - highend */
1369 {"GTX 1070", CARD_NVIDIA_GEFORCE_GTX1070}, /* GeForce 1000 - highend */
1370 {"GTX 1060 3GB", CARD_NVIDIA_GEFORCE_GTX1060_3GB},/* GeForce 1000 - midend high */
1371 {"GTX 1060", CARD_NVIDIA_GEFORCE_GTX1060}, /* GeForce 1000 - midend high */
1372 {"GTX 1050 Ti", CARD_NVIDIA_GEFORCE_GTX1050TI}, /* GeForce 1000 - midend */
1373 {"GTX 1050", CARD_NVIDIA_GEFORCE_GTX1050}, /* GeForce 1000 - midend */
1374 {"GTX 980 Ti", CARD_NVIDIA_GEFORCE_GTX980TI}, /* GeForce 900 - highend */
1375 {"GTX 980", CARD_NVIDIA_GEFORCE_GTX980}, /* GeForce 900 - highend */
1376 {"GTX 970M", CARD_NVIDIA_GEFORCE_GTX970M}, /* GeForce 900 - highend mobile*/
1377 {"GTX 970", CARD_NVIDIA_GEFORCE_GTX970}, /* GeForce 900 - highend */
1378 {"GTX TITAN X", CARD_NVIDIA_GEFORCE_GTXTITANX}, /* Geforce 900 - highend */
1379 {"GTX 960M", CARD_NVIDIA_GEFORCE_GTX960M}, /* GeForce 900 - midend high mobile */
1380 {"GTX 960", CARD_NVIDIA_GEFORCE_GTX960}, /* GeForce 900 - midend high */
1381 {"GTX 950M", CARD_NVIDIA_GEFORCE_GTX950M}, /* GeForce 900 - midend mobile */
1382 {"GTX 950", CARD_NVIDIA_GEFORCE_GTX950}, /* GeForce 900 - midend */
1383 {"GeForce 940M", CARD_NVIDIA_GEFORCE_940M}, /* GeForce 900 - midend mobile */
1384 {"GTX 880M", CARD_NVIDIA_GEFORCE_GTX880M}, /* GeForce 800 - mobile */
1385 {"GTX 870M", CARD_NVIDIA_GEFORCE_GTX870M}, /* GeForce 800 - mobile */
1386 {"GTX 860M", CARD_NVIDIA_GEFORCE_GTX860M}, /* GeForce 800 - mobile */
1387 {"GTX 850M", CARD_NVIDIA_GEFORCE_GTX850M}, /* GeForce 800 - mobile */
1388 {"GeForce 845M", CARD_NVIDIA_GEFORCE_845M}, /* GeForce 800 - mobile */
1389 {"GeForce 840M", CARD_NVIDIA_GEFORCE_840M}, /* GeForce 800 - mobile */
1390 {"GeForce 830M", CARD_NVIDIA_GEFORCE_830M}, /* GeForce 800 - mobile */
1391 {"GeForce 820M", CARD_NVIDIA_GEFORCE_820M}, /* GeForce 800 - mobile */
1392 {"GTX 780 Ti", CARD_NVIDIA_GEFORCE_GTX780TI}, /* Geforce 700 - highend */
1393 {"GTX TITAN Black", CARD_NVIDIA_GEFORCE_GTXTITANB}, /* Geforce 700 - highend */
1394 {"GTX TITAN Z", CARD_NVIDIA_GEFORCE_GTXTITANZ}, /* Geforce 700 - highend */
1395 {"GTX TITAN", CARD_NVIDIA_GEFORCE_GTXTITAN}, /* Geforce 700 - highend */
1396 {"GTX 780", CARD_NVIDIA_GEFORCE_GTX780}, /* Geforce 700 - highend */
1397 {"GTX 770M", CARD_NVIDIA_GEFORCE_GTX770M}, /* Geforce 700 - midend high mobile */
1398 {"GTX 770", CARD_NVIDIA_GEFORCE_GTX770}, /* Geforce 700 - highend */
1399 {"GTX 765M", CARD_NVIDIA_GEFORCE_GTX765M}, /* Geforce 700 - midend high mobile */
1400 {"GTX 760 Ti", CARD_NVIDIA_GEFORCE_GTX760TI}, /* Geforce 700 - midend high */
1401 {"GTX 760", CARD_NVIDIA_GEFORCE_GTX760}, /* Geforce 700 - midend high */
1402 {"GTX 750 Ti", CARD_NVIDIA_GEFORCE_GTX750TI}, /* Geforce 700 - midend */
1403 {"GTX 750", CARD_NVIDIA_GEFORCE_GTX750}, /* Geforce 700 - midend */
1404 {"GT 750M", CARD_NVIDIA_GEFORCE_GT750M}, /* Geforce 700 - midend mobile */
1405 {"GT 740M", CARD_NVIDIA_GEFORCE_GT740M}, /* Geforce 700 - midend mobile */
1406 {"GT 730M", CARD_NVIDIA_GEFORCE_GT730M}, /* Geforce 700 - midend mobile */
1407 {"GT 730", CARD_NVIDIA_GEFORCE_GT730}, /* Geforce 700 - lowend */
1408 {"GTX 690", CARD_NVIDIA_GEFORCE_GTX690}, /* Geforce 600 - highend */
1409 {"GTX 680", CARD_NVIDIA_GEFORCE_GTX680}, /* Geforce 600 - highend */
1410 {"GTX 675MX", CARD_NVIDIA_GEFORCE_GTX675MX_1},/* Geforce 600 - highend */
1411 {"GTX 670MX", CARD_NVIDIA_GEFORCE_GTX670MX}, /* Geforce 600 - highend */
1412 {"GTX 670", CARD_NVIDIA_GEFORCE_GTX670}, /* Geforce 600 - midend high */
1413 {"GTX 660 Ti", CARD_NVIDIA_GEFORCE_GTX660TI}, /* Geforce 600 - midend high */
1414 {"GTX 660M", CARD_NVIDIA_GEFORCE_GTX660M}, /* Geforce 600 - midend high mobile */
1415 {"GTX 660", CARD_NVIDIA_GEFORCE_GTX660}, /* Geforce 600 - midend high */
1416 {"GTX 650 Ti", CARD_NVIDIA_GEFORCE_GTX650TI}, /* Geforce 600 - lowend */
1417 {"GTX 650", CARD_NVIDIA_GEFORCE_GTX650}, /* Geforce 600 - lowend */
1418 {"GT 650M", CARD_NVIDIA_GEFORCE_GT650M}, /* Geforce 600 - midend mobile */
1419 {"GT 640M", CARD_NVIDIA_GEFORCE_GT640M}, /* Geforce 600 - midend mobile */
1420 {"GT 630M", CARD_NVIDIA_GEFORCE_GT630M}, /* Geforce 600 - midend mobile */
1421 {"GT 630", CARD_NVIDIA_GEFORCE_GT630}, /* Geforce 600 - lowend */
1422 {"GT 610", CARD_NVIDIA_GEFORCE_GT610}, /* Geforce 600 - lowend */
1423 {"GTX 580", CARD_NVIDIA_GEFORCE_GTX580}, /* Geforce 500 - highend */
1424 {"GTX 570", CARD_NVIDIA_GEFORCE_GTX570}, /* Geforce 500 - midend high */
1425 {"GTX 560 Ti", CARD_NVIDIA_GEFORCE_GTX560TI}, /* Geforce 500 - midend */
1426 {"GTX 560M", CARD_NVIDIA_GEFORCE_GTX560M}, /* Geforce 500 - midend mobile */
1427 {"GTX 560", CARD_NVIDIA_GEFORCE_GTX560}, /* Geforce 500 - midend */
1428 {"GT 555M", CARD_NVIDIA_GEFORCE_GT555M}, /* Geforce 500 - midend mobile */
1429 {"GTX 550 Ti", CARD_NVIDIA_GEFORCE_GTX550}, /* Geforce 500 - midend */
1430 {"GT 540M", CARD_NVIDIA_GEFORCE_GT540M}, /* Geforce 500 - midend mobile */
1431 {"GT 525M", CARD_NVIDIA_GEFORCE_GT525M}, /* Geforce 500 - lowend mobile */
1432 {"GT 520", CARD_NVIDIA_GEFORCE_GT520}, /* Geforce 500 - lowend */
1433 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1434 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1435 /* Direct 3D 10 */
1436 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1437 {"GTX 460M", CARD_NVIDIA_GEFORCE_GTX460M}, /* Geforce 400 - highend mobile */
1438 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1439 {"GTS 450", CARD_NVIDIA_GEFORCE_GTS450}, /* Geforce 400 - midend low */
1440 {"GT 440", CARD_NVIDIA_GEFORCE_GT440}, /* Geforce 400 - lowend */
1441 {"GT 430", CARD_NVIDIA_GEFORCE_GT430}, /* Geforce 400 - lowend */
1442 {"GT 425M", CARD_NVIDIA_GEFORCE_GT425M}, /* Geforce 400 - lowend mobile */
1443 {"GT 420", CARD_NVIDIA_GEFORCE_GT420}, /* Geforce 400 - lowend */
1444 {"410M", CARD_NVIDIA_GEFORCE_410M}, /* Geforce 400 - lowend mobile */
1445 {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
1446 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1447 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1448 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1449 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1450 {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
1451 {"320M", CARD_NVIDIA_GEFORCE_320M}, /* Geforce 300 - midend mobile */
1452 {"315M", CARD_NVIDIA_GEFORCE_315M}, /* Geforce 300 - midend mobile */
1453 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1454 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1455 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1456 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1457 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1458 {"GTS 250", CARD_NVIDIA_GEFORCE_GTS250}, /* Geforce 200 - midend */
1459 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1460 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1461 {"GeForce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1462 {"GeForce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1463 {"GeForce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1464 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1465 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1466 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1467 {"9700M GT", CARD_NVIDIA_GEFORCE_9700MGT}, /* Geforce 9 - midend */
1468 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1469 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1470 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1471 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1472 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1473 {"9400M", CARD_NVIDIA_GEFORCE_9400M}, /* Geforce 9 - lowend */
1474 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1475 {"9300", CARD_NVIDIA_GEFORCE_9300}, /* Geforce 9 - lowend low */
1476 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1477 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1478 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1479 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1480 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1481 {"8600M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1482 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1483 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1484 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1485 {"8500", CARD_NVIDIA_GEFORCE_8500GT}, /* Geforce 8 - mid-lowend */
1486 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1487 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1488 {"8200", CARD_NVIDIA_GEFORCE_8200}, /* Geforce 8 - lowend */
1489 {"8100", CARD_NVIDIA_GEFORCE_8200}, /* Geforce 8 - lowend */
1490 /* Direct 3D 9 SM3 */
1491 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1492 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1493 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1494 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1495 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1496 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1497 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1498 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1499 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1500 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1501 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1502 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1503 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1504 /* Direct 3D 9 SM2 */
1505 {"Quadro FX", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
1506 {"5950", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
1507 {"5900", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
1508 {"5800", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
1509 {"5750", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
1510 {"5700", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
1511 {"5650", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
1512 {"5600", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
1513 {"5500", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1514 {"5300", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1515 {"5250", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1516 {"5200", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1517 {"5100", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1518 /* Direct 3D 8 */
1519 {"Quadro4", CARD_NVIDIA_GEFORCE4_TI4200},
1520 {"GeForce4 Ti", CARD_NVIDIA_GEFORCE4_TI4200}, /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800 */
1521 /* Direct 3D 7 */
1522 {"GeForce4 MX", CARD_NVIDIA_GEFORCE4_MX}, /* MX420/MX440/MX460/MX4000 */
1523 {"Quadro2 MXR", CARD_NVIDIA_GEFORCE2_MX},
1524 {"GeForce2 MX", CARD_NVIDIA_GEFORCE2_MX}, /* Geforce2 standard/MX100/MX200/MX400 */
1525 {"Quadro2", CARD_NVIDIA_GEFORCE2},
1526 {"GeForce2", CARD_NVIDIA_GEFORCE2}, /* Geforce2 GTS/Pro/Ti/Ultra */
1527 /* Direct 3D 6 */
1528 {"TNT2", CARD_NVIDIA_RIVA_TNT2}, /* Riva TNT2 standard/M64/Pro/Ultra */
1530 /* See http://developer.amd.com/resources/hardware-drivers/ati-catalyst-pc-vendor-id-1002-li/
1532 * Beware: renderer string do not match exact card model,
1533 * e.g. HD 4800 is returned for multiple cards, even for RV790 based ones. */
1534 cards_amd_binary[] =
1536 {"RX 480", CARD_AMD_RADEON_RX_480},
1537 {"RX 460", CARD_AMD_RADEON_RX_460},
1538 {"R9 Fury Series", CARD_AMD_RADEON_R9_FURY},
1539 /* Southern Islands */
1540 {"HD 7900", CARD_AMD_RADEON_HD7900},
1541 {"HD 7800", CARD_AMD_RADEON_HD7800},
1542 {"HD 7700", CARD_AMD_RADEON_HD7700},
1543 /* Northern Islands */
1544 {"HD 6970", CARD_AMD_RADEON_HD6900},
1545 {"HD 6900", CARD_AMD_RADEON_HD6900},
1546 {"HD 6800", CARD_AMD_RADEON_HD6800},
1547 {"HD 6770M", CARD_AMD_RADEON_HD6600M},
1548 {"HD 6750M", CARD_AMD_RADEON_HD6600M},
1549 {"HD 6700", CARD_AMD_RADEON_HD6700},
1550 {"HD 6670", CARD_AMD_RADEON_HD6600},
1551 {"HD 6630M", CARD_AMD_RADEON_HD6600M},
1552 {"HD 6600M", CARD_AMD_RADEON_HD6600M},
1553 {"HD 6600", CARD_AMD_RADEON_HD6600},
1554 {"HD 6570", CARD_AMD_RADEON_HD6600},
1555 {"HD 6500M", CARD_AMD_RADEON_HD6600M},
1556 {"HD 6500", CARD_AMD_RADEON_HD6600},
1557 {"HD 6480G", CARD_AMD_RADEON_HD6480G},
1558 {"HD 6400", CARD_AMD_RADEON_HD6400},
1559 {"HD 6300", CARD_AMD_RADEON_HD6300},
1560 {"HD 6200", CARD_AMD_RADEON_HD6300},
1561 /* Evergreen */
1562 {"HD 5870", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1563 {"HD 5850", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1564 {"HD 5800", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1565 {"HD 5770", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1566 {"HD 5750", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1567 {"HD 5700", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1568 {"HD 5670", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD XT */
1569 {"HD 5570", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1570 {"HD 5550", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */
1571 {"HD 5450", CARD_AMD_RADEON_HD5400}, /* Radeon EG CEDAR PRO */
1572 {"HD 5000", CARD_AMD_RADEON_HD5600}, /* Defaulting to HD 5600 */
1573 /* R700 */
1574 {"HD 4890", CARD_AMD_RADEON_HD4800}, /* Radeon RV790 */
1575 {"HD 4870", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1576 {"HD 4850", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1577 {"HD 4830", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1578 {"HD 4800", CARD_AMD_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1579 {"HD 4770", CARD_AMD_RADEON_HD4700}, /* Radeon RV740 */
1580 {"HD 4700", CARD_AMD_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1581 {"HD 4670", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1582 {"HD 4650", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1583 {"HD 4600", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1584 {"HD 4550", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1585 {"HD 4350", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1586 /* R600/R700 integrated */
1587 {"HD 4200M", CARD_AMD_RADEON_HD4200M},
1588 {"HD 3300", CARD_AMD_RADEON_HD3200},
1589 {"HD 3200", CARD_AMD_RADEON_HD3200},
1590 {"HD 3100", CARD_AMD_RADEON_HD3200},
1591 /* R600 */
1592 {"HD 3870", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1593 {"HD 3850", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1594 {"HD 2900", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1595 {"HD 3830", CARD_AMD_RADEON_HD2600}, /* China-only midend */
1596 {"HD 3690", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1597 {"HD 3650", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1598 {"HD 2600", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1599 {"HD 3470", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1600 {"HD 3450", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1601 {"HD 3430", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1602 {"HD 3400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1603 {"HD 2400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1604 {"HD 2350", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1605 /* Radeon R5xx */
1606 {"X1950", CARD_AMD_RADEON_X1600},
1607 {"X1900", CARD_AMD_RADEON_X1600},
1608 {"X1800", CARD_AMD_RADEON_X1600},
1609 {"X1650", CARD_AMD_RADEON_X1600},
1610 {"X1600", CARD_AMD_RADEON_X1600},
1611 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1612 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1613 {"HD 2300", CARD_AMD_RADEON_X700},
1614 {"X2500", CARD_AMD_RADEON_X700},
1615 {"X2300", CARD_AMD_RADEON_X700},
1616 {"X1550", CARD_AMD_RADEON_X700},
1617 {"X1450", CARD_AMD_RADEON_X700},
1618 {"X1400", CARD_AMD_RADEON_X700},
1619 {"X1300", CARD_AMD_RADEON_X700},
1620 {"X850", CARD_AMD_RADEON_X700},
1621 {"X800", CARD_AMD_RADEON_X700},
1622 {"X700", CARD_AMD_RADEON_X700},
1623 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400 MHz */
1624 {"Radeon Xpress", CARD_AMD_RADEON_XPRESS_200M},
1626 cards_intel[] =
1628 /* Skylake */
1629 {"Iris Pro Graphics P580", CARD_INTEL_IPP580_1},
1630 {"Skylake", CARD_INTEL_HD520_1},
1631 /* Broadwell */
1632 {"Iris Pro P6300", CARD_INTEL_IPP6300},
1633 {"Iris Pro 6200", CARD_INTEL_IP6200},
1634 {"Iris 6100", CARD_INTEL_I6100},
1635 {"Iris(TM) Graphics 6100", CARD_INTEL_I6100}, /* MacOS */
1636 /* Haswell */
1637 {"Iris Pro 5200", CARD_INTEL_IP5200_1},
1638 {"Iris 5100", CARD_INTEL_I5100_1},
1639 {"HD Graphics 5000", CARD_INTEL_HD5000_1}, /* MacOS */
1640 {"Haswell Mobile", CARD_INTEL_HWM},
1641 {"Iris OpenGL Engine", CARD_INTEL_HWM}, /* MacOS */
1642 /* Ivybridge */
1643 {"Ivybridge Server", CARD_INTEL_IVBS},
1644 {"Ivybridge Mobile", CARD_INTEL_IVBM},
1645 {"Ivybridge Desktop", CARD_INTEL_IVBD},
1646 {"HD Graphics 4000", CARD_INTEL_IVBD}, /* MacOS */
1647 /* Sandybridge */
1648 {"Sandybridge Server", CARD_INTEL_SNBS},
1649 {"Sandybridge Mobile", CARD_INTEL_SNBM},
1650 {"Sandybridge Desktop", CARD_INTEL_SNBD},
1651 /* Ironlake */
1652 {"Ironlake Mobile", CARD_INTEL_ILKM},
1653 {"Ironlake Desktop", CARD_INTEL_ILKD},
1654 /* G4x */
1655 {"B43", CARD_INTEL_B43},
1656 {"G41", CARD_INTEL_G41},
1657 {"G45", CARD_INTEL_G45},
1658 {"Q45", CARD_INTEL_Q45},
1659 {"Integrated Graphics Device", CARD_INTEL_IGD},
1660 {"GM45", CARD_INTEL_GM45},
1661 /* i965 */
1662 {"965GME", CARD_INTEL_965GME},
1663 {"965GM", CARD_INTEL_965GM},
1664 {"X3100", CARD_INTEL_965GM}, /* MacOS */
1665 {"946GZ", CARD_INTEL_946GZ},
1666 {"965G", CARD_INTEL_965G},
1667 {"965Q", CARD_INTEL_965Q},
1668 /* i945 */
1669 {"Pineview M", CARD_INTEL_PNVM},
1670 {"Pineview G", CARD_INTEL_PNVG},
1671 {"IGD", CARD_INTEL_PNVG},
1672 {"Q33", CARD_INTEL_Q33},
1673 {"G33", CARD_INTEL_G33},
1674 {"Q35", CARD_INTEL_Q35},
1675 {"945GME", CARD_INTEL_945GME},
1676 {"945GM", CARD_INTEL_945GM},
1677 {"GMA 950", CARD_INTEL_945GM}, /* MacOS */
1678 {"945G", CARD_INTEL_945G},
1679 /* i915 */
1680 {"915GM", CARD_INTEL_915GM},
1681 {"E7221G", CARD_INTEL_E7221G},
1682 {"915G", CARD_INTEL_915G},
1683 /* i8xx */
1684 {"865G", CARD_INTEL_865G},
1685 {"845G", CARD_INTEL_845G},
1686 {"855GM", CARD_INTEL_855GM},
1687 {"830M", CARD_INTEL_830M},
1689 /* 20101109 - These are never returned by current Gallium radeon
1690 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351. */
1691 cards_amd_mesa[] =
1693 /* Navi 10 */
1694 {"NAVI10", CARD_AMD_RADEON_RX_NAVI_10},
1695 /* Polaris 10/11 */
1696 {"POLARIS10", CARD_AMD_RADEON_RX_480},
1697 {"POLARIS11", CARD_AMD_RADEON_RX_460},
1698 /* Volcanic Islands */
1699 {"FIJI", CARD_AMD_RADEON_R9_FURY},
1700 {"TONGA", CARD_AMD_RADEON_R9_285},
1701 /* Sea Islands */
1702 {"HAWAII", CARD_AMD_RADEON_R9_290},
1703 {"KAVERI", CARD_AMD_RADEON_R7 },
1704 {"KABINI", CARD_AMD_RADEON_R3 },
1705 {"BONAIRE", CARD_AMD_RADEON_HD8770},
1706 /* Southern Islands */
1707 {"OLAND", CARD_AMD_RADEON_HD8670},
1708 {"HAINAN", CARD_AMD_RADEON_HD8600M},
1709 {"TAHITI", CARD_AMD_RADEON_HD7900},
1710 {"PITCAIRN", CARD_AMD_RADEON_HD7800},
1711 {"CAPE VERDE", CARD_AMD_RADEON_HD7700},
1712 /* Northern Islands */
1713 {"ARUBA", CARD_AMD_RADEON_HD7660D},
1714 {"CAYMAN", CARD_AMD_RADEON_HD6900},
1715 {"BARTS", CARD_AMD_RADEON_HD6800},
1716 {"TURKS", CARD_AMD_RADEON_HD6600},
1717 {"SUMO2", CARD_AMD_RADEON_HD6410D}, /* SUMO2 first, because we do a strstr(). */
1718 {"SUMO", CARD_AMD_RADEON_HD6550D},
1719 {"CAICOS", CARD_AMD_RADEON_HD6400},
1720 {"PALM", CARD_AMD_RADEON_HD6300},
1721 /* Evergreen */
1722 {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1723 {"CYPRESS", CARD_AMD_RADEON_HD5800},
1724 {"JUNIPER", CARD_AMD_RADEON_HD5700},
1725 {"REDWOOD", CARD_AMD_RADEON_HD5600},
1726 {"CEDAR", CARD_AMD_RADEON_HD5400},
1727 /* R700 */
1728 {"R700", CARD_AMD_RADEON_HD4800},
1729 {"RV790", CARD_AMD_RADEON_HD4800},
1730 {"RV770", CARD_AMD_RADEON_HD4800},
1731 {"RV740", CARD_AMD_RADEON_HD4700},
1732 {"RV730", CARD_AMD_RADEON_HD4600},
1733 {"RV710", CARD_AMD_RADEON_HD4350},
1734 /* R600/R700 integrated */
1735 {"RS880", CARD_AMD_RADEON_HD4200M},
1736 {"RS780", CARD_AMD_RADEON_HD3200},
1737 /* R600 */
1738 {"R680", CARD_AMD_RADEON_HD2900},
1739 {"R600", CARD_AMD_RADEON_HD2900},
1740 {"RV670", CARD_AMD_RADEON_HD3850},
1741 {"RV635", CARD_AMD_RADEON_HD2600},
1742 {"RV630", CARD_AMD_RADEON_HD2600},
1743 {"RV620", CARD_AMD_RADEON_HD2350},
1744 {"RV610", CARD_AMD_RADEON_HD2350},
1745 /* R500 */
1746 {"R580", CARD_AMD_RADEON_X1600},
1747 {"R520", CARD_AMD_RADEON_X1600},
1748 {"RV570", CARD_AMD_RADEON_X1600},
1749 {"RV560", CARD_AMD_RADEON_X1600},
1750 {"RV535", CARD_AMD_RADEON_X1600},
1751 {"RV530", CARD_AMD_RADEON_X1600},
1752 {"RV516", CARD_AMD_RADEON_X700},
1753 {"RV515", CARD_AMD_RADEON_X700},
1754 /* R400 */
1755 {"R481", CARD_AMD_RADEON_X700},
1756 {"R480", CARD_AMD_RADEON_X700},
1757 {"R430", CARD_AMD_RADEON_X700},
1758 {"R423", CARD_AMD_RADEON_X700},
1759 {"R420", CARD_AMD_RADEON_X700},
1760 {"R410", CARD_AMD_RADEON_X700},
1761 {"RV410", CARD_AMD_RADEON_X700},
1762 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400 MHz */
1763 {"RS740", CARD_AMD_RADEON_XPRESS_200M},
1764 {"RS690", CARD_AMD_RADEON_XPRESS_200M},
1765 {"RS600", CARD_AMD_RADEON_XPRESS_200M},
1766 {"RS485", CARD_AMD_RADEON_XPRESS_200M},
1767 {"RS482", CARD_AMD_RADEON_XPRESS_200M},
1768 {"RS480", CARD_AMD_RADEON_XPRESS_200M},
1769 {"RS400", CARD_AMD_RADEON_XPRESS_200M},
1770 {"RC410", CARD_AMD_RADEON_XPRESS_200M},
1771 /* R300 */
1772 {"R360", CARD_AMD_RADEON_9500},
1773 {"R350", CARD_AMD_RADEON_9500},
1774 {"R300", CARD_AMD_RADEON_9500},
1775 {"RV380", CARD_AMD_RADEON_9500},
1776 {"RV370", CARD_AMD_RADEON_9500},
1777 {"RV360", CARD_AMD_RADEON_9500},
1778 {"RV351", CARD_AMD_RADEON_9500},
1779 {"RV350", CARD_AMD_RADEON_9500},
1781 cards_nvidia_mesa[] =
1783 /* Maxwell */
1784 {"NV124", CARD_NVIDIA_GEFORCE_GTX970},
1785 {"NV120", CARD_NVIDIA_GEFORCE_GTX980TI},
1786 {"NV118", CARD_NVIDIA_GEFORCE_840M},
1787 {"NV117", CARD_NVIDIA_GEFORCE_GTX750},
1788 /* Kepler */
1789 {"NV108", CARD_NVIDIA_GEFORCE_GT740M},
1790 {"NV106", CARD_NVIDIA_GEFORCE_GT720},
1791 {"NVF1", CARD_NVIDIA_GEFORCE_GTX780TI},
1792 {"NVF0", CARD_NVIDIA_GEFORCE_GTX780},
1793 {"NVE6", CARD_NVIDIA_GEFORCE_GTX770M},
1794 {"NVE4", CARD_NVIDIA_GEFORCE_GTX680}, /* 690 / 675MX / 760TI */
1795 /* Fermi */
1796 {"NVD9", CARD_NVIDIA_GEFORCE_GT520},
1797 {"NVD7", CARD_NVIDIA_GEFORCE_820M},
1798 {"NVCF", CARD_NVIDIA_GEFORCE_GTX550},
1799 {"NVCE", CARD_NVIDIA_GEFORCE_GTX560},
1800 {"NVC8", CARD_NVIDIA_GEFORCE_GTX570},
1801 {"NVC4", CARD_NVIDIA_GEFORCE_GTX460},
1802 {"NVC3", CARD_NVIDIA_GEFORCE_GT440},
1803 {"NVC1", CARD_NVIDIA_GEFORCE_GT420},
1804 {"NVC0", CARD_NVIDIA_GEFORCE_GTX480},
1805 /* Tesla */
1806 {"NVAF", CARD_NVIDIA_GEFORCE_GT320M},
1807 {"NVAC", CARD_NVIDIA_GEFORCE_8200},
1808 {"NVAA", CARD_NVIDIA_GEFORCE_8200}, /* 8100 */
1809 {"NVA8", CARD_NVIDIA_GEFORCE_210},
1810 {"NVA5", CARD_NVIDIA_GEFORCE_GT220},
1811 {"NVA3", CARD_NVIDIA_GEFORCE_GT240},
1812 {"NVA0", CARD_NVIDIA_GEFORCE_GTX280},
1813 {"NV98", CARD_NVIDIA_GEFORCE_9200},
1814 {"NV96", CARD_NVIDIA_GEFORCE_9400GT},
1815 {"NV94", CARD_NVIDIA_GEFORCE_9600GT},
1816 {"NV92", CARD_NVIDIA_GEFORCE_9800GT},
1817 {"NV86", CARD_NVIDIA_GEFORCE_8500GT},
1818 {"NV84", CARD_NVIDIA_GEFORCE_8600GT},
1819 {"NV50", CARD_NVIDIA_GEFORCE_8800GTX},
1820 /* Curie */
1821 {"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */
1822 {"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */
1823 {"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */
1824 {"NV4E", CARD_NVIDIA_GEFORCE_6200}, /* 6100 Go / 6150 Go */
1825 {"NV4C", CARD_NVIDIA_GEFORCE_6200}, /* 6150SE */
1826 {"NV4B", CARD_NVIDIA_GEFORCE_7600},
1827 {"NV4A", CARD_NVIDIA_GEFORCE_6200},
1828 {"NV49", CARD_NVIDIA_GEFORCE_7800GT}, /* 7900 */
1829 {"NV47", CARD_NVIDIA_GEFORCE_7800GT},
1830 {"NV46", CARD_NVIDIA_GEFORCE_7400},
1831 {"NV45", CARD_NVIDIA_GEFORCE_6800},
1832 {"NV44", CARD_NVIDIA_GEFORCE_6200},
1833 {"NV43", CARD_NVIDIA_GEFORCE_6600GT},
1834 {"NV42", CARD_NVIDIA_GEFORCE_6800},
1835 {"NV41", CARD_NVIDIA_GEFORCE_6800},
1836 {"NV40", CARD_NVIDIA_GEFORCE_6800},
1837 /* Rankine */
1838 {"NV38", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5950 Ultra */
1839 {"NV36", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5700/5750 */
1840 {"NV35", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5900 */
1841 {"NV34", CARD_NVIDIA_GEFORCEFX_5200},
1842 {"NV31", CARD_NVIDIA_GEFORCEFX_5600},
1843 {"NV30", CARD_NVIDIA_GEFORCEFX_5800},
1844 /* Kelvin */
1845 {"nv28", CARD_NVIDIA_GEFORCE4_TI4200},
1846 {"nv25", CARD_NVIDIA_GEFORCE4_TI4200},
1847 {"nv20", CARD_NVIDIA_GEFORCE3},
1848 /* Celsius */
1849 {"nv1F", CARD_NVIDIA_GEFORCE4_MX}, /* GF4 MX IGP */
1850 {"nv1A", CARD_NVIDIA_GEFORCE2}, /* GF2 IGP */
1851 {"nv18", CARD_NVIDIA_GEFORCE4_MX},
1852 {"nv17", CARD_NVIDIA_GEFORCE4_MX},
1853 {"nv16", CARD_NVIDIA_GEFORCE2},
1854 {"nv15", CARD_NVIDIA_GEFORCE2},
1855 {"nv11", CARD_NVIDIA_GEFORCE2_MX},
1856 {"nv10", CARD_NVIDIA_GEFORCE},
1857 /* Fahrenheit */
1858 {"nv05", CARD_NVIDIA_RIVA_TNT2},
1859 {"nv04", CARD_NVIDIA_RIVA_TNT},
1860 {"nv03", CARD_NVIDIA_RIVA_128},
1862 cards_redhat[] =
1864 {"virgl", CARD_REDHAT_VIRGL},
1866 cards_vmware[] =
1868 {"SVGA3D", CARD_VMWARE_SVGA3D},
1871 static const struct gl_vendor_selection
1873 enum wined3d_gl_vendor gl_vendor;
1874 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1875 const struct wined3d_renderer_table *cards; /* To be used as cards[], pointer to the first member in an array */
1876 size_t cards_size; /* Number of entries in the array above */
1878 amd_gl_vendor_table[] =
1880 {GL_VENDOR_APPLE, "Apple OSX AMD/ATI binary driver", cards_amd_binary, ARRAY_SIZE(cards_amd_binary)},
1881 {GL_VENDOR_FGLRX, "AMD/ATI binary driver", cards_amd_binary, ARRAY_SIZE(cards_amd_binary)},
1882 {GL_VENDOR_MESA, "Mesa AMD/ATI driver", cards_amd_mesa, ARRAY_SIZE(cards_amd_mesa)},
1884 nvidia_gl_vendor_table[] =
1886 {GL_VENDOR_APPLE, "Apple OSX NVidia binary driver", cards_nvidia_binary, ARRAY_SIZE(cards_nvidia_binary)},
1887 {GL_VENDOR_MESA, "Mesa Nouveau driver", cards_nvidia_mesa, ARRAY_SIZE(cards_nvidia_mesa)},
1888 {GL_VENDOR_NVIDIA, "NVIDIA binary driver", cards_nvidia_binary, ARRAY_SIZE(cards_nvidia_binary)},
1890 redhat_gl_vendor_table[] =
1892 {GL_VENDOR_MESA, "Red Hat driver", cards_redhat, ARRAY_SIZE(cards_redhat)},
1894 vmware_gl_vendor_table[] =
1896 {GL_VENDOR_MESA, "VMware driver", cards_vmware, ARRAY_SIZE(cards_vmware)},
1898 intel_gl_vendor_table[] =
1900 {GL_VENDOR_APPLE, "Apple OSX Intel binary driver", cards_intel, ARRAY_SIZE(cards_intel)},
1901 {GL_VENDOR_MESA, "Mesa Intel driver", cards_intel, ARRAY_SIZE(cards_intel)},
1904 static enum wined3d_pci_device select_card_handler(const struct gl_vendor_selection *table,
1905 unsigned int table_size, enum wined3d_gl_vendor gl_vendor, const char *gl_renderer)
1907 unsigned int i, j;
1909 for (i = 0; i < table_size; ++i)
1911 if (table[i].gl_vendor != gl_vendor)
1912 continue;
1914 TRACE("Applying card selector \"%s\".\n", table[i].description);
1916 for (j = 0; j < table[i].cards_size; ++j)
1918 if (strstr(gl_renderer, table[i].cards[j].renderer))
1919 return table[i].cards[j].id;
1921 return PCI_DEVICE_NONE;
1923 FIXME("Couldn't find a suitable card selector for GL vendor %04x (using GL_RENDERER %s)\n",
1924 gl_vendor, debugstr_a(gl_renderer));
1926 return PCI_DEVICE_NONE;
1929 static const struct
1931 enum wined3d_pci_vendor card_vendor;
1932 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1933 const struct gl_vendor_selection *gl_vendor_selection;
1934 unsigned int gl_vendor_count;
1936 card_vendor_table[] =
1938 {HW_VENDOR_AMD, "AMD", amd_gl_vendor_table, ARRAY_SIZE(amd_gl_vendor_table)},
1939 {HW_VENDOR_NVIDIA, "NVIDIA", nvidia_gl_vendor_table, ARRAY_SIZE(nvidia_gl_vendor_table)},
1940 {HW_VENDOR_REDHAT, "Red Hat",redhat_gl_vendor_table, ARRAY_SIZE(redhat_gl_vendor_table)},
1941 {HW_VENDOR_VMWARE, "VMware", vmware_gl_vendor_table, ARRAY_SIZE(vmware_gl_vendor_table)},
1942 {HW_VENDOR_INTEL, "Intel", intel_gl_vendor_table, ARRAY_SIZE(intel_gl_vendor_table)},
1945 static enum wined3d_pci_device wined3d_guess_card(enum wined3d_feature_level feature_level,
1946 const char *gl_renderer, enum wined3d_gl_vendor *gl_vendor,
1947 enum wined3d_pci_vendor *card_vendor)
1949 /* A Direct3D device object contains the PCI id (vendor + device) of the
1950 * videocard which is used for rendering. Various applications use this
1951 * information to get a rough estimation of the features of the card and
1952 * some might use it for enabling 3d effects only on certain types of
1953 * videocards. In some cases games might even use it to work around bugs
1954 * which happen on certain videocards/driver combinations. The problem is
1955 * that OpenGL only exposes a rendering string containing the name of the
1956 * videocard and not the PCI id.
1958 * Various games depend on the PCI id, so somehow we need to provide one.
1959 * A simple option is to parse the renderer string and translate this to
1960 * the right PCI id. This is a lot of work because there are more than 200
1961 * GPUs just for NVIDIA. Various cards share the same renderer string, so
1962 * the amount of code might be 'small' but there are quite a number of
1963 * exceptions which would make this a pain to maintain. Another way would
1964 * be to query the PCI id from the operating system (assuming this is the
1965 * videocard which is used for rendering which is not always the case).
1966 * This would work but it is not very portable. Second it would not work
1967 * well in, let's say, a remote X situation in which the amount of 3d
1968 * features which can be used is limited.
1970 * As said most games only use the PCI id to get an indication of the
1971 * capabilities of the card. It doesn't really matter if the given id is
1972 * the correct one if we return the id of a card with similar 3d features.
1974 * The code below checks the OpenGL capabilities of a videocard and matches
1975 * that to a certain level of Direct3D functionality. Once a card passes
1976 * the Direct3D9 check, we know that the card (in case of NVIDIA) is at
1977 * least a GeforceFX. To give a better estimate we do a basic check on the
1978 * renderer string but if that won't pass we return a default card. This
1979 * way is better than maintaining a full card database as even without a
1980 * full database we can return a card with similar features. Second the
1981 * size of the database can be made quite small because when you know what
1982 * type of 3d functionality a card has, you know to which GPU family the
1983 * GPU must belong. Because of this you only have to check a small part of
1984 * the renderer string to distinguish between different models from that
1985 * family.
1987 * The code also selects a default amount of video memory which we will
1988 * use for an estimation of the amount of free texture memory. In case of
1989 * real D3D the amount of texture memory includes video memory and system
1990 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1991 * HyperMemory). We don't know how much system memory can be addressed by
1992 * the system but we can make a reasonable estimation about the amount of
1993 * video memory. If the value is slightly wrong it doesn't matter as we
1994 * didn't include AGP-like memory which makes the amount of addressable
1995 * memory higher and second OpenGL isn't that critical it moves to system
1996 * memory behind our backs if really needed. Note that the amount of video
1997 * memory can be overruled using a registry setting. */
1999 enum wined3d_pci_device device;
2000 unsigned int i;
2002 for (i = 0; i < ARRAY_SIZE(card_vendor_table); ++i)
2004 if (card_vendor_table[i].card_vendor != *card_vendor)
2005 continue;
2007 TRACE("Applying card selector \"%s\".\n", card_vendor_table[i].description);
2008 device = select_card_handler(card_vendor_table[i].gl_vendor_selection,
2009 card_vendor_table[i].gl_vendor_count, *gl_vendor, gl_renderer);
2010 if (device != PCI_DEVICE_NONE)
2011 return device;
2013 TRACE("Unrecognized renderer %s, falling back to default.\n", debugstr_a(gl_renderer));
2015 return wined3d_gpu_from_feature_level(card_vendor, feature_level);
2018 FIXME("No card selector available for card vendor %04x (using GL_RENDERER %s).\n",
2019 *card_vendor, debugstr_a(gl_renderer));
2021 return wined3d_gpu_from_feature_level(card_vendor, feature_level);
2024 static const struct wined3d_vertex_pipe_ops *select_vertex_implementation(const struct wined3d_gl_info *gl_info,
2025 const struct wined3d_shader_backend_ops *shader_backend_ops)
2027 if (shader_backend_ops == &glsl_shader_backend && gl_info->supported[ARB_VERTEX_SHADER])
2028 return &glsl_vertex_pipe;
2029 return &ffp_vertex_pipe;
2032 static const struct wined3d_fragment_pipe_ops *select_fragment_implementation(const struct wined3d_gl_info *gl_info,
2033 const struct wined3d_shader_backend_ops *shader_backend_ops)
2035 if (shader_backend_ops == &glsl_shader_backend && gl_info->supported[ARB_FRAGMENT_SHADER])
2036 return &glsl_fragment_pipe;
2037 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2038 return &arbfp_fragment_pipeline;
2039 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2040 return &atifs_fragment_pipeline;
2041 if (gl_info->supported[NV_REGISTER_COMBINERS] && gl_info->supported[NV_TEXTURE_SHADER2])
2042 return &nvts_fragment_pipeline;
2043 if (gl_info->supported[NV_REGISTER_COMBINERS])
2044 return &nvrc_fragment_pipeline;
2045 return &ffp_fragment_pipeline;
2048 static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
2050 BOOL glsl = wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_AUTO
2051 || wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_GLSL;
2052 BOOL arb = wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_AUTO
2053 || wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_ARB;
2055 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && !glsl)
2057 ERR_(winediag)("Ignoring the shader backend registry key. "
2058 "GLSL is the only shader backend available on core profile contexts. "
2059 "You need to explicitly set GL version to use legacy contexts.\n");
2060 glsl = TRUE;
2063 glsl = glsl && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20);
2065 if (glsl && gl_info->supported[ARB_VERTEX_SHADER] && gl_info->supported[ARB_FRAGMENT_SHADER])
2066 return &glsl_shader_backend;
2067 if (arb && gl_info->supported[ARB_VERTEX_PROGRAM] && gl_info->supported[ARB_FRAGMENT_PROGRAM])
2068 return &arb_program_shader_backend;
2069 if (glsl && (gl_info->supported[ARB_VERTEX_SHADER] || gl_info->supported[ARB_FRAGMENT_SHADER]))
2070 return &glsl_shader_backend;
2071 if (arb && (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_FRAGMENT_PROGRAM]))
2072 return &arb_program_shader_backend;
2073 return &none_shader_backend;
2076 static void parse_extension_string(struct wined3d_gl_info *gl_info, const char *extensions,
2077 const struct wined3d_extension_map *map, UINT entry_count)
2079 while (*extensions)
2081 const char *start;
2082 size_t len;
2083 UINT i;
2085 while (isspace(*extensions))
2086 ++extensions;
2087 start = extensions;
2088 while (!isspace(*extensions) && *extensions)
2089 ++extensions;
2091 len = extensions - start;
2092 if (!len)
2093 continue;
2095 TRACE("- %s.\n", debugstr_an(start, len));
2097 for (i = 0; i < entry_count; ++i)
2099 if (len == strlen(map[i].extension_string)
2100 && !memcmp(start, map[i].extension_string, len))
2102 TRACE(" FOUND: %s support.\n", map[i].extension_string);
2103 gl_info->supported[map[i].extension] = TRUE;
2104 break;
2110 static void enumerate_gl_extensions(struct wined3d_gl_info *gl_info,
2111 const struct wined3d_extension_map *map, unsigned int map_entries_count)
2113 const char *gl_extension_name;
2114 unsigned int i, j;
2115 GLint extensions_count;
2117 gl_info->gl_ops.gl.p_glGetIntegerv(GL_NUM_EXTENSIONS, &extensions_count);
2118 for (i = 0; i < extensions_count; ++i)
2120 gl_extension_name = (const char *)GL_EXTCALL(glGetStringi(GL_EXTENSIONS, i));
2121 TRACE("- %s.\n", debugstr_a(gl_extension_name));
2122 for (j = 0; j < map_entries_count; ++j)
2124 if (!strcmp(gl_extension_name, map[j].extension_string))
2126 TRACE("FOUND: %s support.\n", map[j].extension_string);
2127 gl_info->supported[map[j].extension] = TRUE;
2128 break;
2134 static void load_gl_funcs(struct wined3d_gl_info *gl_info)
2136 #define USE_GL_FUNC(pfn) gl_info->gl_ops.ext.p_##pfn = (void *)wglGetProcAddress(#pfn);
2137 /* GL_APPLE_fence */
2138 USE_GL_FUNC(glDeleteFencesAPPLE)
2139 USE_GL_FUNC(glFinishFenceAPPLE)
2140 USE_GL_FUNC(glFinishObjectAPPLE)
2141 USE_GL_FUNC(glGenFencesAPPLE)
2142 USE_GL_FUNC(glIsFenceAPPLE)
2143 USE_GL_FUNC(glSetFenceAPPLE)
2144 USE_GL_FUNC(glTestFenceAPPLE)
2145 USE_GL_FUNC(glTestObjectAPPLE)
2146 /* GL_APPLE_flush_buffer_range */
2147 USE_GL_FUNC(glBufferParameteriAPPLE)
2148 USE_GL_FUNC(glFlushMappedBufferRangeAPPLE)
2149 /* GL_ARB_base_instance */
2150 USE_GL_FUNC(glDrawArraysInstancedBaseInstance)
2151 USE_GL_FUNC(glDrawElementsInstancedBaseVertexBaseInstance)
2152 /* GL_ARB_blend_func_extended */
2153 USE_GL_FUNC(glBindFragDataLocationIndexed)
2154 USE_GL_FUNC(glGetFragDataIndex)
2155 /* GL_ARB_buffer_storage */
2156 USE_GL_FUNC(glBufferStorage)
2157 /* GL_ARB_clear_buffer_object */
2158 USE_GL_FUNC(glClearBufferData)
2159 USE_GL_FUNC(glClearBufferSubData)
2160 /* GL_ARB_clear_texture */
2161 USE_GL_FUNC(glClearTexImage)
2162 USE_GL_FUNC(glClearTexSubImage)
2163 /* GL_ARB_clip_control */
2164 USE_GL_FUNC(glClipControl)
2165 /* GL_ARB_color_buffer_float */
2166 USE_GL_FUNC(glClampColorARB)
2167 /* GL_ARB_compute_shader */
2168 USE_GL_FUNC(glDispatchCompute)
2169 USE_GL_FUNC(glDispatchComputeIndirect)
2170 /* GL_ARB_copy_buffer */
2171 USE_GL_FUNC(glCopyBufferSubData)
2172 /* GL_ARB_copy_image */
2173 USE_GL_FUNC(glCopyImageSubData)
2174 /* GL_ARB_debug_output */
2175 USE_GL_FUNC(glDebugMessageCallbackARB)
2176 USE_GL_FUNC(glDebugMessageControlARB)
2177 USE_GL_FUNC(glDebugMessageInsertARB)
2178 USE_GL_FUNC(glGetDebugMessageLogARB)
2179 /* GL_ARB_draw_buffers */
2180 USE_GL_FUNC(glDrawBuffersARB)
2181 /* GL_ARB_draw_elements_base_vertex */
2182 USE_GL_FUNC(glDrawElementsBaseVertex)
2183 USE_GL_FUNC(glDrawElementsInstancedBaseVertex)
2184 USE_GL_FUNC(glDrawRangeElementsBaseVertex)
2185 USE_GL_FUNC(glMultiDrawElementsBaseVertex)
2186 /* GL_ARB_draw_indirect */
2187 USE_GL_FUNC(glDrawArraysIndirect)
2188 USE_GL_FUNC(glDrawElementsIndirect)
2189 /* GL_ARB_draw_instanced */
2190 USE_GL_FUNC(glDrawArraysInstancedARB)
2191 USE_GL_FUNC(glDrawElementsInstancedARB)
2192 /* GL_ARB_ES2_compatibility */
2193 USE_GL_FUNC(glReleaseShaderCompiler)
2194 USE_GL_FUNC(glShaderBinary)
2195 USE_GL_FUNC(glGetShaderPrecisionFormat)
2196 USE_GL_FUNC(glDepthRangef)
2197 USE_GL_FUNC(glClearDepthf)
2198 /* GL_ARB_framebuffer_no_attachments */
2199 USE_GL_FUNC(glFramebufferParameteri)
2200 /* GL_ARB_framebuffer_object */
2201 USE_GL_FUNC(glBindFramebuffer)
2202 USE_GL_FUNC(glBindRenderbuffer)
2203 USE_GL_FUNC(glBlitFramebuffer)
2204 USE_GL_FUNC(glCheckFramebufferStatus)
2205 USE_GL_FUNC(glDeleteFramebuffers)
2206 USE_GL_FUNC(glDeleteRenderbuffers)
2207 USE_GL_FUNC(glFramebufferRenderbuffer)
2208 USE_GL_FUNC(glFramebufferTexture)
2209 USE_GL_FUNC(glFramebufferTexture1D)
2210 USE_GL_FUNC(glFramebufferTexture2D)
2211 USE_GL_FUNC(glFramebufferTexture3D)
2212 USE_GL_FUNC(glFramebufferTextureLayer)
2213 USE_GL_FUNC(glGenFramebuffers)
2214 USE_GL_FUNC(glGenRenderbuffers)
2215 USE_GL_FUNC(glGenerateMipmap)
2216 USE_GL_FUNC(glGetFramebufferAttachmentParameteriv)
2217 USE_GL_FUNC(glGetRenderbufferParameteriv)
2218 USE_GL_FUNC(glIsFramebuffer)
2219 USE_GL_FUNC(glIsRenderbuffer)
2220 USE_GL_FUNC(glRenderbufferStorage)
2221 USE_GL_FUNC(glRenderbufferStorageMultisample)
2222 /* GL_ARB_geometry_shader4 */
2223 USE_GL_FUNC(glFramebufferTextureARB)
2224 USE_GL_FUNC(glFramebufferTextureFaceARB)
2225 USE_GL_FUNC(glFramebufferTextureLayerARB)
2226 USE_GL_FUNC(glProgramParameteriARB)
2227 /* GL_ARB_instanced_arrays */
2228 USE_GL_FUNC(glVertexAttribDivisorARB)
2229 /* GL_ARB_internalformat_query */
2230 USE_GL_FUNC(glGetInternalformativ)
2231 /* GL_ARB_internalformat_query2 */
2232 USE_GL_FUNC(glGetInternalformati64v)
2233 /* GL_ARB_map_buffer_range */
2234 USE_GL_FUNC(glFlushMappedBufferRange)
2235 USE_GL_FUNC(glMapBufferRange)
2236 /* GL_ARB_multisample */
2237 USE_GL_FUNC(glSampleCoverageARB)
2238 /* GL_ARB_multitexture */
2239 USE_GL_FUNC(glActiveTextureARB)
2240 USE_GL_FUNC(glClientActiveTextureARB)
2241 USE_GL_FUNC(glMultiTexCoord1fARB)
2242 USE_GL_FUNC(glMultiTexCoord1fvARB)
2243 USE_GL_FUNC(glMultiTexCoord2fARB)
2244 USE_GL_FUNC(glMultiTexCoord2fvARB)
2245 USE_GL_FUNC(glMultiTexCoord2svARB)
2246 USE_GL_FUNC(glMultiTexCoord3fARB)
2247 USE_GL_FUNC(glMultiTexCoord3fvARB)
2248 USE_GL_FUNC(glMultiTexCoord4fARB)
2249 USE_GL_FUNC(glMultiTexCoord4fvARB)
2250 USE_GL_FUNC(glMultiTexCoord4svARB)
2251 /* GL_ARB_occlusion_query */
2252 USE_GL_FUNC(glBeginQueryARB)
2253 USE_GL_FUNC(glDeleteQueriesARB)
2254 USE_GL_FUNC(glEndQueryARB)
2255 USE_GL_FUNC(glGenQueriesARB)
2256 USE_GL_FUNC(glGetQueryivARB)
2257 USE_GL_FUNC(glGetQueryObjectivARB)
2258 USE_GL_FUNC(glGetQueryObjectuivARB)
2259 USE_GL_FUNC(glIsQueryARB)
2260 /* GL_ARB_point_parameters */
2261 USE_GL_FUNC(glPointParameterfARB)
2262 USE_GL_FUNC(glPointParameterfvARB)
2263 /* GL_ARB_polgyon_offset_clamp */
2264 USE_GL_FUNC(glPolygonOffsetClamp)
2265 /* GL_ARB_provoking_vertex */
2266 USE_GL_FUNC(glProvokingVertex)
2267 /* GL_ARB_sample_shading */
2268 USE_GL_FUNC(glMinSampleShadingARB)
2269 /* GL_ARB_sampler_objects */
2270 USE_GL_FUNC(glGenSamplers)
2271 USE_GL_FUNC(glDeleteSamplers)
2272 USE_GL_FUNC(glIsSampler)
2273 USE_GL_FUNC(glBindSampler)
2274 USE_GL_FUNC(glSamplerParameteri)
2275 USE_GL_FUNC(glSamplerParameterf)
2276 USE_GL_FUNC(glSamplerParameteriv)
2277 USE_GL_FUNC(glSamplerParameterfv)
2278 USE_GL_FUNC(glSamplerParameterIiv)
2279 USE_GL_FUNC(glSamplerParameterIuiv)
2280 USE_GL_FUNC(glGetSamplerParameteriv)
2281 USE_GL_FUNC(glGetSamplerParameterfv)
2282 USE_GL_FUNC(glGetSamplerParameterIiv)
2283 USE_GL_FUNC(glGetSamplerParameterIuiv)
2284 /* GL_ARB_shader_atomic_counters */
2285 USE_GL_FUNC(glGetActiveAtomicCounterBufferiv)
2286 /* GL_ARB_shader_image_load_store */
2287 USE_GL_FUNC(glBindImageTexture)
2288 USE_GL_FUNC(glMemoryBarrier)
2289 /* GL_ARB_shader_objects */
2290 USE_GL_FUNC(glAttachObjectARB)
2291 USE_GL_FUNC(glBindAttribLocationARB)
2292 USE_GL_FUNC(glCompileShaderARB)
2293 USE_GL_FUNC(glCreateProgramObjectARB)
2294 USE_GL_FUNC(glCreateShaderObjectARB)
2295 USE_GL_FUNC(glDeleteObjectARB)
2296 USE_GL_FUNC(glDetachObjectARB)
2297 USE_GL_FUNC(glGetActiveUniformARB)
2298 USE_GL_FUNC(glGetAttachedObjectsARB)
2299 USE_GL_FUNC(glGetAttribLocationARB)
2300 USE_GL_FUNC(glGetHandleARB)
2301 USE_GL_FUNC(glGetInfoLogARB)
2302 USE_GL_FUNC(glGetObjectParameterfvARB)
2303 USE_GL_FUNC(glGetObjectParameterivARB)
2304 USE_GL_FUNC(glGetShaderSourceARB)
2305 USE_GL_FUNC(glGetUniformLocationARB)
2306 USE_GL_FUNC(glGetUniformfvARB)
2307 USE_GL_FUNC(glGetUniformivARB)
2308 USE_GL_FUNC(glLinkProgramARB)
2309 USE_GL_FUNC(glShaderSourceARB)
2310 USE_GL_FUNC(glUniform1fARB)
2311 USE_GL_FUNC(glUniform1fvARB)
2312 USE_GL_FUNC(glUniform1iARB)
2313 USE_GL_FUNC(glUniform1ivARB)
2314 USE_GL_FUNC(glUniform2fARB)
2315 USE_GL_FUNC(glUniform2fvARB)
2316 USE_GL_FUNC(glUniform2iARB)
2317 USE_GL_FUNC(glUniform2ivARB)
2318 USE_GL_FUNC(glUniform3fARB)
2319 USE_GL_FUNC(glUniform3fvARB)
2320 USE_GL_FUNC(glUniform3iARB)
2321 USE_GL_FUNC(glUniform3ivARB)
2322 USE_GL_FUNC(glUniform4fARB)
2323 USE_GL_FUNC(glUniform4fvARB)
2324 USE_GL_FUNC(glUniform4iARB)
2325 USE_GL_FUNC(glUniform4ivARB)
2326 USE_GL_FUNC(glUniformMatrix2fvARB)
2327 USE_GL_FUNC(glUniformMatrix3fvARB)
2328 USE_GL_FUNC(glUniformMatrix4fvARB)
2329 USE_GL_FUNC(glUseProgramObjectARB)
2330 USE_GL_FUNC(glValidateProgramARB)
2331 /* GL_ARB_shader_storage_buffer_object */
2332 USE_GL_FUNC(glShaderStorageBlockBinding)
2333 /* GL_ARB_sync */
2334 USE_GL_FUNC(glClientWaitSync)
2335 USE_GL_FUNC(glDeleteSync)
2336 USE_GL_FUNC(glFenceSync)
2337 USE_GL_FUNC(glGetInteger64v)
2338 USE_GL_FUNC(glGetSynciv)
2339 USE_GL_FUNC(glIsSync)
2340 USE_GL_FUNC(glWaitSync)
2341 /* GL_ARB_tessellation_shader */
2342 USE_GL_FUNC(glPatchParameteri)
2343 USE_GL_FUNC(glPatchParameterfv)
2344 /* GL_ARB_texture_buffer_object */
2345 USE_GL_FUNC(glTexBufferARB)
2346 /* GL_ARB_texture_buffer_range */
2347 USE_GL_FUNC(glTexBufferRange)
2348 /* GL_ARB_texture_compression */
2349 USE_GL_FUNC(glCompressedTexImage2DARB)
2350 USE_GL_FUNC(glCompressedTexImage3DARB)
2351 USE_GL_FUNC(glCompressedTexSubImage2DARB)
2352 USE_GL_FUNC(glCompressedTexSubImage3DARB)
2353 USE_GL_FUNC(glGetCompressedTexImageARB)
2354 /* GL_ARB_texture_multisample */
2355 USE_GL_FUNC(glGetMultisamplefv);
2356 USE_GL_FUNC(glSampleMaski);
2357 USE_GL_FUNC(glTexImage2DMultisample);
2358 USE_GL_FUNC(glTexImage3DMultisample);
2359 /* GL_ARB_texture_storage */
2360 USE_GL_FUNC(glTexStorage1D)
2361 USE_GL_FUNC(glTexStorage2D)
2362 USE_GL_FUNC(glTexStorage3D)
2363 /* GL_ARB_texture_storage_multisample */
2364 USE_GL_FUNC(glTexStorage2DMultisample);
2365 USE_GL_FUNC(glTexStorage3DMultisample);
2366 /* GL_ARB_texture_view */
2367 USE_GL_FUNC(glTextureView)
2368 /* GL_ARB_timer_query */
2369 USE_GL_FUNC(glQueryCounter)
2370 USE_GL_FUNC(glGetQueryObjectui64v)
2371 /* GL_ARB_transform_feedback2 */
2372 USE_GL_FUNC(glBindTransformFeedback);
2373 USE_GL_FUNC(glDeleteTransformFeedbacks);
2374 USE_GL_FUNC(glDrawTransformFeedback);
2375 USE_GL_FUNC(glGenTransformFeedbacks);
2376 USE_GL_FUNC(glIsTransformFeedback);
2377 USE_GL_FUNC(glPauseTransformFeedback);
2378 USE_GL_FUNC(glResumeTransformFeedback);
2379 /* GL_ARB_transform_feedback3 */
2380 USE_GL_FUNC(glBeginQueryIndexed);
2381 USE_GL_FUNC(glDrawTransformFeedbackStream);
2382 USE_GL_FUNC(glEndQueryIndexed);
2383 USE_GL_FUNC(glGetQueryIndexediv);
2384 /* GL_ARB_uniform_buffer_object */
2385 USE_GL_FUNC(glBindBufferBase)
2386 USE_GL_FUNC(glBindBufferRange)
2387 USE_GL_FUNC(glGetActiveUniformBlockName)
2388 USE_GL_FUNC(glGetActiveUniformBlockiv)
2389 USE_GL_FUNC(glGetActiveUniformName)
2390 USE_GL_FUNC(glGetActiveUniformsiv)
2391 USE_GL_FUNC(glGetIntegeri_v)
2392 USE_GL_FUNC(glGetUniformBlockIndex)
2393 USE_GL_FUNC(glGetUniformIndices)
2394 USE_GL_FUNC(glUniformBlockBinding)
2395 /* GL_ARB_vertex_buffer_object */
2396 USE_GL_FUNC(glBindBufferARB)
2397 USE_GL_FUNC(glBufferDataARB)
2398 USE_GL_FUNC(glBufferSubDataARB)
2399 USE_GL_FUNC(glDeleteBuffersARB)
2400 USE_GL_FUNC(glGenBuffersARB)
2401 USE_GL_FUNC(glGetBufferParameterivARB)
2402 USE_GL_FUNC(glGetBufferPointervARB)
2403 USE_GL_FUNC(glGetBufferSubDataARB)
2404 USE_GL_FUNC(glIsBufferARB)
2405 USE_GL_FUNC(glMapBufferARB)
2406 USE_GL_FUNC(glUnmapBufferARB)
2407 /* GL_ARB_vertex_program */
2408 USE_GL_FUNC(glBindProgramARB)
2409 USE_GL_FUNC(glDeleteProgramsARB)
2410 USE_GL_FUNC(glDisableVertexAttribArrayARB)
2411 USE_GL_FUNC(glEnableVertexAttribArrayARB)
2412 USE_GL_FUNC(glGenProgramsARB)
2413 USE_GL_FUNC(glGetProgramivARB)
2414 USE_GL_FUNC(glProgramEnvParameter4fvARB)
2415 USE_GL_FUNC(glProgramLocalParameter4fvARB)
2416 USE_GL_FUNC(glProgramStringARB)
2417 USE_GL_FUNC(glVertexAttrib1dARB)
2418 USE_GL_FUNC(glVertexAttrib1dvARB)
2419 USE_GL_FUNC(glVertexAttrib1fARB)
2420 USE_GL_FUNC(glVertexAttrib1fvARB)
2421 USE_GL_FUNC(glVertexAttrib1sARB)
2422 USE_GL_FUNC(glVertexAttrib1svARB)
2423 USE_GL_FUNC(glVertexAttrib2dARB)
2424 USE_GL_FUNC(glVertexAttrib2dvARB)
2425 USE_GL_FUNC(glVertexAttrib2fARB)
2426 USE_GL_FUNC(glVertexAttrib2fvARB)
2427 USE_GL_FUNC(glVertexAttrib2sARB)
2428 USE_GL_FUNC(glVertexAttrib2svARB)
2429 USE_GL_FUNC(glVertexAttrib3dARB)
2430 USE_GL_FUNC(glVertexAttrib3dvARB)
2431 USE_GL_FUNC(glVertexAttrib3fARB)
2432 USE_GL_FUNC(glVertexAttrib3fvARB)
2433 USE_GL_FUNC(glVertexAttrib3sARB)
2434 USE_GL_FUNC(glVertexAttrib3svARB)
2435 USE_GL_FUNC(glVertexAttrib4NbvARB)
2436 USE_GL_FUNC(glVertexAttrib4NivARB)
2437 USE_GL_FUNC(glVertexAttrib4NsvARB)
2438 USE_GL_FUNC(glVertexAttrib4NubARB)
2439 USE_GL_FUNC(glVertexAttrib4NubvARB)
2440 USE_GL_FUNC(glVertexAttrib4NuivARB)
2441 USE_GL_FUNC(glVertexAttrib4NusvARB)
2442 USE_GL_FUNC(glVertexAttrib4bvARB)
2443 USE_GL_FUNC(glVertexAttrib4dARB)
2444 USE_GL_FUNC(glVertexAttrib4dvARB)
2445 USE_GL_FUNC(glVertexAttrib4fARB)
2446 USE_GL_FUNC(glVertexAttrib4fvARB)
2447 USE_GL_FUNC(glVertexAttrib4ivARB)
2448 USE_GL_FUNC(glVertexAttrib4sARB)
2449 USE_GL_FUNC(glVertexAttrib4svARB)
2450 USE_GL_FUNC(glVertexAttrib4ubvARB)
2451 USE_GL_FUNC(glVertexAttrib4uivARB)
2452 USE_GL_FUNC(glVertexAttrib4usvARB)
2453 USE_GL_FUNC(glVertexAttribPointerARB)
2454 /* GL_ARB_viewport_array */
2455 USE_GL_FUNC(glDepthRangeArrayv)
2456 USE_GL_FUNC(glDepthRangeIndexed)
2457 USE_GL_FUNC(glGetDoublei_v)
2458 USE_GL_FUNC(glGetFloati_v)
2459 USE_GL_FUNC(glScissorArrayv)
2460 USE_GL_FUNC(glScissorIndexed)
2461 USE_GL_FUNC(glScissorIndexedv)
2462 USE_GL_FUNC(glViewportArrayv)
2463 USE_GL_FUNC(glViewportIndexedf)
2464 USE_GL_FUNC(glViewportIndexedfv)
2465 /* GL_ARB_texture_barrier */
2466 USE_GL_FUNC(glTextureBarrier);
2467 /* GL_ATI_fragment_shader */
2468 USE_GL_FUNC(glAlphaFragmentOp1ATI)
2469 USE_GL_FUNC(glAlphaFragmentOp2ATI)
2470 USE_GL_FUNC(glAlphaFragmentOp3ATI)
2471 USE_GL_FUNC(glBeginFragmentShaderATI)
2472 USE_GL_FUNC(glBindFragmentShaderATI)
2473 USE_GL_FUNC(glColorFragmentOp1ATI)
2474 USE_GL_FUNC(glColorFragmentOp2ATI)
2475 USE_GL_FUNC(glColorFragmentOp3ATI)
2476 USE_GL_FUNC(glDeleteFragmentShaderATI)
2477 USE_GL_FUNC(glEndFragmentShaderATI)
2478 USE_GL_FUNC(glGenFragmentShadersATI)
2479 USE_GL_FUNC(glPassTexCoordATI)
2480 USE_GL_FUNC(glSampleMapATI)
2481 USE_GL_FUNC(glSetFragmentShaderConstantATI)
2482 /* GL_ATI_separate_stencil */
2483 USE_GL_FUNC(glStencilOpSeparateATI)
2484 USE_GL_FUNC(glStencilFuncSeparateATI)
2485 /* GL_EXT_blend_color */
2486 USE_GL_FUNC(glBlendColorEXT)
2487 /* GL_EXT_blend_equation_separate */
2488 USE_GL_FUNC(glBlendFuncSeparateEXT)
2489 /* GL_EXT_blend_func_separate */
2490 USE_GL_FUNC(glBlendEquationSeparateEXT)
2491 /* GL_EXT_blend_minmax */
2492 USE_GL_FUNC(glBlendEquationEXT)
2493 /* GL_EXT_depth_bounds_test */
2494 USE_GL_FUNC(glDepthBoundsEXT)
2495 /* GL_EXT_draw_buffers2 */
2496 USE_GL_FUNC(glColorMaskIndexedEXT)
2497 USE_GL_FUNC(glDisableIndexedEXT)
2498 USE_GL_FUNC(glEnableIndexedEXT)
2499 USE_GL_FUNC(glGetBooleanIndexedvEXT)
2500 USE_GL_FUNC(glGetIntegerIndexedvEXT)
2501 USE_GL_FUNC(glIsEnabledIndexedEXT)
2502 /* GL_EXT_fog_coord */
2503 USE_GL_FUNC(glFogCoordPointerEXT)
2504 USE_GL_FUNC(glFogCoorddEXT)
2505 USE_GL_FUNC(glFogCoorddvEXT)
2506 USE_GL_FUNC(glFogCoordfEXT)
2507 USE_GL_FUNC(glFogCoordfvEXT)
2508 /* GL_EXT_framebuffer_blit */
2509 USE_GL_FUNC(glBlitFramebufferEXT)
2510 /* GL_EXT_framebuffer_multisample */
2511 USE_GL_FUNC(glRenderbufferStorageMultisampleEXT)
2512 /* GL_EXT_framebuffer_object */
2513 USE_GL_FUNC(glBindFramebufferEXT)
2514 USE_GL_FUNC(glBindRenderbufferEXT)
2515 USE_GL_FUNC(glCheckFramebufferStatusEXT)
2516 USE_GL_FUNC(glDeleteFramebuffersEXT)
2517 USE_GL_FUNC(glDeleteRenderbuffersEXT)
2518 USE_GL_FUNC(glFramebufferRenderbufferEXT)
2519 USE_GL_FUNC(glFramebufferTexture1DEXT)
2520 USE_GL_FUNC(glFramebufferTexture2DEXT)
2521 USE_GL_FUNC(glFramebufferTexture3DEXT)
2522 USE_GL_FUNC(glGenFramebuffersEXT)
2523 USE_GL_FUNC(glGenRenderbuffersEXT)
2524 USE_GL_FUNC(glGenerateMipmapEXT)
2525 USE_GL_FUNC(glGetFramebufferAttachmentParameterivEXT)
2526 USE_GL_FUNC(glGetRenderbufferParameterivEXT)
2527 USE_GL_FUNC(glIsFramebufferEXT)
2528 USE_GL_FUNC(glIsRenderbufferEXT)
2529 USE_GL_FUNC(glRenderbufferStorageEXT)
2530 /* GL_EXT_gpu_program_parameters */
2531 USE_GL_FUNC(glProgramEnvParameters4fvEXT)
2532 USE_GL_FUNC(glProgramLocalParameters4fvEXT)
2533 /* GL_EXT_gpu_shader4 */
2534 USE_GL_FUNC(glBindFragDataLocationEXT)
2535 USE_GL_FUNC(glGetFragDataLocationEXT)
2536 USE_GL_FUNC(glGetUniformuivEXT)
2537 USE_GL_FUNC(glGetVertexAttribIivEXT)
2538 USE_GL_FUNC(glGetVertexAttribIuivEXT)
2539 USE_GL_FUNC(glUniform1uiEXT)
2540 USE_GL_FUNC(glUniform1uivEXT)
2541 USE_GL_FUNC(glUniform2uiEXT)
2542 USE_GL_FUNC(glUniform2uivEXT)
2543 USE_GL_FUNC(glUniform3uiEXT)
2544 USE_GL_FUNC(glUniform3uivEXT)
2545 USE_GL_FUNC(glUniform4uiEXT)
2546 USE_GL_FUNC(glUniform4uivEXT)
2547 USE_GL_FUNC(glVertexAttribI1iEXT)
2548 USE_GL_FUNC(glVertexAttribI1ivEXT)
2549 USE_GL_FUNC(glVertexAttribI1uiEXT)
2550 USE_GL_FUNC(glVertexAttribI1uivEXT)
2551 USE_GL_FUNC(glVertexAttribI2iEXT)
2552 USE_GL_FUNC(glVertexAttribI2ivEXT)
2553 USE_GL_FUNC(glVertexAttribI2uiEXT)
2554 USE_GL_FUNC(glVertexAttribI2uivEXT)
2555 USE_GL_FUNC(glVertexAttribI3iEXT)
2556 USE_GL_FUNC(glVertexAttribI3ivEXT)
2557 USE_GL_FUNC(glVertexAttribI3uiEXT)
2558 USE_GL_FUNC(glVertexAttribI3uivEXT)
2559 USE_GL_FUNC(glVertexAttribI4bvEXT)
2560 USE_GL_FUNC(glVertexAttribI4iEXT)
2561 USE_GL_FUNC(glVertexAttribI4ivEXT)
2562 USE_GL_FUNC(glVertexAttribI4svEXT)
2563 USE_GL_FUNC(glVertexAttribI4ubvEXT)
2564 USE_GL_FUNC(glVertexAttribI4uiEXT)
2565 USE_GL_FUNC(glVertexAttribI4uivEXT)
2566 USE_GL_FUNC(glVertexAttribI4usvEXT)
2567 USE_GL_FUNC(glVertexAttribIPointerEXT)
2568 /* GL_EXT_memory_object */
2569 USE_GL_FUNC(glGetUnsignedBytei_vEXT)
2570 USE_GL_FUNC(glGetUnsignedBytevEXT)
2571 /* GL_EXT_point_parameters */
2572 USE_GL_FUNC(glPointParameterfEXT)
2573 USE_GL_FUNC(glPointParameterfvEXT)
2574 /* GL_EXT_polgyon_offset_clamp */
2575 USE_GL_FUNC(glPolygonOffsetClampEXT)
2576 /* GL_EXT_provoking_vertex */
2577 USE_GL_FUNC(glProvokingVertexEXT)
2578 /* GL_EXT_secondary_color */
2579 USE_GL_FUNC(glSecondaryColor3fEXT)
2580 USE_GL_FUNC(glSecondaryColor3fvEXT)
2581 USE_GL_FUNC(glSecondaryColor3ubEXT)
2582 USE_GL_FUNC(glSecondaryColor3ubvEXT)
2583 USE_GL_FUNC(glSecondaryColorPointerEXT)
2584 /* GL_EXT_stencil_two_side */
2585 USE_GL_FUNC(glActiveStencilFaceEXT)
2586 /* GL_EXT_texture3D */
2587 USE_GL_FUNC(glTexImage3D)
2588 USE_GL_FUNC(glTexImage3DEXT)
2589 USE_GL_FUNC(glTexSubImage3D)
2590 USE_GL_FUNC(glTexSubImage3DEXT)
2591 /* GL_NV_fence */
2592 USE_GL_FUNC(glDeleteFencesNV)
2593 USE_GL_FUNC(glFinishFenceNV)
2594 USE_GL_FUNC(glGenFencesNV)
2595 USE_GL_FUNC(glGetFenceivNV)
2596 USE_GL_FUNC(glIsFenceNV)
2597 USE_GL_FUNC(glSetFenceNV)
2598 USE_GL_FUNC(glTestFenceNV)
2599 /* GL_NV_half_float */
2600 USE_GL_FUNC(glColor3hNV)
2601 USE_GL_FUNC(glColor3hvNV)
2602 USE_GL_FUNC(glColor4hNV)
2603 USE_GL_FUNC(glColor4hvNV)
2604 USE_GL_FUNC(glFogCoordhNV)
2605 USE_GL_FUNC(glFogCoordhvNV)
2606 USE_GL_FUNC(glMultiTexCoord1hNV)
2607 USE_GL_FUNC(glMultiTexCoord1hvNV)
2608 USE_GL_FUNC(glMultiTexCoord2hNV)
2609 USE_GL_FUNC(glMultiTexCoord2hvNV)
2610 USE_GL_FUNC(glMultiTexCoord3hNV)
2611 USE_GL_FUNC(glMultiTexCoord3hvNV)
2612 USE_GL_FUNC(glMultiTexCoord4hNV)
2613 USE_GL_FUNC(glMultiTexCoord4hvNV)
2614 USE_GL_FUNC(glNormal3hNV)
2615 USE_GL_FUNC(glNormal3hvNV)
2616 USE_GL_FUNC(glSecondaryColor3hNV)
2617 USE_GL_FUNC(glSecondaryColor3hvNV)
2618 USE_GL_FUNC(glTexCoord1hNV)
2619 USE_GL_FUNC(glTexCoord1hvNV)
2620 USE_GL_FUNC(glTexCoord2hNV)
2621 USE_GL_FUNC(glTexCoord2hvNV)
2622 USE_GL_FUNC(glTexCoord3hNV)
2623 USE_GL_FUNC(glTexCoord3hvNV)
2624 USE_GL_FUNC(glTexCoord4hNV)
2625 USE_GL_FUNC(glTexCoord4hvNV)
2626 USE_GL_FUNC(glVertex2hNV)
2627 USE_GL_FUNC(glVertex2hvNV)
2628 USE_GL_FUNC(glVertex3hNV)
2629 USE_GL_FUNC(glVertex3hvNV)
2630 USE_GL_FUNC(glVertex4hNV)
2631 USE_GL_FUNC(glVertex4hvNV)
2632 USE_GL_FUNC(glVertexAttrib1hNV)
2633 USE_GL_FUNC(glVertexAttrib1hvNV)
2634 USE_GL_FUNC(glVertexAttrib2hNV)
2635 USE_GL_FUNC(glVertexAttrib2hvNV)
2636 USE_GL_FUNC(glVertexAttrib3hNV)
2637 USE_GL_FUNC(glVertexAttrib3hvNV)
2638 USE_GL_FUNC(glVertexAttrib4hNV)
2639 USE_GL_FUNC(glVertexAttrib4hvNV)
2640 USE_GL_FUNC(glVertexAttribs1hvNV)
2641 USE_GL_FUNC(glVertexAttribs2hvNV)
2642 USE_GL_FUNC(glVertexAttribs3hvNV)
2643 USE_GL_FUNC(glVertexAttribs4hvNV)
2644 USE_GL_FUNC(glVertexWeighthNV)
2645 USE_GL_FUNC(glVertexWeighthvNV)
2646 /* GL_NV_point_sprite */
2647 USE_GL_FUNC(glPointParameteriNV)
2648 USE_GL_FUNC(glPointParameterivNV)
2649 /* GL_NV_register_combiners */
2650 USE_GL_FUNC(glCombinerInputNV)
2651 USE_GL_FUNC(glCombinerOutputNV)
2652 USE_GL_FUNC(glCombinerParameterfNV)
2653 USE_GL_FUNC(glCombinerParameterfvNV)
2654 USE_GL_FUNC(glCombinerParameteriNV)
2655 USE_GL_FUNC(glCombinerParameterivNV)
2656 USE_GL_FUNC(glFinalCombinerInputNV)
2657 /* GL_NV_texture_barrier */
2658 USE_GL_FUNC(glTextureBarrierNV);
2659 /* WGL extensions */
2660 USE_GL_FUNC(wglChoosePixelFormatARB)
2661 USE_GL_FUNC(wglGetExtensionsStringARB)
2662 USE_GL_FUNC(wglGetPixelFormatAttribfvARB)
2663 USE_GL_FUNC(wglGetPixelFormatAttribivARB)
2664 USE_GL_FUNC(wglQueryCurrentRendererIntegerWINE)
2665 USE_GL_FUNC(wglQueryCurrentRendererStringWINE)
2666 USE_GL_FUNC(wglQueryRendererIntegerWINE)
2667 USE_GL_FUNC(wglQueryRendererStringWINE)
2668 USE_GL_FUNC(wglSetPixelFormatWINE)
2669 USE_GL_FUNC(wglSwapIntervalEXT)
2671 /* Newer core functions */
2672 USE_GL_FUNC(glActiveTexture) /* OpenGL 1.3 */
2673 USE_GL_FUNC(glAttachShader) /* OpenGL 2.0 */
2674 USE_GL_FUNC(glBeginQuery) /* OpenGL 1.5 */
2675 USE_GL_FUNC(glBeginTransformFeedback) /* OpenGL 3.0 */
2676 USE_GL_FUNC(glBindAttribLocation) /* OpenGL 2.0 */
2677 USE_GL_FUNC(glBindBuffer) /* OpenGL 1.5 */
2678 USE_GL_FUNC(glBindFragDataLocation) /* OpenGL 3.0 */
2679 USE_GL_FUNC(glBindVertexArray) /* OpenGL 3.0 */
2680 USE_GL_FUNC(glBlendColor) /* OpenGL 1.4 */
2681 USE_GL_FUNC(glBlendEquation) /* OpenGL 1.4 */
2682 USE_GL_FUNC(glBlendEquationSeparate) /* OpenGL 2.0 */
2683 USE_GL_FUNC(glBlendFuncSeparate) /* OpenGL 1.4 */
2684 USE_GL_FUNC(glBufferData) /* OpenGL 1.5 */
2685 USE_GL_FUNC(glBufferSubData) /* OpenGL 1.5 */
2686 USE_GL_FUNC(glColorMaski) /* OpenGL 3.0 */
2687 USE_GL_FUNC(glCompileShader) /* OpenGL 2.0 */
2688 USE_GL_FUNC(glCompressedTexImage2D) /* OpenGL 1.3 */
2689 USE_GL_FUNC(glCompressedTexImage3D) /* OpenGL 1.3 */
2690 USE_GL_FUNC(glCompressedTexSubImage2D) /* OpenGL 1.3 */
2691 USE_GL_FUNC(glCompressedTexSubImage3D) /* OpenGL 1.3 */
2692 USE_GL_FUNC(glCreateProgram) /* OpenGL 2.0 */
2693 USE_GL_FUNC(glCreateShader) /* OpenGL 2.0 */
2694 USE_GL_FUNC(glDebugMessageCallback) /* OpenGL 4.3 */
2695 USE_GL_FUNC(glDebugMessageControl) /* OpenGL 4.3 */
2696 USE_GL_FUNC(glDebugMessageInsert) /* OpenGL 4.3 */
2697 USE_GL_FUNC(glDeleteBuffers) /* OpenGL 1.5 */
2698 USE_GL_FUNC(glDeleteProgram) /* OpenGL 2.0 */
2699 USE_GL_FUNC(glDeleteQueries) /* OpenGL 1.5 */
2700 USE_GL_FUNC(glDeleteShader) /* OpenGL 2.0 */
2701 USE_GL_FUNC(glDeleteVertexArrays) /* OpenGL 3.0 */
2702 USE_GL_FUNC(glDetachShader) /* OpenGL 2.0 */
2703 USE_GL_FUNC(glDisablei) /* OpenGL 3.0 */
2704 USE_GL_FUNC(glDisableVertexAttribArray) /* OpenGL 2.0 */
2705 USE_GL_FUNC(glDrawArraysInstanced) /* OpenGL 3.1 */
2706 USE_GL_FUNC(glDrawBuffers) /* OpenGL 2.0 */
2707 USE_GL_FUNC(glDrawElementsInstanced) /* OpenGL 3.1 */
2708 USE_GL_FUNC(glEnablei) /* OpenGL 3.0 */
2709 USE_GL_FUNC(glEnableVertexAttribArray) /* OpenGL 2.0 */
2710 USE_GL_FUNC(glEndQuery) /* OpenGL 1.5 */
2711 USE_GL_FUNC(glEndTransformFeedback) /* OpenGL 3.0 */
2712 USE_GL_FUNC(glFramebufferTexture) /* OpenGL 3.2 */
2713 USE_GL_FUNC(glGenBuffers) /* OpenGL 1.5 */
2714 USE_GL_FUNC(glGenQueries) /* OpenGL 1.5 */
2715 USE_GL_FUNC(glGenVertexArrays) /* OpenGL 3.0 */
2716 USE_GL_FUNC(glGetActiveUniform) /* OpenGL 2.0 */
2717 USE_GL_FUNC(glGetAttachedShaders) /* OpenGL 2.0 */
2718 USE_GL_FUNC(glGetAttribLocation) /* OpenGL 2.0 */
2719 USE_GL_FUNC(glGetBooleani_v) /* OpenGL 3.0 */
2720 USE_GL_FUNC(glGetBufferSubData) /* OpenGL 1.5 */
2721 USE_GL_FUNC(glGetCompressedTexImage) /* OpenGL 1.3 */
2722 USE_GL_FUNC(glGetDebugMessageLog) /* OpenGL 4.3 */
2723 USE_GL_FUNC(glGetIntegeri_v) /* OpenGL 3.0 */
2724 USE_GL_FUNC(glGetProgramInfoLog) /* OpenGL 2.0 */
2725 USE_GL_FUNC(glGetProgramiv) /* OpenGL 2.0 */
2726 USE_GL_FUNC(glGetQueryiv) /* OpenGL 1.5 */
2727 USE_GL_FUNC(glGetQueryObjectuiv) /* OpenGL 1.5 */
2728 USE_GL_FUNC(glGetShaderInfoLog) /* OpenGL 2.0 */
2729 USE_GL_FUNC(glGetShaderiv) /* OpenGL 2.0 */
2730 USE_GL_FUNC(glGetShaderSource) /* OpenGL 2.0 */
2731 USE_GL_FUNC(glGetStringi) /* OpenGL 3.0 */
2732 USE_GL_FUNC(glGetTextureLevelParameteriv) /* OpenGL 4.5 */
2733 USE_GL_FUNC(glGetTextureParameteriv) /* OpenGL 4.5 */
2734 USE_GL_FUNC(glGetUniformfv) /* OpenGL 2.0 */
2735 USE_GL_FUNC(glGetUniformiv) /* OpenGL 2.0 */
2736 USE_GL_FUNC(glGetUniformLocation) /* OpenGL 2.0 */
2737 USE_GL_FUNC(glIsEnabledi) /* OpenGL 3.0 */
2738 USE_GL_FUNC(glLinkProgram) /* OpenGL 2.0 */
2739 USE_GL_FUNC(glMapBuffer) /* OpenGL 1.5 */
2740 USE_GL_FUNC(glMinSampleShading) /* OpenGL 4.0 */
2741 USE_GL_FUNC(glPointParameteri) /* OpenGL 1.4 */
2742 USE_GL_FUNC(glPointParameteriv) /* OpenGL 1.4 */
2743 USE_GL_FUNC(glShaderSource) /* OpenGL 2.0 */
2744 USE_GL_FUNC(glStencilFuncSeparate) /* OpenGL 2.0 */
2745 USE_GL_FUNC(glStencilOpSeparate) /* OpenGL 2.0 */
2746 USE_GL_FUNC(glTexBuffer) /* OpenGL 3.1 */
2747 USE_GL_FUNC(glTexImage3D) /* OpenGL 1.2 */
2748 USE_GL_FUNC(glTexSubImage3D) /* OpenGL 1.2 */
2749 USE_GL_FUNC(glTransformFeedbackVaryings) /* OpenGL 3.0 */
2750 USE_GL_FUNC(glUniform1f) /* OpenGL 2.0 */
2751 USE_GL_FUNC(glUniform1fv) /* OpenGL 2.0 */
2752 USE_GL_FUNC(glUniform1i) /* OpenGL 2.0 */
2753 USE_GL_FUNC(glUniform1iv) /* OpenGL 2.0 */
2754 USE_GL_FUNC(glUniform2f) /* OpenGL 2.0 */
2755 USE_GL_FUNC(glUniform2fv) /* OpenGL 2.0 */
2756 USE_GL_FUNC(glUniform2i) /* OpenGL 2.0 */
2757 USE_GL_FUNC(glUniform2iv) /* OpenGL 2.0 */
2758 USE_GL_FUNC(glUniform3f) /* OpenGL 2.0 */
2759 USE_GL_FUNC(glUniform3fv) /* OpenGL 2.0 */
2760 USE_GL_FUNC(glUniform3i) /* OpenGL 2.0 */
2761 USE_GL_FUNC(glUniform3iv) /* OpenGL 2.0 */
2762 USE_GL_FUNC(glUniform4f) /* OpenGL 2.0 */
2763 USE_GL_FUNC(glUniform4fv) /* OpenGL 2.0 */
2764 USE_GL_FUNC(glUniform4i) /* OpenGL 2.0 */
2765 USE_GL_FUNC(glUniform4iv) /* OpenGL 2.0 */
2766 USE_GL_FUNC(glUniformMatrix2fv) /* OpenGL 2.0 */
2767 USE_GL_FUNC(glUniformMatrix3fv) /* OpenGL 2.0 */
2768 USE_GL_FUNC(glUniformMatrix4fv) /* OpenGL 2.0 */
2769 USE_GL_FUNC(glUnmapBuffer) /* OpenGL 1.5 */
2770 USE_GL_FUNC(glUseProgram) /* OpenGL 2.0 */
2771 USE_GL_FUNC(glValidateProgram) /* OpenGL 2.0 */
2772 USE_GL_FUNC(glVertexAttrib1f) /* OpenGL 2.0 */
2773 USE_GL_FUNC(glVertexAttrib1fv) /* OpenGL 2.0 */
2774 USE_GL_FUNC(glVertexAttrib2f) /* OpenGL 2.0 */
2775 USE_GL_FUNC(glVertexAttrib2fv) /* OpenGL 2.0 */
2776 USE_GL_FUNC(glVertexAttrib3f) /* OpenGL 2.0 */
2777 USE_GL_FUNC(glVertexAttrib3fv) /* OpenGL 2.0 */
2778 USE_GL_FUNC(glVertexAttrib4f) /* OpenGL 2.0 */
2779 USE_GL_FUNC(glVertexAttrib4fv) /* OpenGL 2.0 */
2780 USE_GL_FUNC(glVertexAttrib4Nsv) /* OpenGL 2.0 */
2781 USE_GL_FUNC(glVertexAttrib4Nub) /* OpenGL 2.0 */
2782 USE_GL_FUNC(glVertexAttrib4Nubv) /* OpenGL 2.0 */
2783 USE_GL_FUNC(glVertexAttrib4Nusv) /* OpenGL 2.0 */
2784 USE_GL_FUNC(glVertexAttrib4sv) /* OpenGL 2.0 */
2785 USE_GL_FUNC(glVertexAttrib4ubv) /* OpenGL 2.0 */
2786 USE_GL_FUNC(glVertexAttribDivisor) /* OpenGL 3.3 */
2787 USE_GL_FUNC(glVertexAttribIPointer) /* OpenGL 3.0 */
2788 USE_GL_FUNC(glVertexAttribPointer) /* OpenGL 2.0 */
2789 #undef USE_GL_FUNC
2791 #ifndef USE_WIN32_OPENGL
2792 /* hack: use the functions directly from the TEB table to bypass the thunks */
2793 /* note that we still need the above wglGetProcAddress calls to initialize the table */
2794 gl_info->gl_ops.ext = ((struct opengl_funcs *)NtCurrentTeb()->glTable)->ext;
2795 #endif
2797 #define MAP_GL_FUNCTION(core_func, ext_func) \
2798 do \
2800 if (!gl_info->gl_ops.ext.p_##core_func) \
2801 gl_info->gl_ops.ext.p_##core_func = gl_info->gl_ops.ext.p_##ext_func; \
2802 } while (0)
2803 #define MAP_GL_FUNCTION_CAST(core_func, ext_func) \
2804 do \
2806 if (!gl_info->gl_ops.ext.p_##core_func) \
2807 gl_info->gl_ops.ext.p_##core_func = (void *)gl_info->gl_ops.ext.p_##ext_func; \
2808 } while (0)
2810 MAP_GL_FUNCTION(glActiveTexture, glActiveTextureARB);
2811 MAP_GL_FUNCTION(glAttachShader, glAttachObjectARB);
2812 MAP_GL_FUNCTION(glBeginQuery, glBeginQueryARB);
2813 MAP_GL_FUNCTION(glBindAttribLocation, glBindAttribLocationARB);
2814 MAP_GL_FUNCTION(glBindBuffer, glBindBufferARB);
2815 MAP_GL_FUNCTION(glBindFragDataLocation, glBindFragDataLocationEXT);
2816 MAP_GL_FUNCTION(glBlendColor, glBlendColorEXT);
2817 MAP_GL_FUNCTION(glBlendEquation, glBlendEquationEXT);
2818 MAP_GL_FUNCTION(glBlendEquationSeparate, glBlendEquationSeparateEXT);
2819 MAP_GL_FUNCTION(glBlendFuncSeparate, glBlendFuncSeparateEXT);
2820 MAP_GL_FUNCTION(glBufferData, glBufferDataARB);
2821 MAP_GL_FUNCTION(glBufferSubData, glBufferSubDataARB);
2822 MAP_GL_FUNCTION(glColorMaski, glColorMaskIndexedEXT);
2823 MAP_GL_FUNCTION(glCompileShader, glCompileShaderARB);
2824 MAP_GL_FUNCTION(glCompressedTexImage2D, glCompressedTexImage2DARB);
2825 MAP_GL_FUNCTION(glCompressedTexImage3D, glCompressedTexImage3DARB);
2826 MAP_GL_FUNCTION(glCompressedTexSubImage2D, glCompressedTexSubImage2DARB);
2827 MAP_GL_FUNCTION(glCompressedTexSubImage3D, glCompressedTexSubImage3DARB);
2828 MAP_GL_FUNCTION(glCreateProgram, glCreateProgramObjectARB);
2829 MAP_GL_FUNCTION(glCreateShader, glCreateShaderObjectARB);
2830 MAP_GL_FUNCTION(glDebugMessageCallback, glDebugMessageCallbackARB);
2831 MAP_GL_FUNCTION(glDebugMessageControl, glDebugMessageControlARB);
2832 MAP_GL_FUNCTION(glDebugMessageInsert, glDebugMessageInsertARB);
2833 MAP_GL_FUNCTION(glDeleteBuffers, glDeleteBuffersARB);
2834 MAP_GL_FUNCTION(glDeleteProgram, glDeleteObjectARB);
2835 MAP_GL_FUNCTION(glDeleteQueries, glDeleteQueriesARB);
2836 MAP_GL_FUNCTION(glDeleteShader, glDeleteObjectARB);
2837 MAP_GL_FUNCTION(glDetachShader, glDetachObjectARB);
2838 MAP_GL_FUNCTION(glDisablei, glDisableIndexedEXT);
2839 MAP_GL_FUNCTION(glDisableVertexAttribArray, glDisableVertexAttribArrayARB);
2840 MAP_GL_FUNCTION(glDrawArraysInstanced, glDrawArraysInstancedARB);
2841 MAP_GL_FUNCTION(glDrawBuffers, glDrawBuffersARB);
2842 MAP_GL_FUNCTION(glDrawElementsInstanced, glDrawElementsInstancedARB);
2843 MAP_GL_FUNCTION(glEnablei, glEnableIndexedEXT);
2844 MAP_GL_FUNCTION(glEnableVertexAttribArray, glEnableVertexAttribArrayARB);
2845 MAP_GL_FUNCTION(glEndQuery, glEndQueryARB);
2846 MAP_GL_FUNCTION(glFramebufferTexture, glFramebufferTextureARB);
2847 MAP_GL_FUNCTION(glGenBuffers, glGenBuffersARB);
2848 MAP_GL_FUNCTION(glGenQueries, glGenQueriesARB);
2849 MAP_GL_FUNCTION(glGetActiveUniform, glGetActiveUniformARB);
2850 MAP_GL_FUNCTION(glGetAttachedShaders, glGetAttachedObjectsARB);
2851 MAP_GL_FUNCTION(glGetAttribLocation, glGetAttribLocationARB);
2852 MAP_GL_FUNCTION(glGetBooleani_v, glGetBooleanIndexedvEXT);
2853 MAP_GL_FUNCTION(glGetBufferSubData, glGetBufferSubDataARB);
2854 MAP_GL_FUNCTION(glGetCompressedTexImage, glGetCompressedTexImageARB);
2855 MAP_GL_FUNCTION(glGetDebugMessageLog, glGetDebugMessageLogARB);
2856 MAP_GL_FUNCTION(glGetIntegeri_v, glGetIntegerIndexedvEXT);
2857 MAP_GL_FUNCTION(glGetProgramInfoLog, glGetInfoLogARB);
2858 MAP_GL_FUNCTION(glGetProgramiv, glGetObjectParameterivARB);
2859 MAP_GL_FUNCTION(glGetQueryiv, glGetQueryivARB);
2860 MAP_GL_FUNCTION(glGetQueryObjectuiv, glGetQueryObjectuivARB);
2861 MAP_GL_FUNCTION(glGetShaderInfoLog, glGetInfoLogARB);
2862 MAP_GL_FUNCTION(glGetShaderiv, glGetObjectParameterivARB);
2863 MAP_GL_FUNCTION(glGetShaderSource, glGetShaderSourceARB);
2864 MAP_GL_FUNCTION(glGetUniformfv, glGetUniformfvARB);
2865 MAP_GL_FUNCTION(glGetUniformiv, glGetUniformivARB);
2866 MAP_GL_FUNCTION(glGetUniformLocation, glGetUniformLocationARB);
2867 MAP_GL_FUNCTION(glIsEnabledi, glIsEnabledIndexedEXT);
2868 MAP_GL_FUNCTION(glLinkProgram, glLinkProgramARB);
2869 MAP_GL_FUNCTION(glMapBuffer, glMapBufferARB);
2870 MAP_GL_FUNCTION(glMinSampleShading, glMinSampleShadingARB);
2871 MAP_GL_FUNCTION(glPolygonOffsetClamp, glPolygonOffsetClampEXT);
2872 MAP_GL_FUNCTION_CAST(glShaderSource, glShaderSourceARB);
2873 MAP_GL_FUNCTION(glTexBuffer, glTexBufferARB);
2874 MAP_GL_FUNCTION_CAST(glTexImage3D, glTexImage3DEXT);
2875 MAP_GL_FUNCTION(glTexSubImage3D, glTexSubImage3DEXT);
2876 MAP_GL_FUNCTION(glUniform1f, glUniform1fARB);
2877 MAP_GL_FUNCTION(glUniform1fv, glUniform1fvARB);
2878 MAP_GL_FUNCTION(glUniform1i, glUniform1iARB);
2879 MAP_GL_FUNCTION(glUniform1iv, glUniform1ivARB);
2880 MAP_GL_FUNCTION(glUniform2f, glUniform2fARB);
2881 MAP_GL_FUNCTION(glUniform2fv, glUniform2fvARB);
2882 MAP_GL_FUNCTION(glUniform2i, glUniform2iARB);
2883 MAP_GL_FUNCTION(glUniform2iv, glUniform2ivARB);
2884 MAP_GL_FUNCTION(glUniform3f, glUniform3fARB);
2885 MAP_GL_FUNCTION(glUniform3fv, glUniform3fvARB);
2886 MAP_GL_FUNCTION(glUniform3i, glUniform3iARB);
2887 MAP_GL_FUNCTION(glUniform3iv, glUniform3ivARB);
2888 MAP_GL_FUNCTION(glUniform4f, glUniform4fARB);
2889 MAP_GL_FUNCTION(glUniform4fv, glUniform4fvARB);
2890 MAP_GL_FUNCTION(glUniform4i, glUniform4iARB);
2891 MAP_GL_FUNCTION(glUniform4iv, glUniform4ivARB);
2892 MAP_GL_FUNCTION(glUniformMatrix2fv, glUniformMatrix2fvARB);
2893 MAP_GL_FUNCTION(glUniformMatrix3fv, glUniformMatrix3fvARB);
2894 MAP_GL_FUNCTION(glUniformMatrix4fv, glUniformMatrix4fvARB);
2895 MAP_GL_FUNCTION(glUnmapBuffer, glUnmapBufferARB);
2896 MAP_GL_FUNCTION(glUseProgram, glUseProgramObjectARB);
2897 MAP_GL_FUNCTION(glValidateProgram, glValidateProgramARB);
2898 MAP_GL_FUNCTION(glVertexAttrib1f, glVertexAttrib1fARB);
2899 MAP_GL_FUNCTION(glVertexAttrib1fv, glVertexAttrib1fvARB);
2900 MAP_GL_FUNCTION(glVertexAttrib2f, glVertexAttrib2fARB);
2901 MAP_GL_FUNCTION(glVertexAttrib2fv, glVertexAttrib2fvARB);
2902 MAP_GL_FUNCTION(glVertexAttrib3f, glVertexAttrib3fARB);
2903 MAP_GL_FUNCTION(glVertexAttrib3fv, glVertexAttrib3fvARB);
2904 MAP_GL_FUNCTION(glVertexAttrib4f, glVertexAttrib4fARB);
2905 MAP_GL_FUNCTION(glVertexAttrib4fv, glVertexAttrib4fvARB);
2906 MAP_GL_FUNCTION(glVertexAttrib4Nsv, glVertexAttrib4NsvARB);
2907 MAP_GL_FUNCTION(glVertexAttrib4Nub, glVertexAttrib4NubARB);
2908 MAP_GL_FUNCTION(glVertexAttrib4Nubv, glVertexAttrib4NubvARB);
2909 MAP_GL_FUNCTION(glVertexAttrib4Nusv, glVertexAttrib4NusvARB);
2910 MAP_GL_FUNCTION(glVertexAttrib4sv, glVertexAttrib4svARB);
2911 MAP_GL_FUNCTION(glVertexAttrib4ubv, glVertexAttrib4ubvARB);
2912 MAP_GL_FUNCTION(glVertexAttribDivisor, glVertexAttribDivisorARB);
2913 MAP_GL_FUNCTION(glVertexAttribIPointer, glVertexAttribIPointerEXT);
2914 MAP_GL_FUNCTION(glVertexAttribPointer, glVertexAttribPointerARB);
2915 #undef MAP_GL_FUNCTION
2916 #undef MAP_GL_FUNCTION_CAST
2919 static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
2921 unsigned int i, sampler_count;
2922 GLint gl_max;
2924 gl_info->limits.buffers = 1;
2925 gl_info->limits.textures = 0;
2926 gl_info->limits.texture_coords = 0;
2927 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
2929 gl_info->limits.uniform_blocks[i] = 0;
2930 gl_info->limits.samplers[i] = 0;
2932 gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = 1;
2933 gl_info->limits.combined_samplers = gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL];
2934 gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
2935 gl_info->limits.vertex_attribs = 16;
2936 gl_info->limits.texture_buffer_offset_alignment = 1;
2937 gl_info->limits.glsl_vs_float_constants = 0;
2938 gl_info->limits.glsl_ps_float_constants = 0;
2939 gl_info->limits.arb_vs_float_constants = 0;
2940 gl_info->limits.arb_vs_native_constants = 0;
2941 gl_info->limits.arb_vs_instructions = 0;
2942 gl_info->limits.arb_vs_temps = 0;
2943 gl_info->limits.arb_ps_float_constants = 0;
2944 gl_info->limits.arb_ps_local_constants = 0;
2945 gl_info->limits.arb_ps_instructions = 0;
2946 gl_info->limits.arb_ps_temps = 0;
2948 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_CLIP_DISTANCES, &gl_max);
2949 gl_info->limits.user_clip_distances = min(WINED3D_MAX_CLIP_DISTANCES, gl_max);
2950 TRACE("Clip plane support - max planes %d.\n", gl_max);
2952 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2954 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2955 gl_info->limits.lights = gl_max;
2956 TRACE("Light support - max lights %d.\n", gl_max);
2959 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2960 gl_info->limits.texture_size = gl_max;
2961 TRACE("Maximum texture size support - max texture size %d.\n", gl_max);
2963 if (gl_info->supported[ARB_MAP_BUFFER_ALIGNMENT])
2965 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &gl_max);
2966 TRACE("Minimum buffer map alignment: %d.\n", gl_max);
2968 else
2970 WARN_(d3d_perf)("Driver doesn't guarantee a minimum buffer map alignment.\n");
2972 if (gl_info->supported[NV_REGISTER_COMBINERS])
2974 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2975 gl_info->limits.general_combiners = gl_max;
2976 TRACE("Max general combiners: %d.\n", gl_max);
2978 if (gl_info->supported[ARB_DRAW_BUFFERS] && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2980 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2981 gl_info->limits.buffers = min(MAX_RENDER_TARGET_VIEWS, gl_max);
2982 TRACE("Max draw buffers: %u.\n", gl_max);
2984 if (gl_info->supported[ARB_MULTITEXTURE])
2986 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2988 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2989 gl_info->limits.textures = min(WINED3D_MAX_TEXTURES, gl_max);
2990 TRACE("Max textures: %d.\n", gl_info->limits.textures);
2992 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2994 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
2995 gl_info->limits.texture_coords = min(WINED3D_MAX_TEXTURES, gl_max);
2997 else
2999 gl_info->limits.texture_coords = gl_info->limits.textures;
3001 TRACE("Max texture coords: %d.\n", gl_info->limits.texture_coords);
3004 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] || gl_info->supported[ARB_FRAGMENT_SHADER])
3006 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &gl_max);
3007 gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = gl_max;
3009 else
3011 gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = gl_info->limits.textures;
3013 TRACE("Max fragment samplers: %d.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL]);
3015 if (gl_info->supported[ARB_VERTEX_SHADER])
3017 unsigned int vertex_sampler_count;
3019 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
3020 vertex_sampler_count = gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX] = gl_max;
3021 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
3022 gl_info->limits.combined_samplers = gl_max;
3023 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &gl_max);
3024 gl_info->limits.vertex_attribs = gl_max;
3026 /* Loading GLSL sampler uniforms is much simpler if we can assume
3027 * that the sampler setup is known at shader link time. In a
3028 * vertex shader + pixel shader combination this isn't an issue
3029 * because then the sampler setup only depends on the two shaders.
3030 * If a pixel shader is used with fixed-function vertex processing
3031 * we're fine too because fixed-function vertex processing doesn't
3032 * use any samplers. If fixed-function fragment processing is used
3033 * we have to make sure that all vertex sampler setups are valid
3034 * together with all possible fixed-function fragment processing
3035 * setups. This is true if vsamplers + WINED3D_MAX_TEXTURES <= max_samplers.
3036 * This is true on all Direct3D 9 cards that support vertex
3037 * texture fetch (GeForce 6 and GeForce 7 cards). Direct3D 9
3038 * Radeon cards do not support vertex texture fetch. Direct3D 10
3039 * cards have 128 samplers, and Direct3D 9 is limited to 8
3040 * fixed-function texture stages and 4 vertex samplers.
3041 * Direct3D 10 does not have a fixed-function pipeline anymore.
3043 * So this is just a check to check that our assumption holds
3044 * true. If not, write a warning and reduce the number of vertex
3045 * samplers or probably disable vertex texture fetch. */
3046 if (vertex_sampler_count && gl_info->limits.combined_samplers < 12
3047 && WINED3D_MAX_TEXTURES + vertex_sampler_count > gl_info->limits.combined_samplers)
3049 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
3050 vertex_sampler_count, gl_info->limits.combined_samplers);
3051 FIXME("Expected vertex samplers + WINED3D_MAX_TEXTURES(=8) > combined_samplers.\n");
3052 if (gl_info->limits.combined_samplers > WINED3D_MAX_TEXTURES)
3053 vertex_sampler_count = gl_info->limits.combined_samplers - WINED3D_MAX_TEXTURES;
3054 else
3055 vertex_sampler_count = 0;
3056 gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX] = vertex_sampler_count;
3059 else
3061 gl_info->limits.combined_samplers = gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL];
3063 TRACE("Max vertex samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX]);
3064 TRACE("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
3065 TRACE("Max vertex attributes: %u.\n", gl_info->limits.vertex_attribs);
3067 else
3069 gl_info->limits.textures = 1;
3070 gl_info->limits.texture_coords = 1;
3073 if (gl_info->supported[EXT_TEXTURE3D])
3075 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
3076 gl_info->limits.texture3d_size = gl_max;
3077 TRACE("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
3079 if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
3081 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &gl_max);
3082 gl_info->limits.anisotropy = gl_max;
3083 TRACE("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
3085 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
3087 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
3088 gl_info->limits.arb_ps_float_constants = gl_max;
3089 TRACE("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
3090 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
3091 gl_info->limits.arb_ps_native_constants = gl_max;
3092 TRACE("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
3093 gl_info->limits.arb_ps_native_constants);
3094 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
3095 gl_info->limits.arb_ps_temps = gl_max;
3096 TRACE("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
3097 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
3098 gl_info->limits.arb_ps_instructions = gl_max;
3099 TRACE("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
3100 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
3101 gl_info->limits.arb_ps_local_constants = gl_max;
3102 TRACE("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
3104 if (gl_info->supported[ARB_VERTEX_PROGRAM])
3106 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
3107 gl_info->limits.arb_vs_float_constants = gl_max;
3108 TRACE("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
3109 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
3110 gl_info->limits.arb_vs_native_constants = gl_max;
3111 TRACE("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
3112 gl_info->limits.arb_vs_native_constants);
3113 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
3114 gl_info->limits.arb_vs_temps = gl_max;
3115 TRACE("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
3116 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
3117 gl_info->limits.arb_vs_instructions = gl_max;
3118 TRACE("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
3120 if (gl_info->supported[ARB_VERTEX_SHADER])
3122 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
3123 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
3124 TRACE("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
3126 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
3128 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &gl_max);
3129 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX] = min(gl_max, WINED3D_MAX_CBS);
3130 TRACE("Max vertex uniform blocks: %u (%d).\n",
3131 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX], gl_max);
3134 if (gl_info->supported[ARB_TESSELLATION_SHADER])
3136 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &gl_max);
3137 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_HULL] = min(gl_max, WINED3D_MAX_CBS);
3138 TRACE("Max hull uniform blocks: %u (%d).\n",
3139 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_HULL], gl_max);
3140 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS, &gl_max);
3141 gl_info->limits.samplers[WINED3D_SHADER_TYPE_HULL] = gl_max;
3142 TRACE("Max hull samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_HULL]);
3144 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &gl_max);
3145 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_DOMAIN] = min(gl_max, WINED3D_MAX_CBS);
3146 TRACE("Max domain uniform blocks: %u (%d).\n",
3147 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_DOMAIN], gl_max);
3148 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS, &gl_max);
3149 gl_info->limits.samplers[WINED3D_SHADER_TYPE_DOMAIN] = gl_max;
3150 TRACE("Max domain samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_DOMAIN]);
3152 if (gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
3154 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &gl_max);
3155 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY] = min(gl_max, WINED3D_MAX_CBS);
3156 TRACE("Max geometry uniform blocks: %u (%d).\n",
3157 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY], gl_max);
3158 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &gl_max);
3159 gl_info->limits.samplers[WINED3D_SHADER_TYPE_GEOMETRY] = gl_max;
3160 TRACE("Max geometry samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_GEOMETRY]);
3162 if (gl_info->supported[ARB_FRAGMENT_SHADER])
3164 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
3165 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
3166 TRACE("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
3167 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3169 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
3170 gl_info->limits.glsl_varyings = gl_max;
3172 else
3174 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_INPUT_COMPONENTS, &gl_max);
3175 gl_info->limits.glsl_varyings = gl_max - 4;
3177 TRACE("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_info->limits.glsl_varyings,
3178 gl_info->limits.glsl_varyings / 4);
3180 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
3182 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &gl_max);
3183 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL] = min(gl_max, WINED3D_MAX_CBS);
3184 TRACE("Max fragment uniform blocks: %u (%d).\n",
3185 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL], gl_max);
3188 if (gl_info->supported[ARB_COMPUTE_SHADER])
3190 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &gl_max);
3191 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_COMPUTE] = min(gl_max, WINED3D_MAX_CBS);
3192 TRACE("Max compute uniform blocks: %u (%d).\n",
3193 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_COMPUTE], gl_max);
3194 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &gl_max);
3195 gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE] = gl_max;
3196 TRACE("Max compute samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE]);
3198 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
3200 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &gl_max);
3201 TRACE("Max combined uniform blocks: %d.\n", gl_max);
3202 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &gl_max);
3203 TRACE("Max uniform buffer bindings: %d.\n", gl_max);
3205 if (gl_info->supported[ARB_TEXTURE_BUFFER_RANGE])
3207 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, &gl_max);
3208 gl_info->limits.texture_buffer_offset_alignment = gl_max;
3209 TRACE("Minimum required texture buffer offset alignment %d.\n", gl_max);
3211 if (gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS])
3213 GLint max_fragment_buffers, max_combined_buffers, max_bindings;
3214 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS, &max_fragment_buffers);
3215 TRACE("Max fragment atomic counter buffers: %d.\n", max_fragment_buffers);
3216 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS, &max_combined_buffers);
3217 TRACE("Max combined atomic counter buffers: %d.\n", max_combined_buffers);
3218 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, &max_bindings);
3219 TRACE("Max atomic counter buffer bindings: %d.\n", max_bindings);
3220 if (max_fragment_buffers < MAX_UNORDERED_ACCESS_VIEWS
3221 || max_combined_buffers < MAX_UNORDERED_ACCESS_VIEWS
3222 || max_bindings < MAX_UNORDERED_ACCESS_VIEWS)
3224 WARN("Disabling ARB_shader_atomic_counters.\n");
3225 gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS] = FALSE;
3228 if (gl_info->supported[ARB_TRANSFORM_FEEDBACK3])
3230 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_STREAMS, &gl_max);
3231 TRACE("Max vertex streams: %d.\n", gl_max);
3234 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
3235 gl_info->gl_ops.gl.p_glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
3236 else
3237 gl_info->limits.shininess = 128.0f;
3239 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
3241 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
3242 gl_info->limits.samples = gl_max;
3245 if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
3247 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAMEBUFFER_WIDTH, &gl_max);
3248 gl_info->limits.framebuffer_width = gl_max;
3249 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAMEBUFFER_HEIGHT, &gl_max);
3250 gl_info->limits.framebuffer_height = gl_max;
3252 else
3254 gl_info->limits.framebuffer_width = gl_info->limits.texture_size;
3255 gl_info->limits.framebuffer_height = gl_info->limits.texture_size;
3258 gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] =
3259 min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_GL_FRAGMENT_SAMPLERS);
3260 sampler_count = 0;
3261 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
3262 sampler_count += gl_info->limits.samplers[i];
3263 if (gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->limits.combined_samplers < sampler_count)
3265 /* The minimum value for GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS in OpenGL
3266 * 3.2 is 48 (16 per stage). When tessellation shaders are supported
3267 * the minimum value is increased to 80. */
3268 WARN("Graphics pipeline sampler count %u is greater than combined sampler count %u.\n",
3269 sampler_count, gl_info->limits.combined_samplers);
3270 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
3271 gl_info->limits.samplers[i] = min(gl_info->limits.samplers[i], 16);
3274 /* A majority of OpenGL implementations allow us to statically partition
3275 * the set of texture bindings into six separate sets. */
3276 gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
3277 sampler_count = 0;
3278 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
3279 sampler_count += gl_info->limits.samplers[i];
3280 if (gl_info->limits.combined_samplers >= sampler_count)
3281 gl_info->limits.graphics_samplers -= gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE];
3284 /* Context activation is done by the caller. */
3285 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
3286 struct wined3d_caps_gl_ctx *caps_gl_ctx, unsigned int wined3d_creation_flags)
3288 static const struct
3290 enum wined3d_gl_extension extension;
3291 DWORD min_gl_version;
3293 core_extensions[] =
3295 {EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2)},
3296 {ARB_MULTISAMPLE, MAKEDWORD_VERSION(1, 3)},
3297 {ARB_MULTITEXTURE, MAKEDWORD_VERSION(1, 3)},
3298 {ARB_TEXTURE_BORDER_CLAMP, MAKEDWORD_VERSION(1, 3)},
3299 {ARB_TEXTURE_COMPRESSION, MAKEDWORD_VERSION(1, 3)},
3300 {ARB_TEXTURE_CUBE_MAP, MAKEDWORD_VERSION(1, 3)},
3301 {ARB_DEPTH_TEXTURE, MAKEDWORD_VERSION(1, 4)},
3302 {ARB_POINT_PARAMETERS, MAKEDWORD_VERSION(1, 4)},
3303 {ARB_SHADOW, MAKEDWORD_VERSION(1, 4)},
3304 {ARB_TEXTURE_MIRRORED_REPEAT, MAKEDWORD_VERSION(1, 4)},
3305 {EXT_BLEND_COLOR, MAKEDWORD_VERSION(1, 4)},
3306 {EXT_BLEND_FUNC_SEPARATE, MAKEDWORD_VERSION(1, 4)},
3307 {EXT_BLEND_MINMAX, MAKEDWORD_VERSION(1, 4)},
3308 {EXT_BLEND_SUBTRACT, MAKEDWORD_VERSION(1, 4)},
3309 {EXT_STENCIL_WRAP, MAKEDWORD_VERSION(1, 4)},
3310 {NV_POINT_SPRITE, MAKEDWORD_VERSION(1, 4)},
3311 {ARB_OCCLUSION_QUERY, MAKEDWORD_VERSION(1, 5)},
3312 {ARB_VERTEX_BUFFER_OBJECT, MAKEDWORD_VERSION(1, 5)},
3313 {ARB_DRAW_BUFFERS, MAKEDWORD_VERSION(2, 0)},
3314 {ARB_FRAGMENT_SHADER, MAKEDWORD_VERSION(2, 0)},
3315 {ARB_SHADING_LANGUAGE_100, MAKEDWORD_VERSION(2, 0)},
3316 {ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0)},
3317 {ARB_VERTEX_SHADER, MAKEDWORD_VERSION(2, 0)},
3318 {EXT_BLEND_EQUATION_SEPARATE, MAKEDWORD_VERSION(2, 0)},
3319 {ARB_PIXEL_BUFFER_OBJECT, MAKEDWORD_VERSION(2, 1)},
3320 {EXT_TEXTURE_SRGB, MAKEDWORD_VERSION(2, 1)},
3321 {ARB_COLOR_BUFFER_FLOAT, MAKEDWORD_VERSION(3, 0)},
3322 {ARB_DEPTH_BUFFER_FLOAT, MAKEDWORD_VERSION(3, 0)},
3323 {ARB_FRAMEBUFFER_OBJECT, MAKEDWORD_VERSION(3, 0)},
3324 {ARB_FRAMEBUFFER_SRGB, MAKEDWORD_VERSION(3, 0)},
3325 {ARB_HALF_FLOAT_PIXEL, MAKEDWORD_VERSION(3, 0)},
3326 {ARB_HALF_FLOAT_VERTEX, MAKEDWORD_VERSION(3, 0)},
3327 {ARB_MAP_BUFFER_RANGE, MAKEDWORD_VERSION(3, 0)},
3328 {ARB_TEXTURE_COMPRESSION_RGTC, MAKEDWORD_VERSION(3, 0)},
3329 {ARB_TEXTURE_FLOAT, MAKEDWORD_VERSION(3, 0)},
3330 {ARB_TEXTURE_RG, MAKEDWORD_VERSION(3, 0)},
3331 {EXT_DRAW_BUFFERS2, MAKEDWORD_VERSION(3, 0)},
3332 {EXT_PACKED_FLOAT, MAKEDWORD_VERSION(3, 0)},
3333 {EXT_TEXTURE_ARRAY, MAKEDWORD_VERSION(3, 0)},
3334 {EXT_TEXTURE_INTEGER, MAKEDWORD_VERSION(3, 0)},
3335 {EXT_TEXTURE_SHARED_EXPONENT, MAKEDWORD_VERSION(3, 0)},
3336 /* We don't want to enable EXT_GPU_SHADER4: even though similar
3337 * functionality is available in core GL 3.0 / GLSL 1.30, it's different
3338 * enough that reusing the same flag for the new features hurts more
3339 * than it helps. */
3340 /* EXT_framebuffer_object, EXT_framebuffer_blit,
3341 * EXT_framebuffer_multisample and EXT_packed_depth_stencil
3342 * are integrated into ARB_framebuffer_object. */
3344 {ARB_COPY_BUFFER, MAKEDWORD_VERSION(3, 1)},
3345 {ARB_DRAW_INSTANCED, MAKEDWORD_VERSION(3, 1)},
3346 {ARB_TEXTURE_BUFFER_OBJECT, MAKEDWORD_VERSION(3, 1)},
3347 {ARB_UNIFORM_BUFFER_OBJECT, MAKEDWORD_VERSION(3, 1)},
3348 {EXT_TEXTURE_SNORM, MAKEDWORD_VERSION(3, 1)},
3349 /* We don't need or want GL_ARB_texture_rectangle (core in 3.1). */
3351 {ARB_DEPTH_CLAMP, MAKEDWORD_VERSION(3, 2)},
3352 {ARB_DRAW_ELEMENTS_BASE_VERTEX, MAKEDWORD_VERSION(3, 2)},
3353 /* ARB_geometry_shader4 exposes a somewhat different API compared to 3.2
3354 * core geometry shaders so it's not really correct to expose the
3355 * extension for core-only support. */
3356 {ARB_FRAGMENT_COORD_CONVENTIONS, MAKEDWORD_VERSION(3, 2)},
3357 {ARB_PROVOKING_VERTEX, MAKEDWORD_VERSION(3, 2)},
3358 {ARB_SEAMLESS_CUBE_MAP, MAKEDWORD_VERSION(3, 2)},
3359 {ARB_SYNC, MAKEDWORD_VERSION(3, 2)},
3360 {ARB_TEXTURE_MULTISAMPLE, MAKEDWORD_VERSION(3, 2)},
3361 {ARB_VERTEX_ARRAY_BGRA, MAKEDWORD_VERSION(3, 2)},
3363 {ARB_BLEND_FUNC_EXTENDED, MAKEDWORD_VERSION(3, 3)},
3364 {ARB_EXPLICIT_ATTRIB_LOCATION, MAKEDWORD_VERSION(3, 3)},
3365 {ARB_INSTANCED_ARRAYS, MAKEDWORD_VERSION(3, 3)},
3366 {ARB_SAMPLER_OBJECTS, MAKEDWORD_VERSION(3, 3)},
3367 {ARB_SHADER_BIT_ENCODING, MAKEDWORD_VERSION(3, 3)},
3368 {ARB_TEXTURE_RGB10_A2UI, MAKEDWORD_VERSION(3, 3)},
3369 {ARB_TEXTURE_SWIZZLE, MAKEDWORD_VERSION(3, 3)},
3370 {ARB_TIMER_QUERY, MAKEDWORD_VERSION(3, 3)},
3371 {ARB_VERTEX_TYPE_2_10_10_10_REV, MAKEDWORD_VERSION(3, 3)},
3373 {ARB_DRAW_INDIRECT, MAKEDWORD_VERSION(4, 0)},
3374 {ARB_GPU_SHADER5, MAKEDWORD_VERSION(4, 0)},
3375 {ARB_SAMPLE_SHADING, MAKEDWORD_VERSION(4, 0)},
3376 {ARB_TESSELLATION_SHADER, MAKEDWORD_VERSION(4, 0)},
3377 {ARB_TEXTURE_CUBE_MAP_ARRAY, MAKEDWORD_VERSION(4, 0)},
3378 {ARB_TEXTURE_GATHER, MAKEDWORD_VERSION(4, 0)},
3379 {ARB_TRANSFORM_FEEDBACK2, MAKEDWORD_VERSION(4, 0)},
3380 {ARB_TRANSFORM_FEEDBACK3, MAKEDWORD_VERSION(4, 0)},
3382 {ARB_ES2_COMPATIBILITY, MAKEDWORD_VERSION(4, 1)},
3383 {ARB_VIEWPORT_ARRAY, MAKEDWORD_VERSION(4, 1)},
3385 {ARB_BASE_INSTANCE, MAKEDWORD_VERSION(4, 2)},
3386 {ARB_CONSERVATIVE_DEPTH, MAKEDWORD_VERSION(4, 2)},
3387 {ARB_INTERNALFORMAT_QUERY, MAKEDWORD_VERSION(4, 2)},
3388 {ARB_MAP_BUFFER_ALIGNMENT, MAKEDWORD_VERSION(4, 2)},
3389 {ARB_SHADER_ATOMIC_COUNTERS, MAKEDWORD_VERSION(4, 2)},
3390 {ARB_SHADER_IMAGE_LOAD_STORE, MAKEDWORD_VERSION(4, 2)},
3391 {ARB_SHADING_LANGUAGE_420PACK, MAKEDWORD_VERSION(4, 2)},
3392 {ARB_SHADING_LANGUAGE_PACKING, MAKEDWORD_VERSION(4, 2)},
3393 {ARB_TEXTURE_COMPRESSION_BPTC, MAKEDWORD_VERSION(4, 2)},
3394 {ARB_TEXTURE_STORAGE, MAKEDWORD_VERSION(4, 2)},
3396 {ARB_CLEAR_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 3)},
3397 {ARB_COMPUTE_SHADER, MAKEDWORD_VERSION(4, 3)},
3398 {ARB_COPY_IMAGE, MAKEDWORD_VERSION(4, 3)},
3399 {ARB_DEBUG_OUTPUT, MAKEDWORD_VERSION(4, 3)},
3400 {ARB_ES3_COMPATIBILITY, MAKEDWORD_VERSION(4, 3)},
3401 {ARB_FRAGMENT_LAYER_VIEWPORT, MAKEDWORD_VERSION(4, 3)},
3402 {ARB_FRAMEBUFFER_NO_ATTACHMENTS, MAKEDWORD_VERSION(4, 3)},
3403 {ARB_INTERNALFORMAT_QUERY2, MAKEDWORD_VERSION(4, 3)},
3404 {ARB_SHADER_IMAGE_SIZE, MAKEDWORD_VERSION(4, 3)},
3405 {ARB_SHADER_STORAGE_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 3)},
3406 {ARB_STENCIL_TEXTURING, MAKEDWORD_VERSION(4, 3)},
3407 {ARB_TEXTURE_BUFFER_RANGE, MAKEDWORD_VERSION(4, 3)},
3408 {ARB_TEXTURE_QUERY_LEVELS, MAKEDWORD_VERSION(4, 3)},
3409 {ARB_TEXTURE_STORAGE_MULTISAMPLE, MAKEDWORD_VERSION(4, 2)},
3410 {ARB_TEXTURE_VIEW, MAKEDWORD_VERSION(4, 3)},
3412 {ARB_BUFFER_STORAGE, MAKEDWORD_VERSION(4, 4)},
3413 {ARB_CLEAR_TEXTURE, MAKEDWORD_VERSION(4, 4)},
3414 {ARB_QUERY_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 4)},
3415 {ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE, MAKEDWORD_VERSION(4, 4)},
3417 {ARB_CLIP_CONTROL, MAKEDWORD_VERSION(4, 5)},
3418 {ARB_CULL_DISTANCE, MAKEDWORD_VERSION(4, 5)},
3419 {ARB_DERIVATIVE_CONTROL, MAKEDWORD_VERSION(4, 5)},
3420 {ARB_SHADER_TEXTURE_IMAGE_SAMPLES, MAKEDWORD_VERSION(4, 5)},
3421 {ARB_TEXTURE_BARRIER, MAKEDWORD_VERSION(4, 5)},
3423 {ARB_PIPELINE_STATISTICS_QUERY, MAKEDWORD_VERSION(4, 6)},
3424 {ARB_POLYGON_OFFSET_CLAMP, MAKEDWORD_VERSION(4, 6)},
3425 {ARB_TEXTURE_FILTER_ANISOTROPIC, MAKEDWORD_VERSION(4, 6)},
3427 struct wined3d_driver_info *driver_info = &adapter->driver_info;
3428 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
3429 const struct wined3d_gpu_description *gpu_description;
3430 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3431 const char *WGL_Extensions = NULL;
3432 enum wined3d_gl_vendor gl_vendor;
3433 DWORD gl_version, gl_ext_emul_mask;
3434 GLint context_profile = 0;
3435 UINT64 vram_bytes = 0;
3436 unsigned int i, j;
3437 HDC hdc;
3439 TRACE("adapter %p.\n", adapter);
3441 gl_renderer_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_RENDERER);
3442 TRACE("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
3443 if (!gl_renderer_str)
3445 ERR("Received a NULL GL_RENDERER.\n");
3446 return FALSE;
3449 gl_vendor_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VENDOR);
3450 TRACE("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
3451 if (!gl_vendor_str)
3453 ERR("Received a NULL GL_VENDOR.\n");
3454 return FALSE;
3457 /* Parse the GL_VERSION field into major and minor information */
3458 gl_version_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VERSION);
3459 TRACE("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
3460 if (!gl_version_str)
3462 ERR("Received a NULL GL_VERSION.\n");
3463 return FALSE;
3465 gl_version = wined3d_parse_gl_version(gl_version_str);
3467 load_gl_funcs(gl_info);
3469 memset(gl_info->supported, 0, sizeof(gl_info->supported));
3470 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
3472 if (gl_version >= MAKEDWORD_VERSION(3, 2))
3474 gl_info->gl_ops.gl.p_glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &context_profile);
3475 checkGLcall("Querying context profile");
3477 if (context_profile & GL_CONTEXT_CORE_PROFILE_BIT)
3478 TRACE("Got a core profile context.\n");
3479 else
3480 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] = TRUE;
3482 TRACE("GL extensions reported:\n");
3483 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3485 const char *gl_extensions = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_EXTENSIONS);
3487 if (!gl_extensions)
3489 ERR("Received a NULL GL_EXTENSIONS.\n");
3490 return FALSE;
3492 parse_extension_string(gl_info, gl_extensions, gl_extension_map, ARRAY_SIZE(gl_extension_map));
3494 else
3496 enumerate_gl_extensions(gl_info, gl_extension_map, ARRAY_SIZE(gl_extension_map));
3499 hdc = wglGetCurrentDC();
3500 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox. */
3501 if (GL_EXTCALL(wglGetExtensionsStringARB))
3502 WGL_Extensions = (const char *)GL_EXTCALL(wglGetExtensionsStringARB(hdc));
3503 if (!WGL_Extensions)
3504 WARN("WGL extensions not supported.\n");
3505 else
3506 parse_extension_string(gl_info, WGL_Extensions, wgl_extension_map, ARRAY_SIZE(wgl_extension_map));
3508 for (i = 0; i < ARRAY_SIZE(core_extensions); ++i)
3510 if (!gl_info->supported[core_extensions[i].extension]
3511 && gl_version >= core_extensions[i].min_gl_version)
3513 for (j = 0; j < ARRAY_SIZE(gl_extension_map); ++j)
3514 if (gl_extension_map[j].extension == core_extensions[i].extension)
3515 break;
3517 if (j < ARRAY_SIZE(gl_extension_map))
3519 TRACE("GL CORE: %s support.\n", gl_extension_map[j].extension_string);
3520 gl_info->supported[core_extensions[i].extension] = TRUE;
3522 else
3524 FIXME("GL extension %u not in the GL extensions map.\n", core_extensions[i].extension);
3529 if (gl_info->supported[EXT_BLEND_MINMAX] || gl_info->supported[EXT_BLEND_SUBTRACT])
3530 gl_info->supported[WINED3D_GL_BLEND_EQUATION] = TRUE;
3532 if (gl_version >= MAKEDWORD_VERSION(2, 0))
3534 gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
3535 /* We want to use the core APIs for two-sided stencil in GL 2.0. */
3536 gl_info->supported[EXT_STENCIL_TWO_SIDE] = FALSE;
3538 if (gl_version >= MAKEDWORD_VERSION(3, 2))
3539 gl_info->supported[WINED3D_GL_VERSION_3_2] = TRUE;
3541 /* All the points are actually point sprites in core contexts, the APIs from
3542 * ARB_point_sprite are not supported anymore. */
3543 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3544 gl_info->supported[ARB_POINT_SPRITE] = FALSE;
3546 if (gl_info->supported[APPLE_FENCE])
3548 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
3549 * The apple extension interacts with some other apple exts. Disable the NV
3550 * extension if the apple one is support to prevent confusion in other parts
3551 * of the code. */
3552 gl_info->supported[NV_FENCE] = FALSE;
3554 if (gl_info->supported[APPLE_FLOAT_PIXELS])
3556 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
3558 * The enums are the same:
3559 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881a
3560 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881b
3561 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
3562 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
3563 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140b
3565 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3567 TRACE(" IMPLIED: GL_ARB_texture_float support (by GL_APPLE_float_pixels).\n");
3568 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
3570 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3572 TRACE(" IMPLIED: GL_ARB_half_float_pixel support (by GL_APPLE_float_pixels).\n");
3573 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
3576 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
3578 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
3579 * functionality. Prefer the ARB extension */
3580 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
3582 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3584 TRACE(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
3585 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
3587 if (!gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3589 TRACE(" IMPLIED: EXT_texture_compression_rgtc support (by ARB_texture_compression_rgtc).\n");
3590 gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC] = TRUE;
3592 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3594 TRACE(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
3595 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
3597 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && !gl_info->supported[ARB_TEXTURE_RG])
3599 TRACE("ARB_texture_rg not supported, disabling ARB_texture_compression_rgtc.\n");
3600 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = FALSE;
3602 if (gl_info->supported[NV_TEXTURE_SHADER2])
3604 if (gl_info->supported[NV_REGISTER_COMBINERS])
3606 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
3607 * are supported. The nv extensions provide the same functionality as the
3608 * ATI one, and a bit more(signed pixelformats). */
3609 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
3612 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
3614 /* If we have full NP2 texture support, disable
3615 * GL_ARB_texture_rectangle because we will never use it.
3616 * This saves a few redundant glDisable calls. */
3617 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
3619 if (gl_info->supported[ATI_FRAGMENT_SHADER])
3621 /* Disable NV_register_combiners and fragment shader if this is supported.
3622 * generally the NV extensions are preferred over the ATI ones, and this
3623 * extension is disabled if register_combiners and texture_shader2 are both
3624 * supported. So we reach this place only if we have incomplete NV dxlevel 8
3625 * fragment processing support. */
3626 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
3627 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
3628 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
3629 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
3631 if (gl_info->supported[NV_HALF_FLOAT])
3633 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
3634 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
3636 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB] && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
3638 /* Current wined3d sRGB infrastructure requires EXT_texture_sRGB_decode
3639 * for GL_ARB_framebuffer_sRGB support (without EXT_texture_sRGB_decode
3640 * we never render to sRGB surfaces). */
3641 TRACE("EXT_texture_sRGB_decode is not supported, disabling ARB_framebuffer_sRGB.\n");
3642 gl_info->supported[ARB_FRAMEBUFFER_SRGB] = FALSE;
3644 if (gl_info->supported[ARB_OCCLUSION_QUERY])
3646 GLint counter_bits;
3648 GL_EXTCALL(glGetQueryiv(GL_SAMPLES_PASSED, GL_QUERY_COUNTER_BITS, &counter_bits));
3649 TRACE("Occlusion query counter has %d bits.\n", counter_bits);
3650 if (!counter_bits)
3651 gl_info->supported[ARB_OCCLUSION_QUERY] = FALSE;
3653 if (gl_info->supported[ARB_TIMER_QUERY])
3655 GLint counter_bits;
3657 GL_EXTCALL(glGetQueryiv(GL_TIMESTAMP, GL_QUERY_COUNTER_BITS, &counter_bits));
3658 TRACE("Timestamp query counter has %d bits.\n", counter_bits);
3659 if (!counter_bits)
3660 gl_info->supported[ARB_TIMER_QUERY] = FALSE;
3662 if (gl_version >= MAKEDWORD_VERSION(3, 0))
3664 GLint counter_bits;
3666 gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = TRUE;
3668 GL_EXTCALL(glGetQueryiv(GL_PRIMITIVES_GENERATED, GL_QUERY_COUNTER_BITS, &counter_bits));
3669 TRACE("Primitives query counter has %d bits.\n", counter_bits);
3670 if (!counter_bits)
3671 gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = FALSE;
3673 GL_EXTCALL(glGetQueryiv(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, GL_QUERY_COUNTER_BITS, &counter_bits));
3674 TRACE("Transform feedback primitives query counter has %d bits.\n", counter_bits);
3675 if (!counter_bits)
3676 gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = FALSE;
3678 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
3680 GLint subpixel_bits;
3682 gl_info->gl_ops.gl.p_glGetIntegerv(GL_VIEWPORT_SUBPIXEL_BITS, &subpixel_bits);
3683 TRACE("Viewport supports %d subpixel bits.\n", subpixel_bits);
3684 if (subpixel_bits < 8 && gl_info->supported[ARB_CLIP_CONTROL])
3686 TRACE("Disabling ARB_clip_control because viewport subpixel bits < 8.\n");
3687 gl_info->supported[ARB_CLIP_CONTROL] = FALSE;
3690 if (gl_info->supported[ARB_CLIP_CONTROL] && !gl_info->supported[ARB_VIEWPORT_ARRAY])
3692 /* When using ARB_clip_control we need the float viewport parameters
3693 * introduced by ARB_viewport_array to take care of the shifted pixel
3694 * coordinates. */
3695 TRACE("Disabling ARB_clip_control because ARB_viewport_array is not supported.\n");
3696 gl_info->supported[ARB_CLIP_CONTROL] = FALSE;
3698 if (gl_info->supported[ARB_STENCIL_TEXTURING] && !gl_info->supported[ARB_TEXTURE_SWIZZLE])
3700 /* The stencil value needs to be placed in the green channel. */
3701 TRACE("Disabling ARB_stencil_texturing because ARB_texture_swizzle is not supported.\n");
3702 gl_info->supported[ARB_STENCIL_TEXTURING] = FALSE;
3704 if (!gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] && gl_info->supported[EXT_TEXTURE_MIRROR_CLAMP])
3706 TRACE(" IMPLIED: ATI_texture_mirror_once support (by EXT_texture_mirror_clamp).\n");
3707 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE;
3709 if (!gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] && gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
3711 TRACE(" IMPLIED: ARB_texture_mirror_clamp_to_edge support (by ATI_texture_mirror_once).\n");
3712 gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] = TRUE;
3714 if (gl_info->supported[ARB_TEXTURE_STORAGE] && gl_info->supported[APPLE_YCBCR_422])
3716 /* AFAIK APPLE_ycbcr_422 is only available in legacy contexts so we shouldn't ever hit this. */
3717 ERR("Disabling APPLE_ycbcr_422 because of ARB_texture_storage.\n");
3718 gl_info->supported[APPLE_YCBCR_422] = FALSE;
3720 if (gl_info->supported[ARB_DRAW_INDIRECT] && !gl_info->supported[ARB_BASE_INSTANCE])
3722 /* If ARB_base_instance is not supported the baseInstance field
3723 * in indirect draw parameters must be 0 or behavior is undefined.
3725 WARN("Disabling ARB_draw_indirect because ARB_base_instance is not supported.\n");
3726 gl_info->supported[ARB_DRAW_INDIRECT] = FALSE;
3728 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE] && !wined3d_settings.multisample_textures)
3729 gl_info->supported[ARB_TEXTURE_MULTISAMPLE] = FALSE;
3730 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE] && !gl_info->supported[ARB_TEXTURE_STORAGE_MULTISAMPLE])
3732 WARN("Disabling ARB_texture_multisample because immutable storage is not supported.\n");
3733 gl_info->supported[ARB_TEXTURE_MULTISAMPLE] = FALSE;
3736 wined3d_adapter_init_limits(gl_info);
3738 if (gl_info->supported[ARB_VERTEX_PROGRAM] && test_arb_vs_offset_limit(gl_info))
3739 gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
3741 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
3743 const char *str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
3744 unsigned int major, minor;
3746 TRACE("GLSL version string: %s.\n", debugstr_a(str));
3748 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
3749 sscanf(str, "%u.%u", &major, &minor);
3750 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
3751 if (gl_info->glsl_version > MAKEDWORD_VERSION(1, 30) && gl_version < MAKEDWORD_VERSION(3, 0))
3753 WARN("OpenGL version %u.%u too low, limiting GLSL version to 1.30.\n",
3754 gl_version >> 16, gl_version & 0xffff);
3755 gl_info->glsl_version = MAKEDWORD_VERSION(1, 30);
3757 if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30))
3758 gl_info->supported[WINED3D_GLSL_130] = TRUE;
3761 checkGLcall("extension detection");
3763 adapter->shader_backend = select_shader_backend(gl_info);
3764 adapter->vertex_pipe = select_vertex_implementation(gl_info, adapter->shader_backend);
3765 adapter->fragment_pipe = select_fragment_implementation(gl_info, adapter->shader_backend);
3767 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3769 gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbuffer;
3770 gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbuffer;
3771 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffers;
3772 gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffers;
3773 gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorage;
3774 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisample;
3775 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameteriv;
3776 gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebuffer;
3777 gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebuffer;
3778 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffers;
3779 gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffers;
3780 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatus;
3781 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1D;
3782 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2D;
3783 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3D;
3784 gl_info->fbo_ops.glFramebufferTextureLayer = gl_info->gl_ops.ext.p_glFramebufferTextureLayer;
3785 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbuffer;
3786 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
3787 = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameteriv;
3788 gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebuffer;
3789 gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmap;
3790 gl_info->fbo_ops.glFramebufferTexture = gl_info->gl_ops.ext.p_glFramebufferTexture;
3792 else
3794 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
3796 gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbufferEXT;
3797 gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbufferEXT;
3798 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffersEXT;
3799 gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffersEXT;
3800 gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorageEXT;
3801 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameterivEXT;
3802 gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebufferEXT;
3803 gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebufferEXT;
3804 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffersEXT;
3805 gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffersEXT;
3806 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatusEXT;
3807 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1DEXT;
3808 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2DEXT;
3809 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3DEXT;
3810 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbufferEXT;
3811 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
3812 = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameterivEXT;
3813 gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmapEXT;
3815 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3817 WARN_(d3d_perf)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
3818 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
3821 if (gl_info->supported[ARB_GEOMETRY_SHADER4])
3823 gl_info->fbo_ops.glFramebufferTexture = gl_info->gl_ops.ext.p_glFramebufferTextureARB;
3824 gl_info->fbo_ops.glFramebufferTextureLayer = gl_info->gl_ops.ext.p_glFramebufferTextureLayerARB;
3826 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
3828 gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebufferEXT;
3830 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
3832 gl_info->fbo_ops.glRenderbufferStorageMultisample
3833 = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisampleEXT;
3837 gl_info->wrap_lookup[WINED3D_TADDRESS_WRAP - WINED3D_TADDRESS_WRAP] = GL_REPEAT;
3838 gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR - WINED3D_TADDRESS_WRAP] =
3839 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
3840 gl_info->wrap_lookup[WINED3D_TADDRESS_CLAMP - WINED3D_TADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
3841 gl_info->wrap_lookup[WINED3D_TADDRESS_BORDER - WINED3D_TADDRESS_WRAP] =
3842 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
3843 gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP] =
3844 gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] ? GL_MIRROR_CLAMP_TO_EDGE : GL_REPEAT;
3846 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3848 GLuint vao;
3850 GL_EXTCALL(glGenVertexArrays(1, &vao));
3851 GL_EXTCALL(glBindVertexArray(vao));
3852 checkGLcall("creating VAO");
3855 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str, gl_version_str);
3856 TRACE("Guessed GL vendor %#x.\n", gl_vendor);
3858 if (!(gpu_description = query_gpu_description(gl_info, &vram_bytes)))
3860 enum wined3d_feature_level feature_level;
3861 struct fragment_caps fragment_caps;
3862 enum wined3d_pci_vendor vendor;
3863 enum wined3d_pci_device device;
3864 struct shader_caps shader_caps;
3866 adapter->shader_backend->shader_get_caps(adapter, &shader_caps);
3867 adapter->fragment_pipe->get_caps(adapter, &fragment_caps);
3868 feature_level = feature_level_from_caps(gl_info, &shader_caps, &fragment_caps);
3870 vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
3871 TRACE("Guessed vendor PCI ID 0x%04x.\n", vendor);
3873 device = wined3d_guess_card(feature_level, gl_renderer_str, &gl_vendor, &vendor);
3874 TRACE("Guessed device PCI ID 0x%04x.\n", device);
3876 if (!(gpu_description = wined3d_get_gpu_description(vendor, device)))
3878 ERR("Card %04x:%04x not found in driver DB.\n", vendor, device);
3879 return FALSE;
3882 fixup_extensions(gl_info, caps_gl_ctx, gl_renderer_str, gl_vendor,
3883 gpu_description->vendor, gpu_description->device);
3884 wined3d_driver_info_init(driver_info, gpu_description, vram_bytes, 0);
3885 TRACE("Reporting (fake) driver version 0x%08x-0x%08x.\n",
3886 driver_info->version_high, driver_info->version_low);
3888 adapter->vram_bytes_used = 0;
3889 TRACE("Emulating 0x%s bytes of video ram.\n", wine_dbgstr_longlong(driver_info->vram_bytes));
3891 if (gl_info->supported[EXT_MEMORY_OBJECT])
3893 GLint device_count = 0;
3895 gl_info->gl_ops.gl.p_glGetIntegerv(GL_NUM_DEVICE_UUIDS_EXT, &device_count);
3896 if (device_count > 0)
3898 if (device_count > 1)
3899 FIXME("A set of %d devices is not supported.\n", device_count);
3901 GL_EXTCALL(glGetUnsignedBytevEXT(GL_DRIVER_UUID_EXT, (GLubyte *)&adapter->driver_uuid));
3902 GL_EXTCALL(glGetUnsignedBytei_vEXT(GL_DEVICE_UUID_EXT, 0, (GLubyte *)&adapter->device_uuid));
3904 TRACE("Driver UUID: %s, device UUID %s.\n",
3905 debugstr_guid(&adapter->driver_uuid), debugstr_guid(&adapter->device_uuid));
3907 else
3909 WARN("Unexpected device count %d.\n", device_count);
3913 gl_ext_emul_mask = adapter->vertex_pipe->vp_get_emul_mask(gl_info)
3914 | adapter->fragment_pipe->get_emul_mask(gl_info);
3915 if (gl_ext_emul_mask & GL_EXT_EMUL_ARB_MULTITEXTURE)
3916 install_gl_compat_wrapper(gl_info, ARB_MULTITEXTURE);
3917 if (gl_ext_emul_mask & GL_EXT_EMUL_EXT_FOG_COORD)
3918 install_gl_compat_wrapper(gl_info, EXT_FOG_COORD);
3920 return TRUE;
3923 static void WINE_GLAPI invalid_func(const void *data)
3925 ERR("Invalid vertex attribute function called.\n");
3926 DebugBreak();
3929 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
3931 ERR("Invalid texcoord function called.\n");
3932 DebugBreak();
3935 static void WINE_GLAPI invalid_generic_attrib_func(GLuint idx, const void *data)
3937 ERR("Invalid attribute function called.\n");
3938 DebugBreak();
3941 /* Helper functions for providing vertex data to OpenGL. The arrays are
3942 * initialised based on the extension detection and are used in
3943 * draw_primitive_immediate_mode(). */
3944 static void WINE_GLAPI position_d3dcolor(const void *data)
3946 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
3947 DWORD pos = *((const DWORD *)data);
3949 FIXME("Add a test for fixed function position from d3dcolor type.\n");
3950 gl_info->gl_ops.gl.p_glVertex4s(D3DCOLOR_B_R(pos),
3951 D3DCOLOR_B_G(pos),
3952 D3DCOLOR_B_B(pos),
3953 D3DCOLOR_B_A(pos));
3956 static void WINE_GLAPI position_float4(const void *data)
3958 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
3959 const GLfloat *pos = data;
3961 if (pos[3] != 0.0f && pos[3] != 1.0f)
3963 float w = 1.0f / pos[3];
3965 gl_info->gl_ops.gl.p_glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3967 else
3969 gl_info->gl_ops.gl.p_glVertex3fv(pos);
3973 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
3975 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
3976 DWORD diffuseColor = *((const DWORD *)data);
3978 gl_info->gl_ops.gl.p_glColor4ub(D3DCOLOR_B_R(diffuseColor),
3979 D3DCOLOR_B_G(diffuseColor),
3980 D3DCOLOR_B_B(diffuseColor),
3981 D3DCOLOR_B_A(diffuseColor));
3984 static void WINE_GLAPI specular_d3dcolor(const void *data)
3986 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
3987 DWORD specularColor = *((const DWORD *)data);
3988 GLubyte d[] =
3990 D3DCOLOR_B_R(specularColor),
3991 D3DCOLOR_B_G(specularColor),
3992 D3DCOLOR_B_B(specularColor)
3995 gl_info->gl_ops.ext.p_glSecondaryColor3ubvEXT(d);
3998 static void WINE_GLAPI warn_no_specular_func(const void *data)
4000 WARN("GL_EXT_secondary_color not supported.\n");
4003 static void WINE_GLAPI generic_d3dcolor(GLuint idx, const void *data)
4005 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
4006 DWORD color = *((const DWORD *)data);
4008 gl_info->gl_ops.ext.p_glVertexAttrib4Nub(idx,
4009 D3DCOLOR_B_R(color), D3DCOLOR_B_G(color),
4010 D3DCOLOR_B_B(color), D3DCOLOR_B_A(color));
4013 static void WINE_GLAPI generic_short2n(GLuint idx, const void *data)
4015 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
4016 const GLshort s[] = {((const GLshort *)data)[0], ((const GLshort *)data)[1], 0, 1};
4018 gl_info->gl_ops.ext.p_glVertexAttrib4Nsv(idx, s);
4021 static void WINE_GLAPI generic_ushort2n(GLuint idx, const void *data)
4023 const GLushort s[] = {((const GLushort *)data)[0], ((const GLushort *)data)[1], 0, 1};
4024 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
4026 gl_info->gl_ops.ext.p_glVertexAttrib4Nusv(idx, s);
4029 static void WINE_GLAPI generic_float16_2(GLuint idx, const void *data)
4031 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
4032 float x = float_16_to_32(((const unsigned short *)data) + 0);
4033 float y = float_16_to_32(((const unsigned short *)data) + 1);
4035 gl_info->gl_ops.ext.p_glVertexAttrib2f(idx, x, y);
4038 static void WINE_GLAPI generic_float16_4(GLuint idx, const void *data)
4040 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
4041 float x = float_16_to_32(((const unsigned short *)data) + 0);
4042 float y = float_16_to_32(((const unsigned short *)data) + 1);
4043 float z = float_16_to_32(((const unsigned short *)data) + 2);
4044 float w = float_16_to_32(((const unsigned short *)data) + 3);
4046 gl_info->gl_ops.ext.p_glVertexAttrib4f(idx, x, y, z, w);
4049 static void wined3d_adapter_init_ffp_attrib_ops(struct wined3d_adapter *adapter)
4051 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4052 struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
4053 struct wined3d_ffp_attrib_ops *ops = &d3d_info->ffp_attrib_ops;
4054 unsigned int i;
4056 for (i = 0; i < WINED3D_FFP_EMIT_COUNT; ++i)
4058 ops->position[i] = invalid_func;
4059 ops->diffuse[i] = invalid_func;
4060 ops->specular[i] = invalid_func;
4061 ops->normal[i] = invalid_func;
4062 ops->texcoord[i] = invalid_texcoord_func;
4063 ops->generic[i] = invalid_generic_attrib_func;
4066 ops->position[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex3fv;
4067 if (!d3d_info->xyzrhw)
4068 ops->position[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4069 else
4070 ops->position[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex4fv;
4071 ops->position[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4072 ops->position[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex2sv;
4074 ops->diffuse[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor3fv;
4075 ops->diffuse[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4fv;
4076 ops->diffuse[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4077 ops->diffuse[WINED3D_FFP_EMIT_UBYTE4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4ubv;
4078 ops->diffuse[WINED3D_FFP_EMIT_SHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4sv;
4079 ops->diffuse[WINED3D_FFP_EMIT_USHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4usv;
4081 /* No 4 component entry points here. */
4082 if (gl_info->supported[EXT_SECONDARY_COLOR])
4083 ops->specular[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)GL_EXTCALL(glSecondaryColor3fvEXT);
4084 else
4085 ops->specular[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4086 if (gl_info->supported[EXT_SECONDARY_COLOR])
4087 ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4088 else
4089 ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4091 /* Only 3 component entry points here. Test how others behave. Float4
4092 * normals are used by one of our tests, trying to pass it to the pixel
4093 * shader, which fails on Windows. */
4094 ops->normal[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
4095 /* Just ignore the 4th value. */
4096 ops->normal[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
4098 ops->texcoord[WINED3D_FFP_EMIT_FLOAT1] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord1fvARB;
4099 ops->texcoord[WINED3D_FFP_EMIT_FLOAT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2fvARB;
4100 ops->texcoord[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord3fvARB;
4101 ops->texcoord[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4fvARB;
4102 ops->texcoord[WINED3D_FFP_EMIT_SHORT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2svARB;
4103 ops->texcoord[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4svARB;
4104 if (gl_info->supported[NV_HALF_FLOAT])
4106 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT. */
4107 ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_2] =
4108 (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2hvNV;
4109 ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_4] =
4110 (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4hvNV;
4113 ops->generic[WINED3D_FFP_EMIT_FLOAT1] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib1fv;
4114 ops->generic[WINED3D_FFP_EMIT_FLOAT2] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2fv;
4115 ops->generic[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib3fv;
4116 ops->generic[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4fv;
4117 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4118 ops->generic[WINED3D_FFP_EMIT_D3DCOLOR] = generic_d3dcolor;
4119 else
4120 ops->generic[WINED3D_FFP_EMIT_D3DCOLOR] =
4121 (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nubv;
4122 ops->generic[WINED3D_FFP_EMIT_UBYTE4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4ubv;
4123 ops->generic[WINED3D_FFP_EMIT_SHORT2] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2sv;
4124 ops->generic[WINED3D_FFP_EMIT_SHORT4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4sv;
4125 ops->generic[WINED3D_FFP_EMIT_UBYTE4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nubv;
4126 ops->generic[WINED3D_FFP_EMIT_SHORT2N] = generic_short2n;
4127 ops->generic[WINED3D_FFP_EMIT_SHORT4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nsv;
4128 ops->generic[WINED3D_FFP_EMIT_USHORT2N] = generic_ushort2n;
4129 ops->generic[WINED3D_FFP_EMIT_USHORT4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nusv;
4130 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4132 ops->generic[WINED3D_FFP_EMIT_FLOAT16_2] =
4133 (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2hvNV;
4134 ops->generic[WINED3D_FFP_EMIT_FLOAT16_4] =
4135 (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4hvNV;
4137 else
4139 ops->generic[WINED3D_FFP_EMIT_FLOAT16_2] = generic_float16_2;
4140 ops->generic[WINED3D_FFP_EMIT_FLOAT16_4] = generic_float16_4;
4144 static void wined3d_adapter_init_fb_cfgs(struct wined3d_adapter_gl *adapter_gl, HDC dc)
4146 const struct wined3d_gl_info *gl_info = &adapter_gl->a.gl_info;
4147 int i;
4149 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
4151 UINT attrib_count = 0;
4152 GLint cfg_count;
4153 int attribs[11];
4154 int values[11];
4155 int attribute;
4157 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4158 GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, 0, 0, 1, &attribute, &cfg_count));
4160 adapter_gl->pixel_formats = heap_calloc(cfg_count, sizeof(*adapter_gl->pixel_formats));
4161 attribs[attrib_count++] = WGL_RED_BITS_ARB;
4162 attribs[attrib_count++] = WGL_GREEN_BITS_ARB;
4163 attribs[attrib_count++] = WGL_BLUE_BITS_ARB;
4164 attribs[attrib_count++] = WGL_ALPHA_BITS_ARB;
4165 attribs[attrib_count++] = WGL_COLOR_BITS_ARB;
4166 attribs[attrib_count++] = WGL_DEPTH_BITS_ARB;
4167 attribs[attrib_count++] = WGL_STENCIL_BITS_ARB;
4168 attribs[attrib_count++] = WGL_DRAW_TO_WINDOW_ARB;
4169 attribs[attrib_count++] = WGL_PIXEL_TYPE_ARB;
4170 attribs[attrib_count++] = WGL_DOUBLE_BUFFER_ARB;
4171 attribs[attrib_count++] = WGL_AUX_BUFFERS_ARB;
4173 for (i = 0, adapter_gl->pixel_format_count = 0; i < cfg_count; ++i)
4175 struct wined3d_pixel_format *cfg = &adapter_gl->pixel_formats[adapter_gl->pixel_format_count];
4176 int format_id = i + 1;
4178 if (!GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, attrib_count, attribs, values)))
4179 continue;
4181 cfg->iPixelFormat = format_id;
4182 cfg->redSize = values[0];
4183 cfg->greenSize = values[1];
4184 cfg->blueSize = values[2];
4185 cfg->alphaSize = values[3];
4186 cfg->colorSize = values[4];
4187 cfg->depthSize = values[5];
4188 cfg->stencilSize = values[6];
4189 cfg->windowDrawable = values[7];
4190 cfg->iPixelType = values[8];
4191 cfg->doubleBuffer = values[9];
4192 cfg->auxBuffers = values[10];
4194 cfg->numSamples = 0;
4195 /* Check multisample support. */
4196 if (gl_info->supported[ARB_MULTISAMPLE])
4198 int attribs[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4199 int values[2];
4201 if (GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, 2, attribs, values)))
4203 /* values[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether
4204 * multisampling is supported. values[1] = number of
4205 * multisample buffers. */
4206 if (values[0])
4207 cfg->numSamples = values[1];
4211 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
4212 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
4213 cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
4214 cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
4215 cfg->depthSize, cfg->stencilSize, cfg->numSamples, cfg->windowDrawable);
4217 ++adapter_gl->pixel_format_count;
4220 else
4222 int cfg_count;
4224 cfg_count = DescribePixelFormat(dc, 0, 0, 0);
4225 adapter_gl->pixel_formats = heap_calloc(cfg_count, sizeof(*adapter_gl->pixel_formats));
4227 for (i = 0, adapter_gl->pixel_format_count = 0; i < cfg_count; ++i)
4229 struct wined3d_pixel_format *cfg = &adapter_gl->pixel_formats[adapter_gl->pixel_format_count];
4230 PIXELFORMATDESCRIPTOR pfd;
4231 int format_id = i + 1;
4233 if (!DescribePixelFormat(dc, format_id, sizeof(pfd), &pfd))
4234 continue;
4236 /* We only want HW acceleration using an OpenGL ICD driver.
4237 * PFD_GENERIC_FORMAT = slow OpenGL 1.1 GDI software rendering.
4238 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD
4239 * driver (e.g. 3dfx minigl). */
4240 if (pfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4242 TRACE("Skipping format %d because it isn't ICD accelerated.\n", format_id);
4243 continue;
4246 cfg->iPixelFormat = format_id;
4247 cfg->redSize = pfd.cRedBits;
4248 cfg->greenSize = pfd.cGreenBits;
4249 cfg->blueSize = pfd.cBlueBits;
4250 cfg->alphaSize = pfd.cAlphaBits;
4251 cfg->colorSize = pfd.cColorBits;
4252 cfg->depthSize = pfd.cDepthBits;
4253 cfg->stencilSize = pfd.cStencilBits;
4254 cfg->windowDrawable = (pfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4255 cfg->iPixelType = (pfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4256 cfg->doubleBuffer = (pfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4257 cfg->auxBuffers = pfd.cAuxBuffers;
4258 cfg->numSamples = 0;
4260 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
4261 "depth=%d, stencil=%d, windowDrawable=%d\n",
4262 cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
4263 cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
4264 cfg->depthSize, cfg->stencilSize, cfg->windowDrawable);
4266 ++adapter_gl->pixel_format_count;
4271 static void adapter_gl_destroy(struct wined3d_adapter *adapter)
4273 struct wined3d_adapter_gl *adapter_gl = wined3d_adapter_gl(adapter);
4275 heap_free(adapter_gl->pixel_formats);
4276 wined3d_adapter_cleanup(adapter);
4277 heap_free(adapter_gl);
4280 static HRESULT adapter_gl_create_device(struct wined3d *wined3d, const struct wined3d_adapter *adapter,
4281 enum wined3d_device_type device_type, HWND focus_window, unsigned int flags, BYTE surface_alignment,
4282 const enum wined3d_feature_level *levels, unsigned int level_count,
4283 struct wined3d_device_parent *device_parent, struct wined3d_device **device)
4285 struct wined3d_device_gl *device_gl;
4286 HRESULT hr;
4288 if (!(device_gl = heap_alloc_zero(sizeof(*device_gl))))
4289 return E_OUTOFMEMORY;
4291 if (FAILED(hr = wined3d_device_init(&device_gl->d, wined3d, adapter->ordinal, device_type,
4292 focus_window, flags, surface_alignment, levels, level_count, device_parent)))
4294 WARN("Failed to initialize device, hr %#x.\n", hr);
4295 heap_free(device_gl);
4296 return hr;
4299 *device = &device_gl->d;
4300 return WINED3D_OK;
4303 static void adapter_gl_destroy_device(struct wined3d_device *device)
4305 struct wined3d_device_gl *device_gl = wined3d_device_gl(device);
4307 wined3d_device_cleanup(&device_gl->d);
4308 heap_free(device_gl);
4311 struct wined3d_context *adapter_gl_acquire_context(struct wined3d_device *device,
4312 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4314 return wined3d_context_gl_acquire(device, texture, sub_resource_idx);
4317 void adapter_gl_release_context(struct wined3d_context *context)
4319 return wined3d_context_gl_release(wined3d_context_gl(context));
4322 static void adapter_gl_get_wined3d_caps(const struct wined3d_adapter *adapter, struct wined3d_caps *caps)
4324 const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
4325 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4327 caps->ddraw_caps.dds_caps |= WINEDDSCAPS_BACKBUFFER
4328 | WINEDDSCAPS_COMPLEX
4329 | WINEDDSCAPS_FRONTBUFFER
4330 | WINEDDSCAPS_3DDEVICE
4331 | WINEDDSCAPS_VIDEOMEMORY
4332 | WINEDDSCAPS_OWNDC
4333 | WINEDDSCAPS_LOCALVIDMEM
4334 | WINEDDSCAPS_NONLOCALVIDMEM;
4336 caps->ddraw_caps.caps |= WINEDDCAPS_3D;
4338 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
4339 caps->Caps2 |= WINED3DCAPS2_CANGENMIPMAP;
4341 if (gl_info->supported[WINED3D_GL_BLEND_EQUATION])
4342 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_BLENDOP;
4343 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4344 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4345 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4346 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4347 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
4348 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_POSTBLENDSRGBCONVERT;
4349 if (~gl_info->quirks & WINED3D_QUIRK_NO_INDEPENDENT_BIT_DEPTHS)
4350 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS;
4352 if (gl_info->supported[ARB_SAMPLER_OBJECTS] || gl_info->supported[EXT_TEXTURE_LOD_BIAS])
4353 caps->RasterCaps |= WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4355 if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
4357 caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY;
4359 caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC
4360 | WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4363 if (gl_info->supported[ARB_BLEND_FUNC_EXTENDED])
4364 caps->DestBlendCaps |= WINED3DPBLENDCAPS_SRCALPHASAT;
4366 if (gl_info->supported[EXT_BLEND_COLOR])
4368 caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4369 caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4372 if (gl_info->supported[EXT_TEXTURE3D])
4374 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP
4375 | WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4376 if (!d3d_info->texture_npot)
4377 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4379 caps->VolumeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFLINEAR
4380 | WINED3DPTFILTERCAPS_MAGFPOINT
4381 | WINED3DPTFILTERCAPS_MINFLINEAR
4382 | WINED3DPTFILTERCAPS_MINFPOINT
4383 | WINED3DPTFILTERCAPS_MIPFLINEAR
4384 | WINED3DPTFILTERCAPS_MIPFPOINT
4385 | WINED3DPTFILTERCAPS_LINEAR
4386 | WINED3DPTFILTERCAPS_LINEARMIPLINEAR
4387 | WINED3DPTFILTERCAPS_LINEARMIPNEAREST
4388 | WINED3DPTFILTERCAPS_MIPLINEAR
4389 | WINED3DPTFILTERCAPS_MIPNEAREST
4390 | WINED3DPTFILTERCAPS_NEAREST;
4392 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_INDEPENDENTUV
4393 | WINED3DPTADDRESSCAPS_CLAMP
4394 | WINED3DPTADDRESSCAPS_WRAP;
4396 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4398 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4400 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4402 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4404 if (gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE])
4406 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4409 caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4412 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4414 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP
4415 | WINED3DPTEXTURECAPS_MIPCUBEMAP;
4416 if (!d3d_info->texture_npot)
4417 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4419 caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFLINEAR
4420 | WINED3DPTFILTERCAPS_MAGFPOINT
4421 | WINED3DPTFILTERCAPS_MINFLINEAR
4422 | WINED3DPTFILTERCAPS_MINFPOINT
4423 | WINED3DPTFILTERCAPS_MIPFLINEAR
4424 | WINED3DPTFILTERCAPS_MIPFPOINT
4425 | WINED3DPTFILTERCAPS_LINEAR
4426 | WINED3DPTFILTERCAPS_LINEARMIPLINEAR
4427 | WINED3DPTFILTERCAPS_LINEARMIPNEAREST
4428 | WINED3DPTFILTERCAPS_MIPLINEAR
4429 | WINED3DPTFILTERCAPS_MIPNEAREST
4430 | WINED3DPTFILTERCAPS_NEAREST;
4432 if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
4434 caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC
4435 | WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4439 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4441 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4443 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4445 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4447 if (gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE])
4449 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4452 if (gl_info->supported[EXT_STENCIL_WRAP])
4454 caps->StencilCaps |= WINED3DSTENCILCAPS_DECR
4455 | WINED3DSTENCILCAPS_INCR;
4458 if (gl_info->supported[WINED3D_GL_VERSION_2_0]
4459 || gl_info->supported[EXT_STENCIL_TWO_SIDE]
4460 || gl_info->supported[ATI_SEPARATE_STENCIL])
4462 caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4465 caps->MaxAnisotropy = gl_info->limits.anisotropy;
4467 if (caps->VertexShaderVersion >= 3)
4469 caps->MaxVertexShader30InstructionSlots
4470 = max(caps->MaxVertexShader30InstructionSlots, gl_info->limits.arb_vs_instructions);
4472 if (caps->VertexShaderVersion >= 2)
4474 caps->VS20Caps.temp_count = max(caps->VS20Caps.temp_count, gl_info->limits.arb_vs_temps);
4476 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4477 caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 | WINED3DDTCAPS_FLOAT16_4;
4480 if (caps->PixelShaderVersion >= 3)
4482 caps->MaxPixelShader30InstructionSlots
4483 = max(caps->MaxPixelShader30InstructionSlots, gl_info->limits.arb_ps_instructions);
4485 if (caps->PixelShaderVersion >= 2)
4487 caps->PS20Caps.temp_count = max(caps->PS20Caps.temp_count, gl_info->limits.arb_ps_temps);
4491 static BOOL wined3d_check_pixel_format_color(const struct wined3d_pixel_format *cfg,
4492 const struct wined3d_format *format)
4494 /* Float formats need FBOs. If FBOs are used this function isn't called */
4495 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
4496 return FALSE;
4498 /* Probably a RGBA_float or color index mode. */
4499 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
4500 return FALSE;
4502 if (cfg->redSize < format->red_size
4503 || cfg->greenSize < format->green_size
4504 || cfg->blueSize < format->blue_size
4505 || cfg->alphaSize < format->alpha_size)
4506 return FALSE;
4508 return TRUE;
4511 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_pixel_format *cfg,
4512 const struct wined3d_format *format)
4514 BOOL lockable = FALSE;
4516 /* Float formats need FBOs. If FBOs are used this function isn't called */
4517 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
4518 return FALSE;
4520 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
4521 lockable = TRUE;
4523 /* On some modern cards like the Geforce8/9, GLX doesn't offer some
4524 * depth/stencil formats which D3D9 reports. We can safely report
4525 * "compatible" formats (e.g. D24 can be used for D16) as long as we
4526 * aren't dealing with a lockable format. This also helps D3D <= 7 as they
4527 * expect D16 which isn't offered without this on Geforce8 cards. */
4528 if (!(cfg->depthSize == format->depth_size || (!lockable && cfg->depthSize > format->depth_size)))
4529 return FALSE;
4531 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also
4532 * need a format without stencil. We can allow a mismatch if the format
4533 * doesn't have any stencil bits. If it does have stencil bits the size
4534 * must match, or stencil wrapping would break. */
4535 if (format->stencil_size && cfg->stencilSize != format->stencil_size)
4536 return FALSE;
4538 return TRUE;
4541 static BOOL adapter_gl_check_format(const struct wined3d_adapter *adapter,
4542 const struct wined3d_format *adapter_format, const struct wined3d_format *rt_format,
4543 const struct wined3d_format *ds_format)
4545 const struct wined3d_adapter_gl *adapter_gl = wined3d_adapter_gl_const(adapter);
4546 unsigned int i;
4548 if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
4549 return TRUE;
4551 if (adapter_format && rt_format)
4553 /* In backbuffer mode the front and backbuffer share the same WGL
4554 * pixelformat. The format must match in RGB, alpha is allowed to be
4555 * different. (Only the backbuffer can have alpha.) */
4556 if (adapter_format->red_size != rt_format->red_size
4557 || adapter_format->green_size != rt_format->green_size
4558 || adapter_format->blue_size != rt_format->blue_size)
4560 TRACE("Render target format %s doesn't match with adapter format %s.\n",
4561 debug_d3dformat(rt_format->id), debug_d3dformat(adapter_format->id));
4562 return FALSE;
4566 for (i = 0; i < adapter_gl->pixel_format_count; ++i)
4568 const struct wined3d_pixel_format *cfg = &adapter_gl->pixel_formats[i];
4570 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
4571 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
4572 if (adapter_format && rt_format && !cfg->windowDrawable)
4573 continue;
4575 if ((!adapter_format || wined3d_check_pixel_format_color(cfg, adapter_format))
4576 && (!rt_format || wined3d_check_pixel_format_color(cfg, rt_format))
4577 && (!ds_format || wined3d_check_pixel_format_depth(cfg, ds_format)))
4579 TRACE("Pixel format %d is compatible.\n", cfg->iPixelFormat);
4580 return TRUE;
4584 return FALSE;
4587 static HRESULT adapter_gl_init_3d(struct wined3d_device *device)
4589 TRACE("device %p.\n", device);
4591 wined3d_cs_init_object(device->cs, wined3d_device_create_primary_opengl_context_cs, device);
4592 wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
4593 if (!wined3d_swapchain_gl(device->swapchains[0])->context_count)
4594 return E_FAIL;
4596 device->d3d_initialized = TRUE;
4598 return WINED3D_OK;
4601 static void adapter_gl_uninit_3d(struct wined3d_device *device)
4603 TRACE("device %p.\n", device);
4605 wined3d_cs_destroy_object(device->cs, wined3d_device_delete_opengl_contexts_cs, device);
4606 wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
4609 static void *adapter_gl_map_bo_address(struct wined3d_context *context,
4610 const struct wined3d_bo_address *data, size_t size, uint32_t bind_flags, uint32_t map_flags)
4612 struct wined3d_context_gl *context_gl;
4613 GLenum binding;
4615 context_gl = wined3d_context_gl(context);
4616 binding = wined3d_buffer_gl_binding_from_bind_flags(context_gl->gl_info, bind_flags);
4618 return wined3d_context_gl_map_bo_address(context_gl, data, size, binding, map_flags);
4621 static void adapter_gl_unmap_bo_address(struct wined3d_context *context, const struct wined3d_bo_address *data,
4622 uint32_t bind_flags, unsigned int range_count, const struct wined3d_range *ranges)
4624 struct wined3d_context_gl *context_gl;
4625 GLenum binding;
4627 context_gl = wined3d_context_gl(context);
4628 binding = wined3d_buffer_gl_binding_from_bind_flags(context_gl->gl_info, bind_flags);
4630 wined3d_context_gl_unmap_bo_address(context_gl, data, binding, range_count, ranges);
4633 static void adapter_gl_copy_bo_address(struct wined3d_context *context,
4634 const struct wined3d_bo_address *dst, uint32_t dst_bind_flags,
4635 const struct wined3d_bo_address *src, uint32_t src_bind_flags, size_t size)
4637 struct wined3d_context_gl *context_gl;
4638 GLenum dst_binding, src_binding;
4640 context_gl = wined3d_context_gl(context);
4641 dst_binding = wined3d_buffer_gl_binding_from_bind_flags(context_gl->gl_info, dst_bind_flags);
4642 src_binding = wined3d_buffer_gl_binding_from_bind_flags(context_gl->gl_info, src_bind_flags);
4644 wined3d_context_gl_copy_bo_address(context_gl, dst, dst_binding, src, src_binding, size);
4647 static HRESULT adapter_gl_create_swapchain(struct wined3d_device *device, struct wined3d_swapchain_desc *desc,
4648 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_swapchain **swapchain)
4650 struct wined3d_swapchain_gl *swapchain_gl;
4651 HRESULT hr;
4653 TRACE("device %p, desc %p, parent %p, parent_ops %p, swapchain %p.\n",
4654 device, desc, parent, parent_ops, swapchain);
4656 if (!(swapchain_gl = heap_alloc_zero(sizeof(*swapchain_gl))))
4657 return E_OUTOFMEMORY;
4659 if (FAILED(hr = wined3d_swapchain_gl_init(swapchain_gl, device, desc, parent, parent_ops)))
4661 WARN("Failed to initialise swapchain, hr %#x.\n", hr);
4662 heap_free(swapchain_gl);
4663 return hr;
4666 TRACE("Created swapchain %p.\n", swapchain_gl);
4667 *swapchain = &swapchain_gl->s;
4669 return hr;
4672 static void adapter_gl_destroy_swapchain(struct wined3d_swapchain *swapchain)
4674 struct wined3d_swapchain_gl *swapchain_gl = wined3d_swapchain_gl(swapchain);
4676 wined3d_swapchain_gl_cleanup(swapchain_gl);
4677 heap_free(swapchain_gl);
4680 static HRESULT adapter_gl_create_buffer(struct wined3d_device *device,
4681 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
4682 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
4684 struct wined3d_buffer_gl *buffer_gl;
4685 HRESULT hr;
4687 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
4688 device, desc, data, parent, parent_ops, buffer);
4690 if (!(buffer_gl = heap_alloc_zero(sizeof(*buffer_gl))))
4691 return E_OUTOFMEMORY;
4693 if (FAILED(hr = wined3d_buffer_gl_init(buffer_gl, device, desc, data, parent, parent_ops)))
4695 WARN("Failed to initialise buffer, hr %#x.\n", hr);
4696 heap_free(buffer_gl);
4697 return hr;
4700 TRACE("Created buffer %p.\n", buffer_gl);
4701 *buffer = &buffer_gl->b;
4703 return hr;
4706 static void adapter_gl_destroy_buffer(struct wined3d_buffer *buffer)
4708 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer);
4709 struct wined3d_device *device = buffer_gl->b.resource.device;
4710 unsigned int swapchain_count = device->swapchain_count;
4712 TRACE("buffer_gl %p.\n", buffer_gl);
4714 /* Take a reference to the device, in case releasing the buffer would
4715 * cause the device to be destroyed. However, swapchain resources don't
4716 * take a reference to the device, and we wouldn't want to increment the
4717 * refcount on a device that's in the process of being destroyed. */
4718 if (swapchain_count)
4719 wined3d_device_incref(device);
4720 wined3d_buffer_cleanup(&buffer_gl->b);
4721 wined3d_cs_destroy_object(device->cs, heap_free, buffer_gl);
4722 if (swapchain_count)
4723 wined3d_device_decref(device);
4726 static HRESULT adapter_gl_create_texture(struct wined3d_device *device,
4727 const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count,
4728 uint32_t flags, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
4730 struct wined3d_texture_gl *texture_gl;
4731 HRESULT hr;
4733 TRACE("device %p, desc %p, layer_count %u, level_count %u, flags %#x, parent %p, parent_ops %p, texture %p.\n",
4734 device, desc, layer_count, level_count, flags, parent, parent_ops, texture);
4736 if (!(texture_gl = wined3d_texture_allocate_object_memory(sizeof(*texture_gl), level_count, layer_count)))
4737 return E_OUTOFMEMORY;
4739 if (FAILED(hr = wined3d_texture_gl_init(texture_gl, device, desc,
4740 layer_count, level_count, flags, parent, parent_ops)))
4742 WARN("Failed to initialise texture, hr %#x.\n", hr);
4743 heap_free(texture_gl);
4744 return hr;
4747 TRACE("Created texture %p.\n", texture_gl);
4748 *texture = &texture_gl->t;
4750 return hr;
4753 static void adapter_gl_destroy_texture(struct wined3d_texture *texture)
4755 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture);
4756 struct wined3d_device *device = texture_gl->t.resource.device;
4757 unsigned int swapchain_count = device->swapchain_count;
4759 TRACE("texture_gl %p.\n", texture_gl);
4761 /* Take a reference to the device, in case releasing the texture would
4762 * cause the device to be destroyed. However, swapchain resources don't
4763 * take a reference to the device, and we wouldn't want to increment the
4764 * refcount on a device that's in the process of being destroyed. */
4765 if (swapchain_count)
4766 wined3d_device_incref(device);
4768 wined3d_texture_sub_resources_destroyed(texture);
4769 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
4771 wined3d_texture_cleanup(&texture_gl->t);
4772 wined3d_cs_destroy_object(device->cs, heap_free, texture_gl);
4774 if (swapchain_count)
4775 wined3d_device_decref(device);
4778 static HRESULT adapter_gl_create_rendertarget_view(const struct wined3d_view_desc *desc,
4779 struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
4780 struct wined3d_rendertarget_view **view)
4782 struct wined3d_rendertarget_view_gl *view_gl;
4783 HRESULT hr;
4785 TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n",
4786 wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view);
4788 if (!(view_gl = heap_alloc_zero(sizeof(*view_gl))))
4789 return E_OUTOFMEMORY;
4791 if (FAILED(hr = wined3d_rendertarget_view_gl_init(view_gl, desc, resource, parent, parent_ops)))
4793 WARN("Failed to initialise view, hr %#x.\n", hr);
4794 heap_free(view_gl);
4795 return hr;
4798 TRACE("Created render target view %p.\n", view_gl);
4799 *view = &view_gl->v;
4801 return hr;
4804 struct wined3d_view_gl_destroy_ctx
4806 struct wined3d_device *device;
4807 const struct wined3d_gl_view *gl_view;
4808 GLuint *counter_bo;
4809 void *object;
4810 struct wined3d_view_gl_destroy_ctx *free;
4813 static void wined3d_view_gl_destroy_object(void *object)
4815 struct wined3d_view_gl_destroy_ctx *ctx = object;
4816 const struct wined3d_gl_info *gl_info;
4817 struct wined3d_context *context;
4818 struct wined3d_device *device;
4820 device = ctx->device;
4822 if (ctx->gl_view->name || ctx->counter_bo)
4824 context = context_acquire(device, NULL, 0);
4825 gl_info = wined3d_context_gl(context)->gl_info;
4826 if (ctx->gl_view->name)
4828 context_gl_resource_released(device, ctx->gl_view->name, FALSE);
4829 gl_info->gl_ops.gl.p_glDeleteTextures(1, &ctx->gl_view->name);
4831 if (ctx->counter_bo)
4832 GL_EXTCALL(glDeleteBuffers(1, ctx->counter_bo));
4833 checkGLcall("delete resources");
4834 context_release(context);
4837 heap_free(ctx->object);
4838 heap_free(ctx->free);
4841 static void wined3d_view_gl_destroy(struct wined3d_device *device,
4842 const struct wined3d_gl_view *gl_view, GLuint *counter_bo, void *object)
4844 struct wined3d_view_gl_destroy_ctx *ctx, c;
4846 if (!(ctx = heap_alloc(sizeof(*ctx))))
4847 ctx = &c;
4848 ctx->device = device;
4849 ctx->gl_view = gl_view;
4850 ctx->counter_bo = counter_bo;
4851 ctx->object = object;
4852 ctx->free = ctx != &c ? ctx : NULL;
4854 wined3d_cs_destroy_object(device->cs, wined3d_view_gl_destroy_object, ctx);
4855 if (ctx == &c)
4856 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
4859 static void adapter_gl_destroy_rendertarget_view(struct wined3d_rendertarget_view *view)
4861 struct wined3d_rendertarget_view_gl *view_gl = wined3d_rendertarget_view_gl(view);
4862 struct wined3d_device *device = view_gl->v.resource->device;
4863 unsigned int swapchain_count = device->swapchain_count;
4865 TRACE("view_gl %p.\n", view_gl);
4867 /* Take a reference to the device, in case releasing the view's resource
4868 * would cause the device to be destroyed. However, swapchain resources
4869 * don't take a reference to the device, and we wouldn't want to increment
4870 * the refcount on a device that's in the process of being destroyed. */
4871 if (swapchain_count)
4872 wined3d_device_incref(device);
4873 wined3d_rendertarget_view_cleanup(&view_gl->v);
4874 wined3d_view_gl_destroy(device, &view_gl->gl_view, NULL, view_gl);
4875 if (swapchain_count)
4876 wined3d_device_decref(device);
4879 static HRESULT adapter_gl_create_shader_resource_view(const struct wined3d_view_desc *desc,
4880 struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
4881 struct wined3d_shader_resource_view **view)
4883 struct wined3d_shader_resource_view_gl *view_gl;
4884 HRESULT hr;
4886 TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n",
4887 wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view);
4889 if (!(view_gl = heap_alloc_zero(sizeof(*view_gl))))
4890 return E_OUTOFMEMORY;
4892 if (FAILED(hr = wined3d_shader_resource_view_gl_init(view_gl, desc, resource, parent, parent_ops)))
4894 WARN("Failed to initialise view, hr %#x.\n", hr);
4895 heap_free(view_gl);
4896 return hr;
4899 TRACE("Created shader resource view %p.\n", view_gl);
4900 *view = &view_gl->v;
4902 return hr;
4905 static void adapter_gl_destroy_shader_resource_view(struct wined3d_shader_resource_view *view)
4907 struct wined3d_shader_resource_view_gl *view_gl = wined3d_shader_resource_view_gl(view);
4908 struct wined3d_device *device = view_gl->v.resource->device;
4909 unsigned int swapchain_count = device->swapchain_count;
4911 TRACE("view_gl %p.\n", view_gl);
4913 /* Take a reference to the device, in case releasing the view's resource
4914 * would cause the device to be destroyed. However, swapchain resources
4915 * don't take a reference to the device, and we wouldn't want to increment
4916 * the refcount on a device that's in the process of being destroyed. */
4917 if (swapchain_count)
4918 wined3d_device_incref(device);
4919 wined3d_shader_resource_view_cleanup(&view_gl->v);
4920 wined3d_view_gl_destroy(device, &view_gl->gl_view, NULL, view_gl);
4921 if (swapchain_count)
4922 wined3d_device_decref(device);
4925 static HRESULT adapter_gl_create_unordered_access_view(const struct wined3d_view_desc *desc,
4926 struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
4927 struct wined3d_unordered_access_view **view)
4929 struct wined3d_unordered_access_view_gl *view_gl;
4930 HRESULT hr;
4932 TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n",
4933 wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view);
4935 if (!(view_gl = heap_alloc_zero(sizeof(*view_gl))))
4936 return E_OUTOFMEMORY;
4938 if (FAILED(hr = wined3d_unordered_access_view_gl_init(view_gl, desc, resource, parent, parent_ops)))
4940 WARN("Failed to initialise view, hr %#x.\n", hr);
4941 heap_free(view_gl);
4942 return hr;
4945 TRACE("Created unordered access view %p.\n", view_gl);
4946 *view = &view_gl->v;
4948 return hr;
4951 static void adapter_gl_destroy_unordered_access_view(struct wined3d_unordered_access_view *view)
4953 struct wined3d_unordered_access_view_gl *view_gl = wined3d_unordered_access_view_gl(view);
4954 struct wined3d_device *device = view_gl->v.resource->device;
4955 unsigned int swapchain_count = device->swapchain_count;
4957 TRACE("view_gl %p.\n", view_gl);
4959 /* Take a reference to the device, in case releasing the view's resource
4960 * would cause the device to be destroyed. However, swapchain resources
4961 * don't take a reference to the device, and we wouldn't want to increment
4962 * the refcount on a device that's in the process of being destroyed. */
4963 if (swapchain_count)
4964 wined3d_device_incref(device);
4965 wined3d_unordered_access_view_cleanup(&view_gl->v);
4966 wined3d_view_gl_destroy(device, &view_gl->gl_view, &view_gl->counter_bo, view_gl);
4967 if (swapchain_count)
4968 wined3d_device_decref(device);
4971 static HRESULT adapter_gl_create_sampler(struct wined3d_device *device, const struct wined3d_sampler_desc *desc,
4972 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_sampler **sampler)
4974 struct wined3d_sampler_gl *sampler_gl;
4976 TRACE("device %p, desc %p, parent %p, parent_ops %p, sampler %p.\n",
4977 device, desc, parent, parent_ops, sampler);
4979 if (!(sampler_gl = heap_alloc_zero(sizeof(*sampler_gl))))
4980 return E_OUTOFMEMORY;
4982 wined3d_sampler_gl_init(sampler_gl, device, desc, parent, parent_ops);
4984 TRACE("Created sampler %p.\n", sampler_gl);
4985 *sampler = &sampler_gl->s;
4987 return WINED3D_OK;
4990 static void wined3d_sampler_gl_destroy_object(void *object)
4992 struct wined3d_sampler_gl *sampler_gl = object;
4993 const struct wined3d_gl_info *gl_info;
4994 struct wined3d_context *context;
4996 if (sampler_gl->name)
4998 context = context_acquire(sampler_gl->s.device, NULL, 0);
4999 gl_info = wined3d_context_gl(context)->gl_info;
5000 GL_EXTCALL(glDeleteSamplers(1, &sampler_gl->name));
5001 context_release(context);
5004 heap_free(sampler_gl);
5007 static void adapter_gl_destroy_sampler(struct wined3d_sampler *sampler)
5009 struct wined3d_sampler_gl *sampler_gl = wined3d_sampler_gl(sampler);
5011 TRACE("sampler_gl %p.\n", sampler_gl);
5013 wined3d_cs_destroy_object(sampler->device->cs, wined3d_sampler_gl_destroy_object, sampler_gl);
5016 static HRESULT adapter_gl_create_query(struct wined3d_device *device, enum wined3d_query_type type,
5017 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_query **query)
5019 TRACE("device %p, type %#x, parent %p, parent_ops %p, query %p.\n",
5020 device, type, parent, parent_ops, query);
5022 return wined3d_query_gl_create(device, type, parent, parent_ops, query);
5025 static void wined3d_query_gl_destroy_object(void *object)
5027 struct wined3d_query *query = object;
5029 if (query->buffer_object)
5031 struct wined3d_context *context;
5033 context = context_acquire(query->device, NULL, 0);
5034 wined3d_query_gl_destroy_buffer_object(wined3d_context_gl(context), query);
5035 context_release(context);
5038 /* Queries are specific to the GL context that created them. Not
5039 * deleting the query will obviously leak it, but that's still better
5040 * than potentially deleting a different query with the same id in this
5041 * context, and (still) leaking the actual query. */
5042 query->query_ops->query_destroy(query);
5045 static void adapter_gl_destroy_query(struct wined3d_query *query)
5047 TRACE("query %p.\n", query);
5049 wined3d_cs_destroy_object(query->device->cs, wined3d_query_gl_destroy_object, query);
5052 static void adapter_gl_flush_context(struct wined3d_context *context)
5054 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5056 TRACE("context_gl %p.\n", context_gl);
5058 if (context_gl->valid)
5059 context_gl->gl_info->gl_ops.gl.p_glFlush();
5062 void adapter_gl_clear_uav(struct wined3d_context *context,
5063 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
5065 TRACE("context %p, view %p, clear_value %s.\n", context, view, debug_uvec4(clear_value));
5067 wined3d_unordered_access_view_gl_clear_uint(wined3d_unordered_access_view_gl(view),
5068 clear_value, wined3d_context_gl(context));
5071 static const struct wined3d_adapter_ops wined3d_adapter_gl_ops =
5073 adapter_gl_destroy,
5074 adapter_gl_create_device,
5075 adapter_gl_destroy_device,
5076 adapter_gl_acquire_context,
5077 adapter_gl_release_context,
5078 adapter_gl_get_wined3d_caps,
5079 adapter_gl_check_format,
5080 adapter_gl_init_3d,
5081 adapter_gl_uninit_3d,
5082 adapter_gl_map_bo_address,
5083 adapter_gl_unmap_bo_address,
5084 adapter_gl_copy_bo_address,
5085 adapter_gl_create_swapchain,
5086 adapter_gl_destroy_swapchain,
5087 adapter_gl_create_buffer,
5088 adapter_gl_destroy_buffer,
5089 adapter_gl_create_texture,
5090 adapter_gl_destroy_texture,
5091 adapter_gl_create_rendertarget_view,
5092 adapter_gl_destroy_rendertarget_view,
5093 adapter_gl_create_shader_resource_view,
5094 adapter_gl_destroy_shader_resource_view,
5095 adapter_gl_create_unordered_access_view,
5096 adapter_gl_destroy_unordered_access_view,
5097 adapter_gl_create_sampler,
5098 adapter_gl_destroy_sampler,
5099 adapter_gl_create_query,
5100 adapter_gl_destroy_query,
5101 adapter_gl_flush_context,
5102 adapter_gl_clear_uav,
5105 static void wined3d_adapter_gl_init_d3d_info(struct wined3d_adapter_gl *adapter_gl, uint32_t wined3d_creation_flags)
5107 const struct wined3d_gl_info *gl_info = &adapter_gl->a.gl_info;
5108 struct wined3d_d3d_info *d3d_info = &adapter_gl->a.d3d_info;
5109 struct wined3d_vertex_caps vertex_caps;
5110 struct fragment_caps fragment_caps;
5111 struct shader_caps shader_caps;
5112 GLfloat f[2];
5114 adapter_gl->a.shader_backend->shader_get_caps(&adapter_gl->a, &shader_caps);
5115 adapter_gl->a.vertex_pipe->vp_get_caps(&adapter_gl->a, &vertex_caps);
5116 adapter_gl->a.fragment_pipe->get_caps(&adapter_gl->a, &fragment_caps);
5118 d3d_info->limits.vs_version = shader_caps.vs_version;
5119 d3d_info->limits.hs_version = shader_caps.hs_version;
5120 d3d_info->limits.ds_version = shader_caps.ds_version;
5121 d3d_info->limits.gs_version = shader_caps.gs_version;
5122 d3d_info->limits.ps_version = shader_caps.ps_version;
5123 d3d_info->limits.cs_version = shader_caps.cs_version;
5124 d3d_info->limits.vs_uniform_count = shader_caps.vs_uniform_count;
5125 d3d_info->limits.ps_uniform_count = shader_caps.ps_uniform_count;
5126 d3d_info->limits.varying_count = shader_caps.varying_count;
5127 d3d_info->limits.ffp_textures = fragment_caps.MaxSimultaneousTextures;
5128 d3d_info->limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages;
5129 TRACE("Max texture stages: %u.\n", d3d_info->limits.ffp_blend_stages);
5130 d3d_info->limits.ffp_vertex_blend_matrices = vertex_caps.max_vertex_blend_matrices;
5131 d3d_info->limits.active_light_count = vertex_caps.max_active_lights;
5133 d3d_info->limits.max_rt_count = gl_info->limits.buffers;
5134 d3d_info->limits.max_clip_distances = gl_info->limits.user_clip_distances;
5135 d3d_info->limits.texture_size = gl_info->limits.texture_size;
5137 gl_info->gl_ops.gl.p_glGetFloatv(gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
5138 ? GL_ALIASED_POINT_SIZE_RANGE : GL_POINT_SIZE_RANGE, f);
5139 d3d_info->limits.pointsize_max = f[1];
5140 TRACE("Maximum point size support - max point size %.8e.\n", f[1]);
5142 d3d_info->wined3d_creation_flags = wined3d_creation_flags;
5143 d3d_info->xyzrhw = vertex_caps.xyzrhw;
5144 d3d_info->emulated_flatshading = vertex_caps.emulated_flatshading;
5145 d3d_info->ffp_generic_attributes = vertex_caps.ffp_generic_attributes;
5146 d3d_info->ffp_alpha_test = !!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
5147 d3d_info->vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING;
5148 d3d_info->shader_color_key = !!(fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_COLOR_KEY);
5149 d3d_info->shader_double_precision = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_DOUBLE_PRECISION);
5150 d3d_info->shader_output_interpolation = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION);
5151 d3d_info->viewport_array_index_any_shader = !!gl_info->supported[ARB_SHADER_VIEWPORT_LAYER_ARRAY];
5152 d3d_info->texture_npot = !!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO];
5153 d3d_info->texture_npot_conditional = gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
5154 || gl_info->supported[ARB_TEXTURE_RECTANGLE];
5155 d3d_info->draw_base_vertex_offset = !!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX];
5156 d3d_info->vertex_bgra = !!gl_info->supported[ARB_VERTEX_ARRAY_BGRA];
5157 d3d_info->texture_swizzle = !!gl_info->supported[ARB_TEXTURE_SWIZZLE];
5158 d3d_info->srgb_read_control = !!gl_info->supported[EXT_TEXTURE_SRGB_DECODE];
5159 d3d_info->srgb_write_control = !!gl_info->supported[ARB_FRAMEBUFFER_SRGB];
5160 d3d_info->clip_control = !!gl_info->supported[ARB_CLIP_CONTROL];
5161 d3d_info->full_ffp_varyings = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_FULL_FFP_VARYINGS);
5162 d3d_info->scaled_resolve = !!gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE_BLIT_SCALED];
5163 d3d_info->feature_level = feature_level_from_caps(gl_info, &shader_caps, &fragment_caps);
5165 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
5166 d3d_info->multisample_draw_location = WINED3D_LOCATION_TEXTURE_RGB;
5167 else
5168 d3d_info->multisample_draw_location = WINED3D_LOCATION_RB_MULTISAMPLE;
5171 static BOOL wined3d_adapter_gl_init(struct wined3d_adapter_gl *adapter_gl,
5172 unsigned int ordinal, unsigned int wined3d_creation_flags)
5174 static const DWORD supported_gl_versions[] =
5176 MAKEDWORD_VERSION(4, 4),
5177 MAKEDWORD_VERSION(3, 2),
5178 MAKEDWORD_VERSION(1, 0),
5180 struct wined3d_gl_info *gl_info = &adapter_gl->a.gl_info;
5181 struct wined3d_caps_gl_ctx caps_gl_ctx = {0};
5182 unsigned int i;
5184 TRACE("adapter_gl %p, ordinal %u, wined3d_creation_flags %#x.\n",
5185 adapter_gl, ordinal, wined3d_creation_flags);
5187 if (!wined3d_adapter_init(&adapter_gl->a, ordinal, &wined3d_adapter_gl_ops))
5188 return FALSE;
5190 /* Dynamically load all GL core functions */
5191 #ifdef USE_WIN32_OPENGL
5193 HMODULE mod_gl = GetModuleHandleA("opengl32.dll");
5194 #define USE_GL_FUNC(f) gl_info->gl_ops.gl.p_##f = (void *)GetProcAddress(mod_gl, #f);
5195 ALL_WGL_FUNCS
5196 #undef USE_GL_FUNC
5197 gl_info->gl_ops.wgl.p_wglSwapBuffers = (void *)GetProcAddress(mod_gl, "wglSwapBuffers");
5198 gl_info->gl_ops.wgl.p_wglGetPixelFormat = (void *)GetProcAddress(mod_gl, "wglGetPixelFormat");
5200 #else
5201 /* To bypass the opengl32 thunks retrieve functions from the WGL driver instead of opengl32 */
5203 HDC hdc = GetDC( 0 );
5204 const struct opengl_funcs *wgl_driver = __wine_get_wgl_driver( hdc, WINE_WGL_DRIVER_VERSION );
5205 ReleaseDC( 0, hdc );
5206 if (!wgl_driver || wgl_driver == (void *)-1) return FALSE;
5207 gl_info->gl_ops.wgl = wgl_driver->wgl;
5208 gl_info->gl_ops.gl = wgl_driver->gl;
5210 #endif
5212 gl_info->p_glEnableWINE = gl_info->gl_ops.gl.p_glEnable;
5213 gl_info->p_glDisableWINE = gl_info->gl_ops.gl.p_glDisable;
5215 if (!wined3d_caps_gl_ctx_create(&adapter_gl->a, &caps_gl_ctx))
5217 ERR("Failed to get a GL context for adapter %p.\n", adapter_gl);
5218 return FALSE;
5221 for (i = 0; i < ARRAY_SIZE(supported_gl_versions); ++i)
5223 if (supported_gl_versions[i] <= wined3d_settings.max_gl_version)
5224 break;
5226 if (i == ARRAY_SIZE(supported_gl_versions))
5228 ERR_(winediag)("Requested invalid GL version %u.%u.\n",
5229 wined3d_settings.max_gl_version >> 16, wined3d_settings.max_gl_version & 0xffff);
5230 i = ARRAY_SIZE(supported_gl_versions) - 1;
5233 for (; i < ARRAY_SIZE(supported_gl_versions); ++i)
5235 gl_info->selected_gl_version = supported_gl_versions[i];
5237 if (wined3d_caps_gl_ctx_create_attribs(&caps_gl_ctx, gl_info))
5238 break;
5240 WARN("Couldn't create an OpenGL %u.%u context, trying fallback to a lower version.\n",
5241 supported_gl_versions[i] >> 16, supported_gl_versions[i] & 0xffff);
5244 if (!wined3d_adapter_init_gl_caps(&adapter_gl->a, &caps_gl_ctx, wined3d_creation_flags))
5246 ERR("Failed to initialize GL caps for adapter %p.\n", adapter_gl);
5247 wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
5248 return FALSE;
5251 wined3d_adapter_gl_init_d3d_info(adapter_gl, wined3d_creation_flags);
5252 if (!adapter_gl->a.d3d_info.shader_color_key)
5254 /* We do not want to deal with re-creating immutable texture storage
5255 * for colour-keying emulation. */
5256 WARN("Disabling ARB_texture_storage because fragment pipe doesn't support colour-keying.\n");
5257 gl_info->supported[ARB_TEXTURE_STORAGE] = FALSE;
5260 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
5261 ERR_(winediag)("You are using the backbuffer for offscreen rendering. "
5262 "This is unsupported, and will be removed in a future version.\n");
5264 wined3d_adapter_init_fb_cfgs(adapter_gl, caps_gl_ctx.dc);
5265 /* We haven't found any suitable formats. This should only happen in
5266 * case of GDI software rendering, which is pretty useless anyway. */
5267 if (!adapter_gl->pixel_format_count)
5269 WARN("No suitable pixel formats found.\n");
5270 wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
5271 heap_free(adapter_gl->pixel_formats);
5272 return FALSE;
5275 if (!wined3d_adapter_gl_init_format_info(&adapter_gl->a, &caps_gl_ctx))
5277 ERR("Failed to initialize GL format info.\n");
5278 wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
5279 heap_free(adapter_gl->pixel_formats);
5280 return FALSE;
5283 wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
5285 wined3d_adapter_init_ffp_attrib_ops(&adapter_gl->a);
5287 return TRUE;
5290 struct wined3d_adapter *wined3d_adapter_gl_create(unsigned int ordinal, unsigned int wined3d_creation_flags)
5292 struct wined3d_adapter_gl *adapter;
5294 if (!(adapter = heap_alloc_zero(sizeof(*adapter))))
5295 return NULL;
5297 if (!wined3d_adapter_gl_init(adapter, ordinal, wined3d_creation_flags))
5299 heap_free(adapter);
5300 return NULL;
5303 TRACE("Created adapter %p.\n", adapter);
5305 return &adapter->a;