user32: Move *RegisterDeviceNotification*() to input.c.
[wine.git] / dlls / wined3d / adapter_gl.c
blob4e953207e420c3318f5578a6cc620edb942dfea6
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_flush_render", APPLE_FLUSH_RENDER },
57 {"GL_APPLE_rgb_422", APPLE_RGB_422 },
58 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422 },
60 /* ARB */
61 {"GL_ARB_base_instance", ARB_BASE_INSTANCE },
62 {"GL_ARB_blend_func_extended", ARB_BLEND_FUNC_EXTENDED },
63 {"GL_ARB_buffer_storage", ARB_BUFFER_STORAGE },
64 {"GL_ARB_clear_buffer_object", ARB_CLEAR_BUFFER_OBJECT },
65 {"GL_ARB_clear_texture", ARB_CLEAR_TEXTURE },
66 {"GL_ARB_clip_control", ARB_CLIP_CONTROL },
67 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT },
68 {"GL_ARB_compute_shader", ARB_COMPUTE_SHADER },
69 {"GL_ARB_conservative_depth", ARB_CONSERVATIVE_DEPTH },
70 {"GL_ARB_copy_buffer", ARB_COPY_BUFFER },
71 {"GL_ARB_copy_image", ARB_COPY_IMAGE },
72 {"GL_ARB_cull_distance", ARB_CULL_DISTANCE },
73 {"GL_ARB_debug_output", ARB_DEBUG_OUTPUT },
74 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT },
75 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP },
76 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE },
77 {"GL_ARB_derivative_control", ARB_DERIVATIVE_CONTROL },
78 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS },
79 {"GL_ARB_draw_buffers_blend", ARB_DRAW_BUFFERS_BLEND },
80 {"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX },
81 {"GL_ARB_draw_indirect", ARB_DRAW_INDIRECT },
82 {"GL_ARB_draw_instanced", ARB_DRAW_INSTANCED },
83 {"GL_ARB_ES2_compatibility", ARB_ES2_COMPATIBILITY },
84 {"GL_ARB_ES3_compatibility", ARB_ES3_COMPATIBILITY },
85 {"GL_ARB_explicit_attrib_location", ARB_EXPLICIT_ATTRIB_LOCATION },
86 {"GL_ARB_fragment_coord_conventions", ARB_FRAGMENT_COORD_CONVENTIONS},
87 {"GL_ARB_fragment_layer_viewport", ARB_FRAGMENT_LAYER_VIEWPORT },
88 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM },
89 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER },
90 {"GL_ARB_framebuffer_no_attachments", ARB_FRAMEBUFFER_NO_ATTACHMENTS},
91 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT },
92 {"GL_ARB_framebuffer_sRGB", ARB_FRAMEBUFFER_SRGB },
93 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4 },
94 {"GL_ARB_gpu_shader5", ARB_GPU_SHADER5 },
95 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL },
96 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX },
97 {"GL_ARB_instanced_arrays", ARB_INSTANCED_ARRAYS },
98 {"GL_ARB_internalformat_query", ARB_INTERNALFORMAT_QUERY },
99 {"GL_ARB_internalformat_query2", ARB_INTERNALFORMAT_QUERY2 },
100 {"GL_ARB_map_buffer_alignment", ARB_MAP_BUFFER_ALIGNMENT },
101 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE },
102 {"GL_ARB_multisample", ARB_MULTISAMPLE },
103 {"GL_ARB_multitexture", ARB_MULTITEXTURE },
104 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY },
105 {"GL_ARB_pipeline_statistics_query", ARB_PIPELINE_STATISTICS_QUERY },
106 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT },
107 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS },
108 {"GL_ARB_point_sprite", ARB_POINT_SPRITE },
109 {"GL_ARB_polygon_offset_clamp", ARB_POLYGON_OFFSET_CLAMP },
110 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX },
111 {"GL_ARB_query_buffer_object", ARB_QUERY_BUFFER_OBJECT },
112 {"GL_ARB_sample_shading", ARB_SAMPLE_SHADING },
113 {"GL_ARB_sampler_objects", ARB_SAMPLER_OBJECTS },
114 {"GL_ARB_seamless_cube_map", ARB_SEAMLESS_CUBE_MAP },
115 {"GL_ARB_shader_atomic_counters", ARB_SHADER_ATOMIC_COUNTERS },
116 {"GL_ARB_shader_bit_encoding", ARB_SHADER_BIT_ENCODING },
117 {"GL_ARB_shader_image_load_store", ARB_SHADER_IMAGE_LOAD_STORE },
118 {"GL_ARB_shader_image_size", ARB_SHADER_IMAGE_SIZE },
119 {"GL_ARB_shader_storage_buffer_object", ARB_SHADER_STORAGE_BUFFER_OBJECT},
120 {"GL_ARB_shader_texture_image_samples", ARB_SHADER_TEXTURE_IMAGE_SAMPLES},
121 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD },
122 {"GL_ARB_shader_viewport_layer_array", ARB_SHADER_VIEWPORT_LAYER_ARRAY},
123 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100 },
124 {"GL_ARB_shading_language_420pack", ARB_SHADING_LANGUAGE_420PACK },
125 {"GL_ARB_shading_language_packing", ARB_SHADING_LANGUAGE_PACKING },
126 {"GL_ARB_shadow", ARB_SHADOW },
127 {"GL_ARB_stencil_texturing", ARB_STENCIL_TEXTURING },
128 {"GL_ARB_sync", ARB_SYNC },
129 {"GL_ARB_tessellation_shader", ARB_TESSELLATION_SHADER },
130 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP },
131 {"GL_ARB_texture_buffer_object", ARB_TEXTURE_BUFFER_OBJECT },
132 {"GL_ARB_texture_buffer_range", ARB_TEXTURE_BUFFER_RANGE },
133 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION },
134 {"GL_ARB_texture_compression_bptc", ARB_TEXTURE_COMPRESSION_BPTC },
135 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC },
136 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP },
137 {"GL_ARB_texture_cube_map_array", ARB_TEXTURE_CUBE_MAP_ARRAY },
138 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE },
139 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3 },
140 {"GL_ARB_texture_filter_anisotropic", ARB_TEXTURE_FILTER_ANISOTROPIC},
141 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT },
142 {"GL_ARB_texture_gather", ARB_TEXTURE_GATHER },
143 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT },
144 {"GL_ARB_texture_mirror_clamp_to_edge", ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE},
145 {"GL_ARB_texture_multisample", ARB_TEXTURE_MULTISAMPLE },
146 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO },
147 {"GL_ARB_texture_query_levels", ARB_TEXTURE_QUERY_LEVELS },
148 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE },
149 {"GL_ARB_texture_rg", ARB_TEXTURE_RG },
150 {"GL_ARB_texture_rgb10_a2ui", ARB_TEXTURE_RGB10_A2UI },
151 {"GL_ARB_texture_storage", ARB_TEXTURE_STORAGE },
152 {"GL_ARB_texture_storage_multisample", ARB_TEXTURE_STORAGE_MULTISAMPLE},
153 {"GL_ARB_texture_swizzle", ARB_TEXTURE_SWIZZLE },
154 {"GL_ARB_texture_view", ARB_TEXTURE_VIEW },
155 {"GL_ARB_timer_query", ARB_TIMER_QUERY },
156 {"GL_ARB_transform_feedback2", ARB_TRANSFORM_FEEDBACK2 },
157 {"GL_ARB_transform_feedback3", ARB_TRANSFORM_FEEDBACK3 },
158 {"GL_ARB_uniform_buffer_object", ARB_UNIFORM_BUFFER_OBJECT },
159 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA },
160 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT },
161 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM },
162 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER },
163 {"GL_ARB_vertex_type_2_10_10_10_rev", ARB_VERTEX_TYPE_2_10_10_10_REV},
164 {"GL_ARB_viewport_array", ARB_VIEWPORT_ARRAY },
165 {"GL_ARB_texture_barrier", ARB_TEXTURE_BARRIER },
167 /* ATI */
168 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER },
169 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL },
170 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC },
171 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3 },
172 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE },
174 /* EXT */
175 {"GL_EXT_blend_color", EXT_BLEND_COLOR },
176 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE },
177 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE },
178 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX },
179 {"GL_EXT_blend_subtract", EXT_BLEND_SUBTRACT },
180 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST },
181 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2 },
182 {"GL_EXT_fog_coord", EXT_FOG_COORD },
183 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT },
184 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE },
185 {"GL_EXT_framebuffer_multisample_blit_scaled",
186 EXT_FRAMEBUFFER_MULTISAMPLE_BLIT_SCALED},
187 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT },
188 {"GL_EXT_memory_object", EXT_MEMORY_OBJECT },
189 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS },
190 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4 },
191 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL },
192 {"GL_EXT_packed_float", EXT_PACKED_FLOAT },
193 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS },
194 {"GL_EXT_polygon_offset_clamp", ARB_POLYGON_OFFSET_CLAMP },
195 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX },
196 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR },
197 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE },
198 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP },
199 {"GL_EXT_texture3D", EXT_TEXTURE3D },
200 {"GL_EXT_texture_array", EXT_TEXTURE_ARRAY },
201 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC },
202 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC },
203 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE },
204 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3 },
205 {"GL_EXT_texture_filter_anisotropic", ARB_TEXTURE_FILTER_ANISOTROPIC},
206 {"GL_EXT_texture_integer", EXT_TEXTURE_INTEGER },
207 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS },
208 {"GL_EXT_texture_mirror_clamp", EXT_TEXTURE_MIRROR_CLAMP },
209 {"GL_EXT_texture_shadow_lod", EXT_TEXTURE_SHADOW_LOD },
210 {"GL_EXT_texture_shared_exponent", EXT_TEXTURE_SHARED_EXPONENT },
211 {"GL_EXT_texture_snorm", EXT_TEXTURE_SNORM },
212 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB },
213 {"GL_EXT_texture_sRGB_decode", EXT_TEXTURE_SRGB_DECODE },
214 {"GL_EXT_texture_swizzle", ARB_TEXTURE_SWIZZLE },
215 {"GL_EXT_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA },
217 /* NV */
218 {"GL_NV_fence", NV_FENCE },
219 {"GL_NV_fog_distance", NV_FOG_DISTANCE },
220 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM },
221 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2 },
222 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION },
223 {"GL_NV_half_float", NV_HALF_FLOAT },
224 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT },
225 {"GL_NV_point_sprite", NV_POINT_SPRITE },
226 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS },
227 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2 },
228 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION },
229 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4 },
230 {"GL_NV_texture_shader", NV_TEXTURE_SHADER },
231 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2 },
232 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM },
233 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1 },
234 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2 },
235 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION },
236 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3 },
237 {"GL_NV_texture_barrier", NV_TEXTURE_BARRIER },
240 static const struct wined3d_extension_map wgl_extension_map[] =
242 {"WGL_ARB_pixel_format", WGL_ARB_PIXEL_FORMAT },
243 {"WGL_EXT_swap_control", WGL_EXT_SWAP_CONTROL },
244 {"WGL_WINE_pixel_format_passthrough", WGL_WINE_PIXEL_FORMAT_PASSTHROUGH},
245 {"WGL_WINE_query_renderer", WGL_WINE_QUERY_RENDERER },
248 static void wined3d_caps_gl_ctx_destroy(const struct wined3d_caps_gl_ctx *ctx)
250 const struct wined3d_gl_info *gl_info = ctx->gl_info;
252 TRACE("Destroying caps GL context.\n");
254 /* Both glDeleteProgram and glDeleteBuffers silently ignore 0 IDs but
255 * this function might be called before the relevant function pointers
256 * in gl_info are initialized. */
257 if (ctx->test_program_id || ctx->test_vbo)
259 GL_EXTCALL(glDeleteProgram(ctx->test_program_id));
260 GL_EXTCALL(glDeleteBuffers(1, &ctx->test_vbo));
263 if (!wglMakeCurrent(NULL, NULL))
264 ERR("Failed to disable caps GL context.\n");
266 if (!wglDeleteContext(ctx->gl_ctx))
268 DWORD err = GetLastError();
269 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
272 wined3d_release_dc(ctx->wnd, ctx->dc);
273 DestroyWindow(ctx->wnd);
275 if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
276 ERR("Failed to restore previous GL context.\n");
279 static BOOL wined3d_caps_gl_ctx_create_attribs(struct wined3d_caps_gl_ctx *caps_gl_ctx,
280 struct wined3d_gl_info *gl_info)
282 HGLRC new_ctx;
284 if (!(gl_info->p_wglCreateContextAttribsARB = (void *)wglGetProcAddress("wglCreateContextAttribsARB")))
285 return TRUE;
287 if (!(new_ctx = context_create_wgl_attribs(gl_info, caps_gl_ctx->dc, NULL)))
289 gl_info->p_wglCreateContextAttribsARB = NULL;
290 return FALSE;
293 if (!wglMakeCurrent(caps_gl_ctx->dc, new_ctx))
295 ERR("Failed to make new context current, last error %#x.\n", GetLastError());
296 if (!wglDeleteContext(new_ctx))
297 ERR("Failed to delete new context, last error %#x.\n", GetLastError());
298 gl_info->p_wglCreateContextAttribsARB = NULL;
299 return TRUE;
302 if (!wglDeleteContext(caps_gl_ctx->gl_ctx))
303 ERR("Failed to delete old context, last error %#x.\n", GetLastError());
304 caps_gl_ctx->gl_ctx = new_ctx;
306 return TRUE;
309 static BOOL wined3d_caps_gl_ctx_create(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
311 PIXELFORMATDESCRIPTOR pfd;
312 int iPixelFormat;
314 TRACE("getting context...\n");
316 ctx->restore_dc = wglGetCurrentDC();
317 ctx->restore_gl_ctx = wglGetCurrentContext();
319 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
320 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
321 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
322 if (!ctx->wnd)
324 ERR("Failed to create a window.\n");
325 goto fail;
328 ctx->dc = GetDC(ctx->wnd);
329 if (!ctx->dc)
331 ERR("Failed to get a DC.\n");
332 goto fail;
335 /* PixelFormat selection */
336 ZeroMemory(&pfd, sizeof(pfd));
337 pfd.nSize = sizeof(pfd);
338 pfd.nVersion = 1;
339 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
340 pfd.iPixelType = PFD_TYPE_RGBA;
341 pfd.cColorBits = 32;
342 pfd.iLayerType = PFD_MAIN_PLANE;
344 if (!(iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd)))
346 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
347 ERR("Failed to find a suitable pixel format.\n");
348 goto fail;
350 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
351 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
353 /* Create a GL context. */
354 if (!(ctx->gl_ctx = wglCreateContext(ctx->dc)))
356 WARN("Failed to create default context for capabilities initialization.\n");
357 goto fail;
360 /* Make it the current GL context. */
361 if (!wglMakeCurrent(ctx->dc, ctx->gl_ctx))
363 ERR("Failed to make caps GL context current.\n");
364 goto fail;
367 ctx->gl_info = &adapter->gl_info;
368 return TRUE;
370 fail:
371 if (ctx->gl_ctx) wglDeleteContext(ctx->gl_ctx);
372 ctx->gl_ctx = NULL;
373 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
374 ctx->dc = NULL;
375 if (ctx->wnd) DestroyWindow(ctx->wnd);
376 ctx->wnd = NULL;
377 if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
378 ERR("Failed to restore previous GL context.\n");
380 return FALSE;
383 /* Context activation is done by the caller. */
384 static BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
386 GLuint prog;
387 BOOL ret = FALSE;
388 static const char testcode[] =
389 "!!ARBvp1.0\n"
390 "PARAM C[66] = { program.env[0..65] };\n"
391 "ADDRESS A0;"
392 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
393 "ARL A0.x, zero.x;\n"
394 "MOV result.position, C[A0.x + 65];\n"
395 "END\n";
397 while (gl_info->gl_ops.gl.p_glGetError());
398 GL_EXTCALL(glGenProgramsARB(1, &prog));
399 if(!prog) {
400 ERR("Failed to create an ARB offset limit test program\n");
402 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
403 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
404 strlen(testcode), testcode));
405 if (gl_info->gl_ops.gl.p_glGetError())
407 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
408 TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
409 ret = TRUE;
410 } else TRACE("OpenGL implementation allows offsets > 63\n");
412 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
413 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
414 checkGLcall("ARB vp offset limit test cleanup");
416 return ret;
419 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
420 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
421 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
423 return card_vendor == HW_VENDOR_AMD
424 && (device == CARD_AMD_RADEON_9500
425 || device == CARD_AMD_RADEON_X700
426 || device == CARD_AMD_RADEON_X1600);
429 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
430 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
431 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
433 return card_vendor == HW_VENDOR_NVIDIA
434 && (device == CARD_NVIDIA_GEFORCEFX_5200
435 || device == CARD_NVIDIA_GEFORCEFX_5600
436 || device == CARD_NVIDIA_GEFORCEFX_5800);
439 static BOOL match_apple(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
440 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
441 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
443 /* MacOS has various specialities in the extensions it advertises. Some
444 * have to be loaded from the OpenGL 1.2+ core, while other extensions are
445 * advertised, but software emulated. So try to detect the Apple OpenGL
446 * implementation to apply some extension fixups afterwards.
448 * Detecting this isn't really easy. The vendor string doesn't mention
449 * Apple. Compile-time checks aren't sufficient either because a Linux
450 * binary may display on a macOS X server via remote X11. So try to detect
451 * the OpenGL implementation by looking at certain Apple extensions. Some
452 * extensions like client storage might be supported on other
453 * implementations too, but GL_APPLE_flush_render is specific to the
454 * macOS X window management, and GL_APPLE_ycbcr_422 is QuickTime
455 * specific. So the chance that other implementations support them is
456 * rather small since Win32 QuickTime uses DirectDraw, not OpenGL.
458 * This test has been moved into wined3d_guess_gl_vendor(). */
459 return gl_vendor == GL_VENDOR_APPLE;
462 /* Context activation is done by the caller. */
463 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
465 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
466 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
467 * all the texture. This function detects this bug by its symptom and disables PBOs
468 * if the test fails.
470 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
471 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
472 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
473 * read back is compared to the original. If they are equal PBOs are assumed to work,
474 * otherwise the PBO extension is disabled. */
475 GLuint texture, pbo;
476 static const unsigned int pattern[] =
478 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
479 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
480 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
481 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
483 unsigned int check[ARRAY_SIZE(pattern)];
485 /* No PBO -> No point in testing them. */
486 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
488 while (gl_info->gl_ops.gl.p_glGetError());
489 gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
490 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
492 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
493 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);
494 checkGLcall("Specifying the PBO test texture");
496 GL_EXTCALL(glGenBuffers(1, &pbo));
497 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo));
498 GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(pattern), pattern, GL_STREAM_DRAW));
499 checkGLcall("Specifying the PBO test pbo");
501 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);
502 checkGLcall("Loading the PBO test texture");
504 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
506 gl_info->gl_ops.gl.p_glFinish(); /* just to be sure */
508 memset(check, 0, sizeof(check));
509 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
510 checkGLcall("Reading back the PBO test texture");
512 gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
513 GL_EXTCALL(glDeleteBuffers(1, &pbo));
514 checkGLcall("PBO test cleanup");
516 if (memcmp(check, pattern, sizeof(check)))
518 WARN_(d3d_perf)("PBO test failed, read back data doesn't match original.\n"
519 "Disabling PBOs. This may result in slower performance.\n");
520 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
522 else
524 TRACE("PBO test successful.\n");
528 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
529 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
530 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
532 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
535 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
536 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
537 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
539 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
540 if (card_vendor != HW_VENDOR_AMD) return FALSE;
541 if (device == CARD_AMD_RADEON_X1600) return FALSE;
542 return TRUE;
545 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
546 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
547 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
549 /* Direct3D 9 cards support 40 single float varyings in hardware, most
550 * drivers report 32. ATI misreports 44 varyings. So assume that if we
551 * have more than 44 varyings we have a Direct3D 10+ card. This detection
552 * is for the gl_ClipPos varying quirk. If a Direct3D 9 card really
553 * supports more than 44 varyings and we subtract one in Direct3D 9
554 * shaders it's not going to hurt us because the Direct3D 9 limit is
555 * hardcoded.
557 * Direct3D 10 cards usually have 64 varyings. */
558 return gl_info->limits.glsl_varyings > 44;
561 static BOOL match_not_dx10_capable(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
562 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
563 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 return !match_dx10_capable(gl_info, ctx, gl_renderer, gl_vendor, card_vendor, device);
568 /* A GL context is provided by the caller */
569 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
570 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
571 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
573 GLenum error;
574 DWORD data[16];
576 if (!gl_info->supported[EXT_SECONDARY_COLOR] || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
577 return FALSE;
579 while (gl_info->gl_ops.gl.p_glGetError());
580 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
581 error = gl_info->gl_ops.gl.p_glGetError();
583 if (error == GL_NO_ERROR)
585 TRACE("GL Implementation accepts 4 component specular color pointers\n");
586 return TRUE;
588 else
590 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
591 debug_glerror(error));
592 return FALSE;
596 /* A GL context is provided by the caller */
597 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
598 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
599 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
601 GLuint prog;
602 BOOL ret = FALSE;
603 GLint pos;
604 static const char testcode[] =
605 "!!ARBvp1.0\n"
606 "OPTION NV_vertex_program2;\n"
607 "MOV result.clip[0], 0.0;\n"
608 "MOV result.position, 0.0;\n"
609 "END\n";
611 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
613 while (gl_info->gl_ops.gl.p_glGetError());
615 GL_EXTCALL(glGenProgramsARB(1, &prog));
616 if(!prog)
618 ERR("Failed to create the NVvp clip test program\n");
619 return FALSE;
621 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
622 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
623 strlen(testcode), testcode));
624 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
625 if(pos != -1)
627 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
628 TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
629 ret = TRUE;
630 while (gl_info->gl_ops.gl.p_glGetError());
632 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
634 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
635 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
636 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
638 return ret;
641 /* Context activation is done by the caller. */
642 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
643 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
644 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
646 char data[4 * 4 * 4];
647 GLuint tex, fbo;
648 GLenum status;
650 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
652 memset(data, 0xcc, sizeof(data));
654 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
655 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
656 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
657 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
658 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);
659 checkGLcall("glTexImage2D");
661 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
662 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
663 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
664 checkGLcall("glFramebufferTexture2D");
666 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
667 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
668 checkGLcall("glCheckFramebufferStatus");
670 memset(data, 0x11, sizeof(data));
671 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);
672 checkGLcall("glTexSubImage2D");
674 gl_info->gl_ops.gl.p_glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
675 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
676 checkGLcall("glClear");
678 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
679 checkGLcall("glGetTexImage");
681 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
682 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
683 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
684 checkGLcall("glBindTexture");
686 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
687 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
688 checkGLcall("glDeleteTextures");
690 return *(DWORD *)data == 0x11111111;
693 /* Context activation is done by the caller. */
694 static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
695 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
696 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
698 /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
699 * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
700 GLuint tex;
701 GLint size;
703 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
704 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
705 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
706 checkGLcall("glTexImage2D");
708 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
709 checkGLcall("glGetTexLevelParameteriv");
710 TRACE("Real color depth is %d\n", size);
712 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
713 checkGLcall("glBindTexture");
714 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
715 checkGLcall("glDeleteTextures");
717 return size < 16;
720 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
721 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
722 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
724 return gl_vendor == GL_VENDOR_FGLRX;
727 static BOOL match_r200(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
728 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
729 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
731 if (card_vendor != HW_VENDOR_AMD) return FALSE;
732 if (device == CARD_AMD_RADEON_8500) return TRUE;
733 return FALSE;
736 static BOOL match_broken_arb_fog(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
737 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
738 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
740 DWORD data[4];
741 GLuint tex, fbo;
742 GLenum status;
743 float color[4] = {0.0f, 1.0f, 0.0f, 0.0f};
744 GLuint prog;
745 GLint err_pos;
746 static const char program_code[] =
747 "!!ARBfp1.0\n"
748 "OPTION ARB_fog_linear;\n"
749 "MOV result.color, {1.0, 0.0, 0.0, 0.0};\n"
750 "END\n";
752 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
753 return FALSE;
754 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
755 return FALSE;
756 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
757 return FALSE;
759 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
760 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
761 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
762 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
763 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);
764 checkGLcall("glTexImage2D");
766 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
767 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
768 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
769 checkGLcall("glFramebufferTexture2D");
771 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
772 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
773 checkGLcall("glCheckFramebufferStatus");
775 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
776 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
777 checkGLcall("glClear");
778 gl_info->gl_ops.gl.p_glViewport(0, 0, 4, 1);
779 checkGLcall("glViewport");
781 gl_info->gl_ops.gl.p_glEnable(GL_FOG);
782 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, 0.5f);
783 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, 0.5f);
784 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
785 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
786 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, color);
787 checkGLcall("fog setup");
789 GL_EXTCALL(glGenProgramsARB(1, &prog));
790 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog));
791 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
792 strlen(program_code), program_code));
793 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
794 checkGLcall("Test fragment program setup");
796 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &err_pos);
797 if (err_pos != -1)
799 const char *error_str;
800 error_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB);
801 FIXME("Fog test program error at position %d: %s\n\n", err_pos, debugstr_a(error_str));
804 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
805 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
806 gl_info->gl_ops.gl.p_glVertex3f( 1.0f, -1.0f, 1.0f);
807 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
808 gl_info->gl_ops.gl.p_glVertex3f( 1.0f, 1.0f, 1.0f);
809 gl_info->gl_ops.gl.p_glEnd();
810 checkGLcall("ARBfp fog test draw");
812 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
813 checkGLcall("glGetTexImage");
814 data[0] &= 0x00ffffff;
815 data[1] &= 0x00ffffff;
816 data[2] &= 0x00ffffff;
817 data[3] &= 0x00ffffff;
819 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
820 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
822 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
823 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
824 gl_info->gl_ops.gl.p_glDisable(GL_FOG);
825 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
826 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
827 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
828 checkGLcall("ARBfp fog test teardown");
830 TRACE("Fog test data: %08x %08x %08x %08x\n", data[0], data[1], data[2], data[3]);
831 return data[0] != 0x00ff0000 || data[3] != 0x0000ff00;
834 static BOOL match_broken_viewport_subpixel_bits(const struct wined3d_gl_info *gl_info,
835 struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
836 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
838 if (!gl_info->supported[ARB_VIEWPORT_ARRAY])
839 return FALSE;
840 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
841 return FALSE;
842 return !wined3d_caps_gl_ctx_test_viewport_subpixel_bits(ctx);
845 static BOOL match_no_independent_bit_depths(const struct wined3d_gl_info *gl_info,
846 struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
847 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
849 GLuint tex[2], fbo;
850 GLenum status;
852 /* ARB_framebuffer_object allows implementation-dependent internal format
853 * restrictions. The EXT extension explicitly calls out an error in the
854 * relevant case. */
855 if (!gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
856 return TRUE;
857 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
858 return TRUE;
860 gl_info->gl_ops.gl.p_glGenTextures(2, tex);
862 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex[0]);
863 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
864 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
865 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);
867 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex[1]);
868 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
869 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
870 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);
871 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
873 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
874 gl_info->fbo_ops.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
875 gl_info->fbo_ops.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex[0], 0);
876 gl_info->fbo_ops.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex[1], 0);
878 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
880 gl_info->fbo_ops.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
881 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
882 gl_info->gl_ops.gl.p_glDeleteTextures(2, tex);
883 checkGLcall("testing multiple framebuffer attachments with different bit depths");
885 return status != GL_FRAMEBUFFER_COMPLETE;
888 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
890 /* MacOS needs uniforms for relative addressing offsets. This can
891 * accumulate to quite a few uniforms. Beyond that the general uniform
892 * isn't optimal, so reserve a number of uniforms. 12 vec4's should allow
893 * 48 different offsets or other helper immediate values. */
894 TRACE("Reserving 12 GLSL constants for compiler private use.\n");
895 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
898 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
900 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and
901 * earlier cards, although these cards only support
902 * GL_ARB_texture_rectangle (D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
904 * If real NP2 textures are used, the driver falls back to software. We
905 * could just disable the extension and use GL_ARB_texture_rectangle
906 * instead, but texture_rectangle is inconvenient due to the
907 * non-normalised texture coordinates. Thus set an internal extension
908 * flag, GL_WINE_normalized_texrect, which signals the code that it can
909 * use non-power-of-two textures as per GL_ARB_texture_non_power_of_two,
910 * but has to stick to the texture_rectangle limits.
912 * Fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it
913 * advertises OpenGL 2.0, which has this extension promoted to core. The
914 * extension loading code sets this extension supported due to that, so
915 * this code works on fglrx as well. */
916 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
918 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
919 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
920 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
924 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
926 /* The NVIDIA GeForce FX series reports OpenGL 2.0 capabilities with the
927 * latest drivers versions, but doesn't explicitly advertise the
928 * ARB_tex_npot extension in the OpenGL extension string. This usually
929 * means that ARB_tex_npot is supported in hardware as long as the
930 * application is staying within the limits enforced by the
931 * ARB_texture_rectangle extension. This however is not true for the
932 * FX series, which instantly falls back to a slower software path as
933 * soon as ARB_tex_npot is used. We therefore completely remove
934 * ARB_tex_npot from the list of supported extensions.
936 * Note that WINE_normalized_texrect can't be used in this case because
937 * internally it uses ARB_tex_npot, triggering the software fallback.
938 * There is not much we can do here apart from disabling the
939 * software-emulated extension and re-enable ARB_tex_rect (which was
940 * previously disabled in wined3d_adapter_init_gl_caps).
942 * This fixup removes performance problems on both the FX 5900 and
943 * FX 5700 (e.g. for framebuffer post-processing effects in the game
944 * "Max Payne 2"). The behaviour can be verified through a simple test
945 * app attached in bugreport #14724. */
946 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
947 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
948 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
951 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
953 /* The Intel GPUs on macOS set the .w register of texcoords to 0.0 by
954 * default, which causes problems with fixed-function fragment processing.
955 * Ideally this flag should be detected with a test shader and OpenGL
956 * feedback mode, but some OpenGL implementations (macOS ATI at least,
957 * probably all macOS ones) do not like vertex shaders in feedback mode
958 * and return an error, even though it should be valid according to the
959 * spec.
961 * We don't want to enable this on all cards, as it adds an extra
962 * instruction per texcoord used. This makes the shader slower and eats
963 * instruction slots which should be available to the Direct3D
964 * application.
966 * ATI Radeon HD 2xxx cards on macOS have the issue. Instead of checking
967 * for the buggy cards, blacklist all Radeon cards on macOS and whitelist
968 * the good ones. That way we're prepared for the future. If this
969 * workaround is activated on cards that do not need it, it won't break
970 * things, just affect performance negatively. */
971 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
972 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
975 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
977 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
980 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
982 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
985 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
987 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
990 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
992 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
995 static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
997 gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
1000 static void quirk_infolog_spam(struct wined3d_gl_info *gl_info)
1002 gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM;
1005 static void quirk_limited_tex_filtering(struct wined3d_gl_info *gl_info)
1007 /* NVIDIA GeForce 6xxx and 7xxx support accelerated VTF only on a few
1008 * selected texture formats. They are apparently the only Direct3D 9 class
1009 * GPUs supporting VTF. Also, Direct3D 9-era GPUs are somewhat limited
1010 * with float texture filtering and blending. */
1011 gl_info->quirks |= WINED3D_QUIRK_LIMITED_TEX_FILTERING;
1014 static void quirk_r200_constants(struct wined3d_gl_info *gl_info)
1016 /* The Mesa r200 driver (and there is no other driver for this GPU Wine
1017 * would run on) loads some fog parameters (start, end, exponent, but not
1018 * the colour) into the program.
1020 * Apparently the fog hardware is only able to handle linear fog with a
1021 * range of 0.0;1.0, and it is the responsibility of the vertex pipeline
1022 * to handle non-linear fog and linear fog with start and end other than
1023 * 0.0 and 1.0. */
1024 TRACE("Reserving 1 ARB constant for compiler private use.\n");
1025 gl_info->reserved_arb_constants = max(gl_info->reserved_arb_constants, 1);
1028 static void quirk_broken_arb_fog(struct wined3d_gl_info *gl_info)
1030 gl_info->quirks |= WINED3D_QUIRK_BROKEN_ARB_FOG;
1033 static void quirk_broken_viewport_subpixel_bits(struct wined3d_gl_info *gl_info)
1035 if (gl_info->supported[ARB_CLIP_CONTROL])
1037 TRACE("Disabling ARB_clip_control.\n");
1038 gl_info->supported[ARB_CLIP_CONTROL] = FALSE;
1042 static void quirk_no_independent_bit_depths(struct wined3d_gl_info *gl_info)
1044 gl_info->quirks |= WINED3D_QUIRK_NO_INDEPENDENT_BIT_DEPTHS;
1047 static const struct wined3d_gpu_description *query_gpu_description(const struct wined3d_gl_info *gl_info,
1048 UINT64 *vram_bytes)
1050 const struct wined3d_gpu_description *gpu_description = NULL, *gpu_description_override;
1051 enum wined3d_pci_vendor vendor = PCI_VENDOR_NONE;
1052 enum wined3d_pci_device device = PCI_DEVICE_NONE;
1053 GLuint value;
1055 if (gl_info->supported[WGL_WINE_QUERY_RENDERER])
1057 if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_VENDOR_ID_WINE, &value)))
1058 vendor = value;
1059 if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_DEVICE_ID_WINE, &value)))
1060 device = value;
1061 if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_VIDEO_MEMORY_WINE, &value)))
1062 *vram_bytes = (UINT64)value * 1024 * 1024;
1064 TRACE("Card reports vendor PCI ID 0x%04x, device PCI ID 0x%04x, 0x%s bytes of video memory.\n",
1065 vendor, device, wine_dbgstr_longlong(*vram_bytes));
1067 gpu_description = wined3d_get_gpu_description(vendor, device);
1070 if ((gpu_description_override = wined3d_get_user_override_gpu_description(vendor, device)))
1071 gpu_description = gpu_description_override;
1073 return gpu_description;
1076 /* Context activation is done by the caller. */
1077 static void fixup_extensions(struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
1078 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
1079 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1081 unsigned int i;
1083 static const struct driver_quirk
1085 BOOL (*match)(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
1086 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
1087 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
1088 void (*apply)(struct wined3d_gl_info *gl_info);
1089 const char *description;
1091 quirk_table[] =
1094 match_amd_r300_to_500,
1095 quirk_amd_dx9,
1096 "AMD normalised texrect quirk"
1099 match_apple,
1100 quirk_apple_glsl_constants,
1101 "Apple GLSL uniform override"
1104 match_geforce5,
1105 quirk_no_np2,
1106 "Geforce 5 NP2 disable"
1109 match_apple_intel,
1110 quirk_texcoord_w,
1111 "Init texcoord .w for Apple Intel GPU driver"
1114 match_apple_nonr500ati,
1115 quirk_texcoord_w,
1116 "Init texcoord .w for Apple ATI >= r600 GPU driver"
1119 match_dx10_capable,
1120 quirk_clip_varying,
1121 "Reserved varying for gl_ClipPos"
1124 /* GL_EXT_secondary_color does not allow 4 component secondary
1125 * colours, but most OpenGL implementations accept it. Apple's
1126 * is the only OpenGL implementation known to reject it.
1128 * If we can pass 4-component specular colours, do it, because
1129 * (a) we don't have to screw around with the data, and (b) the
1130 * Direct3D fixed-function vertex pipeline passes specular alpha
1131 * to the pixel shader if any is used. Otherwise the specular
1132 * alpha is used to pass the fog coordinate, which we pass to
1133 * OpenGL via GL_EXT_fog_coord. */
1134 match_allows_spec_alpha,
1135 quirk_allows_specular_alpha,
1136 "Allow specular alpha quirk"
1139 match_broken_nv_clip,
1140 quirk_disable_nvvp_clip,
1141 "Apple NV_vertex_program clip bug quirk"
1144 match_fbo_tex_update,
1145 quirk_fbo_tex_update,
1146 "FBO rebind for attachment updates"
1149 match_broken_rgba16,
1150 quirk_broken_rgba16,
1151 "True RGBA16 is not available"
1154 match_fglrx,
1155 quirk_infolog_spam,
1156 "Not printing GLSL infolog"
1159 match_not_dx10_capable,
1160 quirk_limited_tex_filtering,
1161 "Texture filtering, blending and VTF support is limited"
1164 match_r200,
1165 quirk_r200_constants,
1166 "r200 vertex shader constants"
1169 match_broken_arb_fog,
1170 quirk_broken_arb_fog,
1171 "ARBfp fogstart == fogend workaround"
1174 match_broken_viewport_subpixel_bits,
1175 quirk_broken_viewport_subpixel_bits,
1176 "NVIDIA viewport subpixel bits bug"
1179 match_no_independent_bit_depths,
1180 quirk_no_independent_bit_depths,
1181 "No support for MRT with independent bit depths"
1185 for (i = 0; i < ARRAY_SIZE(quirk_table); ++i)
1187 if (!quirk_table[i].match(gl_info, ctx, gl_renderer, gl_vendor, card_vendor, device)) continue;
1188 TRACE("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1189 quirk_table[i].apply(gl_info);
1192 /* Find out if PBOs work as they are supposed to. */
1193 test_pbo_functionality(gl_info);
1196 static DWORD wined3d_parse_gl_version(const char *gl_version)
1198 const char *ptr = gl_version;
1199 int major, minor;
1201 major = atoi(ptr);
1202 if (major <= 0)
1203 ERR("Invalid OpenGL major version %d.\n", major);
1205 while (isdigit(*ptr)) ++ptr;
1206 if (*ptr++ != '.')
1207 ERR("Invalid OpenGL version string %s.\n", debugstr_a(gl_version));
1209 minor = atoi(ptr);
1211 TRACE("Found OpenGL version %d.%d.\n", major, minor);
1213 return MAKEDWORD_VERSION(major, minor);
1216 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
1217 const char *gl_vendor_string, const char *gl_renderer, const char *gl_version)
1219 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1220 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1221 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1223 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1224 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1225 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1226 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1227 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1228 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1229 * DirectDraw, not OpenGL. */
1230 if (gl_info->supported[APPLE_FLUSH_RENDER]
1231 && (gl_info->supported[APPLE_YCBCR_422] || gl_info->supported[APPLE_RGB_422]))
1232 return GL_VENDOR_APPLE;
1234 if (strstr(gl_vendor_string, "NVIDIA"))
1235 return GL_VENDOR_NVIDIA;
1237 if (strstr(gl_vendor_string, "ATI"))
1238 return GL_VENDOR_FGLRX;
1240 if (strstr(gl_vendor_string, "Mesa")
1241 || strstr(gl_vendor_string, "X.Org")
1242 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1243 || strstr(gl_vendor_string, "DRI R300 Project")
1244 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1245 || strstr(gl_vendor_string, "VMware, Inc.")
1246 || strstr(gl_vendor_string, "Red Hat")
1247 || strstr(gl_vendor_string, "Intel")
1248 || strstr(gl_renderer, "Mesa")
1249 || strstr(gl_renderer, "Gallium")
1250 || strstr(gl_renderer, "Intel")
1251 || strstr(gl_version, "Mesa"))
1252 return GL_VENDOR_MESA;
1254 FIXME("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1255 debugstr_a(gl_vendor_string));
1257 return GL_VENDOR_UNKNOWN;
1260 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1262 if (strstr(gl_vendor_string, "NVIDIA")
1263 || strstr(gl_vendor_string, "Nouveau")
1264 || strstr(gl_vendor_string, "nouveau"))
1265 return HW_VENDOR_NVIDIA;
1267 if (strstr(gl_vendor_string, "ATI")
1268 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1269 || strstr(gl_vendor_string, "X.Org R300 Project")
1270 || strstr(gl_renderer, "AMD")
1271 || strstr(gl_renderer, "FirePro")
1272 || strstr(gl_renderer, "Radeon")
1273 || strstr(gl_renderer, "R100")
1274 || strstr(gl_renderer, "R200")
1275 || strstr(gl_renderer, "R300")
1276 || strstr(gl_renderer, "R600")
1277 || strstr(gl_renderer, "R700"))
1278 return HW_VENDOR_AMD;
1280 if (strstr(gl_vendor_string, "Intel(R)")
1281 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1282 || strstr(gl_renderer, "Intel")
1283 || strstr(gl_renderer, "i915")
1284 || strstr(gl_vendor_string, "Intel Inc."))
1285 return HW_VENDOR_INTEL;
1287 if (strstr(gl_vendor_string, "Red Hat")
1288 || strstr(gl_renderer, "virgl"))
1289 return HW_VENDOR_REDHAT;
1291 if (strstr(gl_renderer, "SVGA3D"))
1292 return HW_VENDOR_VMWARE;
1294 if (strstr(gl_vendor_string, "Mesa")
1295 || strstr(gl_vendor_string, "Brian Paul")
1296 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1297 || strstr(gl_vendor_string, "VMware, Inc."))
1298 return HW_VENDOR_SOFTWARE;
1300 FIXME("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1302 return HW_VENDOR_NVIDIA;
1305 static enum wined3d_feature_level feature_level_from_caps(const struct wined3d_gl_info *gl_info,
1306 const struct shader_caps *shader_caps, const struct fragment_caps *fragment_caps)
1308 unsigned int shader_model;
1310 shader_model = min(shader_caps->vs_version, shader_caps->ps_version);
1311 shader_model = min(shader_model, max(shader_caps->gs_version, 3));
1312 shader_model = min(shader_model, max(shader_caps->hs_version, 4));
1313 shader_model = min(shader_model, max(shader_caps->ds_version, 4));
1315 if (gl_info->supported[WINED3D_GL_VERSION_3_2]
1316 && gl_info->supported[ARB_POLYGON_OFFSET_CLAMP]
1317 && gl_info->supported[ARB_SAMPLER_OBJECTS])
1319 if (shader_model >= 5
1320 && gl_info->supported[ARB_DRAW_INDIRECT]
1321 && gl_info->supported[ARB_TEXTURE_COMPRESSION_BPTC])
1322 return WINED3D_FEATURE_LEVEL_11_1;
1324 if (shader_model >= 4)
1326 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY]
1327 && gl_info->supported[ARB_DRAW_BUFFERS_BLEND])
1328 return WINED3D_FEATURE_LEVEL_10_1;
1329 return WINED3D_FEATURE_LEVEL_10;
1333 if (shader_model >= 3 && gl_info->limits.texture_size >= 4096 && gl_info->limits.buffers >= 4)
1334 return WINED3D_FEATURE_LEVEL_9_3;
1335 if (shader_model >= 2)
1337 if (gl_info->supported[ARB_OCCLUSION_QUERY]
1338 && gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE]
1339 && gl_info->supported[EXT_BLEND_EQUATION_SEPARATE]
1340 && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
1341 return WINED3D_FEATURE_LEVEL_9_2;
1343 return WINED3D_FEATURE_LEVEL_9_1;
1345 if (shader_model >= 1)
1346 return WINED3D_FEATURE_LEVEL_8;
1348 if (fragment_caps->TextureOpCaps & WINED3DTEXOPCAPS_DOTPRODUCT3)
1349 return WINED3D_FEATURE_LEVEL_7;
1350 if (fragment_caps->MaxSimultaneousTextures > 1)
1351 return WINED3D_FEATURE_LEVEL_6;
1353 return WINED3D_FEATURE_LEVEL_5;
1356 static const struct wined3d_renderer_table
1358 const char *renderer;
1359 enum wined3d_pci_device id;
1361 cards_nvidia_binary[] =
1363 /* Direct 3D 11 */
1364 {"RTX 2080 Ti", CARD_NVIDIA_GEFORCE_RTX2080TI}, /* GeForce 2000 - highend */
1365 {"RTX 2080", CARD_NVIDIA_GEFORCE_RTX2080}, /* GeForce 2000 - highend */
1366 {"RTX 2070", CARD_NVIDIA_GEFORCE_RTX2070}, /* GeForce 2000 - highend */
1367 {"RTX 2060", CARD_NVIDIA_GEFORCE_RTX2060}, /* GeForce 2000 - highend */
1368 {"GTX 1660 Ti", CARD_NVIDIA_GEFORCE_GTX1660TI}, /* GeForce 1600 - highend */
1369 {"GTX 1660 SUPER", CARD_NVIDIA_GEFORCE_GTX1660SUPER}, /* GeForce 1600 - highend */
1370 {"GTX 1650 SUPER", CARD_NVIDIA_GEFORCE_GTX1650SUPER}, /* GeForce 1600 - midend high */
1371 {"TITAN V", CARD_NVIDIA_TITANV}, /* GeForce 1000 - highend */
1372 {"TITAN X (Pascal)", CARD_NVIDIA_TITANX_PASCAL}, /* GeForce 1000 - highend */
1373 {"GTX 1080 Ti", CARD_NVIDIA_GEFORCE_GTX1080TI}, /* GeForce 1000 - highend */
1374 {"GTX 1080", CARD_NVIDIA_GEFORCE_GTX1080}, /* GeForce 1000 - highend */
1375 {"GTX 1070", CARD_NVIDIA_GEFORCE_GTX1070}, /* GeForce 1000 - highend */
1376 {"GTX 1060 3GB", CARD_NVIDIA_GEFORCE_GTX1060_3GB},/* GeForce 1000 - midend high */
1377 {"GTX 1060", CARD_NVIDIA_GEFORCE_GTX1060}, /* GeForce 1000 - midend high */
1378 {"GTX 1050 Ti", CARD_NVIDIA_GEFORCE_GTX1050TI}, /* GeForce 1000 - midend */
1379 {"GTX 1050", CARD_NVIDIA_GEFORCE_GTX1050}, /* GeForce 1000 - midend */
1380 {"GTX 980 Ti", CARD_NVIDIA_GEFORCE_GTX980TI}, /* GeForce 900 - highend */
1381 {"GTX 980", CARD_NVIDIA_GEFORCE_GTX980}, /* GeForce 900 - highend */
1382 {"GTX 970M", CARD_NVIDIA_GEFORCE_GTX970M}, /* GeForce 900 - highend mobile*/
1383 {"GTX 970", CARD_NVIDIA_GEFORCE_GTX970}, /* GeForce 900 - highend */
1384 {"GTX TITAN X", CARD_NVIDIA_GEFORCE_GTXTITANX}, /* Geforce 900 - highend */
1385 {"GTX 960M", CARD_NVIDIA_GEFORCE_GTX960M}, /* GeForce 900 - midend high mobile */
1386 {"GTX 960", CARD_NVIDIA_GEFORCE_GTX960}, /* GeForce 900 - midend high */
1387 {"GTX 950M", CARD_NVIDIA_GEFORCE_GTX950M}, /* GeForce 900 - midend mobile */
1388 {"GTX 950", CARD_NVIDIA_GEFORCE_GTX950}, /* GeForce 900 - midend */
1389 {"GeForce 940M", CARD_NVIDIA_GEFORCE_940M}, /* GeForce 900 - midend mobile */
1390 {"GTX 880M", CARD_NVIDIA_GEFORCE_GTX880M}, /* GeForce 800 - mobile */
1391 {"GTX 870M", CARD_NVIDIA_GEFORCE_GTX870M}, /* GeForce 800 - mobile */
1392 {"GTX 860M", CARD_NVIDIA_GEFORCE_GTX860M}, /* GeForce 800 - mobile */
1393 {"GTX 850M", CARD_NVIDIA_GEFORCE_GTX850M}, /* GeForce 800 - mobile */
1394 {"GeForce 845M", CARD_NVIDIA_GEFORCE_845M}, /* GeForce 800 - mobile */
1395 {"GeForce 840M", CARD_NVIDIA_GEFORCE_840M}, /* GeForce 800 - mobile */
1396 {"GeForce 830M", CARD_NVIDIA_GEFORCE_830M}, /* GeForce 800 - mobile */
1397 {"GeForce 820M", CARD_NVIDIA_GEFORCE_820M}, /* GeForce 800 - mobile */
1398 {"GTX 780 Ti", CARD_NVIDIA_GEFORCE_GTX780TI}, /* Geforce 700 - highend */
1399 {"GTX TITAN Black", CARD_NVIDIA_GEFORCE_GTXTITANB}, /* Geforce 700 - highend */
1400 {"GTX TITAN Z", CARD_NVIDIA_GEFORCE_GTXTITANZ}, /* Geforce 700 - highend */
1401 {"GTX TITAN", CARD_NVIDIA_GEFORCE_GTXTITAN}, /* Geforce 700 - highend */
1402 {"GTX 780", CARD_NVIDIA_GEFORCE_GTX780}, /* Geforce 700 - highend */
1403 {"GTX 770M", CARD_NVIDIA_GEFORCE_GTX770M}, /* Geforce 700 - midend high mobile */
1404 {"GTX 770", CARD_NVIDIA_GEFORCE_GTX770}, /* Geforce 700 - highend */
1405 {"GTX 765M", CARD_NVIDIA_GEFORCE_GTX765M}, /* Geforce 700 - midend high mobile */
1406 {"GTX 760 Ti", CARD_NVIDIA_GEFORCE_GTX760TI}, /* Geforce 700 - midend high */
1407 {"GTX 760", CARD_NVIDIA_GEFORCE_GTX760}, /* Geforce 700 - midend high */
1408 {"GTX 750 Ti", CARD_NVIDIA_GEFORCE_GTX750TI}, /* Geforce 700 - midend */
1409 {"GTX 750", CARD_NVIDIA_GEFORCE_GTX750}, /* Geforce 700 - midend */
1410 {"GT 750M", CARD_NVIDIA_GEFORCE_GT750M}, /* Geforce 700 - midend mobile */
1411 {"GT 740M", CARD_NVIDIA_GEFORCE_GT740M}, /* Geforce 700 - midend mobile */
1412 {"GT 730M", CARD_NVIDIA_GEFORCE_GT730M}, /* Geforce 700 - midend mobile */
1413 {"GT 730", CARD_NVIDIA_GEFORCE_GT730}, /* Geforce 700 - lowend */
1414 {"GTX 690", CARD_NVIDIA_GEFORCE_GTX690}, /* Geforce 600 - highend */
1415 {"GTX 680", CARD_NVIDIA_GEFORCE_GTX680}, /* Geforce 600 - highend */
1416 {"GTX 675MX", CARD_NVIDIA_GEFORCE_GTX675MX_1},/* Geforce 600 - highend */
1417 {"GTX 670MX", CARD_NVIDIA_GEFORCE_GTX670MX}, /* Geforce 600 - highend */
1418 {"GTX 670", CARD_NVIDIA_GEFORCE_GTX670}, /* Geforce 600 - midend high */
1419 {"GTX 660 Ti", CARD_NVIDIA_GEFORCE_GTX660TI}, /* Geforce 600 - midend high */
1420 {"GTX 660M", CARD_NVIDIA_GEFORCE_GTX660M}, /* Geforce 600 - midend high mobile */
1421 {"GTX 660", CARD_NVIDIA_GEFORCE_GTX660}, /* Geforce 600 - midend high */
1422 {"GTX 650 Ti", CARD_NVIDIA_GEFORCE_GTX650TI}, /* Geforce 600 - lowend */
1423 {"GTX 650", CARD_NVIDIA_GEFORCE_GTX650}, /* Geforce 600 - lowend */
1424 {"GT 650M", CARD_NVIDIA_GEFORCE_GT650M}, /* Geforce 600 - midend mobile */
1425 {"GT 640M", CARD_NVIDIA_GEFORCE_GT640M}, /* Geforce 600 - midend mobile */
1426 {"GT 630M", CARD_NVIDIA_GEFORCE_GT630M}, /* Geforce 600 - midend mobile */
1427 {"GT 630", CARD_NVIDIA_GEFORCE_GT630}, /* Geforce 600 - lowend */
1428 {"GT 610", CARD_NVIDIA_GEFORCE_GT610}, /* Geforce 600 - lowend */
1429 {"GTX 580", CARD_NVIDIA_GEFORCE_GTX580}, /* Geforce 500 - highend */
1430 {"GTX 570", CARD_NVIDIA_GEFORCE_GTX570}, /* Geforce 500 - midend high */
1431 {"GTX 560 Ti", CARD_NVIDIA_GEFORCE_GTX560TI}, /* Geforce 500 - midend */
1432 {"GTX 560M", CARD_NVIDIA_GEFORCE_GTX560M}, /* Geforce 500 - midend mobile */
1433 {"GTX 560", CARD_NVIDIA_GEFORCE_GTX560}, /* Geforce 500 - midend */
1434 {"GT 555M", CARD_NVIDIA_GEFORCE_GT555M}, /* Geforce 500 - midend mobile */
1435 {"GTX 550 Ti", CARD_NVIDIA_GEFORCE_GTX550}, /* Geforce 500 - midend */
1436 {"GT 540M", CARD_NVIDIA_GEFORCE_GT540M}, /* Geforce 500 - midend mobile */
1437 {"GT 525M", CARD_NVIDIA_GEFORCE_GT525M}, /* Geforce 500 - lowend mobile */
1438 {"GT 520", CARD_NVIDIA_GEFORCE_GT520}, /* Geforce 500 - lowend */
1439 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1440 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1441 /* Direct 3D 10 */
1442 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1443 {"GTX 460M", CARD_NVIDIA_GEFORCE_GTX460M}, /* Geforce 400 - highend mobile */
1444 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1445 {"GTS 450", CARD_NVIDIA_GEFORCE_GTS450}, /* Geforce 400 - midend low */
1446 {"GT 440", CARD_NVIDIA_GEFORCE_GT440}, /* Geforce 400 - lowend */
1447 {"GT 430", CARD_NVIDIA_GEFORCE_GT430}, /* Geforce 400 - lowend */
1448 {"GT 425M", CARD_NVIDIA_GEFORCE_GT425M}, /* Geforce 400 - lowend mobile */
1449 {"GT 420", CARD_NVIDIA_GEFORCE_GT420}, /* Geforce 400 - lowend */
1450 {"410M", CARD_NVIDIA_GEFORCE_410M}, /* Geforce 400 - lowend mobile */
1451 {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
1452 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1453 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1454 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1455 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1456 {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
1457 {"320M", CARD_NVIDIA_GEFORCE_320M}, /* Geforce 300 - midend mobile */
1458 {"315M", CARD_NVIDIA_GEFORCE_315M}, /* Geforce 300 - midend mobile */
1459 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1460 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1461 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1462 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1463 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1464 {"GTS 250", CARD_NVIDIA_GEFORCE_GTS250}, /* Geforce 200 - midend */
1465 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1466 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1467 {"GeForce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1468 {"GeForce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1469 {"GeForce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1470 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1471 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1472 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1473 {"9700M GT", CARD_NVIDIA_GEFORCE_9700MGT}, /* Geforce 9 - midend */
1474 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1475 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1476 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1477 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1478 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1479 {"9400M", CARD_NVIDIA_GEFORCE_9400M}, /* Geforce 9 - lowend */
1480 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1481 {"9300", CARD_NVIDIA_GEFORCE_9300}, /* Geforce 9 - lowend low */
1482 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1483 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1484 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1485 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1486 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1487 {"8600M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1488 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1489 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1490 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1491 {"8500", CARD_NVIDIA_GEFORCE_8500GT}, /* Geforce 8 - mid-lowend */
1492 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1493 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1494 {"8200", CARD_NVIDIA_GEFORCE_8200}, /* Geforce 8 - lowend */
1495 {"8100", CARD_NVIDIA_GEFORCE_8200}, /* Geforce 8 - lowend */
1496 /* Direct 3D 9 SM3 */
1497 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1498 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1499 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1500 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1501 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1502 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1503 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1504 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1505 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1506 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1507 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1508 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1509 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1510 /* Direct 3D 9 SM2 */
1511 {"Quadro FX", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
1512 {"5950", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
1513 {"5900", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
1514 {"5800", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
1515 {"5750", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
1516 {"5700", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
1517 {"5650", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
1518 {"5600", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
1519 {"5500", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1520 {"5300", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1521 {"5250", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1522 {"5200", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1523 {"5100", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1524 /* Direct 3D 8 */
1525 {"Quadro4", CARD_NVIDIA_GEFORCE4_TI4200},
1526 {"GeForce4 Ti", CARD_NVIDIA_GEFORCE4_TI4200}, /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800 */
1527 /* Direct 3D 7 */
1528 {"GeForce4 MX", CARD_NVIDIA_GEFORCE4_MX}, /* MX420/MX440/MX460/MX4000 */
1529 {"Quadro2 MXR", CARD_NVIDIA_GEFORCE2_MX},
1530 {"GeForce2 MX", CARD_NVIDIA_GEFORCE2_MX}, /* Geforce2 standard/MX100/MX200/MX400 */
1531 {"Quadro2", CARD_NVIDIA_GEFORCE2},
1532 {"GeForce2", CARD_NVIDIA_GEFORCE2}, /* Geforce2 GTS/Pro/Ti/Ultra */
1533 /* Direct 3D 6 */
1534 {"TNT2", CARD_NVIDIA_RIVA_TNT2}, /* Riva TNT2 standard/M64/Pro/Ultra */
1536 /* See http://developer.amd.com/resources/hardware-drivers/ati-catalyst-pc-vendor-id-1002-li/
1538 * Beware: renderer string do not match exact card model,
1539 * e.g. HD 4800 is returned for multiple cards, even for RV790 based ones. */
1540 cards_amd_binary[] =
1542 {"RX 480", CARD_AMD_RADEON_RX_480},
1543 {"RX 460", CARD_AMD_RADEON_RX_460},
1544 {"R9 Fury Series", CARD_AMD_RADEON_R9_FURY},
1545 /* Southern Islands */
1546 {"HD 7900", CARD_AMD_RADEON_HD7900},
1547 {"HD 7800", CARD_AMD_RADEON_HD7800},
1548 {"HD 7700", CARD_AMD_RADEON_HD7700},
1549 /* Northern Islands */
1550 {"HD 6970", CARD_AMD_RADEON_HD6900},
1551 {"HD 6900", CARD_AMD_RADEON_HD6900},
1552 {"HD 6800", CARD_AMD_RADEON_HD6800},
1553 {"HD 6770M", CARD_AMD_RADEON_HD6600M},
1554 {"HD 6750M", CARD_AMD_RADEON_HD6600M},
1555 {"HD 6700", CARD_AMD_RADEON_HD6700},
1556 {"HD 6670", CARD_AMD_RADEON_HD6600},
1557 {"HD 6630M", CARD_AMD_RADEON_HD6600M},
1558 {"HD 6600M", CARD_AMD_RADEON_HD6600M},
1559 {"HD 6600", CARD_AMD_RADEON_HD6600},
1560 {"HD 6570", CARD_AMD_RADEON_HD6600},
1561 {"HD 6500M", CARD_AMD_RADEON_HD6600M},
1562 {"HD 6500", CARD_AMD_RADEON_HD6600},
1563 {"HD 6480G", CARD_AMD_RADEON_HD6480G},
1564 {"HD 6400", CARD_AMD_RADEON_HD6400},
1565 {"HD 6300", CARD_AMD_RADEON_HD6300},
1566 {"HD 6200", CARD_AMD_RADEON_HD6300},
1567 /* Evergreen */
1568 {"HD 5870", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1569 {"HD 5850", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1570 {"HD 5800", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1571 {"HD 5770", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1572 {"HD 5750", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1573 {"HD 5700", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1574 {"HD 5670", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD XT */
1575 {"HD 5570", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1576 {"HD 5550", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */
1577 {"HD 5450", CARD_AMD_RADEON_HD5400}, /* Radeon EG CEDAR PRO */
1578 {"HD 5000", CARD_AMD_RADEON_HD5600}, /* Defaulting to HD 5600 */
1579 /* R700 */
1580 {"HD 4890", CARD_AMD_RADEON_HD4800}, /* Radeon RV790 */
1581 {"HD 4870", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1582 {"HD 4850", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1583 {"HD 4830", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1584 {"HD 4800", CARD_AMD_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1585 {"HD 4770", CARD_AMD_RADEON_HD4700}, /* Radeon RV740 */
1586 {"HD 4700", CARD_AMD_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1587 {"HD 4670", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1588 {"HD 4650", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1589 {"HD 4600", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1590 {"HD 4550", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1591 {"HD 4350", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1592 /* R600/R700 integrated */
1593 {"HD 4200M", CARD_AMD_RADEON_HD4200M},
1594 {"HD 3300", CARD_AMD_RADEON_HD3200},
1595 {"HD 3200", CARD_AMD_RADEON_HD3200},
1596 {"HD 3100", CARD_AMD_RADEON_HD3200},
1597 /* R600 */
1598 {"HD 3870", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1599 {"HD 3850", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1600 {"HD 2900", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1601 {"HD 3830", CARD_AMD_RADEON_HD2600}, /* China-only midend */
1602 {"HD 3690", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1603 {"HD 3650", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1604 {"HD 2600", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1605 {"HD 3470", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1606 {"HD 3450", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1607 {"HD 3430", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1608 {"HD 3400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1609 {"HD 2400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1610 {"HD 2350", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1611 /* Radeon R5xx */
1612 {"X1950", CARD_AMD_RADEON_X1600},
1613 {"X1900", CARD_AMD_RADEON_X1600},
1614 {"X1800", CARD_AMD_RADEON_X1600},
1615 {"X1650", CARD_AMD_RADEON_X1600},
1616 {"X1600", CARD_AMD_RADEON_X1600},
1617 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1618 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1619 {"HD 2300", CARD_AMD_RADEON_X700},
1620 {"X2500", CARD_AMD_RADEON_X700},
1621 {"X2300", CARD_AMD_RADEON_X700},
1622 {"X1550", CARD_AMD_RADEON_X700},
1623 {"X1450", CARD_AMD_RADEON_X700},
1624 {"X1400", CARD_AMD_RADEON_X700},
1625 {"X1300", CARD_AMD_RADEON_X700},
1626 {"X850", CARD_AMD_RADEON_X700},
1627 {"X800", CARD_AMD_RADEON_X700},
1628 {"X700", CARD_AMD_RADEON_X700},
1629 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400 MHz */
1630 {"Radeon Xpress", CARD_AMD_RADEON_XPRESS_200M},
1632 cards_intel[] =
1634 /* Skylake */
1635 {"Iris Pro Graphics P580", CARD_INTEL_IPP580_1},
1636 {"Skylake", CARD_INTEL_HD520_1},
1637 /* Broadwell */
1638 {"Iris Pro P6300", CARD_INTEL_IPP6300},
1639 {"Iris Pro 6200", CARD_INTEL_IP6200},
1640 {"Iris 6100", CARD_INTEL_I6100},
1641 {"Iris(TM) Graphics 6100", CARD_INTEL_I6100}, /* MacOS */
1642 /* Haswell */
1643 {"Iris Pro 5200", CARD_INTEL_IP5200_1},
1644 {"Iris 5100", CARD_INTEL_I5100_1},
1645 {"HD Graphics 5000", CARD_INTEL_HD5000_1}, /* MacOS */
1646 {"Haswell Mobile", CARD_INTEL_HWM},
1647 {"Iris OpenGL Engine", CARD_INTEL_HWM}, /* MacOS */
1648 /* Ivybridge */
1649 {"Ivybridge Server", CARD_INTEL_IVBS},
1650 {"Ivybridge Mobile", CARD_INTEL_IVBM},
1651 {"Ivybridge Desktop", CARD_INTEL_IVBD},
1652 {"HD Graphics 4000", CARD_INTEL_IVBD}, /* MacOS */
1653 /* Sandybridge */
1654 {"Sandybridge Server", CARD_INTEL_SNBS},
1655 {"Sandybridge Mobile", CARD_INTEL_SNBM},
1656 {"Sandybridge Desktop", CARD_INTEL_SNBD},
1657 /* Ironlake */
1658 {"Ironlake Mobile", CARD_INTEL_ILKM},
1659 {"Ironlake Desktop", CARD_INTEL_ILKD},
1660 /* G4x */
1661 {"B43", CARD_INTEL_B43},
1662 {"G41", CARD_INTEL_G41},
1663 {"G45", CARD_INTEL_G45},
1664 {"Q45", CARD_INTEL_Q45},
1665 {"Integrated Graphics Device", CARD_INTEL_IGD},
1666 {"GM45", CARD_INTEL_GM45},
1667 /* i965 */
1668 {"965GME", CARD_INTEL_965GME},
1669 {"965GM", CARD_INTEL_965GM},
1670 {"X3100", CARD_INTEL_965GM}, /* MacOS */
1671 {"946GZ", CARD_INTEL_946GZ},
1672 {"965G", CARD_INTEL_965G},
1673 {"965Q", CARD_INTEL_965Q},
1674 /* i945 */
1675 {"Pineview M", CARD_INTEL_PNVM},
1676 {"Pineview G", CARD_INTEL_PNVG},
1677 {"IGD", CARD_INTEL_PNVG},
1678 {"Q33", CARD_INTEL_Q33},
1679 {"G33", CARD_INTEL_G33},
1680 {"Q35", CARD_INTEL_Q35},
1681 {"945GME", CARD_INTEL_945GME},
1682 {"945GM", CARD_INTEL_945GM},
1683 {"GMA 950", CARD_INTEL_945GM}, /* MacOS */
1684 {"945G", CARD_INTEL_945G},
1685 /* i915 */
1686 {"915GM", CARD_INTEL_915GM},
1687 {"E7221G", CARD_INTEL_E7221G},
1688 {"915G", CARD_INTEL_915G},
1689 /* i8xx */
1690 {"865G", CARD_INTEL_865G},
1691 {"845G", CARD_INTEL_845G},
1692 {"855GM", CARD_INTEL_855GM},
1693 {"830M", CARD_INTEL_830M},
1695 /* 20101109 - These are never returned by current Gallium radeon
1696 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351. */
1697 cards_amd_mesa[] =
1699 /* Navi 10 */
1700 {"NAVI10", CARD_AMD_RADEON_RX_NAVI_10},
1701 /* Polaris 10/11 */
1702 {"POLARIS10", CARD_AMD_RADEON_RX_480},
1703 {"POLARIS11", CARD_AMD_RADEON_RX_460},
1704 /* Volcanic Islands */
1705 {"FIJI", CARD_AMD_RADEON_R9_FURY},
1706 {"TONGA", CARD_AMD_RADEON_R9_285},
1707 /* Sea Islands */
1708 {"HAWAII", CARD_AMD_RADEON_R9_290},
1709 {"KAVERI", CARD_AMD_RADEON_R7 },
1710 {"KABINI", CARD_AMD_RADEON_R3 },
1711 {"BONAIRE", CARD_AMD_RADEON_HD8770},
1712 /* Southern Islands */
1713 {"OLAND", CARD_AMD_RADEON_HD8670},
1714 {"HAINAN", CARD_AMD_RADEON_HD8600M},
1715 {"TAHITI", CARD_AMD_RADEON_HD7900},
1716 {"PITCAIRN", CARD_AMD_RADEON_HD7800},
1717 {"CAPE VERDE", CARD_AMD_RADEON_HD7700},
1718 /* Northern Islands */
1719 {"ARUBA", CARD_AMD_RADEON_HD7660D},
1720 {"CAYMAN", CARD_AMD_RADEON_HD6900},
1721 {"BARTS", CARD_AMD_RADEON_HD6800},
1722 {"TURKS", CARD_AMD_RADEON_HD6600},
1723 {"SUMO2", CARD_AMD_RADEON_HD6410D}, /* SUMO2 first, because we do a strstr(). */
1724 {"SUMO", CARD_AMD_RADEON_HD6550D},
1725 {"CAICOS", CARD_AMD_RADEON_HD6400},
1726 {"PALM", CARD_AMD_RADEON_HD6300},
1727 /* Evergreen */
1728 {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1729 {"CYPRESS", CARD_AMD_RADEON_HD5800},
1730 {"JUNIPER", CARD_AMD_RADEON_HD5700},
1731 {"REDWOOD", CARD_AMD_RADEON_HD5600},
1732 {"CEDAR", CARD_AMD_RADEON_HD5400},
1733 /* R700 */
1734 {"R700", CARD_AMD_RADEON_HD4800},
1735 {"RV790", CARD_AMD_RADEON_HD4800},
1736 {"RV770", CARD_AMD_RADEON_HD4800},
1737 {"RV740", CARD_AMD_RADEON_HD4700},
1738 {"RV730", CARD_AMD_RADEON_HD4600},
1739 {"RV710", CARD_AMD_RADEON_HD4350},
1740 /* R600/R700 integrated */
1741 {"RS880", CARD_AMD_RADEON_HD4200M},
1742 {"RS780", CARD_AMD_RADEON_HD3200},
1743 /* R600 */
1744 {"R680", CARD_AMD_RADEON_HD2900},
1745 {"R600", CARD_AMD_RADEON_HD2900},
1746 {"RV670", CARD_AMD_RADEON_HD3850},
1747 {"RV635", CARD_AMD_RADEON_HD2600},
1748 {"RV630", CARD_AMD_RADEON_HD2600},
1749 {"RV620", CARD_AMD_RADEON_HD2350},
1750 {"RV610", CARD_AMD_RADEON_HD2350},
1751 /* R500 */
1752 {"R580", CARD_AMD_RADEON_X1600},
1753 {"R520", CARD_AMD_RADEON_X1600},
1754 {"RV570", CARD_AMD_RADEON_X1600},
1755 {"RV560", CARD_AMD_RADEON_X1600},
1756 {"RV535", CARD_AMD_RADEON_X1600},
1757 {"RV530", CARD_AMD_RADEON_X1600},
1758 {"RV516", CARD_AMD_RADEON_X700},
1759 {"RV515", CARD_AMD_RADEON_X700},
1760 /* R400 */
1761 {"R481", CARD_AMD_RADEON_X700},
1762 {"R480", CARD_AMD_RADEON_X700},
1763 {"R430", CARD_AMD_RADEON_X700},
1764 {"R423", CARD_AMD_RADEON_X700},
1765 {"R420", CARD_AMD_RADEON_X700},
1766 {"R410", CARD_AMD_RADEON_X700},
1767 {"RV410", CARD_AMD_RADEON_X700},
1768 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400 MHz */
1769 {"RS740", CARD_AMD_RADEON_XPRESS_200M},
1770 {"RS690", CARD_AMD_RADEON_XPRESS_200M},
1771 {"RS600", CARD_AMD_RADEON_XPRESS_200M},
1772 {"RS485", CARD_AMD_RADEON_XPRESS_200M},
1773 {"RS482", CARD_AMD_RADEON_XPRESS_200M},
1774 {"RS480", CARD_AMD_RADEON_XPRESS_200M},
1775 {"RS400", CARD_AMD_RADEON_XPRESS_200M},
1776 {"RC410", CARD_AMD_RADEON_XPRESS_200M},
1777 /* R300 */
1778 {"R360", CARD_AMD_RADEON_9500},
1779 {"R350", CARD_AMD_RADEON_9500},
1780 {"R300", CARD_AMD_RADEON_9500},
1781 {"RV380", CARD_AMD_RADEON_9500},
1782 {"RV370", CARD_AMD_RADEON_9500},
1783 {"RV360", CARD_AMD_RADEON_9500},
1784 {"RV351", CARD_AMD_RADEON_9500},
1785 {"RV350", CARD_AMD_RADEON_9500},
1787 cards_nvidia_mesa[] =
1789 /* Maxwell */
1790 {"NV124", CARD_NVIDIA_GEFORCE_GTX970},
1791 {"NV120", CARD_NVIDIA_GEFORCE_GTX980TI},
1792 {"NV118", CARD_NVIDIA_GEFORCE_840M},
1793 {"NV117", CARD_NVIDIA_GEFORCE_GTX750},
1794 /* Kepler */
1795 {"NV108", CARD_NVIDIA_GEFORCE_GT740M},
1796 {"NV106", CARD_NVIDIA_GEFORCE_GT720},
1797 {"NVF1", CARD_NVIDIA_GEFORCE_GTX780TI},
1798 {"NVF0", CARD_NVIDIA_GEFORCE_GTX780},
1799 {"NVE6", CARD_NVIDIA_GEFORCE_GTX770M},
1800 {"NVE4", CARD_NVIDIA_GEFORCE_GTX680}, /* 690 / 675MX / 760TI */
1801 /* Fermi */
1802 {"NVD9", CARD_NVIDIA_GEFORCE_GT520},
1803 {"NVD7", CARD_NVIDIA_GEFORCE_820M},
1804 {"NVCF", CARD_NVIDIA_GEFORCE_GTX550},
1805 {"NVCE", CARD_NVIDIA_GEFORCE_GTX560},
1806 {"NVC8", CARD_NVIDIA_GEFORCE_GTX570},
1807 {"NVC4", CARD_NVIDIA_GEFORCE_GTX460},
1808 {"NVC3", CARD_NVIDIA_GEFORCE_GT440},
1809 {"NVC1", CARD_NVIDIA_GEFORCE_GT420},
1810 {"NVC0", CARD_NVIDIA_GEFORCE_GTX480},
1811 /* Tesla */
1812 {"NVAF", CARD_NVIDIA_GEFORCE_GT320M},
1813 {"NVAC", CARD_NVIDIA_GEFORCE_8200},
1814 {"NVAA", CARD_NVIDIA_GEFORCE_8200}, /* 8100 */
1815 {"NVA8", CARD_NVIDIA_GEFORCE_210},
1816 {"NVA5", CARD_NVIDIA_GEFORCE_GT220},
1817 {"NVA3", CARD_NVIDIA_GEFORCE_GT240},
1818 {"NVA0", CARD_NVIDIA_GEFORCE_GTX280},
1819 {"NV98", CARD_NVIDIA_GEFORCE_9200},
1820 {"NV96", CARD_NVIDIA_GEFORCE_9400GT},
1821 {"NV94", CARD_NVIDIA_GEFORCE_9600GT},
1822 {"NV92", CARD_NVIDIA_GEFORCE_9800GT},
1823 {"NV86", CARD_NVIDIA_GEFORCE_8500GT},
1824 {"NV84", CARD_NVIDIA_GEFORCE_8600GT},
1825 {"NV50", CARD_NVIDIA_GEFORCE_8800GTX},
1826 /* Curie */
1827 {"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */
1828 {"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */
1829 {"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */
1830 {"NV4E", CARD_NVIDIA_GEFORCE_6200}, /* 6100 Go / 6150 Go */
1831 {"NV4C", CARD_NVIDIA_GEFORCE_6200}, /* 6150SE */
1832 {"NV4B", CARD_NVIDIA_GEFORCE_7600},
1833 {"NV4A", CARD_NVIDIA_GEFORCE_6200},
1834 {"NV49", CARD_NVIDIA_GEFORCE_7800GT}, /* 7900 */
1835 {"NV47", CARD_NVIDIA_GEFORCE_7800GT},
1836 {"NV46", CARD_NVIDIA_GEFORCE_7400},
1837 {"NV45", CARD_NVIDIA_GEFORCE_6800},
1838 {"NV44", CARD_NVIDIA_GEFORCE_6200},
1839 {"NV43", CARD_NVIDIA_GEFORCE_6600GT},
1840 {"NV42", CARD_NVIDIA_GEFORCE_6800},
1841 {"NV41", CARD_NVIDIA_GEFORCE_6800},
1842 {"NV40", CARD_NVIDIA_GEFORCE_6800},
1843 /* Rankine */
1844 {"NV38", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5950 Ultra */
1845 {"NV36", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5700/5750 */
1846 {"NV35", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5900 */
1847 {"NV34", CARD_NVIDIA_GEFORCEFX_5200},
1848 {"NV31", CARD_NVIDIA_GEFORCEFX_5600},
1849 {"NV30", CARD_NVIDIA_GEFORCEFX_5800},
1850 /* Kelvin */
1851 {"nv28", CARD_NVIDIA_GEFORCE4_TI4200},
1852 {"nv25", CARD_NVIDIA_GEFORCE4_TI4200},
1853 {"nv20", CARD_NVIDIA_GEFORCE3},
1854 /* Celsius */
1855 {"nv1F", CARD_NVIDIA_GEFORCE4_MX}, /* GF4 MX IGP */
1856 {"nv1A", CARD_NVIDIA_GEFORCE2}, /* GF2 IGP */
1857 {"nv18", CARD_NVIDIA_GEFORCE4_MX},
1858 {"nv17", CARD_NVIDIA_GEFORCE4_MX},
1859 {"nv16", CARD_NVIDIA_GEFORCE2},
1860 {"nv15", CARD_NVIDIA_GEFORCE2},
1861 {"nv11", CARD_NVIDIA_GEFORCE2_MX},
1862 {"nv10", CARD_NVIDIA_GEFORCE},
1863 /* Fahrenheit */
1864 {"nv05", CARD_NVIDIA_RIVA_TNT2},
1865 {"nv04", CARD_NVIDIA_RIVA_TNT},
1866 {"nv03", CARD_NVIDIA_RIVA_128},
1868 cards_redhat[] =
1870 {"virgl", CARD_REDHAT_VIRGL},
1872 cards_vmware[] =
1874 {"SVGA3D", CARD_VMWARE_SVGA3D},
1877 static const struct gl_vendor_selection
1879 enum wined3d_gl_vendor gl_vendor;
1880 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1881 const struct wined3d_renderer_table *cards; /* To be used as cards[], pointer to the first member in an array */
1882 size_t cards_size; /* Number of entries in the array above */
1884 amd_gl_vendor_table[] =
1886 {GL_VENDOR_APPLE, "Apple OSX AMD/ATI binary driver", cards_amd_binary, ARRAY_SIZE(cards_amd_binary)},
1887 {GL_VENDOR_FGLRX, "AMD/ATI binary driver", cards_amd_binary, ARRAY_SIZE(cards_amd_binary)},
1888 {GL_VENDOR_MESA, "Mesa AMD/ATI driver", cards_amd_mesa, ARRAY_SIZE(cards_amd_mesa)},
1890 nvidia_gl_vendor_table[] =
1892 {GL_VENDOR_APPLE, "Apple OSX NVidia binary driver", cards_nvidia_binary, ARRAY_SIZE(cards_nvidia_binary)},
1893 {GL_VENDOR_MESA, "Mesa Nouveau driver", cards_nvidia_mesa, ARRAY_SIZE(cards_nvidia_mesa)},
1894 {GL_VENDOR_NVIDIA, "NVIDIA binary driver", cards_nvidia_binary, ARRAY_SIZE(cards_nvidia_binary)},
1896 redhat_gl_vendor_table[] =
1898 {GL_VENDOR_MESA, "Red Hat driver", cards_redhat, ARRAY_SIZE(cards_redhat)},
1900 vmware_gl_vendor_table[] =
1902 {GL_VENDOR_MESA, "VMware driver", cards_vmware, ARRAY_SIZE(cards_vmware)},
1904 intel_gl_vendor_table[] =
1906 {GL_VENDOR_APPLE, "Apple OSX Intel binary driver", cards_intel, ARRAY_SIZE(cards_intel)},
1907 {GL_VENDOR_MESA, "Mesa Intel driver", cards_intel, ARRAY_SIZE(cards_intel)},
1910 static enum wined3d_pci_device select_card_handler(const struct gl_vendor_selection *table,
1911 unsigned int table_size, enum wined3d_gl_vendor gl_vendor, const char *gl_renderer)
1913 unsigned int i, j;
1915 for (i = 0; i < table_size; ++i)
1917 if (table[i].gl_vendor != gl_vendor)
1918 continue;
1920 TRACE("Applying card selector \"%s\".\n", table[i].description);
1922 for (j = 0; j < table[i].cards_size; ++j)
1924 if (strstr(gl_renderer, table[i].cards[j].renderer))
1925 return table[i].cards[j].id;
1927 return PCI_DEVICE_NONE;
1929 FIXME("Couldn't find a suitable card selector for GL vendor %04x (using GL_RENDERER %s)\n",
1930 gl_vendor, debugstr_a(gl_renderer));
1932 return PCI_DEVICE_NONE;
1935 static const struct
1937 enum wined3d_pci_vendor card_vendor;
1938 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1939 const struct gl_vendor_selection *gl_vendor_selection;
1940 unsigned int gl_vendor_count;
1942 card_vendor_table[] =
1944 {HW_VENDOR_AMD, "AMD", amd_gl_vendor_table, ARRAY_SIZE(amd_gl_vendor_table)},
1945 {HW_VENDOR_NVIDIA, "NVIDIA", nvidia_gl_vendor_table, ARRAY_SIZE(nvidia_gl_vendor_table)},
1946 {HW_VENDOR_REDHAT, "Red Hat",redhat_gl_vendor_table, ARRAY_SIZE(redhat_gl_vendor_table)},
1947 {HW_VENDOR_VMWARE, "VMware", vmware_gl_vendor_table, ARRAY_SIZE(vmware_gl_vendor_table)},
1948 {HW_VENDOR_INTEL, "Intel", intel_gl_vendor_table, ARRAY_SIZE(intel_gl_vendor_table)},
1951 static enum wined3d_pci_device wined3d_guess_card(enum wined3d_feature_level feature_level,
1952 const char *gl_renderer, enum wined3d_gl_vendor *gl_vendor,
1953 enum wined3d_pci_vendor *card_vendor)
1955 /* A Direct3D device object contains the PCI id (vendor + device) of the
1956 * videocard which is used for rendering. Various applications use this
1957 * information to get a rough estimation of the features of the card and
1958 * some might use it for enabling 3d effects only on certain types of
1959 * videocards. In some cases games might even use it to work around bugs
1960 * which happen on certain videocards/driver combinations. The problem is
1961 * that OpenGL only exposes a rendering string containing the name of the
1962 * videocard and not the PCI id.
1964 * Various games depend on the PCI id, so somehow we need to provide one.
1965 * A simple option is to parse the renderer string and translate this to
1966 * the right PCI id. This is a lot of work because there are more than 200
1967 * GPUs just for NVIDIA. Various cards share the same renderer string, so
1968 * the amount of code might be 'small' but there are quite a number of
1969 * exceptions which would make this a pain to maintain. Another way would
1970 * be to query the PCI id from the operating system (assuming this is the
1971 * videocard which is used for rendering which is not always the case).
1972 * This would work but it is not very portable. Second it would not work
1973 * well in, let's say, a remote X situation in which the amount of 3d
1974 * features which can be used is limited.
1976 * As said most games only use the PCI id to get an indication of the
1977 * capabilities of the card. It doesn't really matter if the given id is
1978 * the correct one if we return the id of a card with similar 3d features.
1980 * The code below checks the OpenGL capabilities of a videocard and matches
1981 * that to a certain level of Direct3D functionality. Once a card passes
1982 * the Direct3D9 check, we know that the card (in case of NVIDIA) is at
1983 * least a GeforceFX. To give a better estimate we do a basic check on the
1984 * renderer string but if that won't pass we return a default card. This
1985 * way is better than maintaining a full card database as even without a
1986 * full database we can return a card with similar features. Second the
1987 * size of the database can be made quite small because when you know what
1988 * type of 3d functionality a card has, you know to which GPU family the
1989 * GPU must belong. Because of this you only have to check a small part of
1990 * the renderer string to distinguish between different models from that
1991 * family.
1993 * The code also selects a default amount of video memory which we will
1994 * use for an estimation of the amount of free texture memory. In case of
1995 * real D3D the amount of texture memory includes video memory and system
1996 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1997 * HyperMemory). We don't know how much system memory can be addressed by
1998 * the system but we can make a reasonable estimation about the amount of
1999 * video memory. If the value is slightly wrong it doesn't matter as we
2000 * didn't include AGP-like memory which makes the amount of addressable
2001 * memory higher and second OpenGL isn't that critical it moves to system
2002 * memory behind our backs if really needed. Note that the amount of video
2003 * memory can be overruled using a registry setting. */
2005 enum wined3d_pci_device device;
2006 unsigned int i;
2008 for (i = 0; i < ARRAY_SIZE(card_vendor_table); ++i)
2010 if (card_vendor_table[i].card_vendor != *card_vendor)
2011 continue;
2013 TRACE("Applying card selector \"%s\".\n", card_vendor_table[i].description);
2014 device = select_card_handler(card_vendor_table[i].gl_vendor_selection,
2015 card_vendor_table[i].gl_vendor_count, *gl_vendor, gl_renderer);
2016 if (device != PCI_DEVICE_NONE)
2017 return device;
2019 TRACE("Unrecognized renderer %s, falling back to default.\n", debugstr_a(gl_renderer));
2021 return wined3d_gpu_from_feature_level(card_vendor, feature_level);
2024 FIXME("No card selector available for card vendor %04x (using GL_RENDERER %s).\n",
2025 *card_vendor, debugstr_a(gl_renderer));
2027 return wined3d_gpu_from_feature_level(card_vendor, feature_level);
2030 static const struct wined3d_vertex_pipe_ops *select_vertex_implementation(const struct wined3d_gl_info *gl_info,
2031 const struct wined3d_shader_backend_ops *shader_backend_ops)
2033 if (shader_backend_ops == &glsl_shader_backend && gl_info->supported[ARB_VERTEX_SHADER])
2034 return &glsl_vertex_pipe;
2035 return &ffp_vertex_pipe;
2038 static const struct wined3d_fragment_pipe_ops *select_fragment_implementation(const struct wined3d_gl_info *gl_info,
2039 const struct wined3d_shader_backend_ops *shader_backend_ops)
2041 if (shader_backend_ops == &glsl_shader_backend && gl_info->supported[ARB_FRAGMENT_SHADER])
2042 return &glsl_fragment_pipe;
2043 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2044 return &arbfp_fragment_pipeline;
2045 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2046 return &atifs_fragment_pipeline;
2047 if (gl_info->supported[NV_REGISTER_COMBINERS] && gl_info->supported[NV_TEXTURE_SHADER2])
2048 return &nvts_fragment_pipeline;
2049 if (gl_info->supported[NV_REGISTER_COMBINERS])
2050 return &nvrc_fragment_pipeline;
2051 return &ffp_fragment_pipeline;
2054 static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
2056 BOOL glsl = wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_AUTO
2057 || wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_GLSL;
2058 BOOL arb = wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_AUTO
2059 || wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_ARB;
2061 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && !glsl)
2063 ERR_(winediag)("Ignoring the shader backend registry key. "
2064 "GLSL is the only shader backend available on core profile contexts. "
2065 "You need to explicitly set GL version to use legacy contexts.\n");
2066 glsl = TRUE;
2069 glsl = glsl && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20);
2071 if (glsl && gl_info->supported[ARB_VERTEX_SHADER] && gl_info->supported[ARB_FRAGMENT_SHADER])
2072 return &glsl_shader_backend;
2073 if (arb && gl_info->supported[ARB_VERTEX_PROGRAM] && gl_info->supported[ARB_FRAGMENT_PROGRAM])
2074 return &arb_program_shader_backend;
2075 if (glsl && (gl_info->supported[ARB_VERTEX_SHADER] || gl_info->supported[ARB_FRAGMENT_SHADER]))
2076 return &glsl_shader_backend;
2077 if (arb && (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_FRAGMENT_PROGRAM]))
2078 return &arb_program_shader_backend;
2079 return &none_shader_backend;
2082 static void parse_extension_string(struct wined3d_gl_info *gl_info, const char *extensions,
2083 const struct wined3d_extension_map *map, UINT entry_count)
2085 while (*extensions)
2087 const char *start;
2088 size_t len;
2089 UINT i;
2091 while (isspace(*extensions))
2092 ++extensions;
2093 start = extensions;
2094 while (!isspace(*extensions) && *extensions)
2095 ++extensions;
2097 len = extensions - start;
2098 if (!len)
2099 continue;
2101 TRACE("- %s.\n", debugstr_an(start, len));
2103 for (i = 0; i < entry_count; ++i)
2105 if (len == strlen(map[i].extension_string)
2106 && !memcmp(start, map[i].extension_string, len))
2108 TRACE(" FOUND: %s support.\n", map[i].extension_string);
2109 gl_info->supported[map[i].extension] = TRUE;
2110 break;
2116 static void enumerate_gl_extensions(struct wined3d_gl_info *gl_info,
2117 const struct wined3d_extension_map *map, unsigned int map_entries_count)
2119 const char *gl_extension_name;
2120 unsigned int i, j;
2121 GLint extensions_count;
2123 gl_info->gl_ops.gl.p_glGetIntegerv(GL_NUM_EXTENSIONS, &extensions_count);
2124 for (i = 0; i < extensions_count; ++i)
2126 gl_extension_name = (const char *)GL_EXTCALL(glGetStringi(GL_EXTENSIONS, i));
2127 TRACE("- %s.\n", debugstr_a(gl_extension_name));
2128 for (j = 0; j < map_entries_count; ++j)
2130 if (!strcmp(gl_extension_name, map[j].extension_string))
2132 TRACE("FOUND: %s support.\n", map[j].extension_string);
2133 gl_info->supported[map[j].extension] = TRUE;
2134 break;
2140 static void load_gl_funcs(struct wined3d_gl_info *gl_info)
2142 #define USE_GL_FUNC(pfn) gl_info->gl_ops.ext.p_##pfn = (void *)wglGetProcAddress(#pfn);
2143 /* GL_APPLE_fence */
2144 USE_GL_FUNC(glDeleteFencesAPPLE)
2145 USE_GL_FUNC(glFinishFenceAPPLE)
2146 USE_GL_FUNC(glFinishObjectAPPLE)
2147 USE_GL_FUNC(glGenFencesAPPLE)
2148 USE_GL_FUNC(glIsFenceAPPLE)
2149 USE_GL_FUNC(glSetFenceAPPLE)
2150 USE_GL_FUNC(glTestFenceAPPLE)
2151 USE_GL_FUNC(glTestObjectAPPLE)
2152 /* GL_APPLE_flush_buffer_range */
2153 USE_GL_FUNC(glBufferParameteriAPPLE)
2154 USE_GL_FUNC(glFlushMappedBufferRangeAPPLE)
2155 /* GL_ARB_base_instance */
2156 USE_GL_FUNC(glDrawArraysInstancedBaseInstance)
2157 USE_GL_FUNC(glDrawElementsInstancedBaseVertexBaseInstance)
2158 /* GL_ARB_blend_func_extended */
2159 USE_GL_FUNC(glBindFragDataLocationIndexed)
2160 USE_GL_FUNC(glGetFragDataIndex)
2161 /* GL_ARB_buffer_storage */
2162 USE_GL_FUNC(glBufferStorage)
2163 /* GL_ARB_clear_buffer_object */
2164 USE_GL_FUNC(glClearBufferData)
2165 USE_GL_FUNC(glClearBufferSubData)
2166 /* GL_ARB_clear_texture */
2167 USE_GL_FUNC(glClearTexImage)
2168 USE_GL_FUNC(glClearTexSubImage)
2169 /* GL_ARB_clip_control */
2170 USE_GL_FUNC(glClipControl)
2171 /* GL_ARB_color_buffer_float */
2172 USE_GL_FUNC(glClampColorARB)
2173 /* GL_ARB_compute_shader */
2174 USE_GL_FUNC(glDispatchCompute)
2175 USE_GL_FUNC(glDispatchComputeIndirect)
2176 /* GL_ARB_copy_buffer */
2177 USE_GL_FUNC(glCopyBufferSubData)
2178 /* GL_ARB_copy_image */
2179 USE_GL_FUNC(glCopyImageSubData)
2180 /* GL_ARB_debug_output */
2181 USE_GL_FUNC(glDebugMessageCallbackARB)
2182 USE_GL_FUNC(glDebugMessageControlARB)
2183 USE_GL_FUNC(glDebugMessageInsertARB)
2184 USE_GL_FUNC(glGetDebugMessageLogARB)
2185 /* GL_ARB_draw_buffers */
2186 USE_GL_FUNC(glDrawBuffersARB)
2187 /* GL_ARB_draw_buffers_blend */
2188 USE_GL_FUNC(glBlendEquationiARB)
2189 USE_GL_FUNC(glBlendEquationSeparateiARB)
2190 USE_GL_FUNC(glBlendFunciARB)
2191 USE_GL_FUNC(glBlendFuncSeparateiARB)
2192 /* GL_ARB_draw_elements_base_vertex */
2193 USE_GL_FUNC(glDrawElementsBaseVertex)
2194 USE_GL_FUNC(glDrawElementsInstancedBaseVertex)
2195 USE_GL_FUNC(glDrawRangeElementsBaseVertex)
2196 USE_GL_FUNC(glMultiDrawElementsBaseVertex)
2197 /* GL_ARB_draw_indirect */
2198 USE_GL_FUNC(glDrawArraysIndirect)
2199 USE_GL_FUNC(glDrawElementsIndirect)
2200 /* GL_ARB_draw_instanced */
2201 USE_GL_FUNC(glDrawArraysInstancedARB)
2202 USE_GL_FUNC(glDrawElementsInstancedARB)
2203 /* GL_ARB_ES2_compatibility */
2204 USE_GL_FUNC(glReleaseShaderCompiler)
2205 USE_GL_FUNC(glShaderBinary)
2206 USE_GL_FUNC(glGetShaderPrecisionFormat)
2207 USE_GL_FUNC(glDepthRangef)
2208 USE_GL_FUNC(glClearDepthf)
2209 /* GL_ARB_framebuffer_no_attachments */
2210 USE_GL_FUNC(glFramebufferParameteri)
2211 /* GL_ARB_framebuffer_object */
2212 USE_GL_FUNC(glBindFramebuffer)
2213 USE_GL_FUNC(glBindRenderbuffer)
2214 USE_GL_FUNC(glBlitFramebuffer)
2215 USE_GL_FUNC(glCheckFramebufferStatus)
2216 USE_GL_FUNC(glDeleteFramebuffers)
2217 USE_GL_FUNC(glDeleteRenderbuffers)
2218 USE_GL_FUNC(glFramebufferRenderbuffer)
2219 USE_GL_FUNC(glFramebufferTexture)
2220 USE_GL_FUNC(glFramebufferTexture1D)
2221 USE_GL_FUNC(glFramebufferTexture2D)
2222 USE_GL_FUNC(glFramebufferTexture3D)
2223 USE_GL_FUNC(glFramebufferTextureLayer)
2224 USE_GL_FUNC(glGenFramebuffers)
2225 USE_GL_FUNC(glGenRenderbuffers)
2226 USE_GL_FUNC(glGenerateMipmap)
2227 USE_GL_FUNC(glGetFramebufferAttachmentParameteriv)
2228 USE_GL_FUNC(glGetRenderbufferParameteriv)
2229 USE_GL_FUNC(glIsFramebuffer)
2230 USE_GL_FUNC(glIsRenderbuffer)
2231 USE_GL_FUNC(glRenderbufferStorage)
2232 USE_GL_FUNC(glRenderbufferStorageMultisample)
2233 /* GL_ARB_geometry_shader4 */
2234 USE_GL_FUNC(glFramebufferTextureARB)
2235 USE_GL_FUNC(glFramebufferTextureFaceARB)
2236 USE_GL_FUNC(glFramebufferTextureLayerARB)
2237 USE_GL_FUNC(glProgramParameteriARB)
2238 /* GL_ARB_instanced_arrays */
2239 USE_GL_FUNC(glVertexAttribDivisorARB)
2240 /* GL_ARB_internalformat_query */
2241 USE_GL_FUNC(glGetInternalformativ)
2242 /* GL_ARB_internalformat_query2 */
2243 USE_GL_FUNC(glGetInternalformati64v)
2244 /* GL_ARB_map_buffer_range */
2245 USE_GL_FUNC(glFlushMappedBufferRange)
2246 USE_GL_FUNC(glMapBufferRange)
2247 /* GL_ARB_multisample */
2248 USE_GL_FUNC(glSampleCoverageARB)
2249 /* GL_ARB_multitexture */
2250 USE_GL_FUNC(glActiveTextureARB)
2251 USE_GL_FUNC(glClientActiveTextureARB)
2252 USE_GL_FUNC(glMultiTexCoord1fARB)
2253 USE_GL_FUNC(glMultiTexCoord1fvARB)
2254 USE_GL_FUNC(glMultiTexCoord2fARB)
2255 USE_GL_FUNC(glMultiTexCoord2fvARB)
2256 USE_GL_FUNC(glMultiTexCoord2svARB)
2257 USE_GL_FUNC(glMultiTexCoord3fARB)
2258 USE_GL_FUNC(glMultiTexCoord3fvARB)
2259 USE_GL_FUNC(glMultiTexCoord4fARB)
2260 USE_GL_FUNC(glMultiTexCoord4fvARB)
2261 USE_GL_FUNC(glMultiTexCoord4svARB)
2262 /* GL_ARB_occlusion_query */
2263 USE_GL_FUNC(glBeginQueryARB)
2264 USE_GL_FUNC(glDeleteQueriesARB)
2265 USE_GL_FUNC(glEndQueryARB)
2266 USE_GL_FUNC(glGenQueriesARB)
2267 USE_GL_FUNC(glGetQueryivARB)
2268 USE_GL_FUNC(glGetQueryObjectivARB)
2269 USE_GL_FUNC(glGetQueryObjectuivARB)
2270 USE_GL_FUNC(glIsQueryARB)
2271 /* GL_ARB_point_parameters */
2272 USE_GL_FUNC(glPointParameterfARB)
2273 USE_GL_FUNC(glPointParameterfvARB)
2274 /* GL_ARB_polgyon_offset_clamp */
2275 USE_GL_FUNC(glPolygonOffsetClamp)
2276 /* GL_ARB_provoking_vertex */
2277 USE_GL_FUNC(glProvokingVertex)
2278 /* GL_ARB_sample_shading */
2279 USE_GL_FUNC(glMinSampleShadingARB)
2280 /* GL_ARB_sampler_objects */
2281 USE_GL_FUNC(glGenSamplers)
2282 USE_GL_FUNC(glDeleteSamplers)
2283 USE_GL_FUNC(glIsSampler)
2284 USE_GL_FUNC(glBindSampler)
2285 USE_GL_FUNC(glSamplerParameteri)
2286 USE_GL_FUNC(glSamplerParameterf)
2287 USE_GL_FUNC(glSamplerParameteriv)
2288 USE_GL_FUNC(glSamplerParameterfv)
2289 USE_GL_FUNC(glSamplerParameterIiv)
2290 USE_GL_FUNC(glSamplerParameterIuiv)
2291 USE_GL_FUNC(glGetSamplerParameteriv)
2292 USE_GL_FUNC(glGetSamplerParameterfv)
2293 USE_GL_FUNC(glGetSamplerParameterIiv)
2294 USE_GL_FUNC(glGetSamplerParameterIuiv)
2295 /* GL_ARB_shader_atomic_counters */
2296 USE_GL_FUNC(glGetActiveAtomicCounterBufferiv)
2297 /* GL_ARB_shader_image_load_store */
2298 USE_GL_FUNC(glBindImageTexture)
2299 USE_GL_FUNC(glMemoryBarrier)
2300 /* GL_ARB_shader_objects */
2301 USE_GL_FUNC(glAttachObjectARB)
2302 USE_GL_FUNC(glBindAttribLocationARB)
2303 USE_GL_FUNC(glCompileShaderARB)
2304 USE_GL_FUNC(glCreateProgramObjectARB)
2305 USE_GL_FUNC(glCreateShaderObjectARB)
2306 USE_GL_FUNC(glDeleteObjectARB)
2307 USE_GL_FUNC(glDetachObjectARB)
2308 USE_GL_FUNC(glGetActiveUniformARB)
2309 USE_GL_FUNC(glGetAttachedObjectsARB)
2310 USE_GL_FUNC(glGetAttribLocationARB)
2311 USE_GL_FUNC(glGetHandleARB)
2312 USE_GL_FUNC(glGetInfoLogARB)
2313 USE_GL_FUNC(glGetObjectParameterfvARB)
2314 USE_GL_FUNC(glGetObjectParameterivARB)
2315 USE_GL_FUNC(glGetShaderSourceARB)
2316 USE_GL_FUNC(glGetUniformLocationARB)
2317 USE_GL_FUNC(glGetUniformfvARB)
2318 USE_GL_FUNC(glGetUniformivARB)
2319 USE_GL_FUNC(glLinkProgramARB)
2320 USE_GL_FUNC(glShaderSourceARB)
2321 USE_GL_FUNC(glUniform1fARB)
2322 USE_GL_FUNC(glUniform1fvARB)
2323 USE_GL_FUNC(glUniform1iARB)
2324 USE_GL_FUNC(glUniform1ivARB)
2325 USE_GL_FUNC(glUniform2fARB)
2326 USE_GL_FUNC(glUniform2fvARB)
2327 USE_GL_FUNC(glUniform2iARB)
2328 USE_GL_FUNC(glUniform2ivARB)
2329 USE_GL_FUNC(glUniform3fARB)
2330 USE_GL_FUNC(glUniform3fvARB)
2331 USE_GL_FUNC(glUniform3iARB)
2332 USE_GL_FUNC(glUniform3ivARB)
2333 USE_GL_FUNC(glUniform4fARB)
2334 USE_GL_FUNC(glUniform4fvARB)
2335 USE_GL_FUNC(glUniform4iARB)
2336 USE_GL_FUNC(glUniform4ivARB)
2337 USE_GL_FUNC(glUniformMatrix2fvARB)
2338 USE_GL_FUNC(glUniformMatrix3fvARB)
2339 USE_GL_FUNC(glUniformMatrix4fvARB)
2340 USE_GL_FUNC(glUseProgramObjectARB)
2341 USE_GL_FUNC(glValidateProgramARB)
2342 /* GL_ARB_shader_storage_buffer_object */
2343 USE_GL_FUNC(glShaderStorageBlockBinding)
2344 /* GL_ARB_sync */
2345 USE_GL_FUNC(glClientWaitSync)
2346 USE_GL_FUNC(glDeleteSync)
2347 USE_GL_FUNC(glFenceSync)
2348 USE_GL_FUNC(glGetInteger64v)
2349 USE_GL_FUNC(glGetSynciv)
2350 USE_GL_FUNC(glIsSync)
2351 USE_GL_FUNC(glWaitSync)
2352 /* GL_ARB_tessellation_shader */
2353 USE_GL_FUNC(glPatchParameteri)
2354 USE_GL_FUNC(glPatchParameterfv)
2355 /* GL_ARB_texture_buffer_object */
2356 USE_GL_FUNC(glTexBufferARB)
2357 /* GL_ARB_texture_buffer_range */
2358 USE_GL_FUNC(glTexBufferRange)
2359 /* GL_ARB_texture_compression */
2360 USE_GL_FUNC(glCompressedTexImage2DARB)
2361 USE_GL_FUNC(glCompressedTexImage3DARB)
2362 USE_GL_FUNC(glCompressedTexSubImage2DARB)
2363 USE_GL_FUNC(glCompressedTexSubImage3DARB)
2364 USE_GL_FUNC(glGetCompressedTexImageARB)
2365 /* GL_ARB_texture_multisample */
2366 USE_GL_FUNC(glGetMultisamplefv);
2367 USE_GL_FUNC(glSampleMaski);
2368 USE_GL_FUNC(glTexImage2DMultisample);
2369 USE_GL_FUNC(glTexImage3DMultisample);
2370 /* GL_ARB_texture_storage */
2371 USE_GL_FUNC(glTexStorage1D)
2372 USE_GL_FUNC(glTexStorage2D)
2373 USE_GL_FUNC(glTexStorage3D)
2374 /* GL_ARB_texture_storage_multisample */
2375 USE_GL_FUNC(glTexStorage2DMultisample);
2376 USE_GL_FUNC(glTexStorage3DMultisample);
2377 /* GL_ARB_texture_view */
2378 USE_GL_FUNC(glTextureView)
2379 /* GL_ARB_timer_query */
2380 USE_GL_FUNC(glQueryCounter)
2381 USE_GL_FUNC(glGetQueryObjectui64v)
2382 /* GL_ARB_transform_feedback2 */
2383 USE_GL_FUNC(glBindTransformFeedback);
2384 USE_GL_FUNC(glDeleteTransformFeedbacks);
2385 USE_GL_FUNC(glDrawTransformFeedback);
2386 USE_GL_FUNC(glGenTransformFeedbacks);
2387 USE_GL_FUNC(glIsTransformFeedback);
2388 USE_GL_FUNC(glPauseTransformFeedback);
2389 USE_GL_FUNC(glResumeTransformFeedback);
2390 /* GL_ARB_transform_feedback3 */
2391 USE_GL_FUNC(glBeginQueryIndexed);
2392 USE_GL_FUNC(glDrawTransformFeedbackStream);
2393 USE_GL_FUNC(glEndQueryIndexed);
2394 USE_GL_FUNC(glGetQueryIndexediv);
2395 /* GL_ARB_uniform_buffer_object */
2396 USE_GL_FUNC(glBindBufferBase)
2397 USE_GL_FUNC(glBindBufferRange)
2398 USE_GL_FUNC(glGetActiveUniformBlockName)
2399 USE_GL_FUNC(glGetActiveUniformBlockiv)
2400 USE_GL_FUNC(glGetActiveUniformName)
2401 USE_GL_FUNC(glGetActiveUniformsiv)
2402 USE_GL_FUNC(glGetIntegeri_v)
2403 USE_GL_FUNC(glGetUniformBlockIndex)
2404 USE_GL_FUNC(glGetUniformIndices)
2405 USE_GL_FUNC(glUniformBlockBinding)
2406 /* GL_ARB_vertex_buffer_object */
2407 USE_GL_FUNC(glBindBufferARB)
2408 USE_GL_FUNC(glBufferDataARB)
2409 USE_GL_FUNC(glBufferSubDataARB)
2410 USE_GL_FUNC(glDeleteBuffersARB)
2411 USE_GL_FUNC(glGenBuffersARB)
2412 USE_GL_FUNC(glGetBufferParameterivARB)
2413 USE_GL_FUNC(glGetBufferPointervARB)
2414 USE_GL_FUNC(glGetBufferSubDataARB)
2415 USE_GL_FUNC(glIsBufferARB)
2416 USE_GL_FUNC(glMapBufferARB)
2417 USE_GL_FUNC(glUnmapBufferARB)
2418 /* GL_ARB_vertex_program */
2419 USE_GL_FUNC(glBindProgramARB)
2420 USE_GL_FUNC(glDeleteProgramsARB)
2421 USE_GL_FUNC(glDisableVertexAttribArrayARB)
2422 USE_GL_FUNC(glEnableVertexAttribArrayARB)
2423 USE_GL_FUNC(glGenProgramsARB)
2424 USE_GL_FUNC(glGetProgramivARB)
2425 USE_GL_FUNC(glProgramEnvParameter4fvARB)
2426 USE_GL_FUNC(glProgramLocalParameter4fvARB)
2427 USE_GL_FUNC(glProgramStringARB)
2428 USE_GL_FUNC(glVertexAttrib1dARB)
2429 USE_GL_FUNC(glVertexAttrib1dvARB)
2430 USE_GL_FUNC(glVertexAttrib1fARB)
2431 USE_GL_FUNC(glVertexAttrib1fvARB)
2432 USE_GL_FUNC(glVertexAttrib1sARB)
2433 USE_GL_FUNC(glVertexAttrib1svARB)
2434 USE_GL_FUNC(glVertexAttrib2dARB)
2435 USE_GL_FUNC(glVertexAttrib2dvARB)
2436 USE_GL_FUNC(glVertexAttrib2fARB)
2437 USE_GL_FUNC(glVertexAttrib2fvARB)
2438 USE_GL_FUNC(glVertexAttrib2sARB)
2439 USE_GL_FUNC(glVertexAttrib2svARB)
2440 USE_GL_FUNC(glVertexAttrib3dARB)
2441 USE_GL_FUNC(glVertexAttrib3dvARB)
2442 USE_GL_FUNC(glVertexAttrib3fARB)
2443 USE_GL_FUNC(glVertexAttrib3fvARB)
2444 USE_GL_FUNC(glVertexAttrib3sARB)
2445 USE_GL_FUNC(glVertexAttrib3svARB)
2446 USE_GL_FUNC(glVertexAttrib4NbvARB)
2447 USE_GL_FUNC(glVertexAttrib4NivARB)
2448 USE_GL_FUNC(glVertexAttrib4NsvARB)
2449 USE_GL_FUNC(glVertexAttrib4NubARB)
2450 USE_GL_FUNC(glVertexAttrib4NubvARB)
2451 USE_GL_FUNC(glVertexAttrib4NuivARB)
2452 USE_GL_FUNC(glVertexAttrib4NusvARB)
2453 USE_GL_FUNC(glVertexAttrib4bvARB)
2454 USE_GL_FUNC(glVertexAttrib4dARB)
2455 USE_GL_FUNC(glVertexAttrib4dvARB)
2456 USE_GL_FUNC(glVertexAttrib4fARB)
2457 USE_GL_FUNC(glVertexAttrib4fvARB)
2458 USE_GL_FUNC(glVertexAttrib4ivARB)
2459 USE_GL_FUNC(glVertexAttrib4sARB)
2460 USE_GL_FUNC(glVertexAttrib4svARB)
2461 USE_GL_FUNC(glVertexAttrib4ubvARB)
2462 USE_GL_FUNC(glVertexAttrib4uivARB)
2463 USE_GL_FUNC(glVertexAttrib4usvARB)
2464 USE_GL_FUNC(glVertexAttribPointerARB)
2465 /* GL_ARB_viewport_array */
2466 USE_GL_FUNC(glDepthRangeArrayv)
2467 USE_GL_FUNC(glDepthRangeIndexed)
2468 USE_GL_FUNC(glGetDoublei_v)
2469 USE_GL_FUNC(glGetFloati_v)
2470 USE_GL_FUNC(glScissorArrayv)
2471 USE_GL_FUNC(glScissorIndexed)
2472 USE_GL_FUNC(glScissorIndexedv)
2473 USE_GL_FUNC(glViewportArrayv)
2474 USE_GL_FUNC(glViewportIndexedf)
2475 USE_GL_FUNC(glViewportIndexedfv)
2476 /* GL_ARB_texture_barrier */
2477 USE_GL_FUNC(glTextureBarrier);
2478 /* GL_ATI_fragment_shader */
2479 USE_GL_FUNC(glAlphaFragmentOp1ATI)
2480 USE_GL_FUNC(glAlphaFragmentOp2ATI)
2481 USE_GL_FUNC(glAlphaFragmentOp3ATI)
2482 USE_GL_FUNC(glBeginFragmentShaderATI)
2483 USE_GL_FUNC(glBindFragmentShaderATI)
2484 USE_GL_FUNC(glColorFragmentOp1ATI)
2485 USE_GL_FUNC(glColorFragmentOp2ATI)
2486 USE_GL_FUNC(glColorFragmentOp3ATI)
2487 USE_GL_FUNC(glDeleteFragmentShaderATI)
2488 USE_GL_FUNC(glEndFragmentShaderATI)
2489 USE_GL_FUNC(glGenFragmentShadersATI)
2490 USE_GL_FUNC(glPassTexCoordATI)
2491 USE_GL_FUNC(glSampleMapATI)
2492 USE_GL_FUNC(glSetFragmentShaderConstantATI)
2493 /* GL_ATI_separate_stencil */
2494 USE_GL_FUNC(glStencilOpSeparateATI)
2495 USE_GL_FUNC(glStencilFuncSeparateATI)
2496 /* GL_EXT_blend_color */
2497 USE_GL_FUNC(glBlendColorEXT)
2498 /* GL_EXT_blend_equation_separate */
2499 USE_GL_FUNC(glBlendFuncSeparateEXT)
2500 /* GL_EXT_blend_func_separate */
2501 USE_GL_FUNC(glBlendEquationSeparateEXT)
2502 /* GL_EXT_blend_minmax */
2503 USE_GL_FUNC(glBlendEquationEXT)
2504 /* GL_EXT_depth_bounds_test */
2505 USE_GL_FUNC(glDepthBoundsEXT)
2506 /* GL_EXT_draw_buffers2 */
2507 USE_GL_FUNC(glColorMaskIndexedEXT)
2508 USE_GL_FUNC(glDisableIndexedEXT)
2509 USE_GL_FUNC(glEnableIndexedEXT)
2510 USE_GL_FUNC(glGetBooleanIndexedvEXT)
2511 USE_GL_FUNC(glGetIntegerIndexedvEXT)
2512 USE_GL_FUNC(glIsEnabledIndexedEXT)
2513 /* GL_EXT_fog_coord */
2514 USE_GL_FUNC(glFogCoordPointerEXT)
2515 USE_GL_FUNC(glFogCoorddEXT)
2516 USE_GL_FUNC(glFogCoorddvEXT)
2517 USE_GL_FUNC(glFogCoordfEXT)
2518 USE_GL_FUNC(glFogCoordfvEXT)
2519 /* GL_EXT_framebuffer_blit */
2520 USE_GL_FUNC(glBlitFramebufferEXT)
2521 /* GL_EXT_framebuffer_multisample */
2522 USE_GL_FUNC(glRenderbufferStorageMultisampleEXT)
2523 /* GL_EXT_framebuffer_object */
2524 USE_GL_FUNC(glBindFramebufferEXT)
2525 USE_GL_FUNC(glBindRenderbufferEXT)
2526 USE_GL_FUNC(glCheckFramebufferStatusEXT)
2527 USE_GL_FUNC(glDeleteFramebuffersEXT)
2528 USE_GL_FUNC(glDeleteRenderbuffersEXT)
2529 USE_GL_FUNC(glFramebufferRenderbufferEXT)
2530 USE_GL_FUNC(glFramebufferTexture1DEXT)
2531 USE_GL_FUNC(glFramebufferTexture2DEXT)
2532 USE_GL_FUNC(glFramebufferTexture3DEXT)
2533 USE_GL_FUNC(glGenFramebuffersEXT)
2534 USE_GL_FUNC(glGenRenderbuffersEXT)
2535 USE_GL_FUNC(glGenerateMipmapEXT)
2536 USE_GL_FUNC(glGetFramebufferAttachmentParameterivEXT)
2537 USE_GL_FUNC(glGetRenderbufferParameterivEXT)
2538 USE_GL_FUNC(glIsFramebufferEXT)
2539 USE_GL_FUNC(glIsRenderbufferEXT)
2540 USE_GL_FUNC(glRenderbufferStorageEXT)
2541 /* GL_EXT_gpu_program_parameters */
2542 USE_GL_FUNC(glProgramEnvParameters4fvEXT)
2543 USE_GL_FUNC(glProgramLocalParameters4fvEXT)
2544 /* GL_EXT_gpu_shader4 */
2545 USE_GL_FUNC(glBindFragDataLocationEXT)
2546 USE_GL_FUNC(glGetFragDataLocationEXT)
2547 USE_GL_FUNC(glGetUniformuivEXT)
2548 USE_GL_FUNC(glGetVertexAttribIivEXT)
2549 USE_GL_FUNC(glGetVertexAttribIuivEXT)
2550 USE_GL_FUNC(glUniform1uiEXT)
2551 USE_GL_FUNC(glUniform1uivEXT)
2552 USE_GL_FUNC(glUniform2uiEXT)
2553 USE_GL_FUNC(glUniform2uivEXT)
2554 USE_GL_FUNC(glUniform3uiEXT)
2555 USE_GL_FUNC(glUniform3uivEXT)
2556 USE_GL_FUNC(glUniform4uiEXT)
2557 USE_GL_FUNC(glUniform4uivEXT)
2558 USE_GL_FUNC(glVertexAttribI1iEXT)
2559 USE_GL_FUNC(glVertexAttribI1ivEXT)
2560 USE_GL_FUNC(glVertexAttribI1uiEXT)
2561 USE_GL_FUNC(glVertexAttribI1uivEXT)
2562 USE_GL_FUNC(glVertexAttribI2iEXT)
2563 USE_GL_FUNC(glVertexAttribI2ivEXT)
2564 USE_GL_FUNC(glVertexAttribI2uiEXT)
2565 USE_GL_FUNC(glVertexAttribI2uivEXT)
2566 USE_GL_FUNC(glVertexAttribI3iEXT)
2567 USE_GL_FUNC(glVertexAttribI3ivEXT)
2568 USE_GL_FUNC(glVertexAttribI3uiEXT)
2569 USE_GL_FUNC(glVertexAttribI3uivEXT)
2570 USE_GL_FUNC(glVertexAttribI4bvEXT)
2571 USE_GL_FUNC(glVertexAttribI4iEXT)
2572 USE_GL_FUNC(glVertexAttribI4ivEXT)
2573 USE_GL_FUNC(glVertexAttribI4svEXT)
2574 USE_GL_FUNC(glVertexAttribI4ubvEXT)
2575 USE_GL_FUNC(glVertexAttribI4uiEXT)
2576 USE_GL_FUNC(glVertexAttribI4uivEXT)
2577 USE_GL_FUNC(glVertexAttribI4usvEXT)
2578 USE_GL_FUNC(glVertexAttribIPointerEXT)
2579 /* GL_EXT_memory_object */
2580 USE_GL_FUNC(glGetUnsignedBytei_vEXT)
2581 USE_GL_FUNC(glGetUnsignedBytevEXT)
2582 /* GL_EXT_point_parameters */
2583 USE_GL_FUNC(glPointParameterfEXT)
2584 USE_GL_FUNC(glPointParameterfvEXT)
2585 /* GL_EXT_polgyon_offset_clamp */
2586 USE_GL_FUNC(glPolygonOffsetClampEXT)
2587 /* GL_EXT_provoking_vertex */
2588 USE_GL_FUNC(glProvokingVertexEXT)
2589 /* GL_EXT_secondary_color */
2590 USE_GL_FUNC(glSecondaryColor3fEXT)
2591 USE_GL_FUNC(glSecondaryColor3fvEXT)
2592 USE_GL_FUNC(glSecondaryColor3ubEXT)
2593 USE_GL_FUNC(glSecondaryColor3ubvEXT)
2594 USE_GL_FUNC(glSecondaryColorPointerEXT)
2595 /* GL_EXT_stencil_two_side */
2596 USE_GL_FUNC(glActiveStencilFaceEXT)
2597 /* GL_EXT_texture3D */
2598 USE_GL_FUNC(glTexImage3D)
2599 USE_GL_FUNC(glTexImage3DEXT)
2600 USE_GL_FUNC(glTexSubImage3D)
2601 USE_GL_FUNC(glTexSubImage3DEXT)
2602 /* GL_NV_fence */
2603 USE_GL_FUNC(glDeleteFencesNV)
2604 USE_GL_FUNC(glFinishFenceNV)
2605 USE_GL_FUNC(glGenFencesNV)
2606 USE_GL_FUNC(glGetFenceivNV)
2607 USE_GL_FUNC(glIsFenceNV)
2608 USE_GL_FUNC(glSetFenceNV)
2609 USE_GL_FUNC(glTestFenceNV)
2610 /* GL_NV_half_float */
2611 USE_GL_FUNC(glColor3hNV)
2612 USE_GL_FUNC(glColor3hvNV)
2613 USE_GL_FUNC(glColor4hNV)
2614 USE_GL_FUNC(glColor4hvNV)
2615 USE_GL_FUNC(glFogCoordhNV)
2616 USE_GL_FUNC(glFogCoordhvNV)
2617 USE_GL_FUNC(glMultiTexCoord1hNV)
2618 USE_GL_FUNC(glMultiTexCoord1hvNV)
2619 USE_GL_FUNC(glMultiTexCoord2hNV)
2620 USE_GL_FUNC(glMultiTexCoord2hvNV)
2621 USE_GL_FUNC(glMultiTexCoord3hNV)
2622 USE_GL_FUNC(glMultiTexCoord3hvNV)
2623 USE_GL_FUNC(glMultiTexCoord4hNV)
2624 USE_GL_FUNC(glMultiTexCoord4hvNV)
2625 USE_GL_FUNC(glNormal3hNV)
2626 USE_GL_FUNC(glNormal3hvNV)
2627 USE_GL_FUNC(glSecondaryColor3hNV)
2628 USE_GL_FUNC(glSecondaryColor3hvNV)
2629 USE_GL_FUNC(glTexCoord1hNV)
2630 USE_GL_FUNC(glTexCoord1hvNV)
2631 USE_GL_FUNC(glTexCoord2hNV)
2632 USE_GL_FUNC(glTexCoord2hvNV)
2633 USE_GL_FUNC(glTexCoord3hNV)
2634 USE_GL_FUNC(glTexCoord3hvNV)
2635 USE_GL_FUNC(glTexCoord4hNV)
2636 USE_GL_FUNC(glTexCoord4hvNV)
2637 USE_GL_FUNC(glVertex2hNV)
2638 USE_GL_FUNC(glVertex2hvNV)
2639 USE_GL_FUNC(glVertex3hNV)
2640 USE_GL_FUNC(glVertex3hvNV)
2641 USE_GL_FUNC(glVertex4hNV)
2642 USE_GL_FUNC(glVertex4hvNV)
2643 USE_GL_FUNC(glVertexAttrib1hNV)
2644 USE_GL_FUNC(glVertexAttrib1hvNV)
2645 USE_GL_FUNC(glVertexAttrib2hNV)
2646 USE_GL_FUNC(glVertexAttrib2hvNV)
2647 USE_GL_FUNC(glVertexAttrib3hNV)
2648 USE_GL_FUNC(glVertexAttrib3hvNV)
2649 USE_GL_FUNC(glVertexAttrib4hNV)
2650 USE_GL_FUNC(glVertexAttrib4hvNV)
2651 USE_GL_FUNC(glVertexAttribs1hvNV)
2652 USE_GL_FUNC(glVertexAttribs2hvNV)
2653 USE_GL_FUNC(glVertexAttribs3hvNV)
2654 USE_GL_FUNC(glVertexAttribs4hvNV)
2655 USE_GL_FUNC(glVertexWeighthNV)
2656 USE_GL_FUNC(glVertexWeighthvNV)
2657 /* GL_NV_point_sprite */
2658 USE_GL_FUNC(glPointParameteriNV)
2659 USE_GL_FUNC(glPointParameterivNV)
2660 /* GL_NV_register_combiners */
2661 USE_GL_FUNC(glCombinerInputNV)
2662 USE_GL_FUNC(glCombinerOutputNV)
2663 USE_GL_FUNC(glCombinerParameterfNV)
2664 USE_GL_FUNC(glCombinerParameterfvNV)
2665 USE_GL_FUNC(glCombinerParameteriNV)
2666 USE_GL_FUNC(glCombinerParameterivNV)
2667 USE_GL_FUNC(glFinalCombinerInputNV)
2668 /* GL_NV_texture_barrier */
2669 USE_GL_FUNC(glTextureBarrierNV);
2670 /* WGL extensions */
2671 USE_GL_FUNC(wglChoosePixelFormatARB)
2672 USE_GL_FUNC(wglGetExtensionsStringARB)
2673 USE_GL_FUNC(wglGetPixelFormatAttribfvARB)
2674 USE_GL_FUNC(wglGetPixelFormatAttribivARB)
2675 USE_GL_FUNC(wglQueryCurrentRendererIntegerWINE)
2676 USE_GL_FUNC(wglQueryCurrentRendererStringWINE)
2677 USE_GL_FUNC(wglQueryRendererIntegerWINE)
2678 USE_GL_FUNC(wglQueryRendererStringWINE)
2679 USE_GL_FUNC(wglSetPixelFormatWINE)
2680 USE_GL_FUNC(wglSwapIntervalEXT)
2682 /* Newer core functions */
2683 USE_GL_FUNC(glActiveTexture) /* OpenGL 1.3 */
2684 USE_GL_FUNC(glAttachShader) /* OpenGL 2.0 */
2685 USE_GL_FUNC(glBeginQuery) /* OpenGL 1.5 */
2686 USE_GL_FUNC(glBeginTransformFeedback) /* OpenGL 3.0 */
2687 USE_GL_FUNC(glBindAttribLocation) /* OpenGL 2.0 */
2688 USE_GL_FUNC(glBindBuffer) /* OpenGL 1.5 */
2689 USE_GL_FUNC(glBindFragDataLocation) /* OpenGL 3.0 */
2690 USE_GL_FUNC(glBindVertexArray) /* OpenGL 3.0 */
2691 USE_GL_FUNC(glBlendColor) /* OpenGL 1.4 */
2692 USE_GL_FUNC(glBlendEquation) /* OpenGL 1.4 */
2693 USE_GL_FUNC(glBlendEquationi) /* OpenGL 4.0 */
2694 USE_GL_FUNC(glBlendEquationSeparate) /* OpenGL 2.0 */
2695 USE_GL_FUNC(glBlendEquationSeparatei) /* OpenGL 4.0 */
2696 USE_GL_FUNC(glBlendFunci) /* OpenGL 4.0 */
2697 USE_GL_FUNC(glBlendFuncSeparate) /* OpenGL 1.4 */
2698 USE_GL_FUNC(glBlendFuncSeparatei) /* OpenGL 4.0 */
2699 USE_GL_FUNC(glBufferData) /* OpenGL 1.5 */
2700 USE_GL_FUNC(glBufferSubData) /* OpenGL 1.5 */
2701 USE_GL_FUNC(glColorMaski) /* OpenGL 3.0 */
2702 USE_GL_FUNC(glCompileShader) /* OpenGL 2.0 */
2703 USE_GL_FUNC(glCompressedTexImage2D) /* OpenGL 1.3 */
2704 USE_GL_FUNC(glCompressedTexImage3D) /* OpenGL 1.3 */
2705 USE_GL_FUNC(glCompressedTexSubImage2D) /* OpenGL 1.3 */
2706 USE_GL_FUNC(glCompressedTexSubImage3D) /* OpenGL 1.3 */
2707 USE_GL_FUNC(glCreateProgram) /* OpenGL 2.0 */
2708 USE_GL_FUNC(glCreateShader) /* OpenGL 2.0 */
2709 USE_GL_FUNC(glDebugMessageCallback) /* OpenGL 4.3 */
2710 USE_GL_FUNC(glDebugMessageControl) /* OpenGL 4.3 */
2711 USE_GL_FUNC(glDebugMessageInsert) /* OpenGL 4.3 */
2712 USE_GL_FUNC(glDeleteBuffers) /* OpenGL 1.5 */
2713 USE_GL_FUNC(glDeleteProgram) /* OpenGL 2.0 */
2714 USE_GL_FUNC(glDeleteQueries) /* OpenGL 1.5 */
2715 USE_GL_FUNC(glDeleteShader) /* OpenGL 2.0 */
2716 USE_GL_FUNC(glDeleteVertexArrays) /* OpenGL 3.0 */
2717 USE_GL_FUNC(glDetachShader) /* OpenGL 2.0 */
2718 USE_GL_FUNC(glDisablei) /* OpenGL 3.0 */
2719 USE_GL_FUNC(glDisableVertexAttribArray) /* OpenGL 2.0 */
2720 USE_GL_FUNC(glDrawArraysInstanced) /* OpenGL 3.1 */
2721 USE_GL_FUNC(glDrawBuffers) /* OpenGL 2.0 */
2722 USE_GL_FUNC(glDrawElementsInstanced) /* OpenGL 3.1 */
2723 USE_GL_FUNC(glEnablei) /* OpenGL 3.0 */
2724 USE_GL_FUNC(glEnableVertexAttribArray) /* OpenGL 2.0 */
2725 USE_GL_FUNC(glEndQuery) /* OpenGL 1.5 */
2726 USE_GL_FUNC(glEndTransformFeedback) /* OpenGL 3.0 */
2727 USE_GL_FUNC(glFramebufferTexture) /* OpenGL 3.2 */
2728 USE_GL_FUNC(glGenBuffers) /* OpenGL 1.5 */
2729 USE_GL_FUNC(glGenQueries) /* OpenGL 1.5 */
2730 USE_GL_FUNC(glGenVertexArrays) /* OpenGL 3.0 */
2731 USE_GL_FUNC(glGetActiveUniform) /* OpenGL 2.0 */
2732 USE_GL_FUNC(glGetAttachedShaders) /* OpenGL 2.0 */
2733 USE_GL_FUNC(glGetAttribLocation) /* OpenGL 2.0 */
2734 USE_GL_FUNC(glGetBooleani_v) /* OpenGL 3.0 */
2735 USE_GL_FUNC(glGetBufferSubData) /* OpenGL 1.5 */
2736 USE_GL_FUNC(glGetCompressedTexImage) /* OpenGL 1.3 */
2737 USE_GL_FUNC(glGetDebugMessageLog) /* OpenGL 4.3 */
2738 USE_GL_FUNC(glGetIntegeri_v) /* OpenGL 3.0 */
2739 USE_GL_FUNC(glGetProgramInfoLog) /* OpenGL 2.0 */
2740 USE_GL_FUNC(glGetProgramiv) /* OpenGL 2.0 */
2741 USE_GL_FUNC(glGetQueryiv) /* OpenGL 1.5 */
2742 USE_GL_FUNC(glGetQueryObjectuiv) /* OpenGL 1.5 */
2743 USE_GL_FUNC(glGetShaderInfoLog) /* OpenGL 2.0 */
2744 USE_GL_FUNC(glGetShaderiv) /* OpenGL 2.0 */
2745 USE_GL_FUNC(glGetShaderSource) /* OpenGL 2.0 */
2746 USE_GL_FUNC(glGetStringi) /* OpenGL 3.0 */
2747 USE_GL_FUNC(glGetTextureLevelParameteriv) /* OpenGL 4.5 */
2748 USE_GL_FUNC(glGetTextureParameteriv) /* OpenGL 4.5 */
2749 USE_GL_FUNC(glGetUniformfv) /* OpenGL 2.0 */
2750 USE_GL_FUNC(glGetUniformiv) /* OpenGL 2.0 */
2751 USE_GL_FUNC(glGetUniformLocation) /* OpenGL 2.0 */
2752 USE_GL_FUNC(glIsEnabledi) /* OpenGL 3.0 */
2753 USE_GL_FUNC(glLinkProgram) /* OpenGL 2.0 */
2754 USE_GL_FUNC(glMapBuffer) /* OpenGL 1.5 */
2755 USE_GL_FUNC(glMinSampleShading) /* OpenGL 4.0 */
2756 USE_GL_FUNC(glPointParameteri) /* OpenGL 1.4 */
2757 USE_GL_FUNC(glPointParameteriv) /* OpenGL 1.4 */
2758 USE_GL_FUNC(glShaderSource) /* OpenGL 2.0 */
2759 USE_GL_FUNC(glStencilFuncSeparate) /* OpenGL 2.0 */
2760 USE_GL_FUNC(glStencilOpSeparate) /* OpenGL 2.0 */
2761 USE_GL_FUNC(glTexBuffer) /* OpenGL 3.1 */
2762 USE_GL_FUNC(glTexImage3D) /* OpenGL 1.2 */
2763 USE_GL_FUNC(glTexSubImage3D) /* OpenGL 1.2 */
2764 USE_GL_FUNC(glTransformFeedbackVaryings) /* OpenGL 3.0 */
2765 USE_GL_FUNC(glUniform1f) /* OpenGL 2.0 */
2766 USE_GL_FUNC(glUniform1fv) /* OpenGL 2.0 */
2767 USE_GL_FUNC(glUniform1i) /* OpenGL 2.0 */
2768 USE_GL_FUNC(glUniform1iv) /* OpenGL 2.0 */
2769 USE_GL_FUNC(glUniform2f) /* OpenGL 2.0 */
2770 USE_GL_FUNC(glUniform2fv) /* OpenGL 2.0 */
2771 USE_GL_FUNC(glUniform2i) /* OpenGL 2.0 */
2772 USE_GL_FUNC(glUniform2iv) /* OpenGL 2.0 */
2773 USE_GL_FUNC(glUniform3f) /* OpenGL 2.0 */
2774 USE_GL_FUNC(glUniform3fv) /* OpenGL 2.0 */
2775 USE_GL_FUNC(glUniform3i) /* OpenGL 2.0 */
2776 USE_GL_FUNC(glUniform3iv) /* OpenGL 2.0 */
2777 USE_GL_FUNC(glUniform4f) /* OpenGL 2.0 */
2778 USE_GL_FUNC(glUniform4fv) /* OpenGL 2.0 */
2779 USE_GL_FUNC(glUniform4i) /* OpenGL 2.0 */
2780 USE_GL_FUNC(glUniform4iv) /* OpenGL 2.0 */
2781 USE_GL_FUNC(glUniformMatrix2fv) /* OpenGL 2.0 */
2782 USE_GL_FUNC(glUniformMatrix3fv) /* OpenGL 2.0 */
2783 USE_GL_FUNC(glUniformMatrix4fv) /* OpenGL 2.0 */
2784 USE_GL_FUNC(glUnmapBuffer) /* OpenGL 1.5 */
2785 USE_GL_FUNC(glUseProgram) /* OpenGL 2.0 */
2786 USE_GL_FUNC(glValidateProgram) /* OpenGL 2.0 */
2787 USE_GL_FUNC(glVertexAttrib1f) /* OpenGL 2.0 */
2788 USE_GL_FUNC(glVertexAttrib1fv) /* OpenGL 2.0 */
2789 USE_GL_FUNC(glVertexAttrib2f) /* OpenGL 2.0 */
2790 USE_GL_FUNC(glVertexAttrib2fv) /* OpenGL 2.0 */
2791 USE_GL_FUNC(glVertexAttrib3f) /* OpenGL 2.0 */
2792 USE_GL_FUNC(glVertexAttrib3fv) /* OpenGL 2.0 */
2793 USE_GL_FUNC(glVertexAttrib4f) /* OpenGL 2.0 */
2794 USE_GL_FUNC(glVertexAttrib4fv) /* OpenGL 2.0 */
2795 USE_GL_FUNC(glVertexAttrib4Nsv) /* OpenGL 2.0 */
2796 USE_GL_FUNC(glVertexAttrib4Nub) /* OpenGL 2.0 */
2797 USE_GL_FUNC(glVertexAttrib4Nubv) /* OpenGL 2.0 */
2798 USE_GL_FUNC(glVertexAttrib4Nusv) /* OpenGL 2.0 */
2799 USE_GL_FUNC(glVertexAttrib4sv) /* OpenGL 2.0 */
2800 USE_GL_FUNC(glVertexAttrib4ubv) /* OpenGL 2.0 */
2801 USE_GL_FUNC(glVertexAttribDivisor) /* OpenGL 3.3 */
2802 USE_GL_FUNC(glVertexAttribIPointer) /* OpenGL 3.0 */
2803 USE_GL_FUNC(glVertexAttribPointer) /* OpenGL 2.0 */
2804 #undef USE_GL_FUNC
2806 #ifndef USE_WIN32_OPENGL
2807 /* hack: use the functions directly from the TEB table to bypass the thunks */
2808 /* note that we still need the above wglGetProcAddress calls to initialize the table */
2809 gl_info->gl_ops.ext = ((struct opengl_funcs *)NtCurrentTeb()->glTable)->ext;
2810 #endif
2812 #define MAP_GL_FUNCTION(core_func, ext_func) \
2813 do \
2815 if (!gl_info->gl_ops.ext.p_##core_func) \
2816 gl_info->gl_ops.ext.p_##core_func = gl_info->gl_ops.ext.p_##ext_func; \
2817 } while (0)
2818 #define MAP_GL_FUNCTION_CAST(core_func, ext_func) \
2819 do \
2821 if (!gl_info->gl_ops.ext.p_##core_func) \
2822 gl_info->gl_ops.ext.p_##core_func = (void *)gl_info->gl_ops.ext.p_##ext_func; \
2823 } while (0)
2825 MAP_GL_FUNCTION(glActiveTexture, glActiveTextureARB);
2826 MAP_GL_FUNCTION(glAttachShader, glAttachObjectARB);
2827 MAP_GL_FUNCTION(glBeginQuery, glBeginQueryARB);
2828 MAP_GL_FUNCTION(glBindAttribLocation, glBindAttribLocationARB);
2829 MAP_GL_FUNCTION(glBindBuffer, glBindBufferARB);
2830 MAP_GL_FUNCTION(glBindFragDataLocation, glBindFragDataLocationEXT);
2831 MAP_GL_FUNCTION(glBlendColor, glBlendColorEXT);
2832 MAP_GL_FUNCTION(glBlendEquation, glBlendEquationEXT);
2833 MAP_GL_FUNCTION(glBlendEquationi, glBlendEquationiARB);
2834 MAP_GL_FUNCTION(glBlendEquationSeparate, glBlendEquationSeparateEXT);
2835 MAP_GL_FUNCTION(glBlendEquationSeparatei, glBlendEquationSeparateiARB);
2836 MAP_GL_FUNCTION(glBlendFunci, glBlendFunciARB);
2837 MAP_GL_FUNCTION(glBlendFuncSeparate, glBlendFuncSeparateEXT);
2838 MAP_GL_FUNCTION(glBlendFuncSeparatei, glBlendFuncSeparateiARB);
2839 MAP_GL_FUNCTION(glBufferData, glBufferDataARB);
2840 MAP_GL_FUNCTION(glBufferSubData, glBufferSubDataARB);
2841 MAP_GL_FUNCTION(glColorMaski, glColorMaskIndexedEXT);
2842 MAP_GL_FUNCTION(glCompileShader, glCompileShaderARB);
2843 MAP_GL_FUNCTION(glCompressedTexImage2D, glCompressedTexImage2DARB);
2844 MAP_GL_FUNCTION(glCompressedTexImage3D, glCompressedTexImage3DARB);
2845 MAP_GL_FUNCTION(glCompressedTexSubImage2D, glCompressedTexSubImage2DARB);
2846 MAP_GL_FUNCTION(glCompressedTexSubImage3D, glCompressedTexSubImage3DARB);
2847 MAP_GL_FUNCTION(glCreateProgram, glCreateProgramObjectARB);
2848 MAP_GL_FUNCTION(glCreateShader, glCreateShaderObjectARB);
2849 MAP_GL_FUNCTION(glDebugMessageCallback, glDebugMessageCallbackARB);
2850 MAP_GL_FUNCTION(glDebugMessageControl, glDebugMessageControlARB);
2851 MAP_GL_FUNCTION(glDebugMessageInsert, glDebugMessageInsertARB);
2852 MAP_GL_FUNCTION(glDeleteBuffers, glDeleteBuffersARB);
2853 MAP_GL_FUNCTION(glDeleteProgram, glDeleteObjectARB);
2854 MAP_GL_FUNCTION(glDeleteQueries, glDeleteQueriesARB);
2855 MAP_GL_FUNCTION(glDeleteShader, glDeleteObjectARB);
2856 MAP_GL_FUNCTION(glDetachShader, glDetachObjectARB);
2857 MAP_GL_FUNCTION(glDisablei, glDisableIndexedEXT);
2858 MAP_GL_FUNCTION(glDisableVertexAttribArray, glDisableVertexAttribArrayARB);
2859 MAP_GL_FUNCTION(glDrawArraysInstanced, glDrawArraysInstancedARB);
2860 MAP_GL_FUNCTION(glDrawBuffers, glDrawBuffersARB);
2861 MAP_GL_FUNCTION(glDrawElementsInstanced, glDrawElementsInstancedARB);
2862 MAP_GL_FUNCTION(glEnablei, glEnableIndexedEXT);
2863 MAP_GL_FUNCTION(glEnableVertexAttribArray, glEnableVertexAttribArrayARB);
2864 MAP_GL_FUNCTION(glEndQuery, glEndQueryARB);
2865 MAP_GL_FUNCTION(glFramebufferTexture, glFramebufferTextureARB);
2866 MAP_GL_FUNCTION(glGenBuffers, glGenBuffersARB);
2867 MAP_GL_FUNCTION(glGenQueries, glGenQueriesARB);
2868 MAP_GL_FUNCTION(glGetActiveUniform, glGetActiveUniformARB);
2869 MAP_GL_FUNCTION(glGetAttachedShaders, glGetAttachedObjectsARB);
2870 MAP_GL_FUNCTION(glGetAttribLocation, glGetAttribLocationARB);
2871 MAP_GL_FUNCTION(glGetBooleani_v, glGetBooleanIndexedvEXT);
2872 MAP_GL_FUNCTION(glGetBufferSubData, glGetBufferSubDataARB);
2873 MAP_GL_FUNCTION(glGetCompressedTexImage, glGetCompressedTexImageARB);
2874 MAP_GL_FUNCTION(glGetDebugMessageLog, glGetDebugMessageLogARB);
2875 MAP_GL_FUNCTION(glGetIntegeri_v, glGetIntegerIndexedvEXT);
2876 MAP_GL_FUNCTION(glGetProgramInfoLog, glGetInfoLogARB);
2877 MAP_GL_FUNCTION(glGetProgramiv, glGetObjectParameterivARB);
2878 MAP_GL_FUNCTION(glGetQueryiv, glGetQueryivARB);
2879 MAP_GL_FUNCTION(glGetQueryObjectuiv, glGetQueryObjectuivARB);
2880 MAP_GL_FUNCTION(glGetShaderInfoLog, glGetInfoLogARB);
2881 MAP_GL_FUNCTION(glGetShaderiv, glGetObjectParameterivARB);
2882 MAP_GL_FUNCTION(glGetShaderSource, glGetShaderSourceARB);
2883 MAP_GL_FUNCTION(glGetUniformfv, glGetUniformfvARB);
2884 MAP_GL_FUNCTION(glGetUniformiv, glGetUniformivARB);
2885 MAP_GL_FUNCTION(glGetUniformLocation, glGetUniformLocationARB);
2886 MAP_GL_FUNCTION(glIsEnabledi, glIsEnabledIndexedEXT);
2887 MAP_GL_FUNCTION(glLinkProgram, glLinkProgramARB);
2888 MAP_GL_FUNCTION(glMapBuffer, glMapBufferARB);
2889 MAP_GL_FUNCTION(glMinSampleShading, glMinSampleShadingARB);
2890 MAP_GL_FUNCTION(glPolygonOffsetClamp, glPolygonOffsetClampEXT);
2891 MAP_GL_FUNCTION_CAST(glShaderSource, glShaderSourceARB);
2892 MAP_GL_FUNCTION(glTexBuffer, glTexBufferARB);
2893 MAP_GL_FUNCTION_CAST(glTexImage3D, glTexImage3DEXT);
2894 MAP_GL_FUNCTION(glTexSubImage3D, glTexSubImage3DEXT);
2895 MAP_GL_FUNCTION(glUniform1f, glUniform1fARB);
2896 MAP_GL_FUNCTION(glUniform1fv, glUniform1fvARB);
2897 MAP_GL_FUNCTION(glUniform1i, glUniform1iARB);
2898 MAP_GL_FUNCTION(glUniform1iv, glUniform1ivARB);
2899 MAP_GL_FUNCTION(glUniform2f, glUniform2fARB);
2900 MAP_GL_FUNCTION(glUniform2fv, glUniform2fvARB);
2901 MAP_GL_FUNCTION(glUniform2i, glUniform2iARB);
2902 MAP_GL_FUNCTION(glUniform2iv, glUniform2ivARB);
2903 MAP_GL_FUNCTION(glUniform3f, glUniform3fARB);
2904 MAP_GL_FUNCTION(glUniform3fv, glUniform3fvARB);
2905 MAP_GL_FUNCTION(glUniform3i, glUniform3iARB);
2906 MAP_GL_FUNCTION(glUniform3iv, glUniform3ivARB);
2907 MAP_GL_FUNCTION(glUniform4f, glUniform4fARB);
2908 MAP_GL_FUNCTION(glUniform4fv, glUniform4fvARB);
2909 MAP_GL_FUNCTION(glUniform4i, glUniform4iARB);
2910 MAP_GL_FUNCTION(glUniform4iv, glUniform4ivARB);
2911 MAP_GL_FUNCTION(glUniformMatrix2fv, glUniformMatrix2fvARB);
2912 MAP_GL_FUNCTION(glUniformMatrix3fv, glUniformMatrix3fvARB);
2913 MAP_GL_FUNCTION(glUniformMatrix4fv, glUniformMatrix4fvARB);
2914 MAP_GL_FUNCTION(glUnmapBuffer, glUnmapBufferARB);
2915 MAP_GL_FUNCTION(glUseProgram, glUseProgramObjectARB);
2916 MAP_GL_FUNCTION(glValidateProgram, glValidateProgramARB);
2917 MAP_GL_FUNCTION(glVertexAttrib1f, glVertexAttrib1fARB);
2918 MAP_GL_FUNCTION(glVertexAttrib1fv, glVertexAttrib1fvARB);
2919 MAP_GL_FUNCTION(glVertexAttrib2f, glVertexAttrib2fARB);
2920 MAP_GL_FUNCTION(glVertexAttrib2fv, glVertexAttrib2fvARB);
2921 MAP_GL_FUNCTION(glVertexAttrib3f, glVertexAttrib3fARB);
2922 MAP_GL_FUNCTION(glVertexAttrib3fv, glVertexAttrib3fvARB);
2923 MAP_GL_FUNCTION(glVertexAttrib4f, glVertexAttrib4fARB);
2924 MAP_GL_FUNCTION(glVertexAttrib4fv, glVertexAttrib4fvARB);
2925 MAP_GL_FUNCTION(glVertexAttrib4Nsv, glVertexAttrib4NsvARB);
2926 MAP_GL_FUNCTION(glVertexAttrib4Nub, glVertexAttrib4NubARB);
2927 MAP_GL_FUNCTION(glVertexAttrib4Nubv, glVertexAttrib4NubvARB);
2928 MAP_GL_FUNCTION(glVertexAttrib4Nusv, glVertexAttrib4NusvARB);
2929 MAP_GL_FUNCTION(glVertexAttrib4sv, glVertexAttrib4svARB);
2930 MAP_GL_FUNCTION(glVertexAttrib4ubv, glVertexAttrib4ubvARB);
2931 MAP_GL_FUNCTION(glVertexAttribDivisor, glVertexAttribDivisorARB);
2932 MAP_GL_FUNCTION(glVertexAttribIPointer, glVertexAttribIPointerEXT);
2933 MAP_GL_FUNCTION(glVertexAttribPointer, glVertexAttribPointerARB);
2934 #undef MAP_GL_FUNCTION
2935 #undef MAP_GL_FUNCTION_CAST
2938 static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
2940 unsigned int i, sampler_count;
2941 GLint gl_max;
2943 gl_info->limits.buffers = 1;
2944 gl_info->limits.textures = 0;
2945 gl_info->limits.texture_coords = 0;
2946 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
2948 gl_info->limits.uniform_blocks[i] = 0;
2949 gl_info->limits.samplers[i] = 0;
2951 gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = 1;
2952 gl_info->limits.combined_samplers = gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL];
2953 gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
2954 gl_info->limits.vertex_attribs = 16;
2955 gl_info->limits.texture_buffer_offset_alignment = 1;
2956 gl_info->limits.glsl_vs_float_constants = 0;
2957 gl_info->limits.glsl_ps_float_constants = 0;
2958 gl_info->limits.arb_vs_float_constants = 0;
2959 gl_info->limits.arb_vs_native_constants = 0;
2960 gl_info->limits.arb_vs_instructions = 0;
2961 gl_info->limits.arb_vs_temps = 0;
2962 gl_info->limits.arb_ps_float_constants = 0;
2963 gl_info->limits.arb_ps_local_constants = 0;
2964 gl_info->limits.arb_ps_instructions = 0;
2965 gl_info->limits.arb_ps_temps = 0;
2967 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_CLIP_DISTANCES, &gl_max);
2968 gl_info->limits.user_clip_distances = min(WINED3D_MAX_CLIP_DISTANCES, gl_max);
2969 TRACE("Clip plane support - max planes %d.\n", gl_max);
2971 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2973 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2974 gl_info->limits.lights = gl_max;
2975 TRACE("Light support - max lights %d.\n", gl_max);
2978 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2979 gl_info->limits.texture_size = gl_max;
2980 TRACE("Maximum texture size support - max texture size %d.\n", gl_max);
2982 if (gl_info->supported[ARB_MAP_BUFFER_ALIGNMENT])
2984 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &gl_max);
2985 TRACE("Minimum buffer map alignment: %d.\n", gl_max);
2987 else
2989 WARN_(d3d_perf)("Driver doesn't guarantee a minimum buffer map alignment.\n");
2991 if (gl_info->supported[NV_REGISTER_COMBINERS])
2993 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2994 gl_info->limits.general_combiners = gl_max;
2995 TRACE("Max general combiners: %d.\n", gl_max);
2997 if (gl_info->supported[ARB_DRAW_BUFFERS] && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2999 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
3000 gl_info->limits.buffers = min(WINED3D_MAX_RENDER_TARGETS, gl_max);
3001 TRACE("Max draw buffers: %u.\n", gl_max);
3003 if (gl_info->supported[ARB_MULTITEXTURE])
3005 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3007 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
3008 gl_info->limits.textures = min(WINED3D_MAX_TEXTURES, gl_max);
3009 TRACE("Max textures: %d.\n", gl_info->limits.textures);
3011 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
3013 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
3014 gl_info->limits.texture_coords = min(WINED3D_MAX_TEXTURES, gl_max);
3016 else
3018 gl_info->limits.texture_coords = gl_info->limits.textures;
3020 TRACE("Max texture coords: %d.\n", gl_info->limits.texture_coords);
3023 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] || gl_info->supported[ARB_FRAGMENT_SHADER])
3025 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &gl_max);
3026 gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = gl_max;
3028 else
3030 gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = gl_info->limits.textures;
3032 TRACE("Max fragment samplers: %d.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL]);
3034 if (gl_info->supported[ARB_VERTEX_SHADER])
3036 unsigned int vertex_sampler_count;
3038 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
3039 vertex_sampler_count = gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX] = gl_max;
3040 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
3041 gl_info->limits.combined_samplers = gl_max;
3042 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &gl_max);
3043 gl_info->limits.vertex_attribs = gl_max;
3045 /* Loading GLSL sampler uniforms is much simpler if we can assume
3046 * that the sampler setup is known at shader link time. In a
3047 * vertex shader + pixel shader combination this isn't an issue
3048 * because then the sampler setup only depends on the two shaders.
3049 * If a pixel shader is used with fixed-function vertex processing
3050 * we're fine too because fixed-function vertex processing doesn't
3051 * use any samplers. If fixed-function fragment processing is used
3052 * we have to make sure that all vertex sampler setups are valid
3053 * together with all possible fixed-function fragment processing
3054 * setups. This is true if vsamplers + WINED3D_MAX_TEXTURES <= max_samplers.
3055 * This is true on all Direct3D 9 cards that support vertex
3056 * texture fetch (GeForce 6 and GeForce 7 cards). Direct3D 9
3057 * Radeon cards do not support vertex texture fetch. Direct3D 10
3058 * cards have 128 samplers, and Direct3D 9 is limited to 8
3059 * fixed-function texture stages and 4 vertex samplers.
3060 * Direct3D 10 does not have a fixed-function pipeline anymore.
3062 * So this is just a check to check that our assumption holds
3063 * true. If not, write a warning and reduce the number of vertex
3064 * samplers or probably disable vertex texture fetch. */
3065 if (vertex_sampler_count && gl_info->limits.combined_samplers < 12
3066 && WINED3D_MAX_TEXTURES + vertex_sampler_count > gl_info->limits.combined_samplers)
3068 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
3069 vertex_sampler_count, gl_info->limits.combined_samplers);
3070 FIXME("Expected vertex samplers + WINED3D_MAX_TEXTURES(=8) > combined_samplers.\n");
3071 if (gl_info->limits.combined_samplers > WINED3D_MAX_TEXTURES)
3072 vertex_sampler_count = gl_info->limits.combined_samplers - WINED3D_MAX_TEXTURES;
3073 else
3074 vertex_sampler_count = 0;
3075 gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX] = vertex_sampler_count;
3078 else
3080 gl_info->limits.combined_samplers = gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL];
3082 TRACE("Max vertex samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX]);
3083 TRACE("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
3084 TRACE("Max vertex attributes: %u.\n", gl_info->limits.vertex_attribs);
3086 else
3088 gl_info->limits.textures = 1;
3089 gl_info->limits.texture_coords = 1;
3092 if (gl_info->supported[EXT_TEXTURE3D])
3094 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
3095 gl_info->limits.texture3d_size = gl_max;
3096 TRACE("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
3098 if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
3100 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &gl_max);
3101 gl_info->limits.anisotropy = gl_max;
3102 TRACE("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
3104 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
3106 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
3107 gl_info->limits.arb_ps_float_constants = gl_max;
3108 TRACE("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
3109 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
3110 gl_info->limits.arb_ps_native_constants = gl_max;
3111 TRACE("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
3112 gl_info->limits.arb_ps_native_constants);
3113 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
3114 gl_info->limits.arb_ps_temps = gl_max;
3115 TRACE("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
3116 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
3117 gl_info->limits.arb_ps_instructions = gl_max;
3118 TRACE("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
3119 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
3120 gl_info->limits.arb_ps_local_constants = gl_max;
3121 TRACE("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
3123 if (gl_info->supported[ARB_VERTEX_PROGRAM])
3125 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
3126 gl_info->limits.arb_vs_float_constants = gl_max;
3127 TRACE("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
3128 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
3129 gl_info->limits.arb_vs_native_constants = gl_max;
3130 TRACE("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
3131 gl_info->limits.arb_vs_native_constants);
3132 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
3133 gl_info->limits.arb_vs_temps = gl_max;
3134 TRACE("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
3135 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
3136 gl_info->limits.arb_vs_instructions = gl_max;
3137 TRACE("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
3139 if (gl_info->supported[ARB_VERTEX_SHADER])
3141 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
3142 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
3143 TRACE("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
3145 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
3147 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &gl_max);
3148 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX] = min(gl_max, WINED3D_MAX_CBS);
3149 TRACE("Max vertex uniform blocks: %u (%d).\n",
3150 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX], gl_max);
3153 if (gl_info->supported[ARB_TESSELLATION_SHADER])
3155 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &gl_max);
3156 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_HULL] = min(gl_max, WINED3D_MAX_CBS);
3157 TRACE("Max hull uniform blocks: %u (%d).\n",
3158 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_HULL], gl_max);
3159 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS, &gl_max);
3160 gl_info->limits.samplers[WINED3D_SHADER_TYPE_HULL] = gl_max;
3161 TRACE("Max hull samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_HULL]);
3163 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &gl_max);
3164 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_DOMAIN] = min(gl_max, WINED3D_MAX_CBS);
3165 TRACE("Max domain uniform blocks: %u (%d).\n",
3166 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_DOMAIN], gl_max);
3167 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS, &gl_max);
3168 gl_info->limits.samplers[WINED3D_SHADER_TYPE_DOMAIN] = gl_max;
3169 TRACE("Max domain samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_DOMAIN]);
3171 if (gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
3173 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &gl_max);
3174 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY] = min(gl_max, WINED3D_MAX_CBS);
3175 TRACE("Max geometry uniform blocks: %u (%d).\n",
3176 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY], gl_max);
3177 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &gl_max);
3178 gl_info->limits.samplers[WINED3D_SHADER_TYPE_GEOMETRY] = gl_max;
3179 TRACE("Max geometry samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_GEOMETRY]);
3181 if (gl_info->supported[ARB_FRAGMENT_SHADER])
3183 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
3184 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
3185 TRACE("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
3186 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3188 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
3189 gl_info->limits.glsl_varyings = gl_max;
3191 else
3193 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_INPUT_COMPONENTS, &gl_max);
3194 gl_info->limits.glsl_varyings = gl_max - 4;
3196 TRACE("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_info->limits.glsl_varyings,
3197 gl_info->limits.glsl_varyings / 4);
3199 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
3201 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &gl_max);
3202 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL] = min(gl_max, WINED3D_MAX_CBS);
3203 TRACE("Max fragment uniform blocks: %u (%d).\n",
3204 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL], gl_max);
3207 if (gl_info->supported[ARB_COMPUTE_SHADER])
3209 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &gl_max);
3210 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_COMPUTE] = min(gl_max, WINED3D_MAX_CBS);
3211 TRACE("Max compute uniform blocks: %u (%d).\n",
3212 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_COMPUTE], gl_max);
3213 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &gl_max);
3214 gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE] = gl_max;
3215 TRACE("Max compute samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE]);
3217 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
3219 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &gl_max);
3220 TRACE("Max combined uniform blocks: %d.\n", gl_max);
3221 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &gl_max);
3222 TRACE("Max uniform buffer bindings: %d.\n", gl_max);
3224 if (gl_info->supported[ARB_TEXTURE_BUFFER_RANGE])
3226 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, &gl_max);
3227 gl_info->limits.texture_buffer_offset_alignment = gl_max;
3228 TRACE("Minimum required texture buffer offset alignment %d.\n", gl_max);
3230 if (gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS])
3232 GLint max_fragment_buffers, max_combined_buffers, max_bindings;
3233 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS, &max_fragment_buffers);
3234 TRACE("Max fragment atomic counter buffers: %d.\n", max_fragment_buffers);
3235 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS, &max_combined_buffers);
3236 TRACE("Max combined atomic counter buffers: %d.\n", max_combined_buffers);
3237 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, &max_bindings);
3238 TRACE("Max atomic counter buffer bindings: %d.\n", max_bindings);
3239 if (max_fragment_buffers < MAX_UNORDERED_ACCESS_VIEWS
3240 || max_combined_buffers < MAX_UNORDERED_ACCESS_VIEWS
3241 || max_bindings < MAX_UNORDERED_ACCESS_VIEWS)
3243 WARN("Disabling ARB_shader_atomic_counters.\n");
3244 gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS] = FALSE;
3247 if (gl_info->supported[ARB_TRANSFORM_FEEDBACK3])
3249 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_STREAMS, &gl_max);
3250 TRACE("Max vertex streams: %d.\n", gl_max);
3253 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
3254 gl_info->gl_ops.gl.p_glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
3255 else
3256 gl_info->limits.shininess = 128.0f;
3258 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
3260 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
3261 gl_info->limits.samples = gl_max;
3264 if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
3266 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAMEBUFFER_WIDTH, &gl_max);
3267 gl_info->limits.framebuffer_width = gl_max;
3268 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAMEBUFFER_HEIGHT, &gl_max);
3269 gl_info->limits.framebuffer_height = gl_max;
3271 else
3273 gl_info->limits.framebuffer_width = gl_info->limits.texture_size;
3274 gl_info->limits.framebuffer_height = gl_info->limits.texture_size;
3277 gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] =
3278 min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_GL_FRAGMENT_SAMPLERS);
3279 sampler_count = 0;
3280 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
3281 sampler_count += gl_info->limits.samplers[i];
3282 if (gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->limits.combined_samplers < sampler_count)
3284 /* The minimum value for GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS in OpenGL
3285 * 3.2 is 48 (16 per stage). When tessellation shaders are supported
3286 * the minimum value is increased to 80. */
3287 WARN("Graphics pipeline sampler count %u is greater than combined sampler count %u.\n",
3288 sampler_count, gl_info->limits.combined_samplers);
3289 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
3290 gl_info->limits.samplers[i] = min(gl_info->limits.samplers[i], 16);
3293 /* A majority of OpenGL implementations allow us to statically partition
3294 * the set of texture bindings into six separate sets. */
3295 gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
3296 sampler_count = 0;
3297 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
3298 sampler_count += gl_info->limits.samplers[i];
3299 if (gl_info->limits.combined_samplers >= sampler_count)
3300 gl_info->limits.graphics_samplers -= gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE];
3303 /* Context activation is done by the caller. */
3304 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
3305 struct wined3d_caps_gl_ctx *caps_gl_ctx, unsigned int wined3d_creation_flags)
3307 static const struct
3309 enum wined3d_gl_extension extension;
3310 DWORD min_gl_version;
3312 core_extensions[] =
3314 {EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2)},
3315 {ARB_MULTISAMPLE, MAKEDWORD_VERSION(1, 3)},
3316 {ARB_MULTITEXTURE, MAKEDWORD_VERSION(1, 3)},
3317 {ARB_TEXTURE_BORDER_CLAMP, MAKEDWORD_VERSION(1, 3)},
3318 {ARB_TEXTURE_COMPRESSION, MAKEDWORD_VERSION(1, 3)},
3319 {ARB_TEXTURE_CUBE_MAP, MAKEDWORD_VERSION(1, 3)},
3320 {ARB_DEPTH_TEXTURE, MAKEDWORD_VERSION(1, 4)},
3321 {ARB_POINT_PARAMETERS, MAKEDWORD_VERSION(1, 4)},
3322 {ARB_SHADOW, MAKEDWORD_VERSION(1, 4)},
3323 {ARB_TEXTURE_MIRRORED_REPEAT, MAKEDWORD_VERSION(1, 4)},
3324 {EXT_BLEND_COLOR, MAKEDWORD_VERSION(1, 4)},
3325 {EXT_BLEND_FUNC_SEPARATE, MAKEDWORD_VERSION(1, 4)},
3326 {EXT_BLEND_MINMAX, MAKEDWORD_VERSION(1, 4)},
3327 {EXT_BLEND_SUBTRACT, MAKEDWORD_VERSION(1, 4)},
3328 {EXT_STENCIL_WRAP, MAKEDWORD_VERSION(1, 4)},
3329 {NV_POINT_SPRITE, MAKEDWORD_VERSION(1, 4)},
3330 {ARB_OCCLUSION_QUERY, MAKEDWORD_VERSION(1, 5)},
3331 {ARB_VERTEX_BUFFER_OBJECT, MAKEDWORD_VERSION(1, 5)},
3332 {ARB_DRAW_BUFFERS, MAKEDWORD_VERSION(2, 0)},
3333 {ARB_FRAGMENT_SHADER, MAKEDWORD_VERSION(2, 0)},
3334 {ARB_SHADING_LANGUAGE_100, MAKEDWORD_VERSION(2, 0)},
3335 {ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0)},
3336 {ARB_VERTEX_SHADER, MAKEDWORD_VERSION(2, 0)},
3337 {EXT_BLEND_EQUATION_SEPARATE, MAKEDWORD_VERSION(2, 0)},
3338 {ARB_PIXEL_BUFFER_OBJECT, MAKEDWORD_VERSION(2, 1)},
3339 {EXT_TEXTURE_SRGB, MAKEDWORD_VERSION(2, 1)},
3340 {ARB_COLOR_BUFFER_FLOAT, MAKEDWORD_VERSION(3, 0)},
3341 {ARB_DEPTH_BUFFER_FLOAT, MAKEDWORD_VERSION(3, 0)},
3342 {ARB_FRAMEBUFFER_OBJECT, MAKEDWORD_VERSION(3, 0)},
3343 {ARB_FRAMEBUFFER_SRGB, MAKEDWORD_VERSION(3, 0)},
3344 {ARB_HALF_FLOAT_PIXEL, MAKEDWORD_VERSION(3, 0)},
3345 {ARB_HALF_FLOAT_VERTEX, MAKEDWORD_VERSION(3, 0)},
3346 {ARB_MAP_BUFFER_RANGE, MAKEDWORD_VERSION(3, 0)},
3347 {ARB_TEXTURE_COMPRESSION_RGTC, MAKEDWORD_VERSION(3, 0)},
3348 {ARB_TEXTURE_FLOAT, MAKEDWORD_VERSION(3, 0)},
3349 {ARB_TEXTURE_RG, MAKEDWORD_VERSION(3, 0)},
3350 {EXT_DRAW_BUFFERS2, MAKEDWORD_VERSION(3, 0)},
3351 {EXT_PACKED_FLOAT, MAKEDWORD_VERSION(3, 0)},
3352 {EXT_TEXTURE_ARRAY, MAKEDWORD_VERSION(3, 0)},
3353 {EXT_TEXTURE_INTEGER, MAKEDWORD_VERSION(3, 0)},
3354 {EXT_TEXTURE_SHARED_EXPONENT, MAKEDWORD_VERSION(3, 0)},
3355 /* We don't want to enable EXT_GPU_SHADER4: even though similar
3356 * functionality is available in core GL 3.0 / GLSL 1.30, it's different
3357 * enough that reusing the same flag for the new features hurts more
3358 * than it helps. */
3359 /* EXT_framebuffer_object, EXT_framebuffer_blit,
3360 * EXT_framebuffer_multisample and EXT_packed_depth_stencil
3361 * are integrated into ARB_framebuffer_object. */
3363 {ARB_COPY_BUFFER, MAKEDWORD_VERSION(3, 1)},
3364 {ARB_DRAW_INSTANCED, MAKEDWORD_VERSION(3, 1)},
3365 {ARB_TEXTURE_BUFFER_OBJECT, MAKEDWORD_VERSION(3, 1)},
3366 {ARB_UNIFORM_BUFFER_OBJECT, MAKEDWORD_VERSION(3, 1)},
3367 {EXT_TEXTURE_SNORM, MAKEDWORD_VERSION(3, 1)},
3368 /* We don't need or want GL_ARB_texture_rectangle (core in 3.1). */
3370 {ARB_DEPTH_CLAMP, MAKEDWORD_VERSION(3, 2)},
3371 {ARB_DRAW_ELEMENTS_BASE_VERTEX, MAKEDWORD_VERSION(3, 2)},
3372 /* ARB_geometry_shader4 exposes a somewhat different API compared to 3.2
3373 * core geometry shaders so it's not really correct to expose the
3374 * extension for core-only support. */
3375 {ARB_FRAGMENT_COORD_CONVENTIONS, MAKEDWORD_VERSION(3, 2)},
3376 {ARB_PROVOKING_VERTEX, MAKEDWORD_VERSION(3, 2)},
3377 {ARB_SEAMLESS_CUBE_MAP, MAKEDWORD_VERSION(3, 2)},
3378 {ARB_SYNC, MAKEDWORD_VERSION(3, 2)},
3379 {ARB_TEXTURE_MULTISAMPLE, MAKEDWORD_VERSION(3, 2)},
3380 {ARB_VERTEX_ARRAY_BGRA, MAKEDWORD_VERSION(3, 2)},
3382 {ARB_BLEND_FUNC_EXTENDED, MAKEDWORD_VERSION(3, 3)},
3383 {ARB_EXPLICIT_ATTRIB_LOCATION, MAKEDWORD_VERSION(3, 3)},
3384 {ARB_INSTANCED_ARRAYS, MAKEDWORD_VERSION(3, 3)},
3385 {ARB_SAMPLER_OBJECTS, MAKEDWORD_VERSION(3, 3)},
3386 {ARB_SHADER_BIT_ENCODING, MAKEDWORD_VERSION(3, 3)},
3387 {ARB_TEXTURE_RGB10_A2UI, MAKEDWORD_VERSION(3, 3)},
3388 {ARB_TEXTURE_SWIZZLE, MAKEDWORD_VERSION(3, 3)},
3389 {ARB_TIMER_QUERY, MAKEDWORD_VERSION(3, 3)},
3390 {ARB_VERTEX_TYPE_2_10_10_10_REV, MAKEDWORD_VERSION(3, 3)},
3392 {ARB_DRAW_BUFFERS_BLEND, MAKEDWORD_VERSION(4, 0)},
3393 {ARB_DRAW_INDIRECT, MAKEDWORD_VERSION(4, 0)},
3394 {ARB_GPU_SHADER5, MAKEDWORD_VERSION(4, 0)},
3395 {ARB_SAMPLE_SHADING, MAKEDWORD_VERSION(4, 0)},
3396 {ARB_TESSELLATION_SHADER, MAKEDWORD_VERSION(4, 0)},
3397 {ARB_TEXTURE_CUBE_MAP_ARRAY, MAKEDWORD_VERSION(4, 0)},
3398 {ARB_TEXTURE_GATHER, MAKEDWORD_VERSION(4, 0)},
3399 {ARB_TRANSFORM_FEEDBACK2, MAKEDWORD_VERSION(4, 0)},
3400 {ARB_TRANSFORM_FEEDBACK3, MAKEDWORD_VERSION(4, 0)},
3402 {ARB_ES2_COMPATIBILITY, MAKEDWORD_VERSION(4, 1)},
3403 {ARB_VIEWPORT_ARRAY, MAKEDWORD_VERSION(4, 1)},
3405 {ARB_BASE_INSTANCE, MAKEDWORD_VERSION(4, 2)},
3406 {ARB_CONSERVATIVE_DEPTH, MAKEDWORD_VERSION(4, 2)},
3407 {ARB_INTERNALFORMAT_QUERY, MAKEDWORD_VERSION(4, 2)},
3408 {ARB_MAP_BUFFER_ALIGNMENT, MAKEDWORD_VERSION(4, 2)},
3409 {ARB_SHADER_ATOMIC_COUNTERS, MAKEDWORD_VERSION(4, 2)},
3410 {ARB_SHADER_IMAGE_LOAD_STORE, MAKEDWORD_VERSION(4, 2)},
3411 {ARB_SHADING_LANGUAGE_420PACK, MAKEDWORD_VERSION(4, 2)},
3412 {ARB_SHADING_LANGUAGE_PACKING, MAKEDWORD_VERSION(4, 2)},
3413 {ARB_TEXTURE_COMPRESSION_BPTC, MAKEDWORD_VERSION(4, 2)},
3414 {ARB_TEXTURE_STORAGE, MAKEDWORD_VERSION(4, 2)},
3416 {ARB_CLEAR_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 3)},
3417 {ARB_COMPUTE_SHADER, MAKEDWORD_VERSION(4, 3)},
3418 {ARB_COPY_IMAGE, MAKEDWORD_VERSION(4, 3)},
3419 {ARB_DEBUG_OUTPUT, MAKEDWORD_VERSION(4, 3)},
3420 {ARB_ES3_COMPATIBILITY, MAKEDWORD_VERSION(4, 3)},
3421 {ARB_FRAGMENT_LAYER_VIEWPORT, MAKEDWORD_VERSION(4, 3)},
3422 {ARB_FRAMEBUFFER_NO_ATTACHMENTS, MAKEDWORD_VERSION(4, 3)},
3423 {ARB_INTERNALFORMAT_QUERY2, MAKEDWORD_VERSION(4, 3)},
3424 {ARB_SHADER_IMAGE_SIZE, MAKEDWORD_VERSION(4, 3)},
3425 {ARB_SHADER_STORAGE_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 3)},
3426 {ARB_STENCIL_TEXTURING, MAKEDWORD_VERSION(4, 3)},
3427 {ARB_TEXTURE_BUFFER_RANGE, MAKEDWORD_VERSION(4, 3)},
3428 {ARB_TEXTURE_QUERY_LEVELS, MAKEDWORD_VERSION(4, 3)},
3429 {ARB_TEXTURE_STORAGE_MULTISAMPLE, MAKEDWORD_VERSION(4, 3)},
3430 {ARB_TEXTURE_VIEW, MAKEDWORD_VERSION(4, 3)},
3432 {ARB_BUFFER_STORAGE, MAKEDWORD_VERSION(4, 4)},
3433 {ARB_CLEAR_TEXTURE, MAKEDWORD_VERSION(4, 4)},
3434 {ARB_QUERY_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 4)},
3435 {ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE, MAKEDWORD_VERSION(4, 4)},
3437 {ARB_CLIP_CONTROL, MAKEDWORD_VERSION(4, 5)},
3438 {ARB_CULL_DISTANCE, MAKEDWORD_VERSION(4, 5)},
3439 {ARB_DERIVATIVE_CONTROL, MAKEDWORD_VERSION(4, 5)},
3440 {ARB_SHADER_TEXTURE_IMAGE_SAMPLES, MAKEDWORD_VERSION(4, 5)},
3441 {ARB_TEXTURE_BARRIER, MAKEDWORD_VERSION(4, 5)},
3443 {ARB_PIPELINE_STATISTICS_QUERY, MAKEDWORD_VERSION(4, 6)},
3444 {ARB_POLYGON_OFFSET_CLAMP, MAKEDWORD_VERSION(4, 6)},
3445 {ARB_TEXTURE_FILTER_ANISOTROPIC, MAKEDWORD_VERSION(4, 6)},
3447 struct wined3d_driver_info *driver_info = &adapter->driver_info;
3448 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
3449 const struct wined3d_gpu_description *gpu_description;
3450 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3451 const char *WGL_Extensions = NULL;
3452 enum wined3d_gl_vendor gl_vendor;
3453 DWORD gl_version, gl_ext_emul_mask;
3454 GLint context_profile = 0;
3455 UINT64 vram_bytes = 0;
3456 unsigned int i, j;
3457 HDC hdc;
3459 TRACE("adapter %p.\n", adapter);
3461 gl_renderer_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_RENDERER);
3462 TRACE("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
3463 if (!gl_renderer_str)
3465 ERR("Received a NULL GL_RENDERER.\n");
3466 return FALSE;
3469 gl_vendor_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VENDOR);
3470 TRACE("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
3471 if (!gl_vendor_str)
3473 ERR("Received a NULL GL_VENDOR.\n");
3474 return FALSE;
3477 /* Parse the GL_VERSION field into major and minor information */
3478 gl_version_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VERSION);
3479 TRACE("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
3480 if (!gl_version_str)
3482 ERR("Received a NULL GL_VERSION.\n");
3483 return FALSE;
3485 gl_version = wined3d_parse_gl_version(gl_version_str);
3487 load_gl_funcs(gl_info);
3489 memset(gl_info->supported, 0, sizeof(gl_info->supported));
3490 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
3492 if (gl_version >= MAKEDWORD_VERSION(3, 2))
3494 gl_info->gl_ops.gl.p_glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &context_profile);
3495 checkGLcall("Querying context profile");
3497 if (context_profile & GL_CONTEXT_CORE_PROFILE_BIT)
3498 TRACE("Got a core profile context.\n");
3499 else
3500 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] = TRUE;
3502 TRACE("GL extensions reported:\n");
3503 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3505 const char *gl_extensions = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_EXTENSIONS);
3507 if (!gl_extensions)
3509 ERR("Received a NULL GL_EXTENSIONS.\n");
3510 return FALSE;
3512 parse_extension_string(gl_info, gl_extensions, gl_extension_map, ARRAY_SIZE(gl_extension_map));
3514 else
3516 enumerate_gl_extensions(gl_info, gl_extension_map, ARRAY_SIZE(gl_extension_map));
3519 hdc = wglGetCurrentDC();
3520 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox. */
3521 if (GL_EXTCALL(wglGetExtensionsStringARB))
3522 WGL_Extensions = (const char *)GL_EXTCALL(wglGetExtensionsStringARB(hdc));
3523 if (!WGL_Extensions)
3524 WARN("WGL extensions not supported.\n");
3525 else
3526 parse_extension_string(gl_info, WGL_Extensions, wgl_extension_map, ARRAY_SIZE(wgl_extension_map));
3528 for (i = 0; i < ARRAY_SIZE(core_extensions); ++i)
3530 if (!gl_info->supported[core_extensions[i].extension]
3531 && gl_version >= core_extensions[i].min_gl_version)
3533 for (j = 0; j < ARRAY_SIZE(gl_extension_map); ++j)
3534 if (gl_extension_map[j].extension == core_extensions[i].extension)
3535 break;
3537 if (j < ARRAY_SIZE(gl_extension_map))
3539 TRACE("GL CORE: %s support.\n", gl_extension_map[j].extension_string);
3540 gl_info->supported[core_extensions[i].extension] = TRUE;
3542 else
3544 FIXME("GL extension %u not in the GL extensions map.\n", core_extensions[i].extension);
3549 if (gl_info->supported[EXT_BLEND_MINMAX] || gl_info->supported[EXT_BLEND_SUBTRACT])
3550 gl_info->supported[WINED3D_GL_BLEND_EQUATION] = TRUE;
3552 if (gl_version >= MAKEDWORD_VERSION(2, 0))
3554 gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
3555 /* We want to use the core APIs for two-sided stencil in GL 2.0. */
3556 gl_info->supported[EXT_STENCIL_TWO_SIDE] = FALSE;
3558 if (gl_version >= MAKEDWORD_VERSION(3, 2))
3559 gl_info->supported[WINED3D_GL_VERSION_3_2] = TRUE;
3561 /* All the points are actually point sprites in core contexts, the APIs from
3562 * ARB_point_sprite are not supported anymore. */
3563 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3564 gl_info->supported[ARB_POINT_SPRITE] = FALSE;
3566 if (gl_info->supported[APPLE_FENCE])
3568 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
3569 * The apple extension interacts with some other apple exts. Disable the NV
3570 * extension if the apple one is support to prevent confusion in other parts
3571 * of the code. */
3572 gl_info->supported[NV_FENCE] = FALSE;
3574 if (gl_info->supported[APPLE_FLOAT_PIXELS])
3576 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
3578 * The enums are the same:
3579 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881a
3580 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881b
3581 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
3582 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
3583 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140b
3585 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3587 TRACE(" IMPLIED: GL_ARB_texture_float support (by GL_APPLE_float_pixels).\n");
3588 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
3590 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3592 TRACE(" IMPLIED: GL_ARB_half_float_pixel support (by GL_APPLE_float_pixels).\n");
3593 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
3596 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
3598 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
3599 * functionality. Prefer the ARB extension */
3600 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
3602 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3604 TRACE(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
3605 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
3607 if (!gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3609 TRACE(" IMPLIED: EXT_texture_compression_rgtc support (by ARB_texture_compression_rgtc).\n");
3610 gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC] = TRUE;
3612 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3614 TRACE(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
3615 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
3617 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && !gl_info->supported[ARB_TEXTURE_RG])
3619 TRACE("ARB_texture_rg not supported, disabling ARB_texture_compression_rgtc.\n");
3620 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = FALSE;
3622 if (gl_info->supported[NV_TEXTURE_SHADER2])
3624 if (gl_info->supported[NV_REGISTER_COMBINERS])
3626 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
3627 * are supported. The nv extensions provide the same functionality as the
3628 * ATI one, and a bit more(signed pixelformats). */
3629 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
3632 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
3634 /* If we have full NP2 texture support, disable
3635 * GL_ARB_texture_rectangle because we will never use it.
3636 * This saves a few redundant glDisable calls. */
3637 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
3639 if (gl_info->supported[ATI_FRAGMENT_SHADER])
3641 /* Disable NV_register_combiners and fragment shader if this is supported.
3642 * generally the NV extensions are preferred over the ATI ones, and this
3643 * extension is disabled if register_combiners and texture_shader2 are both
3644 * supported. So we reach this place only if we have incomplete NV dxlevel 8
3645 * fragment processing support. */
3646 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
3647 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
3648 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
3649 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
3651 if (gl_info->supported[NV_HALF_FLOAT])
3653 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
3654 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
3656 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB] && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
3658 /* Current wined3d sRGB infrastructure requires EXT_texture_sRGB_decode
3659 * for GL_ARB_framebuffer_sRGB support (without EXT_texture_sRGB_decode
3660 * we never render to sRGB surfaces). */
3661 TRACE("EXT_texture_sRGB_decode is not supported, disabling ARB_framebuffer_sRGB.\n");
3662 gl_info->supported[ARB_FRAMEBUFFER_SRGB] = FALSE;
3664 if (gl_info->supported[ARB_OCCLUSION_QUERY])
3666 GLint counter_bits;
3668 GL_EXTCALL(glGetQueryiv(GL_SAMPLES_PASSED, GL_QUERY_COUNTER_BITS, &counter_bits));
3669 TRACE("Occlusion query counter has %d bits.\n", counter_bits);
3670 if (!counter_bits)
3671 gl_info->supported[ARB_OCCLUSION_QUERY] = FALSE;
3673 if (gl_info->supported[ARB_TIMER_QUERY])
3675 GLint counter_bits;
3677 GL_EXTCALL(glGetQueryiv(GL_TIMESTAMP, GL_QUERY_COUNTER_BITS, &counter_bits));
3678 TRACE("Timestamp query counter has %d bits.\n", counter_bits);
3679 if (!counter_bits)
3680 gl_info->supported[ARB_TIMER_QUERY] = FALSE;
3682 if (gl_version >= MAKEDWORD_VERSION(3, 0))
3684 GLint counter_bits;
3686 gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = TRUE;
3688 GL_EXTCALL(glGetQueryiv(GL_PRIMITIVES_GENERATED, GL_QUERY_COUNTER_BITS, &counter_bits));
3689 TRACE("Primitives query counter has %d bits.\n", counter_bits);
3690 if (!counter_bits)
3691 gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = FALSE;
3693 GL_EXTCALL(glGetQueryiv(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, GL_QUERY_COUNTER_BITS, &counter_bits));
3694 TRACE("Transform feedback primitives query counter has %d bits.\n", counter_bits);
3695 if (!counter_bits)
3696 gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = FALSE;
3698 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
3700 GLint subpixel_bits;
3702 gl_info->gl_ops.gl.p_glGetIntegerv(GL_VIEWPORT_SUBPIXEL_BITS, &subpixel_bits);
3703 TRACE("Viewport supports %d subpixel bits.\n", subpixel_bits);
3704 if (subpixel_bits < 8 && gl_info->supported[ARB_CLIP_CONTROL])
3706 TRACE("Disabling ARB_clip_control because viewport subpixel bits < 8.\n");
3707 gl_info->supported[ARB_CLIP_CONTROL] = FALSE;
3710 if (gl_info->supported[ARB_CLIP_CONTROL] && !gl_info->supported[ARB_VIEWPORT_ARRAY])
3712 /* When using ARB_clip_control we need the float viewport parameters
3713 * introduced by ARB_viewport_array to take care of the shifted pixel
3714 * coordinates. */
3715 TRACE("Disabling ARB_clip_control because ARB_viewport_array is not supported.\n");
3716 gl_info->supported[ARB_CLIP_CONTROL] = FALSE;
3718 if (gl_info->supported[ARB_STENCIL_TEXTURING] && !gl_info->supported[ARB_TEXTURE_SWIZZLE])
3720 /* The stencil value needs to be placed in the green channel. */
3721 TRACE("Disabling ARB_stencil_texturing because ARB_texture_swizzle is not supported.\n");
3722 gl_info->supported[ARB_STENCIL_TEXTURING] = FALSE;
3724 if (!gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] && gl_info->supported[EXT_TEXTURE_MIRROR_CLAMP])
3726 TRACE(" IMPLIED: ATI_texture_mirror_once support (by EXT_texture_mirror_clamp).\n");
3727 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE;
3729 if (!gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] && gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
3731 TRACE(" IMPLIED: ARB_texture_mirror_clamp_to_edge support (by ATI_texture_mirror_once).\n");
3732 gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] = TRUE;
3734 if (gl_info->supported[ARB_TEXTURE_STORAGE] && gl_info->supported[APPLE_YCBCR_422])
3736 /* AFAIK APPLE_ycbcr_422 is only available in legacy contexts so we shouldn't ever hit this. */
3737 ERR("Disabling APPLE_ycbcr_422 because of ARB_texture_storage.\n");
3738 gl_info->supported[APPLE_YCBCR_422] = FALSE;
3740 if (gl_info->supported[ARB_DRAW_INDIRECT] && !gl_info->supported[ARB_BASE_INSTANCE])
3742 /* If ARB_base_instance is not supported the baseInstance field
3743 * in indirect draw parameters must be 0 or behavior is undefined.
3745 WARN("Disabling ARB_draw_indirect because ARB_base_instance is not supported.\n");
3746 gl_info->supported[ARB_DRAW_INDIRECT] = FALSE;
3748 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE] && !wined3d_settings.multisample_textures)
3749 gl_info->supported[ARB_TEXTURE_MULTISAMPLE] = FALSE;
3750 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE] && !gl_info->supported[ARB_TEXTURE_STORAGE_MULTISAMPLE])
3752 WARN("Disabling ARB_texture_multisample because immutable storage is not supported.\n");
3753 gl_info->supported[ARB_TEXTURE_MULTISAMPLE] = FALSE;
3755 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] && !gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
3757 TRACE(" IMPLIED: GL_EXT_packed_depth_stencil (by GL_ARB_framebuffer_object).\n");
3758 gl_info->supported[EXT_PACKED_DEPTH_STENCIL] = TRUE;
3761 wined3d_adapter_init_limits(gl_info);
3763 if (gl_info->supported[ARB_VERTEX_PROGRAM] && test_arb_vs_offset_limit(gl_info))
3764 gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
3766 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
3768 const char *str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
3769 unsigned int major, minor;
3771 TRACE("GLSL version string: %s.\n", debugstr_a(str));
3773 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
3774 sscanf(str, "%u.%u", &major, &minor);
3775 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
3776 if (gl_info->glsl_version > MAKEDWORD_VERSION(1, 30) && gl_version < MAKEDWORD_VERSION(3, 0))
3778 WARN("OpenGL version %u.%u too low, limiting GLSL version to 1.30.\n",
3779 gl_version >> 16, gl_version & 0xffff);
3780 gl_info->glsl_version = MAKEDWORD_VERSION(1, 30);
3782 if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30))
3783 gl_info->supported[WINED3D_GLSL_130] = TRUE;
3786 checkGLcall("extension detection");
3788 adapter->shader_backend = select_shader_backend(gl_info);
3789 adapter->vertex_pipe = select_vertex_implementation(gl_info, adapter->shader_backend);
3790 adapter->fragment_pipe = select_fragment_implementation(gl_info, adapter->shader_backend);
3792 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3794 gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbuffer;
3795 gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbuffer;
3796 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffers;
3797 gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffers;
3798 gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorage;
3799 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisample;
3800 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameteriv;
3801 gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebuffer;
3802 gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebuffer;
3803 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffers;
3804 gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffers;
3805 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatus;
3806 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1D;
3807 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2D;
3808 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3D;
3809 gl_info->fbo_ops.glFramebufferTextureLayer = gl_info->gl_ops.ext.p_glFramebufferTextureLayer;
3810 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbuffer;
3811 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
3812 = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameteriv;
3813 gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebuffer;
3814 gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmap;
3815 gl_info->fbo_ops.glFramebufferTexture = gl_info->gl_ops.ext.p_glFramebufferTexture;
3817 else
3819 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
3821 gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbufferEXT;
3822 gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbufferEXT;
3823 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffersEXT;
3824 gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffersEXT;
3825 gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorageEXT;
3826 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameterivEXT;
3827 gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebufferEXT;
3828 gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebufferEXT;
3829 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffersEXT;
3830 gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffersEXT;
3831 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatusEXT;
3832 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1DEXT;
3833 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2DEXT;
3834 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3DEXT;
3835 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbufferEXT;
3836 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
3837 = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameterivEXT;
3838 gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmapEXT;
3840 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3842 WARN_(d3d_perf)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
3843 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
3846 if (gl_info->supported[ARB_GEOMETRY_SHADER4])
3848 gl_info->fbo_ops.glFramebufferTexture = gl_info->gl_ops.ext.p_glFramebufferTextureARB;
3849 gl_info->fbo_ops.glFramebufferTextureLayer = gl_info->gl_ops.ext.p_glFramebufferTextureLayerARB;
3851 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
3853 gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebufferEXT;
3855 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
3857 gl_info->fbo_ops.glRenderbufferStorageMultisample
3858 = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisampleEXT;
3862 gl_info->wrap_lookup[WINED3D_TADDRESS_WRAP - WINED3D_TADDRESS_WRAP] = GL_REPEAT;
3863 gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR - WINED3D_TADDRESS_WRAP] =
3864 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
3865 gl_info->wrap_lookup[WINED3D_TADDRESS_CLAMP - WINED3D_TADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
3866 gl_info->wrap_lookup[WINED3D_TADDRESS_BORDER - WINED3D_TADDRESS_WRAP] =
3867 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
3868 gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP] =
3869 gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] ? GL_MIRROR_CLAMP_TO_EDGE : GL_REPEAT;
3871 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3873 GLuint vao;
3875 GL_EXTCALL(glGenVertexArrays(1, &vao));
3876 GL_EXTCALL(glBindVertexArray(vao));
3877 checkGLcall("creating VAO");
3880 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str, gl_version_str);
3881 TRACE("Guessed GL vendor %#x.\n", gl_vendor);
3883 if (!(gpu_description = query_gpu_description(gl_info, &vram_bytes)))
3885 enum wined3d_feature_level feature_level;
3886 struct fragment_caps fragment_caps;
3887 enum wined3d_pci_vendor vendor;
3888 enum wined3d_pci_device device;
3889 struct shader_caps shader_caps;
3891 adapter->shader_backend->shader_get_caps(adapter, &shader_caps);
3892 adapter->fragment_pipe->get_caps(adapter, &fragment_caps);
3893 feature_level = feature_level_from_caps(gl_info, &shader_caps, &fragment_caps);
3895 vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
3896 TRACE("Guessed vendor PCI ID 0x%04x.\n", vendor);
3898 device = wined3d_guess_card(feature_level, gl_renderer_str, &gl_vendor, &vendor);
3899 TRACE("Guessed device PCI ID 0x%04x.\n", device);
3901 if (!(gpu_description = wined3d_get_gpu_description(vendor, device)))
3903 ERR("Card %04x:%04x not found in driver DB.\n", vendor, device);
3904 return FALSE;
3907 fixup_extensions(gl_info, caps_gl_ctx, gl_renderer_str, gl_vendor,
3908 gpu_description->vendor, gpu_description->device);
3909 wined3d_driver_info_init(driver_info, gpu_description, vram_bytes, 0);
3910 TRACE("Reporting (fake) driver version 0x%08x-0x%08x.\n",
3911 driver_info->version_high, driver_info->version_low);
3913 adapter->vram_bytes_used = 0;
3914 TRACE("Emulating 0x%s bytes of video ram.\n", wine_dbgstr_longlong(driver_info->vram_bytes));
3916 if (gl_info->supported[EXT_MEMORY_OBJECT])
3918 GLint device_count = 0;
3920 gl_info->gl_ops.gl.p_glGetIntegerv(GL_NUM_DEVICE_UUIDS_EXT, &device_count);
3921 if (device_count > 0)
3923 if (device_count > 1)
3924 FIXME("A set of %d devices is not supported.\n", device_count);
3926 GL_EXTCALL(glGetUnsignedBytevEXT(GL_DRIVER_UUID_EXT, (GLubyte *)&adapter->driver_uuid));
3927 GL_EXTCALL(glGetUnsignedBytei_vEXT(GL_DEVICE_UUID_EXT, 0, (GLubyte *)&adapter->device_uuid));
3929 TRACE("Driver UUID: %s, device UUID %s.\n",
3930 debugstr_guid(&adapter->driver_uuid), debugstr_guid(&adapter->device_uuid));
3932 else
3934 WARN("Unexpected device count %d.\n", device_count);
3938 gl_ext_emul_mask = adapter->vertex_pipe->vp_get_emul_mask(gl_info)
3939 | adapter->fragment_pipe->get_emul_mask(gl_info);
3940 if (gl_ext_emul_mask & GL_EXT_EMUL_ARB_MULTITEXTURE)
3941 install_gl_compat_wrapper(gl_info, ARB_MULTITEXTURE);
3942 if (gl_ext_emul_mask & GL_EXT_EMUL_EXT_FOG_COORD)
3943 install_gl_compat_wrapper(gl_info, EXT_FOG_COORD);
3945 return TRUE;
3948 static void WINE_GLAPI invalid_func(const void *data)
3950 ERR("Invalid vertex attribute function called.\n");
3951 DebugBreak();
3954 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
3956 ERR("Invalid texcoord function called.\n");
3957 DebugBreak();
3960 static void WINE_GLAPI invalid_generic_attrib_func(GLuint idx, const void *data)
3962 ERR("Invalid attribute function called.\n");
3963 DebugBreak();
3966 /* Helper functions for providing vertex data to OpenGL. The arrays are
3967 * initialised based on the extension detection and are used in
3968 * draw_primitive_immediate_mode(). */
3969 static void WINE_GLAPI position_d3dcolor(const void *data)
3971 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
3972 DWORD pos = *((const DWORD *)data);
3974 FIXME("Add a test for fixed function position from d3dcolor type.\n");
3975 gl_info->gl_ops.gl.p_glVertex4s(D3DCOLOR_B_R(pos),
3976 D3DCOLOR_B_G(pos),
3977 D3DCOLOR_B_B(pos),
3978 D3DCOLOR_B_A(pos));
3981 static void WINE_GLAPI position_float4(const void *data)
3983 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
3984 const GLfloat *pos = data;
3986 if (pos[3] != 0.0f && pos[3] != 1.0f)
3988 float w = 1.0f / pos[3];
3990 gl_info->gl_ops.gl.p_glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3992 else
3994 gl_info->gl_ops.gl.p_glVertex3fv(pos);
3998 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4000 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
4001 DWORD diffuseColor = *((const DWORD *)data);
4003 gl_info->gl_ops.gl.p_glColor4ub(D3DCOLOR_B_R(diffuseColor),
4004 D3DCOLOR_B_G(diffuseColor),
4005 D3DCOLOR_B_B(diffuseColor),
4006 D3DCOLOR_B_A(diffuseColor));
4009 static void WINE_GLAPI specular_d3dcolor(const void *data)
4011 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
4012 DWORD specularColor = *((const DWORD *)data);
4013 GLubyte d[] =
4015 D3DCOLOR_B_R(specularColor),
4016 D3DCOLOR_B_G(specularColor),
4017 D3DCOLOR_B_B(specularColor)
4020 gl_info->gl_ops.ext.p_glSecondaryColor3ubvEXT(d);
4023 static void WINE_GLAPI warn_no_specular_func(const void *data)
4025 WARN("GL_EXT_secondary_color not supported.\n");
4028 static void WINE_GLAPI generic_d3dcolor(GLuint idx, const void *data)
4030 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
4031 DWORD color = *((const DWORD *)data);
4033 gl_info->gl_ops.ext.p_glVertexAttrib4Nub(idx,
4034 D3DCOLOR_B_R(color), D3DCOLOR_B_G(color),
4035 D3DCOLOR_B_B(color), D3DCOLOR_B_A(color));
4038 static void WINE_GLAPI generic_short2n(GLuint idx, const void *data)
4040 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
4041 const GLshort s[] = {((const GLshort *)data)[0], ((const GLshort *)data)[1], 0, 1};
4043 gl_info->gl_ops.ext.p_glVertexAttrib4Nsv(idx, s);
4046 static void WINE_GLAPI generic_ushort2n(GLuint idx, const void *data)
4048 const GLushort s[] = {((const GLushort *)data)[0], ((const GLushort *)data)[1], 0, 1};
4049 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
4051 gl_info->gl_ops.ext.p_glVertexAttrib4Nusv(idx, s);
4054 static void WINE_GLAPI generic_float16_2(GLuint idx, const void *data)
4056 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
4057 float x = float_16_to_32(((const unsigned short *)data) + 0);
4058 float y = float_16_to_32(((const unsigned short *)data) + 1);
4060 gl_info->gl_ops.ext.p_glVertexAttrib2f(idx, x, y);
4063 static void WINE_GLAPI generic_float16_4(GLuint idx, const void *data)
4065 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
4066 float x = float_16_to_32(((const unsigned short *)data) + 0);
4067 float y = float_16_to_32(((const unsigned short *)data) + 1);
4068 float z = float_16_to_32(((const unsigned short *)data) + 2);
4069 float w = float_16_to_32(((const unsigned short *)data) + 3);
4071 gl_info->gl_ops.ext.p_glVertexAttrib4f(idx, x, y, z, w);
4074 static void wined3d_adapter_init_ffp_attrib_ops(struct wined3d_adapter *adapter)
4076 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4077 struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
4078 struct wined3d_ffp_attrib_ops *ops = &d3d_info->ffp_attrib_ops;
4079 unsigned int i;
4081 for (i = 0; i < WINED3D_FFP_EMIT_COUNT; ++i)
4083 ops->position[i] = invalid_func;
4084 ops->diffuse[i] = invalid_func;
4085 ops->specular[i] = invalid_func;
4086 ops->normal[i] = invalid_func;
4087 ops->texcoord[i] = invalid_texcoord_func;
4088 ops->generic[i] = invalid_generic_attrib_func;
4091 ops->position[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex3fv;
4092 if (!d3d_info->xyzrhw)
4093 ops->position[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4094 else
4095 ops->position[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex4fv;
4096 ops->position[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4097 ops->position[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex2sv;
4099 ops->diffuse[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor3fv;
4100 ops->diffuse[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4fv;
4101 ops->diffuse[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4102 ops->diffuse[WINED3D_FFP_EMIT_UBYTE4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4ubv;
4103 ops->diffuse[WINED3D_FFP_EMIT_SHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4sv;
4104 ops->diffuse[WINED3D_FFP_EMIT_USHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4usv;
4106 /* No 4 component entry points here. */
4107 if (gl_info->supported[EXT_SECONDARY_COLOR])
4108 ops->specular[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)GL_EXTCALL(glSecondaryColor3fvEXT);
4109 else
4110 ops->specular[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4111 if (gl_info->supported[EXT_SECONDARY_COLOR])
4112 ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4113 else
4114 ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4116 /* Only 3 component entry points here. Test how others behave. Float4
4117 * normals are used by one of our tests, trying to pass it to the pixel
4118 * shader, which fails on Windows. */
4119 ops->normal[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
4120 /* Just ignore the 4th value. */
4121 ops->normal[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
4123 ops->texcoord[WINED3D_FFP_EMIT_FLOAT1] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord1fvARB;
4124 ops->texcoord[WINED3D_FFP_EMIT_FLOAT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2fvARB;
4125 ops->texcoord[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord3fvARB;
4126 ops->texcoord[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4fvARB;
4127 ops->texcoord[WINED3D_FFP_EMIT_SHORT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2svARB;
4128 ops->texcoord[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4svARB;
4129 if (gl_info->supported[NV_HALF_FLOAT])
4131 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT. */
4132 ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_2] =
4133 (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2hvNV;
4134 ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_4] =
4135 (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4hvNV;
4138 ops->generic[WINED3D_FFP_EMIT_FLOAT1] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib1fv;
4139 ops->generic[WINED3D_FFP_EMIT_FLOAT2] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2fv;
4140 ops->generic[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib3fv;
4141 ops->generic[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4fv;
4142 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4143 ops->generic[WINED3D_FFP_EMIT_D3DCOLOR] = generic_d3dcolor;
4144 else
4145 ops->generic[WINED3D_FFP_EMIT_D3DCOLOR] =
4146 (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nubv;
4147 ops->generic[WINED3D_FFP_EMIT_UBYTE4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4ubv;
4148 ops->generic[WINED3D_FFP_EMIT_SHORT2] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2sv;
4149 ops->generic[WINED3D_FFP_EMIT_SHORT4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4sv;
4150 ops->generic[WINED3D_FFP_EMIT_UBYTE4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nubv;
4151 ops->generic[WINED3D_FFP_EMIT_SHORT2N] = generic_short2n;
4152 ops->generic[WINED3D_FFP_EMIT_SHORT4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nsv;
4153 ops->generic[WINED3D_FFP_EMIT_USHORT2N] = generic_ushort2n;
4154 ops->generic[WINED3D_FFP_EMIT_USHORT4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nusv;
4155 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4157 ops->generic[WINED3D_FFP_EMIT_FLOAT16_2] =
4158 (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2hvNV;
4159 ops->generic[WINED3D_FFP_EMIT_FLOAT16_4] =
4160 (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4hvNV;
4162 else
4164 ops->generic[WINED3D_FFP_EMIT_FLOAT16_2] = generic_float16_2;
4165 ops->generic[WINED3D_FFP_EMIT_FLOAT16_4] = generic_float16_4;
4169 static void wined3d_adapter_init_fb_cfgs(struct wined3d_adapter_gl *adapter_gl, HDC dc)
4171 const struct wined3d_gl_info *gl_info = &adapter_gl->a.gl_info;
4172 int i;
4174 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
4176 UINT attrib_count = 0;
4177 GLint cfg_count;
4178 int attribs[11];
4179 int values[11];
4180 int attribute;
4182 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4183 GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, 0, 0, 1, &attribute, &cfg_count));
4185 adapter_gl->pixel_formats = heap_calloc(cfg_count, sizeof(*adapter_gl->pixel_formats));
4186 attribs[attrib_count++] = WGL_RED_BITS_ARB;
4187 attribs[attrib_count++] = WGL_GREEN_BITS_ARB;
4188 attribs[attrib_count++] = WGL_BLUE_BITS_ARB;
4189 attribs[attrib_count++] = WGL_ALPHA_BITS_ARB;
4190 attribs[attrib_count++] = WGL_COLOR_BITS_ARB;
4191 attribs[attrib_count++] = WGL_DEPTH_BITS_ARB;
4192 attribs[attrib_count++] = WGL_STENCIL_BITS_ARB;
4193 attribs[attrib_count++] = WGL_DRAW_TO_WINDOW_ARB;
4194 attribs[attrib_count++] = WGL_PIXEL_TYPE_ARB;
4195 attribs[attrib_count++] = WGL_DOUBLE_BUFFER_ARB;
4196 attribs[attrib_count++] = WGL_AUX_BUFFERS_ARB;
4198 for (i = 0, adapter_gl->pixel_format_count = 0; i < cfg_count; ++i)
4200 struct wined3d_pixel_format *cfg = &adapter_gl->pixel_formats[adapter_gl->pixel_format_count];
4201 int format_id = i + 1;
4203 if (!GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, attrib_count, attribs, values)))
4204 continue;
4206 cfg->iPixelFormat = format_id;
4207 cfg->redSize = values[0];
4208 cfg->greenSize = values[1];
4209 cfg->blueSize = values[2];
4210 cfg->alphaSize = values[3];
4211 cfg->colorSize = values[4];
4212 cfg->depthSize = values[5];
4213 cfg->stencilSize = values[6];
4214 cfg->windowDrawable = values[7];
4215 cfg->iPixelType = values[8];
4216 cfg->doubleBuffer = values[9];
4217 cfg->auxBuffers = values[10];
4219 cfg->numSamples = 0;
4220 /* Check multisample support. */
4221 if (gl_info->supported[ARB_MULTISAMPLE])
4223 int attribs[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4224 int values[2];
4226 if (GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, 2, attribs, values)))
4228 /* values[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether
4229 * multisampling is supported. values[1] = number of
4230 * multisample buffers. */
4231 if (values[0])
4232 cfg->numSamples = values[1];
4236 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
4237 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
4238 cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
4239 cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
4240 cfg->depthSize, cfg->stencilSize, cfg->numSamples, cfg->windowDrawable);
4242 ++adapter_gl->pixel_format_count;
4245 else
4247 int cfg_count;
4249 cfg_count = DescribePixelFormat(dc, 0, 0, 0);
4250 adapter_gl->pixel_formats = heap_calloc(cfg_count, sizeof(*adapter_gl->pixel_formats));
4252 for (i = 0, adapter_gl->pixel_format_count = 0; i < cfg_count; ++i)
4254 struct wined3d_pixel_format *cfg = &adapter_gl->pixel_formats[adapter_gl->pixel_format_count];
4255 PIXELFORMATDESCRIPTOR pfd;
4256 int format_id = i + 1;
4258 if (!DescribePixelFormat(dc, format_id, sizeof(pfd), &pfd))
4259 continue;
4261 /* We only want HW acceleration using an OpenGL ICD driver.
4262 * PFD_GENERIC_FORMAT = slow OpenGL 1.1 GDI software rendering.
4263 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD
4264 * driver (e.g. 3dfx minigl). */
4265 if (pfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4267 TRACE("Skipping format %d because it isn't ICD accelerated.\n", format_id);
4268 continue;
4271 cfg->iPixelFormat = format_id;
4272 cfg->redSize = pfd.cRedBits;
4273 cfg->greenSize = pfd.cGreenBits;
4274 cfg->blueSize = pfd.cBlueBits;
4275 cfg->alphaSize = pfd.cAlphaBits;
4276 cfg->colorSize = pfd.cColorBits;
4277 cfg->depthSize = pfd.cDepthBits;
4278 cfg->stencilSize = pfd.cStencilBits;
4279 cfg->windowDrawable = (pfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4280 cfg->iPixelType = (pfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4281 cfg->doubleBuffer = (pfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4282 cfg->auxBuffers = pfd.cAuxBuffers;
4283 cfg->numSamples = 0;
4285 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
4286 "depth=%d, stencil=%d, windowDrawable=%d\n",
4287 cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
4288 cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
4289 cfg->depthSize, cfg->stencilSize, cfg->windowDrawable);
4291 ++adapter_gl->pixel_format_count;
4296 static void adapter_gl_destroy(struct wined3d_adapter *adapter)
4298 struct wined3d_adapter_gl *adapter_gl = wined3d_adapter_gl(adapter);
4300 heap_free(adapter_gl->pixel_formats);
4301 wined3d_adapter_cleanup(adapter);
4302 heap_free(adapter_gl);
4305 static HRESULT adapter_gl_create_device(struct wined3d *wined3d, const struct wined3d_adapter *adapter,
4306 enum wined3d_device_type device_type, HWND focus_window, unsigned int flags, BYTE surface_alignment,
4307 const enum wined3d_feature_level *levels, unsigned int level_count,
4308 struct wined3d_device_parent *device_parent, struct wined3d_device **device)
4310 struct wined3d_device_gl *device_gl;
4311 HRESULT hr;
4313 if (!(device_gl = heap_alloc_zero(sizeof(*device_gl))))
4314 return E_OUTOFMEMORY;
4316 if (FAILED(hr = wined3d_device_init(&device_gl->d, wined3d, adapter->ordinal, device_type, focus_window,
4317 flags, surface_alignment, levels, level_count, adapter->gl_info.supported, device_parent)))
4319 WARN("Failed to initialize device, hr %#x.\n", hr);
4320 heap_free(device_gl);
4321 return hr;
4324 *device = &device_gl->d;
4325 return WINED3D_OK;
4328 static void adapter_gl_destroy_device(struct wined3d_device *device)
4330 struct wined3d_device_gl *device_gl = wined3d_device_gl(device);
4332 wined3d_device_cleanup(&device_gl->d);
4333 heap_free(device_gl);
4336 struct wined3d_context *adapter_gl_acquire_context(struct wined3d_device *device,
4337 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4339 return wined3d_context_gl_acquire(device, texture, sub_resource_idx);
4342 void adapter_gl_release_context(struct wined3d_context *context)
4344 return wined3d_context_gl_release(wined3d_context_gl(context));
4347 static void adapter_gl_get_wined3d_caps(const struct wined3d_adapter *adapter, struct wined3d_caps *caps)
4349 const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
4350 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4352 caps->ddraw_caps.dds_caps |= WINEDDSCAPS_BACKBUFFER
4353 | WINEDDSCAPS_COMPLEX
4354 | WINEDDSCAPS_FRONTBUFFER
4355 | WINEDDSCAPS_3DDEVICE
4356 | WINEDDSCAPS_VIDEOMEMORY
4357 | WINEDDSCAPS_OWNDC
4358 | WINEDDSCAPS_LOCALVIDMEM
4359 | WINEDDSCAPS_NONLOCALVIDMEM;
4361 caps->ddraw_caps.caps |= WINEDDCAPS_3D;
4363 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
4364 caps->Caps2 |= WINED3DCAPS2_CANGENMIPMAP;
4366 if (gl_info->supported[WINED3D_GL_BLEND_EQUATION])
4367 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_BLENDOP;
4368 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4369 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4370 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4371 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4372 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
4373 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_POSTBLENDSRGBCONVERT;
4374 if (~gl_info->quirks & WINED3D_QUIRK_NO_INDEPENDENT_BIT_DEPTHS)
4375 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS;
4377 if (gl_info->supported[ARB_SAMPLER_OBJECTS] || gl_info->supported[EXT_TEXTURE_LOD_BIAS])
4378 caps->RasterCaps |= WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4380 if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
4382 caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY;
4384 caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC
4385 | WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4388 if (gl_info->supported[ARB_BLEND_FUNC_EXTENDED])
4389 caps->DestBlendCaps |= WINED3DPBLENDCAPS_SRCALPHASAT;
4391 if (gl_info->supported[EXT_BLEND_COLOR])
4393 caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4394 caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4397 if (gl_info->supported[EXT_TEXTURE3D])
4399 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP
4400 | WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4401 if (!d3d_info->texture_npot)
4402 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4404 caps->VolumeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFLINEAR
4405 | WINED3DPTFILTERCAPS_MAGFPOINT
4406 | WINED3DPTFILTERCAPS_MINFLINEAR
4407 | WINED3DPTFILTERCAPS_MINFPOINT
4408 | WINED3DPTFILTERCAPS_MIPFLINEAR
4409 | WINED3DPTFILTERCAPS_MIPFPOINT
4410 | WINED3DPTFILTERCAPS_LINEAR
4411 | WINED3DPTFILTERCAPS_LINEARMIPLINEAR
4412 | WINED3DPTFILTERCAPS_LINEARMIPNEAREST
4413 | WINED3DPTFILTERCAPS_MIPLINEAR
4414 | WINED3DPTFILTERCAPS_MIPNEAREST
4415 | WINED3DPTFILTERCAPS_NEAREST;
4417 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_INDEPENDENTUV
4418 | WINED3DPTADDRESSCAPS_CLAMP
4419 | WINED3DPTADDRESSCAPS_WRAP;
4421 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4423 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4425 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4427 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4429 if (gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE])
4431 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4434 caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4437 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4439 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP
4440 | WINED3DPTEXTURECAPS_MIPCUBEMAP;
4441 if (!d3d_info->texture_npot)
4442 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4444 caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFLINEAR
4445 | WINED3DPTFILTERCAPS_MAGFPOINT
4446 | WINED3DPTFILTERCAPS_MINFLINEAR
4447 | WINED3DPTFILTERCAPS_MINFPOINT
4448 | WINED3DPTFILTERCAPS_MIPFLINEAR
4449 | WINED3DPTFILTERCAPS_MIPFPOINT
4450 | WINED3DPTFILTERCAPS_LINEAR
4451 | WINED3DPTFILTERCAPS_LINEARMIPLINEAR
4452 | WINED3DPTFILTERCAPS_LINEARMIPNEAREST
4453 | WINED3DPTFILTERCAPS_MIPLINEAR
4454 | WINED3DPTFILTERCAPS_MIPNEAREST
4455 | WINED3DPTFILTERCAPS_NEAREST;
4457 if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
4459 caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC
4460 | WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4464 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4466 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4468 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4470 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4472 if (gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE])
4474 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4477 if (gl_info->supported[EXT_STENCIL_WRAP])
4479 caps->StencilCaps |= WINED3DSTENCILCAPS_DECR
4480 | WINED3DSTENCILCAPS_INCR;
4483 if (gl_info->supported[WINED3D_GL_VERSION_2_0]
4484 || gl_info->supported[EXT_STENCIL_TWO_SIDE]
4485 || gl_info->supported[ATI_SEPARATE_STENCIL])
4487 caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4490 caps->MaxAnisotropy = gl_info->limits.anisotropy;
4492 if (caps->VertexShaderVersion >= 3)
4494 caps->MaxVertexShader30InstructionSlots
4495 = max(caps->MaxVertexShader30InstructionSlots, gl_info->limits.arb_vs_instructions);
4497 if (caps->VertexShaderVersion >= 2)
4499 caps->VS20Caps.temp_count = max(caps->VS20Caps.temp_count, gl_info->limits.arb_vs_temps);
4501 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4502 caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 | WINED3DDTCAPS_FLOAT16_4;
4505 if (caps->PixelShaderVersion >= 3)
4507 caps->MaxPixelShader30InstructionSlots
4508 = max(caps->MaxPixelShader30InstructionSlots, gl_info->limits.arb_ps_instructions);
4510 if (caps->PixelShaderVersion >= 2)
4512 caps->PS20Caps.temp_count = max(caps->PS20Caps.temp_count, gl_info->limits.arb_ps_temps);
4516 static BOOL wined3d_check_pixel_format_color(const struct wined3d_pixel_format *cfg,
4517 const struct wined3d_format *format)
4519 /* Float formats need FBOs. If FBOs are used this function isn't called */
4520 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
4521 return FALSE;
4523 /* Probably a RGBA_float or color index mode. */
4524 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
4525 return FALSE;
4527 if (cfg->redSize < format->red_size
4528 || cfg->greenSize < format->green_size
4529 || cfg->blueSize < format->blue_size
4530 || cfg->alphaSize < format->alpha_size)
4531 return FALSE;
4533 return TRUE;
4536 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_pixel_format *cfg,
4537 const struct wined3d_format *format)
4539 BOOL lockable = FALSE;
4541 /* Float formats need FBOs. If FBOs are used this function isn't called */
4542 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
4543 return FALSE;
4545 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
4546 lockable = TRUE;
4548 /* On some modern cards like the Geforce8/9, GLX doesn't offer some
4549 * depth/stencil formats which D3D9 reports. We can safely report
4550 * "compatible" formats (e.g. D24 can be used for D16) as long as we
4551 * aren't dealing with a lockable format. This also helps D3D <= 7 as they
4552 * expect D16 which isn't offered without this on Geforce8 cards. */
4553 if (!(cfg->depthSize == format->depth_size || (!lockable && cfg->depthSize > format->depth_size)))
4554 return FALSE;
4556 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also
4557 * need a format without stencil. We can allow a mismatch if the format
4558 * doesn't have any stencil bits. If it does have stencil bits the size
4559 * must match, or stencil wrapping would break. */
4560 if (format->stencil_size && cfg->stencilSize != format->stencil_size)
4561 return FALSE;
4563 return TRUE;
4566 static BOOL adapter_gl_check_format(const struct wined3d_adapter *adapter,
4567 const struct wined3d_format *adapter_format, const struct wined3d_format *rt_format,
4568 const struct wined3d_format *ds_format)
4570 const struct wined3d_adapter_gl *adapter_gl = wined3d_adapter_gl_const(adapter);
4571 unsigned int i;
4573 if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
4574 return TRUE;
4576 if (adapter_format && rt_format)
4578 /* In backbuffer mode the front and backbuffer share the same WGL
4579 * pixelformat. The format must match in RGB, alpha is allowed to be
4580 * different. (Only the backbuffer can have alpha.) */
4581 if (adapter_format->red_size != rt_format->red_size
4582 || adapter_format->green_size != rt_format->green_size
4583 || adapter_format->blue_size != rt_format->blue_size)
4585 TRACE("Render target format %s doesn't match with adapter format %s.\n",
4586 debug_d3dformat(rt_format->id), debug_d3dformat(adapter_format->id));
4587 return FALSE;
4591 for (i = 0; i < adapter_gl->pixel_format_count; ++i)
4593 const struct wined3d_pixel_format *cfg = &adapter_gl->pixel_formats[i];
4595 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
4596 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
4597 if (adapter_format && rt_format && !cfg->windowDrawable)
4598 continue;
4600 if ((!adapter_format || wined3d_check_pixel_format_color(cfg, adapter_format))
4601 && (!rt_format || wined3d_check_pixel_format_color(cfg, rt_format))
4602 && (!ds_format || wined3d_check_pixel_format_depth(cfg, ds_format)))
4604 TRACE("Pixel format %d is compatible.\n", cfg->iPixelFormat);
4605 return TRUE;
4609 return FALSE;
4612 static HRESULT adapter_gl_init_3d(struct wined3d_device *device)
4614 TRACE("device %p.\n", device);
4616 wined3d_cs_init_object(device->cs, wined3d_device_create_primary_opengl_context_cs, device);
4617 wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
4618 if (!wined3d_swapchain_gl(device->swapchains[0])->context_count)
4619 return E_FAIL;
4621 device->d3d_initialized = TRUE;
4623 return WINED3D_OK;
4626 static void adapter_gl_uninit_3d(struct wined3d_device *device)
4628 TRACE("device %p.\n", device);
4630 wined3d_cs_destroy_object(device->cs, wined3d_device_delete_opengl_contexts_cs, device);
4631 wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
4634 static void *adapter_gl_map_bo_address(struct wined3d_context *context,
4635 const struct wined3d_bo_address *data, size_t size, uint32_t map_flags)
4637 return wined3d_context_gl_map_bo_address(wined3d_context_gl(context), data, size, map_flags);
4640 static void adapter_gl_unmap_bo_address(struct wined3d_context *context,
4641 const struct wined3d_bo_address *data, unsigned int range_count, const struct wined3d_range *ranges)
4643 wined3d_context_gl_unmap_bo_address(wined3d_context_gl(context), data, range_count, ranges);
4646 static void adapter_gl_copy_bo_address(struct wined3d_context *context,
4647 const struct wined3d_bo_address *dst, const struct wined3d_bo_address *src, size_t size)
4649 wined3d_context_gl_copy_bo_address(wined3d_context_gl(context), dst, src, size);
4652 static HRESULT adapter_gl_create_swapchain(struct wined3d_device *device, struct wined3d_swapchain_desc *desc,
4653 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_swapchain **swapchain)
4655 struct wined3d_swapchain_gl *swapchain_gl;
4656 HRESULT hr;
4658 TRACE("device %p, desc %p, parent %p, parent_ops %p, swapchain %p.\n",
4659 device, desc, parent, parent_ops, swapchain);
4661 if (!(swapchain_gl = heap_alloc_zero(sizeof(*swapchain_gl))))
4662 return E_OUTOFMEMORY;
4664 if (FAILED(hr = wined3d_swapchain_gl_init(swapchain_gl, device, desc, parent, parent_ops)))
4666 WARN("Failed to initialise swapchain, hr %#x.\n", hr);
4667 heap_free(swapchain_gl);
4668 return hr;
4671 TRACE("Created swapchain %p.\n", swapchain_gl);
4672 *swapchain = &swapchain_gl->s;
4674 return hr;
4677 static void adapter_gl_destroy_swapchain(struct wined3d_swapchain *swapchain)
4679 struct wined3d_swapchain_gl *swapchain_gl = wined3d_swapchain_gl(swapchain);
4681 wined3d_swapchain_gl_cleanup(swapchain_gl);
4682 heap_free(swapchain_gl);
4685 static HRESULT adapter_gl_create_buffer(struct wined3d_device *device,
4686 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
4687 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
4689 struct wined3d_buffer_gl *buffer_gl;
4690 HRESULT hr;
4692 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
4693 device, desc, data, parent, parent_ops, buffer);
4695 if (!(buffer_gl = heap_alloc_zero(sizeof(*buffer_gl))))
4696 return E_OUTOFMEMORY;
4698 if (FAILED(hr = wined3d_buffer_gl_init(buffer_gl, device, desc, data, parent, parent_ops)))
4700 WARN("Failed to initialise buffer, hr %#x.\n", hr);
4701 heap_free(buffer_gl);
4702 return hr;
4705 TRACE("Created buffer %p.\n", buffer_gl);
4706 *buffer = &buffer_gl->b;
4708 return hr;
4711 static void adapter_gl_destroy_buffer(struct wined3d_buffer *buffer)
4713 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer);
4714 struct wined3d_device *device = buffer_gl->b.resource.device;
4715 unsigned int swapchain_count = device->swapchain_count;
4717 TRACE("buffer_gl %p.\n", buffer_gl);
4719 /* Take a reference to the device, in case releasing the buffer would
4720 * cause the device to be destroyed. However, swapchain resources don't
4721 * take a reference to the device, and we wouldn't want to increment the
4722 * refcount on a device that's in the process of being destroyed. */
4723 if (swapchain_count)
4724 wined3d_device_incref(device);
4725 wined3d_buffer_cleanup(&buffer_gl->b);
4726 wined3d_cs_destroy_object(device->cs, heap_free, buffer_gl);
4727 if (swapchain_count)
4728 wined3d_device_decref(device);
4731 static HRESULT adapter_gl_create_texture(struct wined3d_device *device,
4732 const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count,
4733 uint32_t flags, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
4735 struct wined3d_texture_gl *texture_gl;
4736 HRESULT hr;
4738 TRACE("device %p, desc %p, layer_count %u, level_count %u, flags %#x, parent %p, parent_ops %p, texture %p.\n",
4739 device, desc, layer_count, level_count, flags, parent, parent_ops, texture);
4741 if (!(texture_gl = wined3d_texture_allocate_object_memory(sizeof(*texture_gl), level_count, layer_count)))
4742 return E_OUTOFMEMORY;
4744 if (FAILED(hr = wined3d_texture_gl_init(texture_gl, device, desc,
4745 layer_count, level_count, flags, parent, parent_ops)))
4747 WARN("Failed to initialise texture, hr %#x.\n", hr);
4748 heap_free(texture_gl);
4749 return hr;
4752 TRACE("Created texture %p.\n", texture_gl);
4753 *texture = &texture_gl->t;
4755 return hr;
4758 static void adapter_gl_destroy_texture(struct wined3d_texture *texture)
4760 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture);
4761 struct wined3d_device *device = texture_gl->t.resource.device;
4762 unsigned int swapchain_count = device->swapchain_count;
4764 TRACE("texture_gl %p.\n", texture_gl);
4766 /* Take a reference to the device, in case releasing the texture would
4767 * cause the device to be destroyed. However, swapchain resources don't
4768 * take a reference to the device, and we wouldn't want to increment the
4769 * refcount on a device that's in the process of being destroyed. */
4770 if (swapchain_count)
4771 wined3d_device_incref(device);
4773 wined3d_texture_sub_resources_destroyed(texture);
4774 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
4776 wined3d_texture_cleanup(&texture_gl->t);
4777 wined3d_cs_destroy_object(device->cs, heap_free, texture_gl);
4779 if (swapchain_count)
4780 wined3d_device_decref(device);
4783 static HRESULT adapter_gl_create_rendertarget_view(const struct wined3d_view_desc *desc,
4784 struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
4785 struct wined3d_rendertarget_view **view)
4787 struct wined3d_rendertarget_view_gl *view_gl;
4788 HRESULT hr;
4790 TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n",
4791 wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view);
4793 if (!(view_gl = heap_alloc_zero(sizeof(*view_gl))))
4794 return E_OUTOFMEMORY;
4796 if (FAILED(hr = wined3d_rendertarget_view_gl_init(view_gl, desc, resource, parent, parent_ops)))
4798 WARN("Failed to initialise view, hr %#x.\n", hr);
4799 heap_free(view_gl);
4800 return hr;
4803 TRACE("Created render target view %p.\n", view_gl);
4804 *view = &view_gl->v;
4806 return hr;
4809 struct wined3d_view_gl_destroy_ctx
4811 struct wined3d_device *device;
4812 const struct wined3d_gl_view *gl_view;
4813 struct wined3d_bo_gl *counter_bo;
4814 void *object;
4815 struct wined3d_view_gl_destroy_ctx *free;
4818 static void wined3d_view_gl_destroy_object(void *object)
4820 struct wined3d_view_gl_destroy_ctx *ctx = object;
4821 const struct wined3d_gl_info *gl_info;
4822 struct wined3d_context *context;
4823 struct wined3d_device *device;
4824 GLuint counter_id;
4826 device = ctx->device;
4828 counter_id = ctx->counter_bo ? ctx->counter_bo->id : 0;
4829 if (ctx->gl_view->name || counter_id)
4831 context = context_acquire(device, NULL, 0);
4832 gl_info = wined3d_context_gl(context)->gl_info;
4833 if (ctx->gl_view->name)
4835 context_gl_resource_released(device, ctx->gl_view->name, FALSE);
4836 gl_info->gl_ops.gl.p_glDeleteTextures(1, &ctx->gl_view->name);
4838 if (counter_id)
4839 GL_EXTCALL(glDeleteBuffers(1, &counter_id));
4840 checkGLcall("delete resources");
4841 context_release(context);
4844 heap_free(ctx->object);
4845 heap_free(ctx->free);
4848 static void wined3d_view_gl_destroy(struct wined3d_device *device,
4849 const struct wined3d_gl_view *gl_view, struct wined3d_bo_gl *counter_bo, void *object)
4851 struct wined3d_view_gl_destroy_ctx *ctx, c;
4853 if (!(ctx = heap_alloc(sizeof(*ctx))))
4854 ctx = &c;
4855 ctx->device = device;
4856 ctx->gl_view = gl_view;
4857 ctx->counter_bo = counter_bo;
4858 ctx->object = object;
4859 ctx->free = ctx != &c ? ctx : NULL;
4861 wined3d_cs_destroy_object(device->cs, wined3d_view_gl_destroy_object, ctx);
4862 if (ctx == &c)
4863 device->cs->ops->finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
4866 static void adapter_gl_destroy_rendertarget_view(struct wined3d_rendertarget_view *view)
4868 struct wined3d_rendertarget_view_gl *view_gl = wined3d_rendertarget_view_gl(view);
4869 struct wined3d_device *device = view_gl->v.resource->device;
4870 unsigned int swapchain_count = device->swapchain_count;
4872 TRACE("view_gl %p.\n", view_gl);
4874 /* Take a reference to the device, in case releasing the view's resource
4875 * would cause the device to be destroyed. However, swapchain resources
4876 * don't take a reference to the device, and we wouldn't want to increment
4877 * the refcount on a device that's in the process of being destroyed. */
4878 if (swapchain_count)
4879 wined3d_device_incref(device);
4880 wined3d_rendertarget_view_cleanup(&view_gl->v);
4881 wined3d_view_gl_destroy(device, &view_gl->gl_view, NULL, view_gl);
4882 if (swapchain_count)
4883 wined3d_device_decref(device);
4886 static HRESULT adapter_gl_create_shader_resource_view(const struct wined3d_view_desc *desc,
4887 struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
4888 struct wined3d_shader_resource_view **view)
4890 struct wined3d_shader_resource_view_gl *view_gl;
4891 HRESULT hr;
4893 TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n",
4894 wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view);
4896 if (!(view_gl = heap_alloc_zero(sizeof(*view_gl))))
4897 return E_OUTOFMEMORY;
4899 if (FAILED(hr = wined3d_shader_resource_view_gl_init(view_gl, desc, resource, parent, parent_ops)))
4901 WARN("Failed to initialise view, hr %#x.\n", hr);
4902 heap_free(view_gl);
4903 return hr;
4906 TRACE("Created shader resource view %p.\n", view_gl);
4907 *view = &view_gl->v;
4909 return hr;
4912 static void adapter_gl_destroy_shader_resource_view(struct wined3d_shader_resource_view *view)
4914 struct wined3d_shader_resource_view_gl *view_gl = wined3d_shader_resource_view_gl(view);
4915 struct wined3d_device *device = view_gl->v.resource->device;
4916 unsigned int swapchain_count = device->swapchain_count;
4918 TRACE("view_gl %p.\n", view_gl);
4920 /* Take a reference to the device, in case releasing the view's resource
4921 * would cause the device to be destroyed. However, swapchain resources
4922 * don't take a reference to the device, and we wouldn't want to increment
4923 * the refcount on a device that's in the process of being destroyed. */
4924 if (swapchain_count)
4925 wined3d_device_incref(device);
4926 wined3d_shader_resource_view_cleanup(&view_gl->v);
4927 wined3d_view_gl_destroy(device, &view_gl->gl_view, NULL, view_gl);
4928 if (swapchain_count)
4929 wined3d_device_decref(device);
4932 static HRESULT adapter_gl_create_unordered_access_view(const struct wined3d_view_desc *desc,
4933 struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
4934 struct wined3d_unordered_access_view **view)
4936 struct wined3d_unordered_access_view_gl *view_gl;
4937 HRESULT hr;
4939 TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n",
4940 wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view);
4942 if (!(view_gl = heap_alloc_zero(sizeof(*view_gl))))
4943 return E_OUTOFMEMORY;
4945 if (FAILED(hr = wined3d_unordered_access_view_gl_init(view_gl, desc, resource, parent, parent_ops)))
4947 WARN("Failed to initialise view, hr %#x.\n", hr);
4948 heap_free(view_gl);
4949 return hr;
4952 TRACE("Created unordered access view %p.\n", view_gl);
4953 *view = &view_gl->v;
4955 return hr;
4958 static void adapter_gl_destroy_unordered_access_view(struct wined3d_unordered_access_view *view)
4960 struct wined3d_unordered_access_view_gl *view_gl = wined3d_unordered_access_view_gl(view);
4961 struct wined3d_device *device = view_gl->v.resource->device;
4962 unsigned int swapchain_count = device->swapchain_count;
4964 TRACE("view_gl %p.\n", view_gl);
4966 /* Take a reference to the device, in case releasing the view's resource
4967 * would cause the device to be destroyed. However, swapchain resources
4968 * don't take a reference to the device, and we wouldn't want to increment
4969 * the refcount on a device that's in the process of being destroyed. */
4970 if (swapchain_count)
4971 wined3d_device_incref(device);
4972 wined3d_unordered_access_view_cleanup(&view_gl->v);
4973 wined3d_view_gl_destroy(device, &view_gl->gl_view, &view_gl->counter_bo, view_gl);
4974 if (swapchain_count)
4975 wined3d_device_decref(device);
4978 static HRESULT adapter_gl_create_sampler(struct wined3d_device *device, const struct wined3d_sampler_desc *desc,
4979 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_sampler **sampler)
4981 struct wined3d_sampler_gl *sampler_gl;
4983 TRACE("device %p, desc %p, parent %p, parent_ops %p, sampler %p.\n",
4984 device, desc, parent, parent_ops, sampler);
4986 if (!(sampler_gl = heap_alloc_zero(sizeof(*sampler_gl))))
4987 return E_OUTOFMEMORY;
4989 wined3d_sampler_gl_init(sampler_gl, device, desc, parent, parent_ops);
4991 TRACE("Created sampler %p.\n", sampler_gl);
4992 *sampler = &sampler_gl->s;
4994 return WINED3D_OK;
4997 static void wined3d_sampler_gl_destroy_object(void *object)
4999 struct wined3d_sampler_gl *sampler_gl = object;
5000 const struct wined3d_gl_info *gl_info;
5001 struct wined3d_context *context;
5003 if (sampler_gl->name)
5005 context = context_acquire(sampler_gl->s.device, NULL, 0);
5006 gl_info = wined3d_context_gl(context)->gl_info;
5007 GL_EXTCALL(glDeleteSamplers(1, &sampler_gl->name));
5008 context_release(context);
5011 heap_free(sampler_gl);
5014 static void adapter_gl_destroy_sampler(struct wined3d_sampler *sampler)
5016 struct wined3d_sampler_gl *sampler_gl = wined3d_sampler_gl(sampler);
5018 TRACE("sampler_gl %p.\n", sampler_gl);
5020 wined3d_cs_destroy_object(sampler->device->cs, wined3d_sampler_gl_destroy_object, sampler_gl);
5023 static HRESULT adapter_gl_create_query(struct wined3d_device *device, enum wined3d_query_type type,
5024 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_query **query)
5026 TRACE("device %p, type %#x, parent %p, parent_ops %p, query %p.\n",
5027 device, type, parent, parent_ops, query);
5029 return wined3d_query_gl_create(device, type, parent, parent_ops, query);
5032 static void wined3d_query_gl_destroy_object(void *object)
5034 struct wined3d_query *query = object;
5036 if (query->buffer_object)
5038 struct wined3d_context *context;
5040 context = context_acquire(query->device, NULL, 0);
5041 wined3d_query_gl_destroy_buffer_object(wined3d_context_gl(context), query);
5042 context_release(context);
5045 /* Queries are specific to the GL context that created them. Not
5046 * deleting the query will obviously leak it, but that's still better
5047 * than potentially deleting a different query with the same id in this
5048 * context, and (still) leaking the actual query. */
5049 query->query_ops->query_destroy(query);
5052 static void adapter_gl_destroy_query(struct wined3d_query *query)
5054 TRACE("query %p.\n", query);
5056 wined3d_cs_destroy_object(query->device->cs, wined3d_query_gl_destroy_object, query);
5059 static void adapter_gl_flush_context(struct wined3d_context *context)
5061 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5063 TRACE("context_gl %p.\n", context_gl);
5065 if (context_gl->valid)
5066 context_gl->gl_info->gl_ops.gl.p_glFlush();
5069 void adapter_gl_clear_uav(struct wined3d_context *context,
5070 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value)
5072 TRACE("context %p, view %p, clear_value %s.\n", context, view, debug_uvec4(clear_value));
5074 wined3d_unordered_access_view_gl_clear_uint(wined3d_unordered_access_view_gl(view),
5075 clear_value, wined3d_context_gl(context));
5078 static const struct wined3d_adapter_ops wined3d_adapter_gl_ops =
5080 .adapter_destroy = adapter_gl_destroy,
5081 .adapter_create_device = adapter_gl_create_device,
5082 .adapter_destroy_device = adapter_gl_destroy_device,
5083 .adapter_acquire_context = adapter_gl_acquire_context,
5084 .adapter_release_context = adapter_gl_release_context,
5085 .adapter_get_wined3d_caps = adapter_gl_get_wined3d_caps,
5086 .adapter_check_format = adapter_gl_check_format,
5087 .adapter_init_3d = adapter_gl_init_3d,
5088 .adapter_uninit_3d = adapter_gl_uninit_3d,
5089 .adapter_map_bo_address = adapter_gl_map_bo_address,
5090 .adapter_unmap_bo_address = adapter_gl_unmap_bo_address,
5091 .adapter_copy_bo_address = adapter_gl_copy_bo_address,
5092 .adapter_create_swapchain = adapter_gl_create_swapchain,
5093 .adapter_destroy_swapchain = adapter_gl_destroy_swapchain,
5094 .adapter_create_buffer = adapter_gl_create_buffer,
5095 .adapter_destroy_buffer = adapter_gl_destroy_buffer,
5096 .adapter_create_texture = adapter_gl_create_texture,
5097 .adapter_destroy_texture = adapter_gl_destroy_texture,
5098 .adapter_create_rendertarget_view = adapter_gl_create_rendertarget_view,
5099 .adapter_destroy_rendertarget_view = adapter_gl_destroy_rendertarget_view,
5100 .adapter_create_shader_resource_view = adapter_gl_create_shader_resource_view,
5101 .adapter_destroy_shader_resource_view = adapter_gl_destroy_shader_resource_view,
5102 .adapter_create_unordered_access_view = adapter_gl_create_unordered_access_view,
5103 .adapter_destroy_unordered_access_view = adapter_gl_destroy_unordered_access_view,
5104 .adapter_create_sampler = adapter_gl_create_sampler,
5105 .adapter_destroy_sampler = adapter_gl_destroy_sampler,
5106 .adapter_create_query = adapter_gl_create_query,
5107 .adapter_destroy_query = adapter_gl_destroy_query,
5108 .adapter_flush_context = adapter_gl_flush_context,
5109 .adapter_draw_primitive = draw_primitive,
5110 .adapter_dispatch_compute = dispatch_compute,
5111 .adapter_clear_uav = adapter_gl_clear_uav,
5114 static void wined3d_adapter_gl_init_d3d_info(struct wined3d_adapter_gl *adapter_gl, uint32_t wined3d_creation_flags)
5116 const struct wined3d_gl_info *gl_info = &adapter_gl->a.gl_info;
5117 struct wined3d_d3d_info *d3d_info = &adapter_gl->a.d3d_info;
5118 struct wined3d_vertex_caps vertex_caps;
5119 struct fragment_caps fragment_caps;
5120 struct shader_caps shader_caps;
5121 GLfloat f[2];
5123 adapter_gl->a.shader_backend->shader_get_caps(&adapter_gl->a, &shader_caps);
5124 adapter_gl->a.vertex_pipe->vp_get_caps(&adapter_gl->a, &vertex_caps);
5125 adapter_gl->a.misc_state_template = misc_state_template_gl;
5126 adapter_gl->a.fragment_pipe->get_caps(&adapter_gl->a, &fragment_caps);
5128 d3d_info->limits.vs_version = shader_caps.vs_version;
5129 d3d_info->limits.hs_version = shader_caps.hs_version;
5130 d3d_info->limits.ds_version = shader_caps.ds_version;
5131 d3d_info->limits.gs_version = shader_caps.gs_version;
5132 d3d_info->limits.ps_version = shader_caps.ps_version;
5133 d3d_info->limits.cs_version = shader_caps.cs_version;
5134 d3d_info->limits.vs_uniform_count = shader_caps.vs_uniform_count;
5135 d3d_info->limits.ps_uniform_count = shader_caps.ps_uniform_count;
5136 d3d_info->limits.varying_count = shader_caps.varying_count;
5137 d3d_info->limits.ffp_textures = fragment_caps.MaxSimultaneousTextures;
5138 d3d_info->limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages;
5139 TRACE("Max texture stages: %u.\n", d3d_info->limits.ffp_blend_stages);
5140 d3d_info->limits.ffp_vertex_blend_matrices = vertex_caps.max_vertex_blend_matrices;
5141 d3d_info->limits.active_light_count = vertex_caps.max_active_lights;
5143 d3d_info->limits.max_rt_count = gl_info->limits.buffers;
5144 d3d_info->limits.max_clip_distances = gl_info->limits.user_clip_distances;
5145 d3d_info->limits.texture_size = gl_info->limits.texture_size;
5147 gl_info->gl_ops.gl.p_glGetFloatv(gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
5148 ? GL_ALIASED_POINT_SIZE_RANGE : GL_POINT_SIZE_RANGE, f);
5149 d3d_info->limits.pointsize_max = f[1];
5150 TRACE("Maximum point size support - max point size %.8e.\n", f[1]);
5152 d3d_info->wined3d_creation_flags = wined3d_creation_flags;
5153 d3d_info->xyzrhw = vertex_caps.xyzrhw;
5154 d3d_info->emulated_flatshading = vertex_caps.emulated_flatshading;
5155 d3d_info->ffp_generic_attributes = vertex_caps.ffp_generic_attributes;
5156 d3d_info->ffp_alpha_test = !!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
5157 d3d_info->vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING;
5158 d3d_info->shader_color_key = !!(fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_COLOR_KEY);
5159 d3d_info->shader_double_precision = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_DOUBLE_PRECISION);
5160 d3d_info->shader_output_interpolation = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION);
5161 d3d_info->viewport_array_index_any_shader = !!gl_info->supported[ARB_SHADER_VIEWPORT_LAYER_ARRAY];
5162 d3d_info->texture_npot = !!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO];
5163 d3d_info->texture_npot_conditional = gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
5164 || gl_info->supported[ARB_TEXTURE_RECTANGLE];
5165 d3d_info->draw_base_vertex_offset = !!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX];
5166 d3d_info->vertex_bgra = !!gl_info->supported[ARB_VERTEX_ARRAY_BGRA];
5167 d3d_info->texture_swizzle = !!gl_info->supported[ARB_TEXTURE_SWIZZLE];
5168 d3d_info->srgb_read_control = !!gl_info->supported[EXT_TEXTURE_SRGB_DECODE];
5169 d3d_info->srgb_write_control = !!gl_info->supported[ARB_FRAMEBUFFER_SRGB];
5170 d3d_info->clip_control = !!gl_info->supported[ARB_CLIP_CONTROL];
5171 d3d_info->full_ffp_varyings = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_FULL_FFP_VARYINGS);
5172 d3d_info->scaled_resolve = !!gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE_BLIT_SCALED];
5173 d3d_info->feature_level = feature_level_from_caps(gl_info, &shader_caps, &fragment_caps);
5175 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
5176 d3d_info->multisample_draw_location = WINED3D_LOCATION_TEXTURE_RGB;
5177 else
5178 d3d_info->multisample_draw_location = WINED3D_LOCATION_RB_MULTISAMPLE;
5181 static BOOL wined3d_adapter_gl_init(struct wined3d_adapter_gl *adapter_gl,
5182 unsigned int ordinal, unsigned int wined3d_creation_flags)
5184 static const DWORD supported_gl_versions[] =
5186 MAKEDWORD_VERSION(4, 4),
5187 MAKEDWORD_VERSION(3, 2),
5188 MAKEDWORD_VERSION(1, 0),
5190 struct wined3d_gl_info *gl_info = &adapter_gl->a.gl_info;
5191 struct wined3d_caps_gl_ctx caps_gl_ctx = {0};
5192 unsigned int i;
5194 TRACE("adapter_gl %p, ordinal %u, wined3d_creation_flags %#x.\n",
5195 adapter_gl, ordinal, wined3d_creation_flags);
5197 if (!wined3d_adapter_init(&adapter_gl->a, ordinal, &wined3d_adapter_gl_ops))
5198 return FALSE;
5200 /* Dynamically load all GL core functions */
5201 #ifdef USE_WIN32_OPENGL
5203 HMODULE mod_gl = GetModuleHandleA("opengl32.dll");
5204 #define USE_GL_FUNC(f) gl_info->gl_ops.gl.p_##f = (void *)GetProcAddress(mod_gl, #f);
5205 ALL_WGL_FUNCS
5206 #undef USE_GL_FUNC
5207 gl_info->gl_ops.wgl.p_wglSwapBuffers = (void *)GetProcAddress(mod_gl, "wglSwapBuffers");
5208 gl_info->gl_ops.wgl.p_wglGetPixelFormat = (void *)GetProcAddress(mod_gl, "wglGetPixelFormat");
5210 #else
5211 /* To bypass the opengl32 thunks retrieve functions from the WGL driver instead of opengl32 */
5213 HDC hdc = GetDC( 0 );
5214 const struct opengl_funcs *wgl_driver = __wine_get_wgl_driver( hdc, WINE_WGL_DRIVER_VERSION );
5215 ReleaseDC( 0, hdc );
5216 if (!wgl_driver || wgl_driver == (void *)-1) return FALSE;
5217 gl_info->gl_ops.wgl = wgl_driver->wgl;
5218 gl_info->gl_ops.gl = wgl_driver->gl;
5220 #endif
5222 gl_info->p_glEnableWINE = gl_info->gl_ops.gl.p_glEnable;
5223 gl_info->p_glDisableWINE = gl_info->gl_ops.gl.p_glDisable;
5225 if (!wined3d_caps_gl_ctx_create(&adapter_gl->a, &caps_gl_ctx))
5227 ERR("Failed to get a GL context for adapter %p.\n", adapter_gl);
5228 return FALSE;
5231 for (i = 0; i < ARRAY_SIZE(supported_gl_versions); ++i)
5233 if (supported_gl_versions[i] <= wined3d_settings.max_gl_version)
5234 break;
5236 if (i == ARRAY_SIZE(supported_gl_versions))
5238 ERR_(winediag)("Requested invalid GL version %u.%u.\n",
5239 wined3d_settings.max_gl_version >> 16, wined3d_settings.max_gl_version & 0xffff);
5240 i = ARRAY_SIZE(supported_gl_versions) - 1;
5243 for (; i < ARRAY_SIZE(supported_gl_versions); ++i)
5245 gl_info->selected_gl_version = supported_gl_versions[i];
5247 if (wined3d_caps_gl_ctx_create_attribs(&caps_gl_ctx, gl_info))
5248 break;
5250 WARN("Couldn't create an OpenGL %u.%u context, trying fallback to a lower version.\n",
5251 supported_gl_versions[i] >> 16, supported_gl_versions[i] & 0xffff);
5254 if (!wined3d_adapter_init_gl_caps(&adapter_gl->a, &caps_gl_ctx, wined3d_creation_flags))
5256 ERR("Failed to initialize GL caps for adapter %p.\n", adapter_gl);
5257 wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
5258 return FALSE;
5261 wined3d_adapter_gl_init_d3d_info(adapter_gl, wined3d_creation_flags);
5262 if (!adapter_gl->a.d3d_info.shader_color_key)
5264 /* We do not want to deal with re-creating immutable texture storage
5265 * for colour-keying emulation. */
5266 WARN("Disabling ARB_texture_storage because fragment pipe doesn't support colour-keying.\n");
5267 gl_info->supported[ARB_TEXTURE_STORAGE] = FALSE;
5270 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
5271 ERR_(winediag)("You are using the backbuffer for offscreen rendering. "
5272 "This is unsupported, and will be removed in a future version.\n");
5274 wined3d_adapter_init_fb_cfgs(adapter_gl, caps_gl_ctx.dc);
5275 /* We haven't found any suitable formats. This should only happen in
5276 * case of GDI software rendering, which is pretty useless anyway. */
5277 if (!adapter_gl->pixel_format_count)
5279 WARN("No suitable pixel formats found.\n");
5280 wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
5281 heap_free(adapter_gl->pixel_formats);
5282 return FALSE;
5285 if (!wined3d_adapter_gl_init_format_info(&adapter_gl->a, &caps_gl_ctx))
5287 ERR("Failed to initialize GL format info.\n");
5288 wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
5289 heap_free(adapter_gl->pixel_formats);
5290 return FALSE;
5293 wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
5295 wined3d_adapter_init_ffp_attrib_ops(&adapter_gl->a);
5297 return TRUE;
5300 struct wined3d_adapter *wined3d_adapter_gl_create(unsigned int ordinal, unsigned int wined3d_creation_flags)
5302 struct wined3d_adapter_gl *adapter;
5304 if (!(adapter = heap_alloc_zero(sizeof(*adapter))))
5305 return NULL;
5307 if (!wined3d_adapter_gl_init(adapter, ordinal, wined3d_creation_flags))
5309 heap_free(adapter);
5310 return NULL;
5313 TRACE("Created adapter %p.\n", adapter);
5315 return &adapter->a;