wined3d: Retrieve the surface's texture name through a function.
[wine.git] / dlls / wined3d / directx.c
blob8d77321e3899f8061c25c245ab69c83e6ea1531d
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
9 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
11 * This library is free software; you can redistribute it and/or
12 * modify it under the terms of the GNU Lesser General Public
13 * License as published by the Free Software Foundation; either
14 * version 2.1 of the License, or (at your option) any later version.
16 * This library is distributed in the hope that it will be useful,
17 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 * Lesser General Public License for more details.
21 * You should have received a copy of the GNU Lesser General Public
22 * License along with this library; if not, write to the Free Software
23 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "config.h"
27 #include <stdio.h>
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
33 #define WINE_DEFAULT_VIDMEM (64 * 1024 * 1024)
35 /* The d3d device ID */
36 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
38 /* Extension detection */
39 static const struct {
40 const char *extension_string;
41 GL_SupportedExt extension;
42 DWORD version;
43 } EXTENSION_MAP[] = {
44 /* APPLE */
45 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
46 {"GL_APPLE_fence", APPLE_FENCE, 0 },
47 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
48 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE, 0 },
49 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
50 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
52 /* ARB */
53 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
54 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT, 0 },
55 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP, 0 },
56 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE, 0 },
57 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
58 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
59 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
60 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT, 0 },
61 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
62 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
63 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX, 0 },
64 {"GL_ARB_imaging", ARB_IMAGING, 0 },
65 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE, 0 },
66 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
67 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
68 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
69 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
70 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
71 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
72 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX, 0 },
73 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
74 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD, 0 },
75 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100, 0 },
76 {"GL_ARB_shadow", ARB_SHADOW, 0 },
77 {"GL_ARB_sync", ARB_SYNC, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC, 0 },
81 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
82 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
83 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
84 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
85 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
86 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
87 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
88 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
89 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
90 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA, 0 },
91 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
92 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
93 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
94 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
96 /* ATI */
97 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
98 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
99 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
100 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
101 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
103 /* EXT */
104 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
105 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
106 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
107 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
108 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST, 0 },
109 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2, 0 },
110 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
111 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
112 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
113 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
114 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
115 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4, 0 },
116 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL, 0 },
117 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
118 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
119 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX, 0 },
120 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
121 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
122 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
123 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
124 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
125 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
126 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
127 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
128 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
129 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
130 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
131 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
132 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
134 /* NV */
135 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
136 {"GL_NV_fence", NV_FENCE, 0 },
137 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
138 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
139 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
140 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION, 0 },
141 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
142 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
143 {"GL_NV_point_sprite", NV_POINT_SPRITE, 0 },
144 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
145 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
146 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
147 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
148 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
149 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
150 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
151 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
152 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
153 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION, 0 },
154 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
156 /* SGI */
157 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
160 /**********************************************************
161 * Utility functions follow
162 **********************************************************/
164 const struct min_lookup minMipLookup[] =
166 /* NONE POINT LINEAR */
167 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
168 {{GL_NEAREST, GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST_MIPMAP_LINEAR}}, /* POINT*/
169 {{GL_LINEAR, GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR}}, /* LINEAR */
172 const struct min_lookup minMipLookup_noFilter[] =
174 /* NONE POINT LINEAR */
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* LINEAR */
180 const struct min_lookup minMipLookup_noMip[] =
182 /* NONE POINT LINEAR */
183 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* NONE */
184 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}}, /* POINT */
185 {{GL_LINEAR, GL_LINEAR, GL_LINEAR }}, /* LINEAR */
188 const GLenum magLookup[] =
190 /* NONE POINT LINEAR */
191 GL_NEAREST, GL_NEAREST, GL_LINEAR,
194 const GLenum magLookup_noFilter[] =
196 /* NONE POINT LINEAR */
197 GL_NEAREST, GL_NEAREST, GL_NEAREST,
200 /* drawStridedSlow attributes */
201 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
202 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
203 glAttribFunc specular_func_3ubv;
204 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
205 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
206 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
209 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
210 * i.e., there is no GL Context - Get a default rendering context to enable the
211 * function query some info from GL.
214 struct wined3d_fake_gl_ctx
216 HDC dc;
217 HWND wnd;
218 HGLRC gl_ctx;
219 HDC restore_dc;
220 HGLRC restore_gl_ctx;
223 static void WineD3D_ReleaseFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
225 TRACE_(d3d_caps)("Destroying fake GL context.\n");
227 if (!pwglMakeCurrent(NULL, NULL))
229 ERR_(d3d_caps)("Failed to disable fake GL context.\n");
232 if (!pwglDeleteContext(ctx->gl_ctx))
234 DWORD err = GetLastError();
235 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
238 ReleaseDC(ctx->wnd, ctx->dc);
239 DestroyWindow(ctx->wnd);
241 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
243 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
247 /* Do not call while under the GL lock. */
248 static BOOL WineD3D_CreateFakeGLContext(struct wined3d_fake_gl_ctx *ctx)
250 PIXELFORMATDESCRIPTOR pfd;
251 int iPixelFormat;
253 TRACE("getting context...\n");
255 ctx->restore_dc = pwglGetCurrentDC();
256 ctx->restore_gl_ctx = pwglGetCurrentContext();
258 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
259 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
260 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
261 if (!ctx->wnd)
263 ERR_(d3d_caps)("Failed to create a window.\n");
264 goto fail;
267 ctx->dc = GetDC(ctx->wnd);
268 if (!ctx->dc)
270 ERR_(d3d_caps)("Failed to get a DC.\n");
271 goto fail;
274 /* PixelFormat selection */
275 ZeroMemory(&pfd, sizeof(pfd));
276 pfd.nSize = sizeof(pfd);
277 pfd.nVersion = 1;
278 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
279 pfd.iPixelType = PFD_TYPE_RGBA;
280 pfd.cColorBits = 32;
281 pfd.iLayerType = PFD_MAIN_PLANE;
283 iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd);
284 if (!iPixelFormat)
286 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
287 ERR_(d3d_caps)("Can't find a suitable iPixelFormat.\n");
288 goto fail;
290 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
291 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
293 /* Create a GL context. */
294 ctx->gl_ctx = pwglCreateContext(ctx->dc);
295 if (!ctx->gl_ctx)
297 WARN_(d3d_caps)("Error creating default context for capabilities initialization.\n");
298 goto fail;
301 /* Make it the current GL context. */
302 if (!context_set_current(NULL))
304 ERR_(d3d_caps)("Failed to clear current D3D context.\n");
307 if (!pwglMakeCurrent(ctx->dc, ctx->gl_ctx))
309 ERR_(d3d_caps)("Failed to make fake GL context current.\n");
310 goto fail;
313 return TRUE;
315 fail:
316 if (ctx->gl_ctx) pwglDeleteContext(ctx->gl_ctx);
317 ctx->gl_ctx = NULL;
318 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
319 ctx->dc = NULL;
320 if (ctx->wnd) DestroyWindow(ctx->wnd);
321 ctx->wnd = NULL;
322 if (ctx->restore_gl_ctx && !pwglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
324 ERR_(d3d_caps)("Failed to restore previous GL context.\n");
327 return FALSE;
330 /* Adjust the amount of used texture memory */
331 unsigned int WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *device, unsigned int glram)
333 struct wined3d_adapter *adapter = device->adapter;
335 adapter->UsedTextureRam += glram;
336 TRACE("Adjusted gl ram by %d to %d\n", glram, adapter->UsedTextureRam);
337 return adapter->UsedTextureRam;
340 static void wined3d_adapter_cleanup(struct wined3d_adapter *adapter)
342 HeapFree(GetProcessHeap(), 0, adapter->gl_info.formats);
343 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
346 ULONG CDECL wined3d_incref(struct wined3d *wined3d)
348 ULONG refcount = InterlockedIncrement(&wined3d->ref);
350 TRACE("%p increasing refcount to %u.\n", wined3d, refcount);
352 return refcount;
355 ULONG CDECL wined3d_decref(struct wined3d *wined3d)
357 ULONG refcount = InterlockedDecrement(&wined3d->ref);
359 TRACE("%p decreasing refcount to %u.\n", wined3d, refcount);
361 if (!refcount)
363 unsigned int i;
365 for (i = 0; i < wined3d->adapter_count; ++i)
367 wined3d_adapter_cleanup(&wined3d->adapters[i]);
369 HeapFree(GetProcessHeap(), 0, wined3d);
372 return refcount;
375 /**********************************************************
376 * IWineD3D parts follows
377 **********************************************************/
379 /* GL locking is done by the caller */
380 static inline BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
382 GLuint prog;
383 BOOL ret = FALSE;
384 const char *testcode =
385 "!!ARBvp1.0\n"
386 "PARAM C[66] = { program.env[0..65] };\n"
387 "ADDRESS A0;"
388 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
389 "ARL A0.x, zero.x;\n"
390 "MOV result.position, C[A0.x + 65];\n"
391 "END\n";
393 while(glGetError());
394 GL_EXTCALL(glGenProgramsARB(1, &prog));
395 if(!prog) {
396 ERR("Failed to create an ARB offset limit test program\n");
398 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
399 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
400 strlen(testcode), testcode));
401 if (glGetError())
403 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
404 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
405 ret = TRUE;
406 } else TRACE("OpenGL implementation allows offsets > 63\n");
408 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
409 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
410 checkGLcall("ARB vp offset limit test cleanup");
412 return ret;
415 static DWORD ver_for_ext(GL_SupportedExt ext)
417 unsigned int i;
418 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
419 if(EXTENSION_MAP[i].extension == ext) {
420 return EXTENSION_MAP[i].version;
423 return 0;
426 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
427 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
429 if (card_vendor != HW_VENDOR_AMD) return FALSE;
430 if (device == CARD_AMD_RADEON_9500) return TRUE;
431 if (device == CARD_AMD_RADEON_X700) return TRUE;
432 if (device == CARD_AMD_RADEON_X1600) return TRUE;
433 return FALSE;
436 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
437 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
439 if (card_vendor == HW_VENDOR_NVIDIA)
441 if (device == CARD_NVIDIA_GEFORCEFX_5200 ||
442 device == CARD_NVIDIA_GEFORCEFX_5600 ||
443 device == CARD_NVIDIA_GEFORCEFX_5800)
445 return TRUE;
448 return FALSE;
451 static BOOL match_apple(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
452 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
454 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
455 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
456 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
458 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
459 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
460 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
461 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
462 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
463 * the chance that other implementations support them is rather small since Win32 QuickTime uses
464 * DirectDraw, not OpenGL.
466 * This test has been moved into wined3d_guess_gl_vendor()
468 if (gl_vendor == GL_VENDOR_APPLE)
470 return TRUE;
472 return FALSE;
475 /* Context activation is done by the caller. */
476 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
478 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
479 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
480 * all the texture. This function detects this bug by its symptom and disables PBOs
481 * if the test fails.
483 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
484 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
485 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
486 * read back is compared to the original. If they are equal PBOs are assumed to work,
487 * otherwise the PBO extension is disabled. */
488 GLuint texture, pbo;
489 static const unsigned int pattern[] =
491 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
492 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
493 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
494 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
496 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
498 /* No PBO -> No point in testing them. */
499 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
501 ENTER_GL();
503 while (glGetError());
504 glGenTextures(1, &texture);
505 glBindTexture(GL_TEXTURE_2D, texture);
507 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
508 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
509 checkGLcall("Specifying the PBO test texture");
511 GL_EXTCALL(glGenBuffersARB(1, &pbo));
512 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
513 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
514 checkGLcall("Specifying the PBO test pbo");
516 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
517 checkGLcall("Loading the PBO test texture");
519 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
520 LEAVE_GL();
522 wglFinish(); /* just to be sure */
524 memset(check, 0, sizeof(check));
525 ENTER_GL();
526 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
527 checkGLcall("Reading back the PBO test texture");
529 glDeleteTextures(1, &texture);
530 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
531 checkGLcall("PBO test cleanup");
533 LEAVE_GL();
535 if (memcmp(check, pattern, sizeof(check)))
537 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original.\n");
538 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance.\n");
539 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
541 else
543 TRACE_(d3d_caps)("PBO test successful.\n");
547 static BOOL match_apple_intel(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
548 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
550 return (card_vendor == HW_VENDOR_INTEL) && (gl_vendor == GL_VENDOR_APPLE);
553 static BOOL match_apple_nonr500ati(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
554 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
556 if (gl_vendor != GL_VENDOR_APPLE) return FALSE;
557 if (card_vendor != HW_VENDOR_AMD) return FALSE;
558 if (device == CARD_AMD_RADEON_X1600) return FALSE;
559 return TRUE;
562 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
563 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
565 return gl_vendor == GL_VENDOR_FGLRX;
569 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
570 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
572 /* DX9 cards support 40 single float varyings in hardware, most drivers report 32. ATI misreports
573 * 44 varyings. So assume that if we have more than 44 varyings we have a dx10 card.
574 * This detection is for the gl_ClipPos varying quirk. If a d3d9 card really supports more than 44
575 * varyings and we subtract one in dx9 shaders its not going to hurt us because the dx9 limit is
576 * hardcoded
578 * dx10 cards usually have 64 varyings */
579 return gl_info->limits.glsl_varyings > 44;
582 /* A GL context is provided by the caller */
583 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
584 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
586 GLenum error;
587 DWORD data[16];
589 if (!gl_info->supported[EXT_SECONDARY_COLOR]) return FALSE;
591 ENTER_GL();
592 while(glGetError());
593 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
594 error = glGetError();
595 LEAVE_GL();
597 if(error == GL_NO_ERROR)
599 TRACE("GL Implementation accepts 4 component specular color pointers\n");
600 return TRUE;
602 else
604 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
605 debug_glerror(error));
606 return FALSE;
610 static BOOL match_apple_nvts(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
611 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
613 if (!match_apple(gl_info, gl_renderer, gl_vendor, card_vendor, device)) return FALSE;
614 return gl_info->supported[NV_TEXTURE_SHADER];
617 /* A GL context is provided by the caller */
618 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
619 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
621 GLuint prog;
622 BOOL ret = FALSE;
623 GLint pos;
624 const char *testcode =
625 "!!ARBvp1.0\n"
626 "OPTION NV_vertex_program2;\n"
627 "MOV result.clip[0], 0.0;\n"
628 "MOV result.position, 0.0;\n"
629 "END\n";
631 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
633 ENTER_GL();
634 while(glGetError());
636 GL_EXTCALL(glGenProgramsARB(1, &prog));
637 if(!prog)
639 ERR("Failed to create the NVvp clip test program\n");
640 LEAVE_GL();
641 return FALSE;
643 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
644 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
645 strlen(testcode), testcode));
646 glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
647 if(pos != -1)
649 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
650 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
651 ret = TRUE;
652 while(glGetError());
654 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
656 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
657 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
658 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
660 LEAVE_GL();
661 return ret;
664 /* Context activation is done by the caller. */
665 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
666 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
668 char data[4 * 4 * 4];
669 GLuint tex, fbo;
670 GLenum status;
672 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
674 memset(data, 0xcc, sizeof(data));
676 ENTER_GL();
678 glGenTextures(1, &tex);
679 glBindTexture(GL_TEXTURE_2D, tex);
680 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
681 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
682 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
683 checkGLcall("glTexImage2D");
685 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
686 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
687 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
688 checkGLcall("glFramebufferTexture2D");
690 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
691 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
692 checkGLcall("glCheckFramebufferStatus");
694 memset(data, 0x11, sizeof(data));
695 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
696 checkGLcall("glTexSubImage2D");
698 glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
699 glClear(GL_COLOR_BUFFER_BIT);
700 checkGLcall("glClear");
702 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
703 checkGLcall("glGetTexImage");
705 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
706 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
707 glBindTexture(GL_TEXTURE_2D, 0);
708 checkGLcall("glBindTexture");
710 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
711 glDeleteTextures(1, &tex);
712 checkGLcall("glDeleteTextures");
714 LEAVE_GL();
716 return *(DWORD *)data == 0x11111111;
719 static void quirk_arb_constants(struct wined3d_gl_info *gl_info)
721 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL.\n", gl_info->limits.arb_vs_native_constants);
722 gl_info->limits.glsl_vs_float_constants = gl_info->limits.arb_vs_native_constants;
723 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL.\n", gl_info->limits.arb_ps_native_constants);
724 gl_info->limits.glsl_ps_float_constants = gl_info->limits.arb_ps_native_constants;
727 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
729 quirk_arb_constants(gl_info);
730 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
731 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
732 * allow 48 different offsets or other helper immediate values. */
733 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use.\n");
734 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
737 /* fglrx crashes with a very bad kernel panic if GL_POINT_SPRITE_ARB is set to GL_COORD_REPLACE_ARB
738 * on more than one texture unit. This means that the d3d9 visual point size test will cause a
739 * kernel panic on any machine running fglrx 9.3(latest that supports r300 to r500 cards). This
740 * quirk only enables point sprites on the first texture unit. This keeps point sprites working in
741 * most games, but avoids the crash
743 * A more sophisticated way would be to find all units that need texture coordinates and enable
744 * point sprites for one if only one is found, and software emulate point sprites in drawStridedSlow
745 * if more than one unit needs texture coordinates(This requires software ffp and vertex shaders though)
747 * Note that disabling the extension entirely does not gain predictability because there is no point
748 * sprite capability flag in d3d, so the potential rendering bugs are the same if we disable the extension. */
749 static void quirk_one_point_sprite(struct wined3d_gl_info *gl_info)
751 if (gl_info->supported[ARB_POINT_SPRITE])
753 TRACE("Limiting point sprites to one texture unit.\n");
754 gl_info->limits.point_sprite_units = 1;
758 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
760 quirk_arb_constants(gl_info);
762 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
763 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
764 * If real NP2 textures are used, the driver falls back to software. We could just remove the
765 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
766 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
767 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
768 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
770 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
771 * has this extension promoted to core. The extension loading code sets this extension supported
772 * due to that, so this code works on fglrx as well. */
773 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
775 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
776 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
777 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
780 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
781 * it is generally more efficient. Reserve just 8 constants. */
782 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use.\n");
783 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
786 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
788 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
789 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
790 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
791 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
792 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
793 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
795 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
796 * triggering the software fallback. There is not much we can do here apart from disabling the
797 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
798 * in IWineD3DImpl_FillGLCaps).
799 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
800 * post-processing effects in the game "Max Payne 2").
801 * The behaviour can be verified through a simple test app attached in bugreport #14724. */
802 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
803 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
804 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
807 static void quirk_texcoord_w(struct wined3d_gl_info *gl_info)
809 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
810 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
811 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
812 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
813 * according to the spec.
815 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
816 * makes the shader slower and eats instruction slots which should be available to the d3d app.
818 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
819 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
820 * this workaround is activated on cards that do not need it, it won't break things, just affect
821 * performance negatively. */
822 TRACE("Enabling vertex texture coord fixes in vertex shaders.\n");
823 gl_info->quirks |= WINED3D_QUIRK_SET_TEXCOORD_W;
826 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
828 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
831 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
833 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
836 static void quirk_apple_nvts(struct wined3d_gl_info *gl_info)
838 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
839 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
842 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
844 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
847 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
849 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
852 struct driver_quirk
854 BOOL (*match)(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
855 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
856 void (*apply)(struct wined3d_gl_info *gl_info);
857 const char *description;
860 static const struct driver_quirk quirk_table[] =
863 match_amd_r300_to_500,
864 quirk_amd_dx9,
865 "AMD GLSL constant and normalized texrect quirk"
867 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
868 * used it falls back to software. While the compiler can detect if the shader uses all declared
869 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
870 * using relative addressing falls back to software.
872 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL. */
874 match_apple,
875 quirk_apple_glsl_constants,
876 "Apple GLSL uniform override"
879 match_geforce5,
880 quirk_no_np2,
881 "Geforce 5 NP2 disable"
884 match_apple_intel,
885 quirk_texcoord_w,
886 "Init texcoord .w for Apple Intel GPU driver"
889 match_apple_nonr500ati,
890 quirk_texcoord_w,
891 "Init texcoord .w for Apple ATI >= r600 GPU driver"
894 match_fglrx,
895 quirk_one_point_sprite,
896 "Fglrx point sprite crash workaround"
899 match_dx10_capable,
900 quirk_clip_varying,
901 "Reserved varying for gl_ClipPos"
904 /* GL_EXT_secondary_color does not allow 4 component secondary colors, but most
905 * GL implementations accept it. The Mac GL is the only implementation known to
906 * reject it.
908 * If we can pass 4 component specular colors, do it, because (a) we don't have
909 * to screw around with the data, and (b) the D3D fixed function vertex pipeline
910 * passes specular alpha to the pixel shader if any is used. Otherwise the
911 * specular alpha is used to pass the fog coordinate, which we pass to opengl
912 * via GL_EXT_fog_coord.
914 match_allows_spec_alpha,
915 quirk_allows_specular_alpha,
916 "Allow specular alpha quirk"
919 /* The pixel formats provided by GL_NV_texture_shader are broken on OSX
920 * (rdar://5682521).
922 match_apple_nvts,
923 quirk_apple_nvts,
924 "Apple NV_texture_shader disable"
927 match_broken_nv_clip,
928 quirk_disable_nvvp_clip,
929 "Apple NV_vertex_program clip bug quirk"
932 match_fbo_tex_update,
933 quirk_fbo_tex_update,
934 "FBO rebind for attachment updates"
938 /* Certain applications (Steam) complain if we report an outdated driver version. In general,
939 * reporting a driver version is moot because we are not the Windows driver, and we have different
940 * bugs, features, etc.
942 * The driver version has the form "x.y.z.w".
944 * "x" is the Windows version the driver is meant for:
945 * 4 -> 95/98/NT4
946 * 5 -> 2000
947 * 6 -> 2000/XP
948 * 7 -> Vista
949 * 8 -> Win 7
951 * "y" is the maximum Direct3D version the driver supports.
952 * y -> d3d version mapping:
953 * 11 -> d3d6
954 * 12 -> d3d7
955 * 13 -> d3d8
956 * 14 -> d3d9
957 * 15 -> d3d10
958 * 16 -> d3d10.1
959 * 17 -> d3d11
961 * "z" is the subversion number.
963 * "w" is the vendor specific driver build number.
966 struct driver_version_information
968 enum wined3d_display_driver driver;
969 enum wined3d_driver_model driver_model;
970 const char *driver_name; /* name of Windows driver */
971 WORD version; /* version word ('y'), contained in low word of DriverVersion.HighPart */
972 WORD subversion; /* subversion word ('z'), contained in high word of DriverVersion.LowPart */
973 WORD build; /* build number ('w'), contained in low word of DriverVersion.LowPart */
976 /* The driver version table contains driver information for different devices on several OS versions. */
977 static const struct driver_version_information driver_version_table[] =
979 /* AMD
980 * - Radeon HD2x00 (R600) and up supported by current drivers.
981 * - Radeon 9500 (R300) - X1*00 (R5xx) supported up to Catalyst 9.3 (Linux) and 10.2 (XP/Vista/Win7)
982 * - Radeon 7xxx (R100) - 9250 (RV250) supported up to Catalyst 6.11 (XP)
983 * - Rage 128 supported up to XP, latest official build 6.13.3279 dated October 2001 */
984 {DRIVER_AMD_RAGE_128PRO, DRIVER_MODEL_NT5X, "ati2dvaa.dll", 13, 3279, 0},
985 {DRIVER_AMD_R100, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6614},
986 {DRIVER_AMD_R300, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 6764},
987 {DRIVER_AMD_R600, DRIVER_MODEL_NT5X, "ati2dvag.dll", 14, 10, 8681},
988 {DRIVER_AMD_R300, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
989 {DRIVER_AMD_R600, DRIVER_MODEL_NT6X, "atiumdag.dll", 14, 10, 741 },
991 /* Intel
992 * The drivers are unified but not all versions support all GPUs. At some point the 2k/xp
993 * drivers used ialmrnt5.dll for GMA800/GMA900 but at some point the file was renamed to
994 * igxprd32.dll but the GMA800 driver was never updated. */
995 {DRIVER_INTEL_GMA800, DRIVER_MODEL_NT5X, "ialmrnt5.dll", 14, 10, 3889},
996 {DRIVER_INTEL_GMA900, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4764},
997 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 4926},
998 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT5X, "igxprd32.dll", 14, 10, 5218},
999 {DRIVER_INTEL_GMA950, DRIVER_MODEL_NT6X, "igdumd32.dll", 14, 10, 1504},
1000 {DRIVER_INTEL_GMA3000, DRIVER_MODEL_NT6X, "igdumd32.dll", 15, 10, 1666},
1002 /* Nvidia
1003 * - Geforce6 and newer cards are supported by the current driver (197.x) on XP-Win7
1004 * - GeforceFX support is up to 173.x on <= XP
1005 * - Geforce2MX/3/4 up to 96.x on <= XP
1006 * - TNT/Geforce1/2 up to 71.x on <= XP
1007 * All version numbers used below are from the Linux nvidia drivers. */
1008 {DRIVER_NVIDIA_TNT, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 7186},
1009 {DRIVER_NVIDIA_GEFORCE2MX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 10, 9371},
1010 {DRIVER_NVIDIA_GEFORCEFX, DRIVER_MODEL_NT5X, "nv4_disp.dll", 14, 11, 7516},
1011 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT5X, "nv4_disp.dll", 15, 11, 9745},
1012 {DRIVER_NVIDIA_GEFORCE6, DRIVER_MODEL_NT6X, "nvd3dum.dll", 15, 11, 9745},
1015 struct gpu_description
1017 WORD vendor; /* reported PCI card vendor ID */
1018 WORD card; /* reported PCI card device ID */
1019 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
1020 enum wined3d_display_driver driver;
1021 unsigned int vidmem;
1024 /* The amount of video memory stored in the gpu description table is the minimum amount of video memory
1025 * found on a board containing a specific GPU. */
1026 static const struct gpu_description gpu_description_table[] =
1028 /* Nvidia cards */
1029 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", DRIVER_NVIDIA_TNT, 16 },
1030 {HW_VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", DRIVER_NVIDIA_TNT, 32 },
1031 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", DRIVER_NVIDIA_TNT, 32 },
1032 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", DRIVER_NVIDIA_TNT, 32 },
1033 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", DRIVER_NVIDIA_GEFORCE2MX,32 },
1034 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", DRIVER_NVIDIA_GEFORCE2MX,64 },
1035 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", DRIVER_NVIDIA_GEFORCE2MX,64 },
1036 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", DRIVER_NVIDIA_GEFORCE2MX,64, },
1037 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", DRIVER_NVIDIA_GEFORCEFX, 64 },
1038 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", DRIVER_NVIDIA_GEFORCEFX, 128 },
1039 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", DRIVER_NVIDIA_GEFORCEFX, 256 },
1040 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", DRIVER_NVIDIA_GEFORCE6, 64 },
1041 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", DRIVER_NVIDIA_GEFORCE6, 128 },
1042 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", DRIVER_NVIDIA_GEFORCE6, 128 },
1043 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", DRIVER_NVIDIA_GEFORCE6, 256 },
1044 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", DRIVER_NVIDIA_GEFORCE6, 256 },
1045 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1046 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1047 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1048 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8400GS, "NVIDIA GeForce 8400 GS", DRIVER_NVIDIA_GEFORCE6, 128 },
1049 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1050 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1051 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", DRIVER_NVIDIA_GEFORCE6, 320 },
1052 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTX, "NVIDIA GeForce 8800 GTX", DRIVER_NVIDIA_GEFORCE6, 768 },
1053 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", DRIVER_NVIDIA_GEFORCE6, 256 },
1054 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1055 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", DRIVER_NVIDIA_GEFORCE6, 256 },
1056 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", DRIVER_NVIDIA_GEFORCE6, 384 },
1057 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", DRIVER_NVIDIA_GEFORCE6, 512 },
1058 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_210, "NVIDIA GeForce 210", DRIVER_NVIDIA_GEFORCE6, 512 },
1059 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT220, "NVIDIA GeForce GT 220", DRIVER_NVIDIA_GEFORCE6, 512 },
1060 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT240, "NVIDIA GeForce GT 240", DRIVER_NVIDIA_GEFORCE6, 512 },
1061 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", DRIVER_NVIDIA_GEFORCE6, 1024},
1062 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", DRIVER_NVIDIA_GEFORCE6, 896 },
1063 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", DRIVER_NVIDIA_GEFORCE6, 1024},
1064 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT320M, "NVIDIA GeForce GT 320M", DRIVER_NVIDIA_GEFORCE6, 1024},
1065 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT325M, "NVIDIA GeForce GT 325M", DRIVER_NVIDIA_GEFORCE6, 1024},
1066 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GT330, "NVIDIA GeForce GT 330", DRIVER_NVIDIA_GEFORCE6, 1024},
1067 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTS350M, "NVIDIA GeForce GTS 350M", DRIVER_NVIDIA_GEFORCE6, 1024},
1068 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX460, "NVIDIA GeForce GTX 460", DRIVER_NVIDIA_GEFORCE6, 768 },
1069 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX465, "NVIDIA GeForce GTX 465", DRIVER_NVIDIA_GEFORCE6, 1024},
1070 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX470, "NVIDIA GeForce GTX 470", DRIVER_NVIDIA_GEFORCE6, 1280},
1071 {HW_VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX480, "NVIDIA GeForce GTX 480", DRIVER_NVIDIA_GEFORCE6, 1536},
1072 /* AMD cards */
1073 {HW_VENDOR_AMD, CARD_AMD_RAGE_128PRO, "ATI Rage Fury", DRIVER_AMD_RAGE_128PRO, 16 },
1074 {HW_VENDOR_AMD, CARD_AMD_RADEON_7200, "ATI RADEON 7200 SERIES", DRIVER_AMD_R100, 32 },
1075 {HW_VENDOR_AMD, CARD_AMD_RADEON_8500, "ATI RADEON 8500 SERIES", DRIVER_AMD_R100, 64 },
1076 {HW_VENDOR_AMD, CARD_AMD_RADEON_9500, "ATI Radeon 9500", DRIVER_AMD_R300, 64 },
1077 {HW_VENDOR_AMD, CARD_AMD_RADEON_XPRESS_200M, "ATI RADEON XPRESS 200M Series", DRIVER_AMD_R300, 64 },
1078 {HW_VENDOR_AMD, CARD_AMD_RADEON_X700, "ATI Radeon X700 SE", DRIVER_AMD_R300, 128 },
1079 {HW_VENDOR_AMD, CARD_AMD_RADEON_X1600, "ATI Radeon X1600 Series", DRIVER_AMD_R300, 128 },
1080 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2350, "ATI Mobility Radeon HD 2350", DRIVER_AMD_R600, 256 },
1081 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2600, "ATI Mobility Radeon HD 2600", DRIVER_AMD_R600, 256 },
1082 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD2900, "ATI Radeon HD 2900 XT", DRIVER_AMD_R600, 512 },
1083 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD3200, "ATI Radeon HD 3200 Graphics", DRIVER_AMD_R600, 128 },
1084 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4350, "ATI Radeon HD 4350", DRIVER_AMD_R600, 256 },
1085 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4600, "ATI Radeon HD 4600 Series", DRIVER_AMD_R600, 512 },
1086 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4700, "ATI Radeon HD 4700 Series", DRIVER_AMD_R600, 512 },
1087 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD4800, "ATI Radeon HD 4800 Series", DRIVER_AMD_R600, 512 },
1088 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5400, "ATI Radeon HD 5400 Series", DRIVER_AMD_R600, 512 },
1089 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5600, "ATI Radeon HD 5600 Series", DRIVER_AMD_R600, 512 },
1090 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5700, "ATI Radeon HD 5700 Series", DRIVER_AMD_R600, 512 },
1091 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5800, "ATI Radeon HD 5800 Series", DRIVER_AMD_R600, 1024},
1092 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD5900, "ATI Radeon HD 5900 Series", DRIVER_AMD_R600, 1024},
1093 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6310, "AMD Radeon HD 6310 Graphics", DRIVER_AMD_R600, 1024},
1094 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6800, "AMD Radeon HD 6800 Series", DRIVER_AMD_R600, 1024},
1095 {HW_VENDOR_AMD, CARD_AMD_RADEON_HD6900, "AMD Radeon HD 6900 Series", DRIVER_AMD_R600, 2048},
1096 /* Intel cards */
1097 {HW_VENDOR_INTEL, CARD_INTEL_I830G, "Intel(R) 82830M Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1098 {HW_VENDOR_INTEL, CARD_INTEL_I855G, "Intel(R) 82852/82855 GM/GME Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1099 {HW_VENDOR_INTEL, CARD_INTEL_I865G, "Intel(R) 82865G Graphics Controller", DRIVER_INTEL_GMA800, 32 },
1100 {HW_VENDOR_INTEL, CARD_INTEL_I915G, "Intel(R) 82915G/GV/910GL Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1101 {HW_VENDOR_INTEL, CARD_INTEL_I915GM, "Mobile Intel(R) 915GM/GMS,910GML Express Chipset Family", DRIVER_INTEL_GMA900, 64 },
1102 {HW_VENDOR_INTEL, CARD_INTEL_I945GM, "Mobile Intel(R) 945GM Express Chipset Family", DRIVER_INTEL_GMA950, 64 },
1103 {HW_VENDOR_INTEL, CARD_INTEL_X3100, "Mobile Intel(R) 965 Express Chipset Family", DRIVER_INTEL_GMA3000, 128},
1104 {HW_VENDOR_INTEL, CARD_INTEL_GM45, "Mobile Intel(R) GM45 Express Chipset Family", DRIVER_INTEL_GMA3000, 512}
1107 static const struct driver_version_information *get_driver_version_info(enum wined3d_display_driver driver,
1108 enum wined3d_driver_model driver_model)
1110 unsigned int i;
1112 TRACE("Looking up version info for driver=%d driver_model=%d\n", driver, driver_model);
1113 for (i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++)
1115 const struct driver_version_information *entry = &driver_version_table[i];
1117 if (entry->driver == driver && entry->driver_model == driver_model)
1119 TRACE_(d3d_caps)("Found driver '%s' version=%d subversion=%d build=%d\n",
1120 entry->driver_name, entry->version, entry->subversion, entry->build);
1122 return entry;
1125 return NULL;
1128 static void init_driver_info(struct wined3d_driver_info *driver_info,
1129 enum wined3d_pci_vendor vendor, enum wined3d_pci_device device)
1131 OSVERSIONINFOW os_version;
1132 WORD driver_os_version;
1133 unsigned int i;
1134 enum wined3d_display_driver driver = DRIVER_UNKNOWN;
1135 enum wined3d_driver_model driver_model;
1136 const struct driver_version_information *version_info;
1138 if (wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1140 TRACE_(d3d_caps)("Overriding PCI vendor ID with: %04x\n", wined3d_settings.pci_vendor_id);
1141 vendor = wined3d_settings.pci_vendor_id;
1143 driver_info->vendor = vendor;
1145 if (wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1147 TRACE_(d3d_caps)("Overriding PCI device ID with: %04x\n", wined3d_settings.pci_device_id);
1148 device = wined3d_settings.pci_device_id;
1150 driver_info->device = device;
1152 /* Set a default amount of video memory (64MB). In general this code isn't used unless the user
1153 * overrides the pci ids to a card which is not in our database. */
1154 driver_info->vidmem = WINE_DEFAULT_VIDMEM;
1156 memset(&os_version, 0, sizeof(os_version));
1157 os_version.dwOSVersionInfoSize = sizeof(os_version);
1158 if (!GetVersionExW(&os_version))
1160 ERR("Failed to get OS version, reporting 2000/XP.\n");
1161 driver_os_version = 6;
1162 driver_model = DRIVER_MODEL_NT5X;
1164 else
1166 TRACE("OS version %u.%u.\n", os_version.dwMajorVersion, os_version.dwMinorVersion);
1167 switch (os_version.dwMajorVersion)
1169 case 4:
1170 /* If needed we could distinguish between 9x and NT4, but this code won't make
1171 * sense for NT4 since it had no way to obtain this info through DirectDraw 3.0.
1173 driver_os_version = 4;
1174 driver_model = DRIVER_MODEL_WIN9X;
1175 break;
1177 case 5:
1178 driver_os_version = 6;
1179 driver_model = DRIVER_MODEL_NT5X;
1180 break;
1182 case 6:
1183 if (os_version.dwMinorVersion == 0)
1185 driver_os_version = 7;
1186 driver_model = DRIVER_MODEL_NT6X;
1188 else
1190 if (os_version.dwMinorVersion > 1)
1192 FIXME("Unhandled OS version %u.%u, reporting Win 7.\n",
1193 os_version.dwMajorVersion, os_version.dwMinorVersion);
1195 driver_os_version = 8;
1196 driver_model = DRIVER_MODEL_NT6X;
1198 break;
1200 default:
1201 FIXME("Unhandled OS version %u.%u, reporting 2000/XP.\n",
1202 os_version.dwMajorVersion, os_version.dwMinorVersion);
1203 driver_os_version = 6;
1204 driver_model = DRIVER_MODEL_NT5X;
1205 break;
1209 /* When we reach this stage we always have a vendor or device id (it can be a default one).
1210 * This means that unless the ids are overriden, we will always find a GPU description. */
1211 for (i = 0; i < (sizeof(gpu_description_table) / sizeof(gpu_description_table[0])); i++)
1213 if (vendor == gpu_description_table[i].vendor && device == gpu_description_table[i].card)
1215 TRACE_(d3d_caps)("Found card %04x:%04x in driver DB.\n", vendor, device);
1217 driver_info->description = gpu_description_table[i].description;
1218 driver_info->vidmem = gpu_description_table[i].vidmem * 1024*1024;
1219 driver = gpu_description_table[i].driver;
1220 break;
1224 if (wined3d_settings.emulated_textureram)
1226 TRACE_(d3d_caps)("Overriding amount of video memory with: %d byte\n", wined3d_settings.emulated_textureram);
1227 driver_info->vidmem = wined3d_settings.emulated_textureram;
1230 /* Try to obtain driver version information for the current Windows version. This fails in
1231 * some cases:
1232 * - the gpu is not available on the currently selected OS version:
1233 * - Geforce GTX480 on Win98. When running applications in compatibility mode on Windows,
1234 * version information for the current Windows version is returned instead of faked info.
1235 * We do the same and assume the default Windows version to emulate is WinXP.
1237 * - Videocard is a Riva TNT but winver is set to win7 (there are no drivers for this beast)
1238 * For now return the XP driver info. Perhaps later on we should return VESA.
1240 * - the gpu is not in our database (can happen when the user overrides the vendor_id / device_id)
1241 * This could be an indication that our database is not up to date, so this should be fixed.
1243 version_info = get_driver_version_info(driver, driver_model);
1244 if (version_info)
1246 driver_info->name = version_info->driver_name;
1247 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1248 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1250 else
1252 version_info = get_driver_version_info(driver, DRIVER_MODEL_NT5X);
1253 if (version_info)
1255 driver_info->name = version_info->driver_name;
1256 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, version_info->version);
1257 driver_info->version_low = MAKEDWORD_VERSION(version_info->subversion, version_info->build);
1259 else
1261 driver_info->description = "Direct3D HAL";
1262 driver_info->name = "Display";
1263 driver_info->version_high = MAKEDWORD_VERSION(driver_os_version, 15);
1264 driver_info->version_low = MAKEDWORD_VERSION(8, 6); /* Nvidia RIVA TNT, arbitrary */
1266 FIXME("Unable to find a driver/device info for vendor_id=%#x device_id=%#x for driver_model=%d\n",
1267 vendor, device, driver_model);
1271 TRACE_(d3d_caps)("Reporting (fake) driver version 0x%08x-0x%08x.\n",
1272 driver_info->version_high, driver_info->version_low);
1275 /* Context activation is done by the caller. */
1276 static void fixup_extensions(struct wined3d_gl_info *gl_info, const char *gl_renderer,
1277 enum wined3d_gl_vendor gl_vendor, enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
1279 unsigned int i;
1281 for (i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); ++i)
1283 if (!quirk_table[i].match(gl_info, gl_renderer, gl_vendor, card_vendor, device)) continue;
1284 TRACE_(d3d_caps)("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1285 quirk_table[i].apply(gl_info);
1288 /* Find out if PBOs work as they are supposed to. */
1289 test_pbo_functionality(gl_info);
1292 static DWORD wined3d_parse_gl_version(const char *gl_version)
1294 const char *ptr = gl_version;
1295 int major, minor;
1297 major = atoi(ptr);
1298 if (major <= 0) ERR_(d3d_caps)("Invalid opengl major version: %d.\n", major);
1300 while (isdigit(*ptr)) ++ptr;
1301 if (*ptr++ != '.') ERR_(d3d_caps)("Invalid opengl version string: %s.\n", debugstr_a(gl_version));
1303 minor = atoi(ptr);
1305 TRACE_(d3d_caps)("Found OpenGL version: %d.%d.\n", major, minor);
1307 return MAKEDWORD_VERSION(major, minor);
1310 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(struct wined3d_gl_info *gl_info, const char *gl_vendor_string, const char *gl_renderer)
1313 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1314 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1315 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1317 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1318 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1319 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1320 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1321 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1322 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1323 * DirectDraw, not OpenGL. */
1324 if (gl_info->supported[APPLE_FENCE]
1325 && gl_info->supported[APPLE_CLIENT_STORAGE]
1326 && gl_info->supported[APPLE_FLUSH_RENDER]
1327 && gl_info->supported[APPLE_YCBCR_422])
1328 return GL_VENDOR_APPLE;
1330 if (strstr(gl_vendor_string, "NVIDIA"))
1331 return GL_VENDOR_NVIDIA;
1333 if (strstr(gl_vendor_string, "ATI"))
1334 return GL_VENDOR_FGLRX;
1336 if (strstr(gl_vendor_string, "Intel(R)")
1337 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1338 || strstr(gl_renderer, "Intel")
1339 || strstr(gl_vendor_string, "Intel Inc."))
1340 return GL_VENDOR_INTEL;
1342 if (strstr(gl_vendor_string, "Mesa")
1343 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1344 || strstr(gl_vendor_string, "DRI R300 Project")
1345 || strstr(gl_vendor_string, "X.Org R300 Project")
1346 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1347 || strstr(gl_vendor_string, "VMware, Inc.")
1348 || strstr(gl_renderer, "Mesa")
1349 || strstr(gl_renderer, "Gallium"))
1350 return GL_VENDOR_MESA;
1352 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1353 debugstr_a(gl_vendor_string));
1355 return GL_VENDOR_UNKNOWN;
1358 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1360 if (strstr(gl_vendor_string, "NVIDIA")
1361 || strstr(gl_vendor_string, "nouveau"))
1362 return HW_VENDOR_NVIDIA;
1364 if (strstr(gl_vendor_string, "ATI")
1365 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1366 || strstr(gl_vendor_string, "X.Org R300 Project")
1367 || strstr(gl_renderer, "AMD")
1368 || strstr(gl_renderer, "R100")
1369 || strstr(gl_renderer, "R200")
1370 || strstr(gl_renderer, "R300")
1371 || strstr(gl_renderer, "R600")
1372 || strstr(gl_renderer, "R700"))
1373 return HW_VENDOR_AMD;
1375 if (strstr(gl_vendor_string, "Intel(R)")
1376 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1377 || strstr(gl_renderer, "Intel")
1378 || strstr(gl_vendor_string, "Intel Inc."))
1379 return HW_VENDOR_INTEL;
1381 if (strstr(gl_vendor_string, "Mesa")
1382 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1383 || strstr(gl_vendor_string, "VMware, Inc."))
1384 return HW_VENDOR_SOFTWARE;
1386 FIXME_(d3d_caps)("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1388 return HW_VENDOR_NVIDIA;
1393 static enum wined3d_pci_device select_card_nvidia_binary(const struct wined3d_gl_info *gl_info,
1394 const char *gl_renderer)
1396 unsigned int i;
1398 if (WINE_D3D10_CAPABLE(gl_info))
1400 static const struct
1402 const char *renderer;
1403 enum wined3d_pci_device id;
1405 cards[] =
1407 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1408 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1409 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1410 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1411 {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
1412 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1413 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1414 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1415 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1416 {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
1417 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1418 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1419 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1420 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1421 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1422 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1423 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1424 {"Geforce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1425 {"Geforce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1426 {"Geforce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1427 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1428 {"GTS 250", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1429 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1430 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1431 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1432 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1433 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1434 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1435 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1436 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1437 {"9300", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1438 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1439 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1440 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1441 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1442 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1443 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1444 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1445 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1446 {"8500", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1447 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1448 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1449 {"8200", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1450 {"8100", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1453 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1455 if (strstr(gl_renderer, cards[i].renderer))
1456 return cards[i].id;
1459 /* Geforce8-compatible fall back if the GPU is not in the list yet */
1460 return CARD_NVIDIA_GEFORCE_8300GS;
1463 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1464 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1466 if (WINE_D3D9_CAPABLE(gl_info) && gl_info->supported[NV_VERTEX_PROGRAM3])
1468 static const struct
1470 const char *renderer;
1471 enum wined3d_pci_device id;
1473 cards[] =
1475 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1476 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1477 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1478 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1479 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1480 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1481 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1482 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1483 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1484 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1485 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1486 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1487 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1490 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1492 if (strstr(gl_renderer, cards[i].renderer))
1493 return cards[i].id;
1496 /* Geforce 6/7 - lowend */
1497 return CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1500 if (WINE_D3D9_CAPABLE(gl_info))
1502 /* GeforceFX - highend */
1503 if (strstr(gl_renderer, "5800")
1504 || strstr(gl_renderer, "5900")
1505 || strstr(gl_renderer, "5950")
1506 || strstr(gl_renderer, "Quadro FX"))
1508 return CARD_NVIDIA_GEFORCEFX_5800;
1511 /* GeforceFX - midend */
1512 if (strstr(gl_renderer, "5600")
1513 || strstr(gl_renderer, "5650")
1514 || strstr(gl_renderer, "5700")
1515 || strstr(gl_renderer, "5750"))
1517 return CARD_NVIDIA_GEFORCEFX_5600;
1520 /* GeforceFX - lowend */
1521 return CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1524 if (WINE_D3D8_CAPABLE(gl_info))
1526 if (strstr(gl_renderer, "GeForce4 Ti") || strstr(gl_renderer, "Quadro4"))
1528 return CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1531 return CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1534 if (WINE_D3D7_CAPABLE(gl_info))
1536 if (strstr(gl_renderer, "GeForce4 MX"))
1538 return CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1541 if (strstr(gl_renderer, "GeForce2 MX") || strstr(gl_renderer, "Quadro2 MXR"))
1543 return CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1546 if (strstr(gl_renderer, "GeForce2") || strstr(gl_renderer, "Quadro2"))
1548 return CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1551 return CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1554 if (strstr(gl_renderer, "TNT2"))
1556 return CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1559 return CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1562 static enum wined3d_pci_device select_card_amd_binary(const struct wined3d_gl_info *gl_info,
1563 const char *gl_renderer)
1565 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1567 * Beware: renderer string do not match exact card model,
1568 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1569 if (WINE_D3D10_CAPABLE(gl_info))
1571 unsigned int i;
1573 static const struct
1575 const char *renderer;
1576 enum wined3d_pci_device id;
1578 cards[] =
1580 /* Evergreen */
1581 {"HD 5870", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1582 {"HD 5850", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1583 {"HD 5800", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1584 {"HD 5770", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1585 {"HD 5750", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1586 {"HD 5700", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1587 {"HD 5670", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD XT */
1588 {"HD 5570", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1589 {"HD 5550", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */
1590 {"HD 5450", CARD_AMD_RADEON_HD5400}, /* Radeon EG CEDAR PRO */
1591 /* R700 */
1592 {"HD 4890", CARD_AMD_RADEON_HD4800}, /* Radeon RV790 */
1593 {"HD 4870", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1594 {"HD 4850", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1595 {"HD 4830", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1596 {"HD 4800", CARD_AMD_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1597 {"HD 4770", CARD_AMD_RADEON_HD4700}, /* Radeon RV740 */
1598 {"HD 4700", CARD_AMD_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1599 {"HD 4670", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1600 {"HD 4650", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1601 {"HD 4600", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1602 {"HD 4550", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1603 {"HD 4350", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1604 /* R600/R700 integrated */
1605 {"HD 3300", CARD_AMD_RADEON_HD3200},
1606 {"HD 3200", CARD_AMD_RADEON_HD3200},
1607 {"HD 3100", CARD_AMD_RADEON_HD3200},
1608 /* R600 */
1609 {"HD 3870", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1610 {"HD 3850", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1611 {"HD 2900", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1612 {"HD 3830", CARD_AMD_RADEON_HD2600}, /* China-only midend */
1613 {"HD 3690", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1614 {"HD 3650", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1615 {"HD 2600", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1616 {"HD 3470", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1617 {"HD 3450", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1618 {"HD 3430", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1619 {"HD 3400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1620 {"HD 2400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1621 {"HD 2350", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1624 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1626 if (strstr(gl_renderer, cards[i].renderer))
1627 return cards[i].id;
1630 /* Default for when no GPU has been found */
1631 return CARD_AMD_RADEON_HD3200;
1634 if (WINE_D3D8_CAPABLE(gl_info))
1636 /* Radeon R5xx */
1637 if (strstr(gl_renderer, "X1600")
1638 || strstr(gl_renderer, "X1650")
1639 || strstr(gl_renderer, "X1800")
1640 || strstr(gl_renderer, "X1900")
1641 || strstr(gl_renderer, "X1950"))
1643 return CARD_AMD_RADEON_X1600;
1646 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1647 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1648 if (strstr(gl_renderer, "X700")
1649 || strstr(gl_renderer, "X800")
1650 || strstr(gl_renderer, "X850")
1651 || strstr(gl_renderer, "X1300")
1652 || strstr(gl_renderer, "X1400")
1653 || strstr(gl_renderer, "X1450")
1654 || strstr(gl_renderer, "X1550")
1655 || strstr(gl_renderer, "X2300")
1656 || strstr(gl_renderer, "X2500")
1657 || strstr(gl_renderer, "HD 2300")
1660 return CARD_AMD_RADEON_X700;
1663 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1664 if (strstr(gl_renderer, "Radeon Xpress"))
1666 return CARD_AMD_RADEON_XPRESS_200M;
1669 /* Radeon R3xx */
1670 return CARD_AMD_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1673 if (WINE_D3D8_CAPABLE(gl_info))
1675 return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1678 if (WINE_D3D7_CAPABLE(gl_info))
1680 return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1683 return CARD_AMD_RAGE_128PRO;
1686 static enum wined3d_pci_device select_card_intel(const struct wined3d_gl_info *gl_info,
1687 const char *gl_renderer)
1689 if (strstr(gl_renderer, "GM45")) return CARD_INTEL_GM45;
1690 if (strstr(gl_renderer, "X3100") || strstr(gl_renderer, "965GM"))
1692 /* MacOS calls the card GMA X3100, otherwise known as GM965/GL960 */
1693 return CARD_INTEL_X3100;
1696 if (strstr(gl_renderer, "GMA 950") || strstr(gl_renderer, "945GM"))
1698 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1699 return CARD_INTEL_I945GM;
1702 if (strstr(gl_renderer, "915GM")) return CARD_INTEL_I915GM;
1703 if (strstr(gl_renderer, "915G")) return CARD_INTEL_I915G;
1704 if (strstr(gl_renderer, "865G")) return CARD_INTEL_I865G;
1705 if (strstr(gl_renderer, "855G")) return CARD_INTEL_I855G;
1706 if (strstr(gl_renderer, "830G")) return CARD_INTEL_I830G;
1707 return CARD_INTEL_I915G;
1711 static enum wined3d_pci_device select_card_amd_mesa(const struct wined3d_gl_info *gl_info,
1712 const char *gl_renderer)
1714 unsigned int i;
1716 /* See http://developer.amd.com/drivers/pc_vendor_id/Pages/default.aspx
1718 * Beware: renderer string do not match exact card model,
1719 * eg HD 4800 is returned for multiple cards, even for RV790 based ones. */
1720 if (strstr(gl_renderer, "Gallium"))
1722 /* 20101109 - These are never returned by current Gallium radeon
1723 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351.
1725 * These are returned but not handled: RC410, RV380. */
1726 static const struct
1728 const char *renderer;
1729 enum wined3d_pci_device id;
1731 cards[] =
1733 /* Northern Islands */
1734 {"CAYMAN", CARD_AMD_RADEON_HD6900},
1735 {"BARTS", CARD_AMD_RADEON_HD6800},
1736 {"PALM", CARD_AMD_RADEON_HD6310},
1737 /* Evergreen */
1738 {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1739 {"CYPRESS", CARD_AMD_RADEON_HD5800},
1740 {"JUNIPER", CARD_AMD_RADEON_HD5700},
1741 {"REDWOOD", CARD_AMD_RADEON_HD5600},
1742 {"CEDAR", CARD_AMD_RADEON_HD5400},
1743 /* R700 */
1744 {"R700", CARD_AMD_RADEON_HD4800}, /* HD4800 - highend */
1745 {"RV790", CARD_AMD_RADEON_HD4800},
1746 {"RV770", CARD_AMD_RADEON_HD4800},
1747 {"RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */
1748 {"RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */
1749 {"RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1750 /* R600/R700 integrated */
1751 {"RS880", CARD_AMD_RADEON_HD3200},
1752 {"RS780", CARD_AMD_RADEON_HD3200},
1753 /* R600 */
1754 {"R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1755 {"R600", CARD_AMD_RADEON_HD2900},
1756 {"RV670", CARD_AMD_RADEON_HD2900},
1757 {"RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1758 {"RV630", CARD_AMD_RADEON_HD2600},
1759 {"RV620", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1760 {"RV610", CARD_AMD_RADEON_HD2350},
1761 /* R500 */
1762 {"R580", CARD_AMD_RADEON_X1600},
1763 {"R520", CARD_AMD_RADEON_X1600},
1764 {"RV570", CARD_AMD_RADEON_X1600},
1765 {"RV560", CARD_AMD_RADEON_X1600},
1766 {"RV535", CARD_AMD_RADEON_X1600},
1767 {"RV530", CARD_AMD_RADEON_X1600},
1768 {"RV516", CARD_AMD_RADEON_X700}, /* X700 is actually R400. */
1769 {"RV515", CARD_AMD_RADEON_X700},
1770 /* R400 */
1771 {"R481", CARD_AMD_RADEON_X700},
1772 {"R480", CARD_AMD_RADEON_X700},
1773 {"R430", CARD_AMD_RADEON_X700},
1774 {"R423", CARD_AMD_RADEON_X700},
1775 {"R420", CARD_AMD_RADEON_X700},
1776 {"R410", CARD_AMD_RADEON_X700},
1777 {"RV410", CARD_AMD_RADEON_X700},
1778 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400MHz */
1779 {"RS740", CARD_AMD_RADEON_XPRESS_200M},
1780 {"RS690", CARD_AMD_RADEON_XPRESS_200M},
1781 {"RS600", CARD_AMD_RADEON_XPRESS_200M},
1782 {"RS485", CARD_AMD_RADEON_XPRESS_200M},
1783 {"RS482", CARD_AMD_RADEON_XPRESS_200M},
1784 {"RS480", CARD_AMD_RADEON_XPRESS_200M},
1785 {"RS400", CARD_AMD_RADEON_XPRESS_200M},
1786 /* R300 */
1787 {"R360", CARD_AMD_RADEON_9500},
1788 {"R350", CARD_AMD_RADEON_9500},
1789 {"R300", CARD_AMD_RADEON_9500},
1790 {"RV370", CARD_AMD_RADEON_9500},
1791 {"RV360", CARD_AMD_RADEON_9500},
1792 {"RV351", CARD_AMD_RADEON_9500},
1793 {"RV350", CARD_AMD_RADEON_9500},
1796 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1798 if (strstr(gl_renderer, cards[i].renderer))
1799 return cards[i].id;
1803 if (WINE_D3D9_CAPABLE(gl_info))
1805 static const struct
1807 const char *renderer;
1808 enum wined3d_pci_device id;
1810 cards[] =
1812 /* R700 */
1813 {"(R700", CARD_AMD_RADEON_HD4800}, /* HD4800 - highend */
1814 {"(RV790", CARD_AMD_RADEON_HD4800},
1815 {"(RV770", CARD_AMD_RADEON_HD4800},
1816 {"(RV740", CARD_AMD_RADEON_HD4700}, /* HD4700 - midend */
1817 {"(RV730", CARD_AMD_RADEON_HD4600}, /* HD4600 - midend */
1818 {"(RV710", CARD_AMD_RADEON_HD4350}, /* HD4500/HD4350 - lowend */
1819 /* R600/R700 integrated */
1820 {"RS880", CARD_AMD_RADEON_HD3200},
1821 {"RS780", CARD_AMD_RADEON_HD3200},
1822 /* R600 */
1823 {"(R680", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1824 {"(R600", CARD_AMD_RADEON_HD2900},
1825 {"(RV670", CARD_AMD_RADEON_HD2900},
1826 {"(RV635", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend; HD3830 is China-only midend */
1827 {"(RV630", CARD_AMD_RADEON_HD2600},
1828 {"(RV620", CARD_AMD_RADEON_HD2350}, /* HD2300/HD2400/HD3400 - lowend */
1829 {"(RV610", CARD_AMD_RADEON_HD2350},
1832 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1834 if (strstr(gl_renderer, cards[i].renderer))
1835 return cards[i].id;
1839 if (WINE_D3D8_CAPABLE(gl_info))
1841 return CARD_AMD_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1844 if (WINE_D3D7_CAPABLE(gl_info))
1846 return CARD_AMD_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1849 return CARD_AMD_RAGE_128PRO;
1852 static enum wined3d_pci_device select_card_nvidia_mesa(const struct wined3d_gl_info *gl_info,
1853 const char *gl_renderer)
1855 if (strstr(gl_renderer, "Gallium"))
1857 unsigned int i;
1859 static const struct
1861 const char *renderer;
1862 enum wined3d_pci_device id;
1864 cards[] =
1866 {"NVC4", CARD_NVIDIA_GEFORCE_GTX460},
1867 {"NVC0", CARD_NVIDIA_GEFORCE_GTX480},
1868 {"NVAF", CARD_NVIDIA_GEFORCE_GT320M},
1869 {"NVAC", CARD_NVIDIA_GEFORCE_8200},
1870 {"NVAA", CARD_NVIDIA_GEFORCE_8200},
1871 {"NVA8", CARD_NVIDIA_GEFORCE_210},
1872 {"NVA5", CARD_NVIDIA_GEFORCE_GT220},
1873 {"NVA3", CARD_NVIDIA_GEFORCE_GT240},
1874 {"NVA0", CARD_NVIDIA_GEFORCE_GTX280},
1875 {"NV98", CARD_NVIDIA_GEFORCE_9200},
1876 {"NV96", CARD_NVIDIA_GEFORCE_9400GT},
1877 {"NV94", CARD_NVIDIA_GEFORCE_9600GT},
1878 {"NV92", CARD_NVIDIA_GEFORCE_9800GT},
1879 {"NV86", CARD_NVIDIA_GEFORCE_8500GT},
1880 {"NV84", CARD_NVIDIA_GEFORCE_8600GT},
1881 {"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */
1882 {"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */
1883 {"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */
1884 {"NV50", CARD_NVIDIA_GEFORCE_8800GTX},
1885 {"NV4E", CARD_NVIDIA_GEFORCE_6200}, /* 6100 Go / 6150 Go */
1886 {"NV4C", CARD_NVIDIA_GEFORCE_6200}, /* 6150SE */
1887 {"NV4B", CARD_NVIDIA_GEFORCE_7600},
1888 {"NV4A", CARD_NVIDIA_GEFORCE_6200},
1889 {"NV49", CARD_NVIDIA_GEFORCE_7800GT}, /* 7900 */
1890 {"NV47", CARD_NVIDIA_GEFORCE_7800GT},
1891 {"NV46", CARD_NVIDIA_GEFORCE_7400},
1892 {"NV45", CARD_NVIDIA_GEFORCE_6800},
1893 {"NV44", CARD_NVIDIA_GEFORCE_6200},
1894 {"NV43", CARD_NVIDIA_GEFORCE_6600GT},
1895 {"NV42", CARD_NVIDIA_GEFORCE_6800},
1896 {"NV41", CARD_NVIDIA_GEFORCE_6800},
1897 {"NV40", CARD_NVIDIA_GEFORCE_6800},
1898 {"NV38", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5950 Ultra */
1899 {"NV36", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5700/5750 */
1900 {"NV35", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5900 */
1901 {"NV34", CARD_NVIDIA_GEFORCEFX_5200},
1902 {"NV31", CARD_NVIDIA_GEFORCEFX_5600},
1903 {"NV30", CARD_NVIDIA_GEFORCEFX_5800},
1904 {"NV28", CARD_NVIDIA_GEFORCE4_TI4200},
1905 {"NV25", CARD_NVIDIA_GEFORCE4_TI4200},
1906 {"NV20", CARD_NVIDIA_GEFORCE3},
1907 {"NV1F", CARD_NVIDIA_GEFORCE4_MX}, /* GF4 MX IGP */
1908 {"NV1A", CARD_NVIDIA_GEFORCE2}, /* GF2 IGP */
1909 {"NV18", CARD_NVIDIA_GEFORCE4_MX},
1910 {"NV17", CARD_NVIDIA_GEFORCE4_MX},
1911 {"NV16", CARD_NVIDIA_GEFORCE2},
1912 {"NV15", CARD_NVIDIA_GEFORCE2},
1913 {"NV11", CARD_NVIDIA_GEFORCE2_MX},
1914 {"NV10", CARD_NVIDIA_GEFORCE},
1915 {"NV05", CARD_NVIDIA_RIVA_TNT2},
1916 {"NV04", CARD_NVIDIA_RIVA_TNT},
1917 {"NV03", CARD_NVIDIA_RIVA_128},
1920 for (i = 0; i < sizeof(cards) / sizeof(*cards); ++i)
1922 if (strstr(gl_renderer, cards[i].renderer))
1923 return cards[i].id;
1927 FIXME_(d3d_caps)("Unknown renderer %s.\n", debugstr_a(gl_renderer));
1928 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
1929 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
1930 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
1931 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
1932 return CARD_NVIDIA_RIVA_128;
1936 struct vendor_card_selection
1938 enum wined3d_gl_vendor gl_vendor;
1939 enum wined3d_pci_vendor card_vendor;
1940 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1941 enum wined3d_pci_device (*select_card)(const struct wined3d_gl_info *gl_info, const char *gl_renderer);
1944 static const struct vendor_card_selection vendor_card_select_table[] =
1946 {GL_VENDOR_NVIDIA, HW_VENDOR_NVIDIA, "Nvidia binary driver", select_card_nvidia_binary},
1947 {GL_VENDOR_APPLE, HW_VENDOR_NVIDIA, "Apple OSX NVidia binary driver", select_card_nvidia_binary},
1948 {GL_VENDOR_APPLE, HW_VENDOR_AMD, "Apple OSX AMD/ATI binary driver", select_card_amd_binary},
1949 {GL_VENDOR_APPLE, HW_VENDOR_INTEL, "Apple OSX Intel binary driver", select_card_intel},
1950 {GL_VENDOR_FGLRX, HW_VENDOR_AMD, "AMD/ATI binary driver", select_card_amd_binary},
1951 {GL_VENDOR_MESA, HW_VENDOR_AMD, "Mesa AMD/ATI driver", select_card_amd_mesa},
1952 {GL_VENDOR_MESA, HW_VENDOR_NVIDIA, "Mesa Nouveau driver", select_card_nvidia_mesa},
1953 {GL_VENDOR_MESA, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel},
1954 {GL_VENDOR_INTEL, HW_VENDOR_INTEL, "Mesa Intel driver", select_card_intel}
1958 static enum wined3d_pci_device wined3d_guess_card(const struct wined3d_gl_info *gl_info, const char *gl_renderer,
1959 enum wined3d_gl_vendor *gl_vendor, enum wined3d_pci_vendor *card_vendor)
1961 /* Above is a list of Nvidia and ATI GPUs. Both vendors have dozens of
1962 * different GPUs with roughly the same features. In most cases GPUs from a
1963 * certain family differ in clockspeeds, the amount of video memory and the
1964 * number of shader pipelines.
1966 * A Direct3D device object contains the PCI id (vendor + device) of the
1967 * videocard which is used for rendering. Various applications use this
1968 * information to get a rough estimation of the features of the card and
1969 * some might use it for enabling 3d effects only on certain types of
1970 * videocards. In some cases games might even use it to work around bugs
1971 * which happen on certain videocards/driver combinations. The problem is
1972 * that OpenGL only exposes a rendering string containing the name of the
1973 * videocard and not the PCI id.
1975 * Various games depend on the PCI id, so somehow we need to provide one.
1976 * A simple option is to parse the renderer string and translate this to
1977 * the right PCI id. This is a lot of work because there are more than 200
1978 * GPUs just for Nvidia. Various cards share the same renderer string, so
1979 * the amount of code might be 'small' but there are quite a number of
1980 * exceptions which would make this a pain to maintain. Another way would
1981 * be to query the PCI id from the operating system (assuming this is the
1982 * videocard which is used for rendering which is not always the case).
1983 * This would work but it is not very portable. Second it would not work
1984 * well in, let's say, a remote X situation in which the amount of 3d
1985 * features which can be used is limited.
1987 * As said most games only use the PCI id to get an indication of the
1988 * capabilities of the card. It doesn't really matter if the given id is
1989 * the correct one if we return the id of a card with similar 3d features.
1991 * The code below checks the OpenGL capabilities of a videocard and matches
1992 * that to a certain level of Direct3D functionality. Once a card passes
1993 * the Direct3D9 check, we know that the card (in case of Nvidia) is at
1994 * least a GeforceFX. To give a better estimate we do a basic check on the
1995 * renderer string but if that won't pass we return a default card. This
1996 * way is better than maintaining a full card database as even without a
1997 * full database we can return a card with similar features. Second the
1998 * size of the database can be made quite small because when you know what
1999 * type of 3d functionality a card has, you know to which GPU family the
2000 * GPU must belong. Because of this you only have to check a small part of
2001 * the renderer string to distinguishes between different models from that
2002 * family.
2004 * The code also selects a default amount of video memory which we will
2005 * use for an estimation of the amount of free texture memory. In case of
2006 * real D3D the amount of texture memory includes video memory and system
2007 * memory (to be specific AGP memory or in case of PCIE TurboCache /
2008 * HyperMemory). We don't know how much system memory can be addressed by
2009 * the system but we can make a reasonable estimation about the amount of
2010 * video memory. If the value is slightly wrong it doesn't matter as we
2011 * didn't include AGP-like memory which makes the amount of addressable
2012 * memory higher and second OpenGL isn't that critical it moves to system
2013 * memory behind our backs if really needed. Note that the amount of video
2014 * memory can be overruled using a registry setting. */
2016 int i;
2018 for (i = 0; i < (sizeof(vendor_card_select_table) / sizeof(*vendor_card_select_table)); ++i)
2020 if ((vendor_card_select_table[i].gl_vendor != *gl_vendor)
2021 || (vendor_card_select_table[i].card_vendor != *card_vendor))
2022 continue;
2023 TRACE_(d3d_caps)("Applying card_selector \"%s\".\n", vendor_card_select_table[i].description);
2024 return vendor_card_select_table[i].select_card(gl_info, gl_renderer);
2027 FIXME_(d3d_caps)("No card selector available for GL vendor %d and card vendor %04x.\n",
2028 *gl_vendor, *card_vendor);
2030 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
2031 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
2032 * them a good generic choice. */
2033 *card_vendor = HW_VENDOR_NVIDIA;
2034 if (WINE_D3D9_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCEFX_5600;
2035 if (WINE_D3D8_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE3;
2036 if (WINE_D3D7_CAPABLE(gl_info)) return CARD_NVIDIA_GEFORCE;
2037 if (WINE_D3D6_CAPABLE(gl_info)) return CARD_NVIDIA_RIVA_TNT;
2038 return CARD_NVIDIA_RIVA_128;
2041 static const struct fragment_pipeline *select_fragment_implementation(struct wined3d_adapter *adapter)
2043 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2044 int vs_selected_mode, ps_selected_mode;
2046 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2047 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2048 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_fragment_pipeline;
2049 else if (ps_selected_mode == SHADER_ATI) return &atifs_fragment_pipeline;
2050 else if (gl_info->supported[NV_REGISTER_COMBINERS]
2051 && gl_info->supported[NV_TEXTURE_SHADER2]) return &nvts_fragment_pipeline;
2052 else if (gl_info->supported[NV_REGISTER_COMBINERS]) return &nvrc_fragment_pipeline;
2053 else return &ffp_fragment_pipeline;
2056 static const shader_backend_t *select_shader_backend(struct wined3d_adapter *adapter)
2058 int vs_selected_mode, ps_selected_mode;
2060 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
2061 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) return &glsl_shader_backend;
2062 if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) return &arb_program_shader_backend;
2063 return &none_shader_backend;
2066 static const struct blit_shader *select_blit_implementation(struct wined3d_adapter *adapter)
2068 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
2069 int vs_selected_mode, ps_selected_mode;
2071 select_shader_mode(gl_info, &ps_selected_mode, &vs_selected_mode);
2072 if ((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL)
2073 && gl_info->supported[ARB_FRAGMENT_PROGRAM]) return &arbfp_blit;
2074 else return &ffp_blit;
2077 static void load_gl_funcs(struct wined3d_gl_info *gl_info, DWORD gl_version)
2079 DWORD ver;
2081 #define USE_GL_FUNC(type, pfn, ext, replace) \
2082 if (gl_info->supported[ext]) gl_info->pfn = (type)pwglGetProcAddress(#pfn); \
2083 else if ((ver = ver_for_ext(ext)) && ver <= gl_version) gl_info->pfn = (type)pwglGetProcAddress(#replace); \
2084 else gl_info->pfn = NULL;
2086 GL_EXT_FUNCS_GEN;
2087 #undef USE_GL_FUNC
2089 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type)pwglGetProcAddress(#pfn);
2090 WGL_EXT_FUNCS_GEN;
2091 #undef USE_GL_FUNC
2094 /* Context activation is done by the caller. */
2095 static BOOL IWineD3DImpl_FillGLCaps(struct wined3d_adapter *adapter)
2097 struct wined3d_driver_info *driver_info = &adapter->driver_info;
2098 struct wined3d_gl_info *gl_info = &adapter->gl_info;
2099 const char *GL_Extensions = NULL;
2100 const char *WGL_Extensions = NULL;
2101 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
2102 struct fragment_caps fragment_caps;
2103 enum wined3d_gl_vendor gl_vendor;
2104 enum wined3d_pci_vendor card_vendor;
2105 enum wined3d_pci_device device;
2106 GLint gl_max;
2107 GLfloat gl_floatv[2];
2108 unsigned i;
2109 HDC hdc;
2110 DWORD gl_version;
2111 size_t len;
2113 TRACE_(d3d_caps)("(%p)\n", gl_info);
2115 ENTER_GL();
2117 gl_renderer_str = (const char *)glGetString(GL_RENDERER);
2118 TRACE_(d3d_caps)("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
2119 if (!gl_renderer_str)
2121 LEAVE_GL();
2122 ERR_(d3d_caps)("Received a NULL GL_RENDERER.\n");
2123 return FALSE;
2126 gl_vendor_str = (const char *)glGetString(GL_VENDOR);
2127 TRACE_(d3d_caps)("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
2128 if (!gl_vendor_str)
2130 LEAVE_GL();
2131 ERR_(d3d_caps)("Received a NULL GL_VENDOR.\n");
2132 return FALSE;
2135 /* Parse the GL_VERSION field into major and minor information */
2136 gl_version_str = (const char *)glGetString(GL_VERSION);
2137 TRACE_(d3d_caps)("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
2138 if (!gl_version_str)
2140 LEAVE_GL();
2141 ERR_(d3d_caps)("Received a NULL GL_VERSION.\n");
2142 return FALSE;
2144 gl_version = wined3d_parse_gl_version(gl_version_str);
2147 * Initialize openGL extension related variables
2148 * with Default values
2150 memset(gl_info->supported, 0, sizeof(gl_info->supported));
2151 gl_info->limits.blends = 1;
2152 gl_info->limits.buffers = 1;
2153 gl_info->limits.textures = 1;
2154 gl_info->limits.fragment_samplers = 1;
2155 gl_info->limits.vertex_samplers = 0;
2156 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers + gl_info->limits.vertex_samplers;
2157 gl_info->limits.sampler_stages = 1;
2158 gl_info->limits.glsl_vs_float_constants = 0;
2159 gl_info->limits.glsl_ps_float_constants = 0;
2160 gl_info->limits.arb_vs_float_constants = 0;
2161 gl_info->limits.arb_vs_native_constants = 0;
2162 gl_info->limits.arb_vs_instructions = 0;
2163 gl_info->limits.arb_vs_temps = 0;
2164 gl_info->limits.arb_ps_float_constants = 0;
2165 gl_info->limits.arb_ps_local_constants = 0;
2166 gl_info->limits.arb_ps_instructions = 0;
2167 gl_info->limits.arb_ps_temps = 0;
2169 /* Retrieve opengl defaults */
2170 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
2171 gl_info->limits.clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
2172 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
2174 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2175 gl_info->limits.lights = gl_max;
2176 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
2178 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2179 gl_info->limits.texture_size = gl_max;
2180 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
2182 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
2183 gl_info->limits.pointsize_min = gl_floatv[0];
2184 gl_info->limits.pointsize_max = gl_floatv[1];
2185 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
2187 /* Parse the gl supported features, in theory enabling parts of our code appropriately. */
2188 GL_Extensions = (const char *)glGetString(GL_EXTENSIONS);
2189 if (!GL_Extensions)
2191 LEAVE_GL();
2192 ERR_(d3d_caps)("Received a NULL GL_EXTENSIONS.\n");
2193 return FALSE;
2196 LEAVE_GL();
2198 TRACE_(d3d_caps)("GL_Extensions reported:\n");
2200 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
2202 while (*GL_Extensions)
2204 const char *start;
2206 while (isspace(*GL_Extensions)) ++GL_Extensions;
2207 start = GL_Extensions;
2208 while (!isspace(*GL_Extensions) && *GL_Extensions) ++GL_Extensions;
2210 len = GL_Extensions - start;
2211 if (!len) continue;
2213 TRACE_(d3d_caps)("- %s\n", debugstr_an(start, len));
2215 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2217 if (len == strlen(EXTENSION_MAP[i].extension_string)
2218 && !memcmp(start, EXTENSION_MAP[i].extension_string, len))
2220 TRACE_(d3d_caps)(" FOUND: %s support.\n", EXTENSION_MAP[i].extension_string);
2221 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2222 break;
2227 /* Now work out what GL support this card really has */
2228 load_gl_funcs( gl_info, gl_version );
2230 ENTER_GL();
2232 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
2233 * loading the functions, otherwise the code above will load the extension entry points instead of the
2234 * core functions, which may not work. */
2235 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i)
2237 if (!gl_info->supported[EXTENSION_MAP[i].extension]
2238 && EXTENSION_MAP[i].version <= gl_version && EXTENSION_MAP[i].version)
2240 TRACE_(d3d_caps)(" GL CORE: %s support.\n", EXTENSION_MAP[i].extension_string);
2241 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
2245 if (gl_version >= MAKEDWORD_VERSION(2, 0)) gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
2247 if (gl_info->supported[APPLE_FENCE])
2249 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
2250 * The apple extension interacts with some other apple exts. Disable the NV
2251 * extension if the apple one is support to prevent confusion in other parts
2252 * of the code. */
2253 gl_info->supported[NV_FENCE] = FALSE;
2255 if (gl_info->supported[APPLE_FLOAT_PIXELS])
2257 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
2259 * The enums are the same:
2260 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
2261 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
2262 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
2263 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
2264 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
2266 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
2268 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels.\n");
2269 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
2271 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
2273 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels.\n");
2274 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
2277 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
2279 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
2280 * functionality. Prefer the ARB extension */
2281 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
2283 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
2285 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
2286 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
2288 if (!gl_info->supported[ARB_DEPTH_CLAMP] && gl_info->supported[NV_DEPTH_CLAMP])
2290 TRACE_(d3d_caps)(" IMPLIED: ARB_depth_clamp support (by NV_depth_clamp).\n");
2291 gl_info->supported[ARB_DEPTH_CLAMP] = TRUE;
2293 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && gl_info->supported[EXT_VERTEX_ARRAY_BGRA])
2295 TRACE_(d3d_caps)(" IMPLIED: ARB_vertex_array_bgra support (by EXT_vertex_array_bgra).\n");
2296 gl_info->supported[ARB_VERTEX_ARRAY_BGRA] = TRUE;
2298 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
2300 TRACE_(d3d_caps)(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
2301 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
2303 if (gl_info->supported[NV_TEXTURE_SHADER2])
2305 if (gl_info->supported[NV_REGISTER_COMBINERS])
2307 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
2308 * are supported. The nv extensions provide the same functionality as the
2309 * ATI one, and a bit more(signed pixelformats). */
2310 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
2314 if (gl_info->supported[NV_REGISTER_COMBINERS])
2316 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2317 gl_info->limits.general_combiners = gl_max;
2318 TRACE_(d3d_caps)("Max general combiners: %d.\n", gl_max);
2320 if (gl_info->supported[ARB_DRAW_BUFFERS])
2322 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2323 gl_info->limits.buffers = gl_max;
2324 TRACE_(d3d_caps)("Max draw buffers: %u.\n", gl_max);
2326 if (gl_info->supported[ARB_MULTITEXTURE])
2328 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2329 gl_info->limits.textures = min(MAX_TEXTURES, gl_max);
2330 TRACE_(d3d_caps)("Max textures: %d.\n", gl_info->limits.textures);
2332 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2334 GLint tmp;
2335 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2336 gl_info->limits.fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
2338 else
2340 gl_info->limits.fragment_samplers = max(gl_info->limits.fragment_samplers, gl_max);
2342 TRACE_(d3d_caps)("Max fragment samplers: %d.\n", gl_info->limits.fragment_samplers);
2344 if (gl_info->supported[ARB_VERTEX_SHADER])
2346 GLint tmp;
2347 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2348 gl_info->limits.vertex_samplers = tmp;
2349 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
2350 gl_info->limits.combined_samplers = tmp;
2352 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
2353 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
2354 * an issue because then the sampler setup only depends on the two shaders. If a pixel
2355 * shader is used with fixed function vertex processing we're fine too because fixed function
2356 * vertex processing doesn't use any samplers. If fixed function fragment processing is
2357 * used we have to make sure that all vertex sampler setups are valid together with all
2358 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
2359 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
2360 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
2361 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
2362 * a fixed function pipeline anymore.
2364 * So this is just a check to check that our assumption holds true. If not, write a warning
2365 * and reduce the number of vertex samplers or probably disable vertex texture fetch. */
2366 if (gl_info->limits.vertex_samplers && gl_info->limits.combined_samplers < 12
2367 && MAX_TEXTURES + gl_info->limits.vertex_samplers > gl_info->limits.combined_samplers)
2369 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
2370 gl_info->limits.vertex_samplers, gl_info->limits.combined_samplers);
2371 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers.\n");
2372 if (gl_info->limits.combined_samplers > MAX_TEXTURES)
2373 gl_info->limits.vertex_samplers = gl_info->limits.combined_samplers - MAX_TEXTURES;
2374 else
2375 gl_info->limits.vertex_samplers = 0;
2378 else
2380 gl_info->limits.combined_samplers = gl_info->limits.fragment_samplers;
2382 TRACE_(d3d_caps)("Max vertex samplers: %u.\n", gl_info->limits.vertex_samplers);
2383 TRACE_(d3d_caps)("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
2385 if (gl_info->supported[ARB_VERTEX_BLEND])
2387 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
2388 gl_info->limits.blends = gl_max;
2389 TRACE_(d3d_caps)("Max blends: %u.\n", gl_info->limits.blends);
2391 if (gl_info->supported[EXT_TEXTURE3D])
2393 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
2394 gl_info->limits.texture3d_size = gl_max;
2395 TRACE_(d3d_caps)("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
2397 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
2399 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
2400 gl_info->limits.anisotropy = gl_max;
2401 TRACE_(d3d_caps)("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
2403 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2405 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2406 gl_info->limits.arb_ps_float_constants = gl_max;
2407 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
2408 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2409 gl_info->limits.arb_ps_native_constants = gl_max;
2410 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
2411 gl_info->limits.arb_ps_native_constants);
2412 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2413 gl_info->limits.arb_ps_temps = gl_max;
2414 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
2415 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2416 gl_info->limits.arb_ps_instructions = gl_max;
2417 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
2418 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
2419 gl_info->limits.arb_ps_local_constants = gl_max;
2420 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
2422 if (gl_info->supported[ARB_VERTEX_PROGRAM])
2424 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
2425 gl_info->limits.arb_vs_float_constants = gl_max;
2426 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
2427 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
2428 gl_info->limits.arb_vs_native_constants = gl_max;
2429 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
2430 gl_info->limits.arb_vs_native_constants);
2431 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
2432 gl_info->limits.arb_vs_temps = gl_max;
2433 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
2434 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
2435 gl_info->limits.arb_vs_instructions = gl_max;
2436 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
2438 if (test_arb_vs_offset_limit(gl_info)) gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
2440 if (gl_info->supported[ARB_VERTEX_SHADER])
2442 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
2443 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
2444 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
2446 if (gl_info->supported[ARB_FRAGMENT_SHADER])
2448 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
2449 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
2450 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
2451 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
2452 gl_info->limits.glsl_varyings = gl_max;
2453 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_max, gl_max / 4);
2455 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
2457 const char *str = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
2458 unsigned int major, minor;
2460 TRACE_(d3d_caps)("GLSL version string: %s.\n", debugstr_a(str));
2462 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
2463 sscanf(str, "%u.%u", &major, &minor);
2464 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
2466 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
2468 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
2470 else
2472 gl_info->limits.shininess = 128.0f;
2474 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
2476 /* If we have full NP2 texture support, disable
2477 * GL_ARB_texture_rectangle because we will never use it.
2478 * This saves a few redundant glDisable calls. */
2479 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
2481 if (gl_info->supported[ATI_FRAGMENT_SHADER])
2483 /* Disable NV_register_combiners and fragment shader if this is supported.
2484 * generally the NV extensions are preferred over the ATI ones, and this
2485 * extension is disabled if register_combiners and texture_shader2 are both
2486 * supported. So we reach this place only if we have incomplete NV dxlevel 8
2487 * fragment processing support. */
2488 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
2489 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
2490 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
2491 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
2493 if (gl_info->supported[NV_HALF_FLOAT])
2495 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
2496 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
2498 if (gl_info->supported[ARB_POINT_SPRITE])
2500 gl_info->limits.point_sprite_units = gl_info->limits.textures;
2502 else
2504 gl_info->limits.point_sprite_units = 0;
2506 checkGLcall("extension detection");
2508 LEAVE_GL();
2510 adapter->fragment_pipe = select_fragment_implementation(adapter);
2511 adapter->shader_backend = select_shader_backend(adapter);
2512 adapter->blitter = select_blit_implementation(adapter);
2514 adapter->fragment_pipe->get_caps(gl_info, &fragment_caps);
2515 gl_info->limits.texture_stages = fragment_caps.MaxTextureBlendStages;
2516 TRACE_(d3d_caps)("Max texture stages: %u.\n", gl_info->limits.texture_stages);
2518 /* In some cases the number of texture stages can be larger than the number
2519 * of samplers. The GF4 for example can use only 2 samplers (no fragment
2520 * shaders), but 8 texture stages (register combiners). */
2521 gl_info->limits.sampler_stages = max(gl_info->limits.fragment_samplers, gl_info->limits.texture_stages);
2523 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
2525 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbuffer;
2526 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbuffer;
2527 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffers;
2528 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffers;
2529 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorage;
2530 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisample;
2531 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameteriv;
2532 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebuffer;
2533 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebuffer;
2534 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffers;
2535 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffers;
2536 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatus;
2537 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1D;
2538 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2D;
2539 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3D;
2540 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbuffer;
2541 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameteriv;
2542 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebuffer;
2543 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmap;
2545 else
2547 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
2549 gl_info->fbo_ops.glIsRenderbuffer = gl_info->glIsRenderbufferEXT;
2550 gl_info->fbo_ops.glBindRenderbuffer = gl_info->glBindRenderbufferEXT;
2551 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->glDeleteRenderbuffersEXT;
2552 gl_info->fbo_ops.glGenRenderbuffers = gl_info->glGenRenderbuffersEXT;
2553 gl_info->fbo_ops.glRenderbufferStorage = gl_info->glRenderbufferStorageEXT;
2554 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->glGetRenderbufferParameterivEXT;
2555 gl_info->fbo_ops.glIsFramebuffer = gl_info->glIsFramebufferEXT;
2556 gl_info->fbo_ops.glBindFramebuffer = gl_info->glBindFramebufferEXT;
2557 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->glDeleteFramebuffersEXT;
2558 gl_info->fbo_ops.glGenFramebuffers = gl_info->glGenFramebuffersEXT;
2559 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->glCheckFramebufferStatusEXT;
2560 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->glFramebufferTexture1DEXT;
2561 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->glFramebufferTexture2DEXT;
2562 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->glFramebufferTexture3DEXT;
2563 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->glFramebufferRenderbufferEXT;
2564 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv = gl_info->glGetFramebufferAttachmentParameterivEXT;
2565 gl_info->fbo_ops.glGenerateMipmap = gl_info->glGenerateMipmapEXT;
2567 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2569 WARN_(d3d_caps)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
2570 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
2572 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
2574 gl_info->fbo_ops.glBlitFramebuffer = gl_info->glBlitFramebufferEXT;
2576 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
2578 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->glRenderbufferStorageMultisampleEXT;
2582 /* MRTs are currently only supported when FBOs are used. */
2583 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
2585 gl_info->limits.buffers = 1;
2588 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str);
2589 card_vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
2590 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x/0x%04x)\n", debugstr_a(gl_vendor_str), gl_vendor, card_vendor);
2592 device = wined3d_guess_card(gl_info, gl_renderer_str, &gl_vendor, &card_vendor);
2593 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", card_vendor, device);
2595 gl_info->wrap_lookup[WINED3DTADDRESS_WRAP - WINED3DTADDRESS_WRAP] = GL_REPEAT;
2596 gl_info->wrap_lookup[WINED3DTADDRESS_MIRROR - WINED3DTADDRESS_WRAP] =
2597 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
2598 gl_info->wrap_lookup[WINED3DTADDRESS_CLAMP - WINED3DTADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
2599 gl_info->wrap_lookup[WINED3DTADDRESS_BORDER - WINED3DTADDRESS_WRAP] =
2600 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
2601 gl_info->wrap_lookup[WINED3DTADDRESS_MIRRORONCE - WINED3DTADDRESS_WRAP] =
2602 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
2604 /* Make sure there's an active HDC else the WGL extensions will fail */
2605 hdc = pwglGetCurrentDC();
2606 if (hdc) {
2607 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
2608 if(GL_EXTCALL(wglGetExtensionsStringARB))
2609 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
2611 if (!WGL_Extensions)
2613 ERR(" WGL_Extensions returns NULL\n");
2615 else
2617 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
2618 while (*WGL_Extensions)
2620 const char *Start;
2621 char ThisExtn[256];
2623 while (isspace(*WGL_Extensions)) WGL_Extensions++;
2624 Start = WGL_Extensions;
2625 while (!isspace(*WGL_Extensions) && *WGL_Extensions) ++WGL_Extensions;
2627 len = WGL_Extensions - Start;
2628 if (!len || len >= sizeof(ThisExtn))
2629 continue;
2631 memcpy(ThisExtn, Start, len);
2632 ThisExtn[len] = '\0';
2633 TRACE_(d3d_caps)("- %s\n", debugstr_a(ThisExtn));
2635 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
2636 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
2637 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
2639 if (!strcmp(ThisExtn, "WGL_EXT_swap_control")) {
2640 gl_info->supported[WGL_EXT_SWAP_CONTROL] = TRUE;
2641 TRACE_(d3d_caps)("FOUND: WGL_EXT_swap_control support\n");
2643 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
2644 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
2645 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
2651 fixup_extensions(gl_info, gl_renderer_str, gl_vendor, card_vendor, device);
2652 init_driver_info(driver_info, card_vendor, device);
2653 add_gl_compat_wrappers(gl_info);
2655 return TRUE;
2658 UINT CDECL wined3d_get_adapter_count(const struct wined3d *wined3d)
2660 TRACE_(d3d_caps)("wined3d %p, reporting %u adapters.\n",
2661 wined3d, wined3d->adapter_count);
2663 return wined3d->adapter_count;
2666 HRESULT CDECL wined3d_register_software_device(struct wined3d *wined3d, void *init_function)
2668 FIXME("wined3d %p, init_function %p stub!\n", wined3d, init_function);
2670 return WINED3D_OK;
2673 HMONITOR CDECL wined3d_get_adapter_monitor(const struct wined3d *wined3d, UINT adapter_idx)
2675 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u.\n", wined3d, adapter_idx);
2677 if (adapter_idx >= wined3d->adapter_count)
2678 return NULL;
2680 return MonitorFromPoint(wined3d->adapters[adapter_idx].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
2683 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
2684 of the same bpp but different resolutions */
2686 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2687 UINT CDECL wined3d_get_adapter_mode_count(const struct wined3d *wined3d, UINT adapter_idx,
2688 enum wined3d_format_id format_id)
2690 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s.\n", wined3d, adapter_idx, debug_d3dformat(format_id));
2692 if (adapter_idx >= wined3d->adapter_count)
2693 return 0;
2695 /* TODO: Store modes per adapter and read it from the adapter structure */
2696 if (!adapter_idx)
2698 const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2699 UINT format_bits = format->byte_count * CHAR_BIT;
2700 unsigned int i = 0;
2701 unsigned int j = 0;
2702 DEVMODEW mode;
2704 memset(&mode, 0, sizeof(mode));
2705 mode.dmSize = sizeof(mode);
2707 while (EnumDisplaySettingsExW(NULL, j, &mode, 0))
2709 ++j;
2711 if (format_id == WINED3DFMT_UNKNOWN)
2713 /* This is for D3D8, do not enumerate P8 here */
2714 if (mode.dmBitsPerPel == 32 || mode.dmBitsPerPel == 16) ++i;
2716 else if (mode.dmBitsPerPel == format_bits)
2718 ++i;
2722 TRACE_(d3d_caps)("Returning %u matching modes (out of %u total) for adapter %u.\n", i, j, adapter_idx);
2724 return i;
2726 else
2728 FIXME_(d3d_caps)("Adapter not primary display.\n");
2731 return 0;
2734 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
2735 HRESULT CDECL wined3d_enum_adapter_modes(const struct wined3d *wined3d, UINT adapter_idx,
2736 enum wined3d_format_id format_id, UINT mode_idx, WINED3DDISPLAYMODE *mode)
2738 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, format %s, mode_idx %u, mode %p.\n",
2739 wined3d, adapter_idx, debug_d3dformat(format_id), mode_idx, mode);
2741 /* Validate the parameters as much as possible */
2742 if (!mode || adapter_idx >= wined3d->adapter_count
2743 || mode_idx >= wined3d_get_adapter_mode_count(wined3d, adapter_idx, format_id))
2745 return WINED3DERR_INVALIDCALL;
2748 /* TODO: Store modes per adapter and read it from the adapter structure */
2749 if (!adapter_idx)
2751 const struct wined3d_format *format = wined3d_get_format(&wined3d->adapters[adapter_idx].gl_info, format_id);
2752 UINT format_bits = format->byte_count * CHAR_BIT;
2753 DEVMODEW DevModeW;
2754 int ModeIdx = 0;
2755 UINT i = 0;
2756 int j = 0;
2758 ZeroMemory(&DevModeW, sizeof(DevModeW));
2759 DevModeW.dmSize = sizeof(DevModeW);
2761 /* If we are filtering to a specific format (D3D9), then need to skip
2762 all unrelated modes, but if mode is irrelevant (D3D8), then we can
2763 just count through the ones with valid bit depths */
2764 while (i <= mode_idx && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0))
2766 if (format_id == WINED3DFMT_UNKNOWN)
2768 /* This is for D3D8, do not enumerate P8 here */
2769 if (DevModeW.dmBitsPerPel == 32 || DevModeW.dmBitsPerPel == 16) ++i;
2771 else if (DevModeW.dmBitsPerPel == format_bits)
2773 ++i;
2777 if (!i)
2779 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", format_id, debug_d3dformat(format_id));
2780 return WINED3DERR_INVALIDCALL;
2782 ModeIdx = j - 1;
2784 /* Now get the display mode via the calculated index */
2785 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0))
2787 mode->Width = DevModeW.dmPelsWidth;
2788 mode->Height = DevModeW.dmPelsHeight;
2789 mode->RefreshRate = DEFAULT_REFRESH_RATE;
2790 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
2791 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2793 if (format_id == WINED3DFMT_UNKNOWN)
2794 mode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
2795 else
2796 mode->Format = format_id;
2798 else
2800 TRACE_(d3d_caps)("Requested mode %u out of range.\n", mode_idx);
2801 return WINED3DERR_INVALIDCALL;
2804 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n",
2805 mode->Width, mode->Height, mode->RefreshRate, mode->Format,
2806 debug_d3dformat(mode->Format), DevModeW.dmBitsPerPel);
2808 else
2810 FIXME_(d3d_caps)("Adapter not primary display\n");
2813 return WINED3D_OK;
2816 HRESULT CDECL wined3d_get_adapter_display_mode(const struct wined3d *wined3d, UINT adapter_idx,
2817 WINED3DDISPLAYMODE *mode)
2819 TRACE("wined3d %p, adapter_idx %u, display_mode %p.\n", wined3d, adapter_idx, mode);
2821 if (!mode || adapter_idx >= wined3d->adapter_count)
2822 return WINED3DERR_INVALIDCALL;
2824 if (!adapter_idx)
2826 DEVMODEW DevModeW;
2827 unsigned int bpp;
2829 ZeroMemory(&DevModeW, sizeof(DevModeW));
2830 DevModeW.dmSize = sizeof(DevModeW);
2832 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
2833 mode->Width = DevModeW.dmPelsWidth;
2834 mode->Height = DevModeW.dmPelsHeight;
2835 bpp = DevModeW.dmBitsPerPel;
2836 mode->RefreshRate = DEFAULT_REFRESH_RATE;
2837 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
2838 mode->RefreshRate = DevModeW.dmDisplayFrequency;
2839 mode->Format = pixelformat_for_depth(bpp);
2841 else
2843 FIXME_(d3d_caps)("Adapter not primary display\n");
2846 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", mode->Width,
2847 mode->Height, mode->RefreshRate, debug_d3dformat(mode->Format));
2848 return WINED3D_OK;
2851 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
2852 and fields being inserted in the middle, a new structure is used in place */
2853 HRESULT CDECL wined3d_get_adapter_identifier(const struct wined3d *wined3d,
2854 UINT adapter_idx, DWORD flags, WINED3DADAPTER_IDENTIFIER *identifier)
2856 const struct wined3d_adapter *adapter;
2857 size_t len;
2859 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, flags %#x, indentifier %p.\n",
2860 wined3d, adapter_idx, flags, identifier);
2862 if (adapter_idx >= wined3d->adapter_count)
2863 return WINED3DERR_INVALIDCALL;
2865 adapter = &wined3d->adapters[adapter_idx];
2867 /* Return the information requested */
2868 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
2870 if (identifier->driver_size)
2872 const char *name = adapter->driver_info.name;
2873 len = min(strlen(name), identifier->driver_size - 1);
2874 memcpy(identifier->driver, name, len);
2875 identifier->driver[len] = '\0';
2878 if (identifier->description_size)
2880 const char *description = adapter->driver_info.description;
2881 len = min(strlen(description), identifier->description_size - 1);
2882 memcpy(identifier->description, description, len);
2883 identifier->description[len] = '\0';
2886 /* Note that d3d8 doesn't supply a device name. */
2887 if (identifier->device_name_size)
2889 static const char *device_name = "\\\\.\\DISPLAY1"; /* FIXME: May depend on desktop? */
2891 len = strlen(device_name);
2892 if (len >= identifier->device_name_size)
2894 ERR("Device name size too small.\n");
2895 return WINED3DERR_INVALIDCALL;
2898 memcpy(identifier->device_name, device_name, len);
2899 identifier->device_name[len] = '\0';
2902 identifier->driver_version.u.HighPart = adapter->driver_info.version_high;
2903 identifier->driver_version.u.LowPart = adapter->driver_info.version_low;
2904 identifier->vendor_id = adapter->driver_info.vendor;
2905 identifier->device_id = adapter->driver_info.device;
2906 identifier->subsystem_id = 0;
2907 identifier->revision = 0;
2908 memcpy(&identifier->device_identifier, &IID_D3DDEVICE_D3DUID, sizeof(identifier->device_identifier));
2909 identifier->whql_level = (flags & WINED3DENUM_NO_WHQL_LEVEL) ? 0 : 1;
2910 memcpy(&identifier->adapter_luid, &adapter->luid, sizeof(identifier->adapter_luid));
2911 identifier->video_memory = adapter->TextureRam;
2913 return WINED3D_OK;
2916 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const struct wined3d_gl_info *gl_info,
2917 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2919 short redSize, greenSize, blueSize, alphaSize, colorBits;
2921 if(!cfg)
2922 return FALSE;
2924 /* Float formats need FBOs. If FBOs are used this function isn't called */
2925 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2927 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
2928 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
2930 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2931 return FALSE;
2934 if(cfg->redSize < redSize)
2935 return FALSE;
2937 if(cfg->greenSize < greenSize)
2938 return FALSE;
2940 if(cfg->blueSize < blueSize)
2941 return FALSE;
2943 if(cfg->alphaSize < alphaSize)
2944 return FALSE;
2946 return TRUE;
2949 /* Probably a RGBA_float or color index mode */
2950 return FALSE;
2953 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const struct wined3d_gl_info *gl_info,
2954 const WineD3D_PixelFormat *cfg, const struct wined3d_format *format)
2956 short depthSize, stencilSize;
2957 BOOL lockable = FALSE;
2959 if(!cfg)
2960 return FALSE;
2962 if (!getDepthStencilBits(format, &depthSize, &stencilSize))
2964 ERR("Unable to check compatibility for format %s.\n", debug_d3dformat(format->id));
2965 return FALSE;
2968 /* Float formats need FBOs. If FBOs are used this function isn't called */
2969 if (format->flags & WINED3DFMT_FLAG_FLOAT) return FALSE;
2971 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
2972 lockable = TRUE;
2974 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
2975 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
2976 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
2977 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
2978 return FALSE;
2980 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
2981 * allow more stencil bits than requested. */
2982 if(cfg->stencilSize < stencilSize)
2983 return FALSE;
2985 return TRUE;
2988 HRESULT CDECL wined3d_check_depth_stencil_match(const struct wined3d *wined3d,
2989 UINT adapter_idx, WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id,
2990 enum wined3d_format_id render_target_format_id, enum wined3d_format_id depth_stencil_format_id)
2992 const struct wined3d_format *rt_format;
2993 const struct wined3d_format *ds_format;
2994 const struct wined3d_adapter *adapter;
2996 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s,\n"
2997 "adapter_format %s, render_target_format %s, depth_stencil_format %s.\n",
2998 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
2999 debug_d3dformat(render_target_format_id), debug_d3dformat(depth_stencil_format_id));
3001 if (adapter_idx >= wined3d->adapter_count)
3002 return WINED3DERR_INVALIDCALL;
3004 adapter = &wined3d->adapters[adapter_idx];
3005 rt_format = wined3d_get_format(&adapter->gl_info, render_target_format_id);
3006 ds_format = wined3d_get_format(&adapter->gl_info, depth_stencil_format_id);
3007 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3009 if ((rt_format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3010 && (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
3012 TRACE_(d3d_caps)("Formats match.\n");
3013 return WINED3D_OK;
3016 else
3018 const WineD3D_PixelFormat *cfgs;
3019 unsigned int cfg_count;
3020 unsigned int i;
3022 cfgs = adapter->cfgs;
3023 cfg_count = adapter->nCfgs;
3024 for (i = 0; i < cfg_count; ++i)
3026 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[i], rt_format))
3028 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], ds_format))
3030 TRACE_(d3d_caps)("Formats match.\n");
3031 return WINED3D_OK;
3037 TRACE_(d3d_caps)("Unsupported format pair: %s and %s.\n",
3038 debug_d3dformat(render_target_format_id),
3039 debug_d3dformat(depth_stencil_format_id));
3041 return WINED3DERR_NOTAVAILABLE;
3044 HRESULT CDECL wined3d_check_device_multisample_type(const struct wined3d *wined3d, UINT adapter_idx,
3045 WINED3DDEVTYPE device_type, enum wined3d_format_id surface_format_id, BOOL windowed,
3046 WINED3DMULTISAMPLE_TYPE multisample_type, DWORD *quality_levels)
3048 const struct wined3d_adapter *adapter;
3049 const struct wined3d_format *format;
3051 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, surface_format %s,\n"
3052 "windowed %#x, multisample_type %#x, quality_levels %p.\n",
3053 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(surface_format_id),
3054 windowed, multisample_type, quality_levels);
3056 if (adapter_idx >= wined3d->adapter_count)
3057 return WINED3DERR_INVALIDCALL;
3059 /* TODO: Handle windowed, add more quality levels. */
3061 if (WINED3DMULTISAMPLE_NONE == multisample_type)
3063 if (quality_levels) *quality_levels = 1;
3064 return WINED3D_OK;
3067 /* By default multisampling is disabled right now as it causes issues
3068 * on some Nvidia driver versions and it doesn't work well in combination
3069 * with FBOs yet. */
3070 if (!wined3d_settings.allow_multisampling)
3071 return WINED3DERR_NOTAVAILABLE;
3073 adapter = &wined3d->adapters[adapter_idx];
3074 format = wined3d_get_format(&adapter->gl_info, surface_format_id);
3075 if (!format) return WINED3DERR_INVALIDCALL;
3077 if (format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))
3079 const WineD3D_PixelFormat *cfgs;
3080 unsigned int i, cfg_count;
3082 cfgs = adapter->cfgs;
3083 cfg_count = adapter->nCfgs;
3084 for (i = 0; i < cfg_count; ++i)
3086 if(cfgs[i].numSamples != multisample_type)
3087 continue;
3089 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], format))
3090 continue;
3092 TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3093 cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3095 if (quality_levels) *quality_levels = 1;
3097 return WINED3D_OK;
3100 else if (format->flags & WINED3DFMT_FLAG_RENDERTARGET)
3102 short redSize, greenSize, blueSize, alphaSize, colorBits;
3103 const WineD3D_PixelFormat *cfgs;
3104 unsigned int i, cfg_count;
3106 if (!getColorBits(format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
3108 ERR("Unable to get color bits for format %s, can't check multisampling capability.\n",
3109 debug_d3dformat(surface_format_id));
3110 return WINED3DERR_NOTAVAILABLE;
3113 cfgs = adapter->cfgs;
3114 cfg_count = adapter->nCfgs;
3115 for (i = 0; i < cfg_count; ++i)
3117 if(cfgs[i].numSamples != multisample_type)
3118 continue;
3119 if(cfgs[i].redSize != redSize)
3120 continue;
3121 if(cfgs[i].greenSize != greenSize)
3122 continue;
3123 if(cfgs[i].blueSize != blueSize)
3124 continue;
3125 /* Not all drivers report alpha-less formats since they use 32-bit
3126 * anyway, so accept alpha even if we didn't ask for it. */
3127 if(alphaSize && cfgs[i].alphaSize != alphaSize)
3128 continue;
3129 if (cfgs[i].colorSize != (format->byte_count << 3))
3130 continue;
3132 TRACE("Found pixel format %u to support multisample_type %#x for format %s.\n",
3133 cfgs[i].iPixelFormat, multisample_type, debug_d3dformat(surface_format_id));
3135 if (quality_levels) *quality_levels = 1;
3137 return WINED3D_OK;
3140 return WINED3DERR_NOTAVAILABLE;
3143 /* Check if we support bumpmapping for a format */
3144 static BOOL CheckBumpMapCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3146 /* Ask the fixed function pipeline implementation if it can deal
3147 * with the conversion. If we've got a GL extension giving native
3148 * support this will be an identity conversion. */
3149 return (format->flags & WINED3DFMT_FLAG_BUMPMAP)
3150 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup);
3153 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
3154 static BOOL CheckDepthStencilCapability(const struct wined3d_adapter *adapter,
3155 const struct wined3d_format *display_format, const struct wined3d_format *ds_format)
3157 int it=0;
3159 /* Only allow depth/stencil formats */
3160 if (!(ds_format->depth_size || ds_format->stencil_size)) return FALSE;
3162 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3164 /* With FBOs WGL limitations do not apply, but the format needs to be FBO attachable */
3165 if (ds_format->flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) return TRUE;
3167 else
3169 /* Walk through all WGL pixel formats to find a match */
3170 for (it = 0; it < adapter->nCfgs; ++it)
3172 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
3173 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format))
3175 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format))
3177 return TRUE;
3183 return FALSE;
3186 static BOOL CheckFilterCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3188 /* The flags entry of a format contains the filtering capability */
3189 if (format->flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
3191 return FALSE;
3194 /* Check the render target capabilities of a format */
3195 static BOOL CheckRenderTargetCapability(const struct wined3d_adapter *adapter,
3196 const struct wined3d_format *adapter_format, const struct wined3d_format *check_format)
3198 /* Filter out non-RT formats */
3199 if (!(check_format->flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
3200 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
3202 WineD3D_PixelFormat *cfgs = adapter->cfgs;
3203 int it;
3204 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
3205 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
3207 getColorBits(adapter_format, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
3208 getColorBits(check_format, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
3210 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
3211 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
3212 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
3213 TRACE_(d3d_caps)("[FAILED]\n");
3214 return FALSE;
3217 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
3218 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
3219 for (it = 0; it < adapter->nCfgs; ++it)
3221 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
3222 &cfgs[it], check_format))
3224 TRACE_(d3d_caps)("Pixel format %d is compatible with format %s.\n",
3225 cfgs[it].iPixelFormat, debug_d3dformat(check_format->id));
3226 return TRUE;
3230 else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3232 /* For now return TRUE for FBOs until we have some proper checks.
3233 * Note that this function will only be called when the format is around for texturing. */
3234 return TRUE;
3236 return FALSE;
3239 static BOOL CheckSrgbReadCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3241 return format->flags & WINED3DFMT_FLAG_SRGB_READ;
3244 static BOOL CheckSrgbWriteCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3246 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
3247 * doing the color fixup in shaders.
3248 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
3249 if (format->flags & WINED3DFMT_FLAG_SRGB_WRITE)
3251 int vs_selected_mode;
3252 int ps_selected_mode;
3253 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
3255 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
3256 TRACE_(d3d_caps)("[OK]\n");
3257 return TRUE;
3261 TRACE_(d3d_caps)("[FAILED] - sRGB writes not supported by format %s.\n", debug_d3dformat(format->id));
3262 return FALSE;
3265 /* Check if a format support blending in combination with pixel shaders */
3266 static BOOL CheckPostPixelShaderBlendingCapability(const struct wined3d_adapter *adapter,
3267 const struct wined3d_format *format)
3269 /* The flags entry of a format contains the post pixel shader blending capability */
3270 if (format->flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
3272 return FALSE;
3275 static BOOL CheckWrapAndMipCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3277 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
3278 * but we have to report mipmapping so we cannot reject this flag. Tests show that
3279 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
3280 * that wrapping is supported. The lack of filtering will sort out the mipmapping
3281 * capability anyway.
3283 * For now lets report this on all formats, but in the future we may want to
3284 * restrict it to some should games need that
3286 return TRUE;
3289 /* Check if a texture format is supported on the given adapter */
3290 static BOOL CheckTextureCapability(const struct wined3d_adapter *adapter, const struct wined3d_format *format)
3292 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3294 switch (format->id)
3296 /*****
3297 * supported: RGB(A) formats
3299 case WINED3DFMT_B8G8R8_UNORM: /* Enable for dx7, blacklisted for 8 and 9 above */
3300 case WINED3DFMT_B8G8R8A8_UNORM:
3301 case WINED3DFMT_B8G8R8X8_UNORM:
3302 case WINED3DFMT_B5G6R5_UNORM:
3303 case WINED3DFMT_B5G5R5X1_UNORM:
3304 case WINED3DFMT_B5G5R5A1_UNORM:
3305 case WINED3DFMT_B4G4R4A4_UNORM:
3306 case WINED3DFMT_A8_UNORM:
3307 case WINED3DFMT_B4G4R4X4_UNORM:
3308 case WINED3DFMT_R8G8B8A8_UNORM:
3309 case WINED3DFMT_R8G8B8X8_UNORM:
3310 case WINED3DFMT_B10G10R10A2_UNORM:
3311 case WINED3DFMT_R10G10B10A2_UNORM:
3312 case WINED3DFMT_R16G16_UNORM:
3313 TRACE_(d3d_caps)("[OK]\n");
3314 return TRUE;
3316 case WINED3DFMT_B2G3R3_UNORM:
3317 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
3318 return FALSE;
3320 /*****
3321 * Not supported: Palettized
3322 * Only some Geforce/Voodoo3/G400 cards offer 8-bit textures in case of <=Direct3D7.
3323 * Since it is not widely available, don't offer it. Further no Windows driver offers
3324 * WINED3DFMT_P8_UINT_A8_NORM, so don't offer it either.
3326 case WINED3DFMT_P8_UINT:
3327 case WINED3DFMT_P8_UINT_A8_UNORM:
3328 return FALSE;
3330 /*****
3331 * Supported: (Alpha)-Luminance
3333 case WINED3DFMT_L8_UNORM:
3334 case WINED3DFMT_L8A8_UNORM:
3335 case WINED3DFMT_L16_UNORM:
3336 TRACE_(d3d_caps)("[OK]\n");
3337 return TRUE;
3339 /* Not supported on Windows, thus disabled */
3340 case WINED3DFMT_L4A4_UNORM:
3341 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
3342 return FALSE;
3344 /*****
3345 * Supported: Depth/Stencil formats
3347 case WINED3DFMT_D16_LOCKABLE:
3348 case WINED3DFMT_D16_UNORM:
3349 case WINED3DFMT_S1_UINT_D15_UNORM:
3350 case WINED3DFMT_X8D24_UNORM:
3351 case WINED3DFMT_S4X4_UINT_D24_UNORM:
3352 case WINED3DFMT_D24_UNORM_S8_UINT:
3353 case WINED3DFMT_S8_UINT_D24_FLOAT:
3354 case WINED3DFMT_D32_UNORM:
3355 case WINED3DFMT_D32_FLOAT:
3356 return TRUE;
3358 case WINED3DFMT_INTZ:
3359 if (gl_info->supported[EXT_PACKED_DEPTH_STENCIL]
3360 || gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3361 return TRUE;
3362 return FALSE;
3364 /*****
3365 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
3366 * GL_NV_texture_shader). Emulated by shaders
3368 case WINED3DFMT_R8G8_SNORM:
3369 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3370 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3371 case WINED3DFMT_R8G8B8A8_SNORM:
3372 case WINED3DFMT_R16G16_SNORM:
3373 /* Ask the shader backend if it can deal with the conversion. If
3374 * we've got a GL extension giving native support this will be an
3375 * identity conversion. */
3376 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup))
3378 TRACE_(d3d_caps)("[OK]\n");
3379 return TRUE;
3381 TRACE_(d3d_caps)("[FAILED]\n");
3382 return FALSE;
3384 case WINED3DFMT_DXT1:
3385 case WINED3DFMT_DXT2:
3386 case WINED3DFMT_DXT3:
3387 case WINED3DFMT_DXT4:
3388 case WINED3DFMT_DXT5:
3389 if (gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC])
3391 TRACE_(d3d_caps)("[OK]\n");
3392 return TRUE;
3394 TRACE_(d3d_caps)("[FAILED]\n");
3395 return FALSE;
3398 /*****
3399 * Odd formats - not supported
3401 case WINED3DFMT_VERTEXDATA:
3402 case WINED3DFMT_R16_UINT:
3403 case WINED3DFMT_R32_UINT:
3404 case WINED3DFMT_R16G16B16A16_SNORM:
3405 case WINED3DFMT_R10G10B10_SNORM_A2_UNORM:
3406 case WINED3DFMT_R10G11B11_SNORM:
3407 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3408 return FALSE;
3410 /*****
3411 * WINED3DFMT_R8G8_SNORM_Cx: Not supported right now
3413 case WINED3DFMT_R8G8_SNORM_Cx:
3414 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3415 return FALSE;
3417 /* YUV formats */
3418 case WINED3DFMT_UYVY:
3419 case WINED3DFMT_YUY2:
3420 if (gl_info->supported[APPLE_YCBCR_422])
3422 TRACE_(d3d_caps)("[OK]\n");
3423 return TRUE;
3425 TRACE_(d3d_caps)("[FAILED]\n");
3426 return FALSE;
3427 case WINED3DFMT_YV12:
3428 TRACE_(d3d_caps)("[FAILED]\n");
3429 return FALSE;
3431 /* Not supported */
3432 case WINED3DFMT_R16G16B16A16_UNORM:
3433 case WINED3DFMT_B2G3R3A8_UNORM:
3434 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
3435 return FALSE;
3437 /* Floating point formats */
3438 case WINED3DFMT_R16_FLOAT:
3439 case WINED3DFMT_R16G16_FLOAT:
3440 case WINED3DFMT_R16G16B16A16_FLOAT:
3441 if (gl_info->supported[ARB_TEXTURE_FLOAT] && gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3443 TRACE_(d3d_caps)("[OK]\n");
3444 return TRUE;
3446 TRACE_(d3d_caps)("[FAILED]\n");
3447 return FALSE;
3449 case WINED3DFMT_R32_FLOAT:
3450 case WINED3DFMT_R32G32_FLOAT:
3451 case WINED3DFMT_R32G32B32A32_FLOAT:
3452 if (gl_info->supported[ARB_TEXTURE_FLOAT])
3454 TRACE_(d3d_caps)("[OK]\n");
3455 return TRUE;
3457 TRACE_(d3d_caps)("[FAILED]\n");
3458 return FALSE;
3460 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
3461 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
3462 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
3463 * We can do instancing with all shader versions, but we need vertex shaders.
3465 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
3466 * to enable instancing. WineD3D doesn't need that and just ignores it.
3468 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
3470 case WINED3DFMT_INST:
3471 TRACE("ATI Instancing check hack\n");
3472 if (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_VERTEX_SHADER])
3474 TRACE_(d3d_caps)("[OK]\n");
3475 return TRUE;
3477 TRACE_(d3d_caps)("[FAILED]\n");
3478 return FALSE;
3480 /* Some weird FOURCC formats */
3481 case WINED3DFMT_R8G8_B8G8:
3482 case WINED3DFMT_G8R8_G8B8:
3483 case WINED3DFMT_MULTI2_ARGB8:
3484 TRACE_(d3d_caps)("[FAILED]\n");
3485 return FALSE;
3487 /* Vendor specific formats */
3488 case WINED3DFMT_ATI2N:
3489 if (gl_info->supported[ATI_TEXTURE_COMPRESSION_3DC]
3490 || gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3492 if (adapter->shader_backend->shader_color_fixup_supported(format->color_fixup)
3493 && adapter->fragment_pipe->color_fixup_supported(format->color_fixup))
3495 TRACE_(d3d_caps)("[OK]\n");
3496 return TRUE;
3499 TRACE_(d3d_caps)("[OK]\n");
3500 return TRUE;
3502 TRACE_(d3d_caps)("[FAILED]\n");
3503 return FALSE;
3505 /* Depth bound test. To query if the card supports it CheckDeviceFormat with the special
3506 * format MAKEFOURCC('N','V','D','B') is used.
3507 * It is enabled by setting D3DRS_ADAPTIVETESS_X render state to MAKEFOURCC('N','V','D','B') and
3508 * then controlled by setting D3DRS_ADAPTIVETESS_Z (zMin) and D3DRS_ADAPTIVETESS_W (zMax)
3509 * to test value.
3511 case WINED3DFMT_NVDB:
3512 if (gl_info->supported[EXT_DEPTH_BOUNDS_TEST])
3514 TRACE_(d3d_caps)("[OK]\n");
3515 return TRUE;
3517 TRACE_(d3d_caps)("[FAILED]\n");
3518 return FALSE;
3520 case WINED3DFMT_NVHU:
3521 case WINED3DFMT_NVHS:
3522 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
3523 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
3524 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
3525 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
3526 * Applications have to deal with not having NVHS and NVHU.
3528 TRACE_(d3d_caps)("[FAILED]\n");
3529 return FALSE;
3531 case WINED3DFMT_NULL:
3532 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3533 return TRUE;
3534 return FALSE;
3536 case WINED3DFMT_UNKNOWN:
3537 return FALSE;
3539 default:
3540 ERR("Unhandled format %s.\n", debug_d3dformat(format->id));
3541 break;
3543 return FALSE;
3546 static BOOL CheckSurfaceCapability(const struct wined3d_adapter *adapter,
3547 const struct wined3d_format *adapter_format,
3548 const struct wined3d_format *check_format,
3549 WINED3DSURFTYPE SurfaceType)
3551 if (SurfaceType == SURFACE_GDI)
3553 switch (check_format->id)
3555 case WINED3DFMT_B8G8R8_UNORM:
3556 case WINED3DFMT_B8G8R8A8_UNORM:
3557 case WINED3DFMT_B8G8R8X8_UNORM:
3558 case WINED3DFMT_B5G6R5_UNORM:
3559 case WINED3DFMT_B5G5R5X1_UNORM:
3560 case WINED3DFMT_B5G5R5A1_UNORM:
3561 case WINED3DFMT_B4G4R4A4_UNORM:
3562 case WINED3DFMT_B2G3R3_UNORM:
3563 case WINED3DFMT_A8_UNORM:
3564 case WINED3DFMT_B2G3R3A8_UNORM:
3565 case WINED3DFMT_B4G4R4X4_UNORM:
3566 case WINED3DFMT_R10G10B10A2_UNORM:
3567 case WINED3DFMT_R8G8B8A8_UNORM:
3568 case WINED3DFMT_R8G8B8X8_UNORM:
3569 case WINED3DFMT_R16G16_UNORM:
3570 case WINED3DFMT_B10G10R10A2_UNORM:
3571 case WINED3DFMT_R16G16B16A16_UNORM:
3572 case WINED3DFMT_P8_UINT:
3573 TRACE_(d3d_caps)("[OK]\n");
3574 return TRUE;
3575 default:
3576 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
3577 return FALSE;
3581 /* All format that are supported for textures are supported for surfaces as well */
3582 if (CheckTextureCapability(adapter, check_format)) return TRUE;
3583 /* All depth stencil formats are supported on surfaces */
3584 if (CheckDepthStencilCapability(adapter, adapter_format, check_format)) return TRUE;
3586 /* If opengl can't process the format natively, the blitter may be able to convert it */
3587 if (adapter->blitter->blit_supported(&adapter->gl_info, BLIT_OP_BLIT,
3588 NULL, WINED3DPOOL_DEFAULT, 0, check_format,
3589 NULL, WINED3DPOOL_DEFAULT, 0, adapter_format))
3591 TRACE_(d3d_caps)("[OK]\n");
3592 return TRUE;
3595 /* Reject other formats */
3596 TRACE_(d3d_caps)("[FAILED]\n");
3597 return FALSE;
3600 static BOOL CheckVertexTextureCapability(const struct wined3d_adapter *adapter,
3601 const struct wined3d_format *format)
3603 return adapter->gl_info.limits.vertex_samplers && (format->flags & WINED3DFMT_FLAG_VTF);
3606 HRESULT CDECL wined3d_check_device_format(const struct wined3d *wined3d, UINT adapter_idx,
3607 WINED3DDEVTYPE device_type, enum wined3d_format_id adapter_format_id, DWORD usage,
3608 WINED3DRESOURCETYPE resource_type, enum wined3d_format_id check_format_id, WINED3DSURFTYPE surface_type)
3610 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
3611 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
3612 const struct wined3d_format *adapter_format = wined3d_get_format(gl_info, adapter_format_id);
3613 const struct wined3d_format *format = wined3d_get_format(gl_info, check_format_id);
3614 DWORD usage_caps = 0;
3616 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, adapter_format %s, usage %s, %s,\n"
3617 "resource_type %s, check_format %s, surface_type %#x.\n",
3618 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(adapter_format_id),
3619 debug_d3dusage(usage), debug_d3dusagequery(usage), debug_d3dresourcetype(resource_type),
3620 debug_d3dformat(check_format_id), surface_type);
3622 if (adapter_idx >= wined3d->adapter_count)
3623 return WINED3DERR_INVALIDCALL;
3625 switch (resource_type)
3627 case WINED3DRTYPE_CUBETEXTURE:
3628 /* Cubetexture allows:
3629 * - WINED3DUSAGE_AUTOGENMIPMAP
3630 * - WINED3DUSAGE_DEPTHSTENCIL
3631 * - WINED3DUSAGE_DYNAMIC
3632 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3633 * - WINED3DUSAGE_RENDERTARGET
3634 * - WINED3DUSAGE_SOFTWAREPROCESSING
3635 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3637 if (surface_type != SURFACE_OPENGL)
3639 TRACE_(d3d_caps)("[FAILED]\n");
3640 return WINED3DERR_NOTAVAILABLE;
3643 if (!gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3645 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
3646 return WINED3DERR_NOTAVAILABLE;
3649 if (!CheckTextureCapability(adapter, format))
3651 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
3652 return WINED3DERR_NOTAVAILABLE;
3655 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3657 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3658 /* When autogenmipmap isn't around continue and return
3659 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3660 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3661 else
3662 usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3665 /* Always report dynamic locking. */
3666 if (usage & WINED3DUSAGE_DYNAMIC)
3667 usage_caps |= WINED3DUSAGE_DYNAMIC;
3669 if (usage & WINED3DUSAGE_RENDERTARGET)
3671 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3673 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3674 return WINED3DERR_NOTAVAILABLE;
3676 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3679 /* Always report software processing. */
3680 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3681 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3683 if (usage & WINED3DUSAGE_QUERY_FILTER)
3685 if (!CheckFilterCapability(adapter, format))
3687 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3688 return WINED3DERR_NOTAVAILABLE;
3690 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3693 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3695 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3697 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3698 return WINED3DERR_NOTAVAILABLE;
3700 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3703 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3705 if (!CheckSrgbReadCapability(adapter, format))
3707 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3708 return WINED3DERR_NOTAVAILABLE;
3710 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3713 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3715 if (!CheckSrgbWriteCapability(adapter, format))
3717 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3718 return WINED3DERR_NOTAVAILABLE;
3720 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3723 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3725 if (!CheckVertexTextureCapability(adapter, format))
3727 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3728 return WINED3DERR_NOTAVAILABLE;
3730 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3733 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3735 if (!CheckWrapAndMipCapability(adapter, format))
3737 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3738 return WINED3DERR_NOTAVAILABLE;
3740 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3742 break;
3744 case WINED3DRTYPE_SURFACE:
3745 /* Surface allows:
3746 * - WINED3DUSAGE_DEPTHSTENCIL
3747 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3748 * - WINED3DUSAGE_RENDERTARGET
3750 if (!CheckSurfaceCapability(adapter, adapter_format, format, surface_type))
3752 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
3753 return WINED3DERR_NOTAVAILABLE;
3756 if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3758 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3760 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
3761 return WINED3DERR_NOTAVAILABLE;
3763 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3766 if (usage & WINED3DUSAGE_RENDERTARGET)
3768 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3770 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3771 return WINED3DERR_NOTAVAILABLE;
3773 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3776 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3778 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3780 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3781 return WINED3DERR_NOTAVAILABLE;
3783 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3785 break;
3787 case WINED3DRTYPE_TEXTURE:
3788 /* Texture allows:
3789 * - WINED3DUSAGE_AUTOGENMIPMAP
3790 * - WINED3DUSAGE_DEPTHSTENCIL
3791 * - WINED3DUSAGE_DMAP
3792 * - WINED3DUSAGE_DYNAMIC
3793 * - WINED3DUSAGE_NONSECURE (d3d9ex)
3794 * - WINED3DUSAGE_RENDERTARGET
3795 * - WINED3DUSAGE_SOFTWAREPROCESSING
3796 * - WINED3DUSAGE_TEXTAPI (d3d9ex)
3797 * - WINED3DUSAGE_QUERY_WRAPANDMIP
3799 if (surface_type != SURFACE_OPENGL)
3801 TRACE_(d3d_caps)("[FAILED]\n");
3802 return WINED3DERR_NOTAVAILABLE;
3805 if (!CheckTextureCapability(adapter, format))
3807 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
3808 return WINED3DERR_NOTAVAILABLE;
3811 if (usage & WINED3DUSAGE_AUTOGENMIPMAP)
3813 if (!gl_info->supported[SGIS_GENERATE_MIPMAP])
3814 /* When autogenmipmap isn't around continue and return
3815 * WINED3DOK_NOAUTOGEN instead of D3D_OK. */
3816 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
3817 else
3818 usage_caps |= WINED3DUSAGE_AUTOGENMIPMAP;
3821 /* Always report dynamic locking. */
3822 if (usage & WINED3DUSAGE_DYNAMIC)
3823 usage_caps |= WINED3DUSAGE_DYNAMIC;
3825 if (usage & WINED3DUSAGE_RENDERTARGET)
3827 if (!CheckRenderTargetCapability(adapter, adapter_format, format))
3829 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
3830 return WINED3DERR_NOTAVAILABLE;
3832 usage_caps |= WINED3DUSAGE_RENDERTARGET;
3835 /* Always report software processing. */
3836 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
3837 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
3839 if (usage & WINED3DUSAGE_QUERY_FILTER)
3841 if (!CheckFilterCapability(adapter, format))
3843 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
3844 return WINED3DERR_NOTAVAILABLE;
3846 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
3849 if (usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP)
3851 if (!CheckBumpMapCapability(adapter, format))
3853 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
3854 return WINED3DERR_NOTAVAILABLE;
3856 usage_caps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
3859 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
3861 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
3863 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
3864 return WINED3DERR_NOTAVAILABLE;
3866 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
3869 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
3871 if (!CheckSrgbReadCapability(adapter, format))
3873 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
3874 return WINED3DERR_NOTAVAILABLE;
3876 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
3879 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
3881 if (!CheckSrgbWriteCapability(adapter, format))
3883 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
3884 return WINED3DERR_NOTAVAILABLE;
3886 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
3889 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
3891 if (!CheckVertexTextureCapability(adapter, format))
3893 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
3894 return WINED3DERR_NOTAVAILABLE;
3896 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
3899 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
3901 if (!CheckWrapAndMipCapability(adapter, format))
3903 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
3904 return WINED3DERR_NOTAVAILABLE;
3906 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
3909 if (usage & WINED3DUSAGE_DEPTHSTENCIL)
3911 if (!CheckDepthStencilCapability(adapter, adapter_format, format))
3913 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
3914 return WINED3DERR_NOTAVAILABLE;
3916 if ((format->flags & WINED3DFMT_FLAG_SHADOW) && !gl_info->supported[ARB_SHADOW])
3918 TRACE_(d3d_caps)("[FAILED] - No shadow sampler support.\n");
3919 return WINED3DERR_NOTAVAILABLE;
3921 usage_caps |= WINED3DUSAGE_DEPTHSTENCIL;
3923 break;
3925 case WINED3DRTYPE_VOLUMETEXTURE:
3926 case WINED3DRTYPE_VOLUME:
3927 /* Volume is to VolumeTexture what Surface is to Texture, but its
3928 * usage caps are not documented. Most driver seem to offer
3929 * (nearly) the same on Volume and VolumeTexture, so do that too.
3931 * Volumetexture allows:
3932 * - D3DUSAGE_DYNAMIC
3933 * - D3DUSAGE_NONSECURE (d3d9ex)
3934 * - D3DUSAGE_SOFTWAREPROCESSING
3935 * - D3DUSAGE_QUERY_WRAPANDMIP
3937 if (surface_type != SURFACE_OPENGL)
3939 TRACE_(d3d_caps)("[FAILED]\n");
3940 return WINED3DERR_NOTAVAILABLE;
3943 if (!gl_info->supported[EXT_TEXTURE3D])
3945 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
3946 return WINED3DERR_NOTAVAILABLE;
3949 if (!CheckTextureCapability(adapter, format))
3951 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
3952 return WINED3DERR_NOTAVAILABLE;
3955 /* Filter formats that need conversion; For one part, this
3956 * conversion is unimplemented, and volume textures are huge, so
3957 * it would be a big performance hit. Unless we hit an application
3958 * needing one of those formats, don't advertize them to avoid
3959 * leading applications into temptation. The windows drivers don't
3960 * support most of those formats on volumes anyway, except for
3961 * WINED3DFMT_R32_FLOAT. */
3962 switch (check_format_id)
3964 case WINED3DFMT_P8_UINT:
3965 case WINED3DFMT_L4A4_UNORM:
3966 case WINED3DFMT_R32_FLOAT:
3967 case WINED3DFMT_R16_FLOAT:
3968 case WINED3DFMT_R8G8_SNORM_L8X8_UNORM:
3969 case WINED3DFMT_R5G5_SNORM_L6_UNORM:
3970 case WINED3DFMT_R16G16_UNORM:
3971 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3972 return WINED3DERR_NOTAVAILABLE;
3974 case WINED3DFMT_R8G8B8A8_SNORM:
3975 case WINED3DFMT_R16G16_SNORM:
3976 if (!gl_info->supported[NV_TEXTURE_SHADER])
3978 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3979 return WINED3DERR_NOTAVAILABLE;
3981 break;
3983 case WINED3DFMT_R8G8_SNORM:
3984 if (!gl_info->supported[NV_TEXTURE_SHADER])
3986 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3987 return WINED3DERR_NOTAVAILABLE;
3989 break;
3991 case WINED3DFMT_DXT1:
3992 case WINED3DFMT_DXT2:
3993 case WINED3DFMT_DXT3:
3994 case WINED3DFMT_DXT4:
3995 case WINED3DFMT_DXT5:
3996 /* The GL_EXT_texture_compression_s3tc spec requires that
3997 * loading an s3tc compressed texture results in an error.
3998 * While the D3D refrast does support s3tc volumes, at
3999 * least the nvidia windows driver does not, so we're free
4000 * not to support this format. */
4001 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
4002 return WINED3DERR_NOTAVAILABLE;
4004 default:
4005 /* Do nothing, continue with checking the format below */
4006 break;
4009 /* Always report dynamic locking. */
4010 if (usage & WINED3DUSAGE_DYNAMIC)
4011 usage_caps |= WINED3DUSAGE_DYNAMIC;
4013 /* Always report software processing. */
4014 if (usage & WINED3DUSAGE_SOFTWAREPROCESSING)
4015 usage_caps |= WINED3DUSAGE_SOFTWAREPROCESSING;
4017 if (usage & WINED3DUSAGE_QUERY_FILTER)
4019 if (!CheckFilterCapability(adapter, format))
4021 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
4022 return WINED3DERR_NOTAVAILABLE;
4024 usage_caps |= WINED3DUSAGE_QUERY_FILTER;
4027 if (usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING)
4029 if (!CheckPostPixelShaderBlendingCapability(adapter, format))
4031 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
4032 return WINED3DERR_NOTAVAILABLE;
4034 usage_caps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
4037 if (usage & WINED3DUSAGE_QUERY_SRGBREAD)
4039 if (!CheckSrgbReadCapability(adapter, format))
4041 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
4042 return WINED3DERR_NOTAVAILABLE;
4044 usage_caps |= WINED3DUSAGE_QUERY_SRGBREAD;
4047 if (usage & WINED3DUSAGE_QUERY_SRGBWRITE)
4049 if (!CheckSrgbWriteCapability(adapter, format))
4051 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
4052 return WINED3DERR_NOTAVAILABLE;
4054 usage_caps |= WINED3DUSAGE_QUERY_SRGBWRITE;
4057 if (usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE)
4059 if (!CheckVertexTextureCapability(adapter, format))
4061 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
4062 return WINED3DERR_NOTAVAILABLE;
4064 usage_caps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
4067 if (usage & WINED3DUSAGE_QUERY_WRAPANDMIP)
4069 if (!CheckWrapAndMipCapability(adapter, format))
4071 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
4072 return WINED3DERR_NOTAVAILABLE;
4074 usage_caps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
4076 break;
4078 default:
4079 FIXME_(d3d_caps)("Unhandled resource type %s.\n", debug_d3dresourcetype(resource_type));
4080 return WINED3DERR_NOTAVAILABLE;
4083 /* When the usage_caps exactly matches usage return WINED3D_OK except for
4084 * the situation in which WINED3DUSAGE_AUTOGENMIPMAP isn't around, then
4085 * WINED3DOK_NOAUTOGEN is returned if all the other usage flags match. */
4086 if (usage_caps == usage)
4087 return WINED3D_OK;
4088 if (usage_caps == (usage & ~WINED3DUSAGE_AUTOGENMIPMAP))
4089 return WINED3DOK_NOAUTOGEN;
4091 TRACE_(d3d_caps)("[FAILED] - Usage %#x requested for format %s and resource_type %s but only %#x is available.\n",
4092 usage, debug_d3dformat(check_format_id), debug_d3dresourcetype(resource_type), usage_caps);
4094 return WINED3DERR_NOTAVAILABLE;
4097 HRESULT CDECL wined3d_check_device_format_conversion(const struct wined3d *wined3d, UINT adapter_idx,
4098 WINED3DDEVTYPE device_type, enum wined3d_format_id src_format, enum wined3d_format_id dst_format)
4100 FIXME("wined3d %p, adapter_idx %u, device_type %s, src_format %s, dst_format %s stub!\n",
4101 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(src_format),
4102 debug_d3dformat(dst_format));
4104 return WINED3D_OK;
4107 HRESULT CDECL wined3d_check_device_type(const struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4108 enum wined3d_format_id display_format, enum wined3d_format_id backbuffer_format, BOOL windowed)
4110 UINT mode_count;
4111 HRESULT hr;
4113 TRACE("wined3d %p, adapter_idx %u, device_type %s, display_format %s, backbuffer_format %s, windowed %#x.\n",
4114 wined3d, adapter_idx, debug_d3ddevicetype(device_type), debug_d3dformat(display_format),
4115 debug_d3dformat(backbuffer_format), windowed);
4117 if (adapter_idx >= wined3d->adapter_count)
4118 return WINED3DERR_INVALIDCALL;
4120 /* The task of this function is to check whether a certain display / backbuffer format
4121 * combination is available on the given adapter. In fullscreen mode microsoft specified
4122 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
4123 * and display format should match exactly.
4124 * In windowed mode format conversion can occur and this depends on the driver. When format
4125 * conversion is done, this function should nevertheless fail and applications need to use
4126 * CheckDeviceFormatConversion.
4127 * At the moment we assume that fullscreen and windowed have the same capabilities. */
4129 /* There are only 4 display formats. */
4130 if (!(display_format == WINED3DFMT_B5G6R5_UNORM
4131 || display_format == WINED3DFMT_B5G5R5X1_UNORM
4132 || display_format == WINED3DFMT_B8G8R8X8_UNORM
4133 || display_format == WINED3DFMT_B10G10R10A2_UNORM))
4135 TRACE_(d3d_caps)("Format %s is not supported as display format.\n", debug_d3dformat(display_format));
4136 return WINED3DERR_NOTAVAILABLE;
4139 /* If the requested display format is not available, don't continue. */
4140 mode_count = wined3d_get_adapter_mode_count(wined3d, adapter_idx, display_format);
4141 if (!mode_count)
4143 TRACE_(d3d_caps)("No available modes for display format %s.\n", debug_d3dformat(display_format));
4144 return WINED3DERR_NOTAVAILABLE;
4147 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbuffer format,
4148 * it means 'reuse' the display format for the backbuffer. */
4149 if (!windowed && backbuffer_format == WINED3DFMT_UNKNOWN)
4151 TRACE_(d3d_caps)("backbuffer_format WINED3FMT_UNKNOWN only available in windowed mode.\n");
4152 return WINED3DERR_NOTAVAILABLE;
4155 /* In FULLSCREEN mode WINED3DFMT_B5G6R5_UNORM can only be mixed with
4156 * backbuffer format WINED3DFMT_B5G6R5_UNORM. */
4157 if (display_format == WINED3DFMT_B5G6R5_UNORM && backbuffer_format != WINED3DFMT_B5G6R5_UNORM)
4159 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4160 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4161 return WINED3DERR_NOTAVAILABLE;
4164 /* In FULLSCREEN mode WINED3DFMT_B5G5R5X1_UNORM can only be mixed with
4165 * backbuffer formats WINED3DFMT_B5G5R5X1_UNORM and
4166 * WINED3DFMT_B5G5R5A1_UNORM. */
4167 if (display_format == WINED3DFMT_B5G5R5X1_UNORM
4168 && !(backbuffer_format == WINED3DFMT_B5G5R5X1_UNORM || backbuffer_format == WINED3DFMT_B5G5R5A1_UNORM))
4170 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4171 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4172 return WINED3DERR_NOTAVAILABLE;
4175 /* In FULLSCREEN mode WINED3DFMT_B8G8R8X8_UNORM can only be mixed with
4176 * backbuffer formats WINED3DFMT_B8G8R8X8_UNORM and
4177 * WINED3DFMT_B8G8R8A8_UNORM. */
4178 if (display_format == WINED3DFMT_B8G8R8X8_UNORM
4179 && !(backbuffer_format == WINED3DFMT_B8G8R8X8_UNORM || backbuffer_format == WINED3DFMT_B8G8R8A8_UNORM))
4181 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4182 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4183 return WINED3DERR_NOTAVAILABLE;
4186 /* WINED3DFMT_B10G10R10A2_UNORM is only allowed in fullscreen mode and it
4187 * can only be mixed with backbuffer format WINED3DFMT_B10G10R10A2_UNORM. */
4188 if (display_format == WINED3DFMT_B10G10R10A2_UNORM
4189 && (backbuffer_format != WINED3DFMT_B10G10R10A2_UNORM || windowed))
4191 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4192 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4193 return WINED3DERR_NOTAVAILABLE;
4196 /* Use CheckDeviceFormat to see if the backbuffer_format is usable with the given display_format */
4197 hr = wined3d_check_device_format(wined3d, adapter_idx, device_type, display_format,
4198 WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, backbuffer_format, SURFACE_OPENGL);
4199 if (FAILED(hr))
4200 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s / %s.\n",
4201 debug_d3dformat(display_format), debug_d3dformat(backbuffer_format));
4203 return hr;
4206 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
4207 subset of a D3DCAPS9 structure. However, it has to come via a void *
4208 as the d3d8 interface cannot import the d3d9 header */
4209 HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapter_idx,
4210 WINED3DDEVTYPE device_type, WINED3DCAPS *caps)
4212 const struct wined3d_adapter *adapter = &wined3d->adapters[adapter_idx];
4213 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4214 int vs_selected_mode;
4215 int ps_selected_mode;
4216 struct shader_caps shader_caps;
4217 struct fragment_caps fragment_caps;
4218 DWORD ckey_caps, blit_caps, fx_caps, pal_caps;
4220 TRACE_(d3d_caps)("wined3d %p, adapter_idx %u, device_type %s, caps %p.\n",
4221 wined3d, adapter_idx, debug_d3ddevicetype(device_type), caps);
4223 if (adapter_idx >= wined3d->adapter_count)
4224 return WINED3DERR_INVALIDCALL;
4226 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
4228 /* ------------------------------------------------
4229 The following fields apply to both d3d8 and d3d9
4230 ------------------------------------------------ */
4231 /* Not quite true, but use h/w supported by opengl I suppose */
4232 caps->DeviceType = (device_type == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF;
4233 caps->AdapterOrdinal = adapter_idx;
4235 caps->Caps = 0;
4236 caps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
4237 WINED3DCAPS2_FULLSCREENGAMMA |
4238 WINED3DCAPS2_DYNAMICTEXTURES;
4239 if (gl_info->supported[SGIS_GENERATE_MIPMAP])
4240 caps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
4242 caps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
4243 WINED3DCAPS3_COPY_TO_VIDMEM |
4244 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
4246 caps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
4247 WINED3DPRESENT_INTERVAL_ONE;
4249 caps->CursorCaps = WINED3DCURSORCAPS_COLOR |
4250 WINED3DCURSORCAPS_LOWRES;
4252 caps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
4253 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
4254 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
4255 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
4256 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
4257 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
4258 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
4259 WINED3DDEVCAPS_PUREDEVICE |
4260 WINED3DDEVCAPS_HWRASTERIZATION |
4261 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
4262 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
4263 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
4264 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
4265 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
4266 WINED3DDEVCAPS_RTPATCHES;
4268 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
4269 WINED3DPMISCCAPS_CULLCCW |
4270 WINED3DPMISCCAPS_CULLCW |
4271 WINED3DPMISCCAPS_COLORWRITEENABLE |
4272 WINED3DPMISCCAPS_CLIPTLVERTS |
4273 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
4274 WINED3DPMISCCAPS_MASKZ |
4275 WINED3DPMISCCAPS_BLENDOP |
4276 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
4277 /* TODO:
4278 WINED3DPMISCCAPS_NULLREFERENCE
4279 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
4280 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
4281 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
4283 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4284 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4285 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4286 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4288 caps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
4289 WINED3DPRASTERCAPS_PAT |
4290 WINED3DPRASTERCAPS_WFOG |
4291 WINED3DPRASTERCAPS_ZFOG |
4292 WINED3DPRASTERCAPS_FOGVERTEX |
4293 WINED3DPRASTERCAPS_FOGTABLE |
4294 WINED3DPRASTERCAPS_STIPPLE |
4295 WINED3DPRASTERCAPS_SUBPIXEL |
4296 WINED3DPRASTERCAPS_ZTEST |
4297 WINED3DPRASTERCAPS_SCISSORTEST |
4298 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
4299 WINED3DPRASTERCAPS_DEPTHBIAS;
4301 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4303 caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
4304 WINED3DPRASTERCAPS_ZBIAS |
4305 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4307 if (gl_info->supported[NV_FOG_DISTANCE])
4309 caps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
4311 /* FIXME Add:
4312 WINED3DPRASTERCAPS_COLORPERSPECTIVE
4313 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
4314 WINED3DPRASTERCAPS_ANTIALIASEDGES
4315 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
4316 WINED3DPRASTERCAPS_WBUFFER */
4318 caps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4319 WINED3DPCMPCAPS_EQUAL |
4320 WINED3DPCMPCAPS_GREATER |
4321 WINED3DPCMPCAPS_GREATEREQUAL |
4322 WINED3DPCMPCAPS_LESS |
4323 WINED3DPCMPCAPS_LESSEQUAL |
4324 WINED3DPCMPCAPS_NEVER |
4325 WINED3DPCMPCAPS_NOTEQUAL;
4327 caps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
4328 WINED3DPBLENDCAPS_BOTHSRCALPHA |
4329 WINED3DPBLENDCAPS_DESTALPHA |
4330 WINED3DPBLENDCAPS_DESTCOLOR |
4331 WINED3DPBLENDCAPS_INVDESTALPHA |
4332 WINED3DPBLENDCAPS_INVDESTCOLOR |
4333 WINED3DPBLENDCAPS_INVSRCALPHA |
4334 WINED3DPBLENDCAPS_INVSRCCOLOR |
4335 WINED3DPBLENDCAPS_ONE |
4336 WINED3DPBLENDCAPS_SRCALPHA |
4337 WINED3DPBLENDCAPS_SRCALPHASAT |
4338 WINED3DPBLENDCAPS_SRCCOLOR |
4339 WINED3DPBLENDCAPS_ZERO;
4341 caps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
4342 WINED3DPBLENDCAPS_DESTCOLOR |
4343 WINED3DPBLENDCAPS_INVDESTALPHA |
4344 WINED3DPBLENDCAPS_INVDESTCOLOR |
4345 WINED3DPBLENDCAPS_INVSRCALPHA |
4346 WINED3DPBLENDCAPS_INVSRCCOLOR |
4347 WINED3DPBLENDCAPS_ONE |
4348 WINED3DPBLENDCAPS_SRCALPHA |
4349 WINED3DPBLENDCAPS_SRCCOLOR |
4350 WINED3DPBLENDCAPS_ZERO;
4351 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
4352 * according to the glBlendFunc manpage
4354 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
4355 * legacy settings for srcblend only
4358 if (gl_info->supported[EXT_BLEND_COLOR])
4360 caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4361 caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4365 caps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
4366 WINED3DPCMPCAPS_EQUAL |
4367 WINED3DPCMPCAPS_GREATER |
4368 WINED3DPCMPCAPS_GREATEREQUAL |
4369 WINED3DPCMPCAPS_LESS |
4370 WINED3DPCMPCAPS_LESSEQUAL |
4371 WINED3DPCMPCAPS_NEVER |
4372 WINED3DPCMPCAPS_NOTEQUAL;
4374 caps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
4375 WINED3DPSHADECAPS_COLORGOURAUDRGB |
4376 WINED3DPSHADECAPS_ALPHAFLATBLEND |
4377 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
4378 WINED3DPSHADECAPS_COLORFLATRGB |
4379 WINED3DPSHADECAPS_FOGFLAT |
4380 WINED3DPSHADECAPS_FOGGOURAUD |
4381 WINED3DPSHADECAPS_SPECULARFLATRGB;
4383 caps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
4384 WINED3DPTEXTURECAPS_ALPHAPALETTE |
4385 WINED3DPTEXTURECAPS_TRANSPARENCY |
4386 WINED3DPTEXTURECAPS_BORDER |
4387 WINED3DPTEXTURECAPS_MIPMAP |
4388 WINED3DPTEXTURECAPS_PROJECTED |
4389 WINED3DPTEXTURECAPS_PERSPECTIVE;
4391 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4393 caps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
4394 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
4397 if (gl_info->supported[EXT_TEXTURE3D])
4399 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
4400 WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4401 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4403 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4407 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4409 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
4410 WINED3DPTEXTURECAPS_MIPCUBEMAP;
4411 if (!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
4413 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4417 caps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4418 WINED3DPTFILTERCAPS_MAGFPOINT |
4419 WINED3DPTFILTERCAPS_MINFLINEAR |
4420 WINED3DPTFILTERCAPS_MINFPOINT |
4421 WINED3DPTFILTERCAPS_MIPFLINEAR |
4422 WINED3DPTFILTERCAPS_MIPFPOINT |
4423 WINED3DPTFILTERCAPS_LINEAR |
4424 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4425 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4426 WINED3DPTFILTERCAPS_MIPLINEAR |
4427 WINED3DPTFILTERCAPS_MIPNEAREST |
4428 WINED3DPTFILTERCAPS_NEAREST;
4430 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4432 caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4433 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4436 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4438 caps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4439 WINED3DPTFILTERCAPS_MAGFPOINT |
4440 WINED3DPTFILTERCAPS_MINFLINEAR |
4441 WINED3DPTFILTERCAPS_MINFPOINT |
4442 WINED3DPTFILTERCAPS_MIPFLINEAR |
4443 WINED3DPTFILTERCAPS_MIPFPOINT |
4444 WINED3DPTFILTERCAPS_LINEAR |
4445 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4446 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4447 WINED3DPTFILTERCAPS_MIPLINEAR |
4448 WINED3DPTFILTERCAPS_MIPNEAREST |
4449 WINED3DPTFILTERCAPS_NEAREST;
4451 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC])
4453 caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
4454 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4457 else
4459 caps->CubeTextureFilterCaps = 0;
4462 if (gl_info->supported[EXT_TEXTURE3D])
4464 caps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
4465 WINED3DPTFILTERCAPS_MAGFPOINT |
4466 WINED3DPTFILTERCAPS_MINFLINEAR |
4467 WINED3DPTFILTERCAPS_MINFPOINT |
4468 WINED3DPTFILTERCAPS_MIPFLINEAR |
4469 WINED3DPTFILTERCAPS_MIPFPOINT |
4470 WINED3DPTFILTERCAPS_LINEAR |
4471 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
4472 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
4473 WINED3DPTFILTERCAPS_MIPLINEAR |
4474 WINED3DPTFILTERCAPS_MIPNEAREST |
4475 WINED3DPTFILTERCAPS_NEAREST;
4477 else
4479 caps->VolumeTextureFilterCaps = 0;
4482 caps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4483 WINED3DPTADDRESSCAPS_CLAMP |
4484 WINED3DPTADDRESSCAPS_WRAP;
4486 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4488 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4490 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4492 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4494 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4496 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4499 if (gl_info->supported[EXT_TEXTURE3D])
4501 caps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
4502 WINED3DPTADDRESSCAPS_CLAMP |
4503 WINED3DPTADDRESSCAPS_WRAP;
4504 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4506 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4508 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4510 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4512 if (gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
4514 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4517 else
4519 caps->VolumeTextureAddressCaps = 0;
4522 caps->LineCaps = WINED3DLINECAPS_TEXTURE |
4523 WINED3DLINECAPS_ZTEST |
4524 WINED3DLINECAPS_BLEND |
4525 WINED3DLINECAPS_ALPHACMP |
4526 WINED3DLINECAPS_FOG;
4527 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
4528 * idea how generating the smoothing alpha values works; the result is different
4531 caps->MaxTextureWidth = gl_info->limits.texture_size;
4532 caps->MaxTextureHeight = gl_info->limits.texture_size;
4534 if (gl_info->supported[EXT_TEXTURE3D])
4535 caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4536 else
4537 caps->MaxVolumeExtent = 0;
4539 caps->MaxTextureRepeat = 32768;
4540 caps->MaxTextureAspectRatio = gl_info->limits.texture_size;
4541 caps->MaxVertexW = 1.0f;
4543 caps->GuardBandLeft = 0.0f;
4544 caps->GuardBandTop = 0.0f;
4545 caps->GuardBandRight = 0.0f;
4546 caps->GuardBandBottom = 0.0f;
4548 caps->ExtentsAdjust = 0.0f;
4550 caps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
4551 WINED3DSTENCILCAPS_INCRSAT |
4552 WINED3DSTENCILCAPS_INVERT |
4553 WINED3DSTENCILCAPS_KEEP |
4554 WINED3DSTENCILCAPS_REPLACE |
4555 WINED3DSTENCILCAPS_ZERO;
4556 if (gl_info->supported[EXT_STENCIL_WRAP])
4558 caps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
4559 WINED3DSTENCILCAPS_INCR;
4561 if (gl_info->supported[EXT_STENCIL_TWO_SIDE] || gl_info->supported[ATI_SEPARATE_STENCIL])
4563 caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4566 caps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
4568 caps->MaxUserClipPlanes = gl_info->limits.clipplanes;
4569 caps->MaxActiveLights = gl_info->limits.lights;
4571 caps->MaxVertexBlendMatrices = gl_info->limits.blends;
4572 caps->MaxVertexBlendMatrixIndex = 0;
4574 caps->MaxAnisotropy = gl_info->limits.anisotropy;
4575 caps->MaxPointSize = gl_info->limits.pointsize_max;
4578 /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
4579 caps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
4580 WINED3DVTXPCAPS_MATERIALSOURCE7 |
4581 WINED3DVTXPCAPS_POSITIONALLIGHTS |
4582 WINED3DVTXPCAPS_LOCALVIEWER |
4583 WINED3DVTXPCAPS_VERTEXFOG |
4584 WINED3DVTXPCAPS_TEXGEN;
4586 caps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
4587 caps->MaxVertexIndex = 0xFFFFF;
4588 caps->MaxStreams = MAX_STREAMS;
4589 caps->MaxStreamStride = 1024;
4591 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
4592 caps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
4593 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
4594 caps->MaxNpatchTessellationLevel = 0;
4595 caps->MasterAdapterOrdinal = 0;
4596 caps->AdapterOrdinalInGroup = 0;
4597 caps->NumberOfAdaptersInGroup = 1;
4599 caps->NumSimultaneousRTs = gl_info->limits.buffers;
4601 caps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
4602 WINED3DPTFILTERCAPS_MAGFPOINT |
4603 WINED3DPTFILTERCAPS_MINFLINEAR |
4604 WINED3DPTFILTERCAPS_MAGFLINEAR;
4605 caps->VertexTextureFilterCaps = 0;
4607 adapter->shader_backend->shader_get_caps(&adapter->gl_info, &shader_caps);
4608 adapter->fragment_pipe->get_caps(&adapter->gl_info, &fragment_caps);
4610 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
4611 caps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
4613 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
4614 * Ignore shader model capabilities if disabled in config
4616 if (vs_selected_mode == SHADER_NONE)
4618 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
4619 caps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
4620 caps->MaxVertexShaderConst = 0;
4622 else
4624 caps->VertexShaderVersion = shader_caps.VertexShaderVersion;
4625 caps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
4628 if (ps_selected_mode == SHADER_NONE)
4630 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
4631 caps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
4632 caps->PixelShader1xMaxValue = 0.0f;
4633 } else {
4634 caps->PixelShaderVersion = shader_caps.PixelShaderVersion;
4635 caps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
4638 caps->TextureOpCaps = fragment_caps.TextureOpCaps;
4639 caps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
4640 caps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
4642 /* The following caps are shader specific, but they are things we cannot detect, or which
4643 * are the same among all shader models. So to avoid code duplication set the shader version
4644 * specific, but otherwise constant caps here
4646 if (caps->VertexShaderVersion == WINED3DVS_VERSION(3,0))
4648 /* Where possible set the caps based on OpenGL extensions and if they
4649 * aren't set (in case of software rendering) use the VS 3.0 from
4650 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4651 * VS3.0 value. */
4652 caps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
4653 /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4654 caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4655 caps->VS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_vs_temps);
4656 /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
4657 caps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH;
4659 caps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
4660 caps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.limits.arb_vs_instructions);
4662 else if (caps->VertexShaderVersion == WINED3DVS_VERSION(2,0))
4664 caps->VS20Caps.Caps = 0;
4665 caps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
4666 caps->VS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_vs_temps);
4667 caps->VS20Caps.StaticFlowControlDepth = 1;
4669 caps->MaxVShaderInstructionsExecuted = 65535;
4670 caps->MaxVertexShader30InstructionSlots = 0;
4672 else
4673 { /* VS 1.x */
4674 caps->VS20Caps.Caps = 0;
4675 caps->VS20Caps.DynamicFlowControlDepth = 0;
4676 caps->VS20Caps.NumTemps = 0;
4677 caps->VS20Caps.StaticFlowControlDepth = 0;
4679 caps->MaxVShaderInstructionsExecuted = 0;
4680 caps->MaxVertexShader30InstructionSlots = 0;
4683 if (caps->PixelShaderVersion == WINED3DPS_VERSION(3,0))
4685 /* Where possible set the caps based on OpenGL extensions and if they
4686 * aren't set (in case of software rendering) use the PS 3.0 from
4687 * MSDN or else if there's OpenGL spec use a hardcoded value minimum
4688 * PS 3.0 value. */
4690 /* Caps is more or less undocumented on MSDN but it appears to be
4691 * used for PS20Caps based on results from R9600/FX5900/Geforce6800
4692 * cards from Windows */
4693 caps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
4694 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
4695 WINED3DPS20CAPS_PREDICATION |
4696 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
4697 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
4698 /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
4699 caps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH;
4700 caps->PS20Caps.NumTemps = max(32, adapter->gl_info.limits.arb_ps_temps);
4701 /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
4702 caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH;
4703 /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
4704 caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS;
4706 caps->MaxPShaderInstructionsExecuted = 65535;
4707 caps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS,
4708 adapter->gl_info.limits.arb_ps_instructions);
4710 else if(caps->PixelShaderVersion == WINED3DPS_VERSION(2,0))
4712 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
4713 caps->PS20Caps.Caps = 0;
4714 caps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
4715 caps->PS20Caps.NumTemps = max(12, adapter->gl_info.limits.arb_ps_temps);
4716 caps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
4717 /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
4718 caps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS;
4720 caps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
4721 caps->MaxPixelShader30InstructionSlots = 0;
4723 else /* PS 1.x */
4725 caps->PS20Caps.Caps = 0;
4726 caps->PS20Caps.DynamicFlowControlDepth = 0;
4727 caps->PS20Caps.NumTemps = 0;
4728 caps->PS20Caps.StaticFlowControlDepth = 0;
4729 caps->PS20Caps.NumInstructionSlots = 0;
4731 caps->MaxPShaderInstructionsExecuted = 0;
4732 caps->MaxPixelShader30InstructionSlots = 0;
4735 if (caps->VertexShaderVersion >= WINED3DVS_VERSION(2,0))
4737 /* OpenGL supports all the formats below, perhaps not always
4738 * without conversion, but it supports them.
4739 * Further GLSL doesn't seem to have an official unsigned type so
4740 * don't advertise it yet as I'm not sure how we handle it.
4741 * We might need to add some clamping in the shader engine to
4742 * support it.
4743 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
4744 caps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
4745 WINED3DDTCAPS_UBYTE4N |
4746 WINED3DDTCAPS_SHORT2N |
4747 WINED3DDTCAPS_SHORT4N;
4748 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4750 caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
4751 WINED3DDTCAPS_FLOAT16_4;
4754 else
4756 caps->DeclTypes = 0;
4759 /* Set DirectDraw helper Caps */
4760 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
4761 WINEDDCKEYCAPS_SRCBLT;
4762 fx_caps = WINEDDFXCAPS_BLTALPHA |
4763 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
4764 WINEDDFXCAPS_BLTMIRRORUPDOWN |
4765 WINEDDFXCAPS_BLTROTATION90 |
4766 WINEDDFXCAPS_BLTSHRINKX |
4767 WINEDDFXCAPS_BLTSHRINKXN |
4768 WINEDDFXCAPS_BLTSHRINKY |
4769 WINEDDFXCAPS_BLTSHRINKXN |
4770 WINEDDFXCAPS_BLTSTRETCHX |
4771 WINEDDFXCAPS_BLTSTRETCHXN |
4772 WINEDDFXCAPS_BLTSTRETCHY |
4773 WINEDDFXCAPS_BLTSTRETCHYN;
4774 blit_caps = WINEDDCAPS_BLT |
4775 WINEDDCAPS_BLTCOLORFILL |
4776 WINEDDCAPS_BLTDEPTHFILL |
4777 WINEDDCAPS_BLTSTRETCH |
4778 WINEDDCAPS_CANBLTSYSMEM |
4779 WINEDDCAPS_CANCLIP |
4780 WINEDDCAPS_CANCLIPSTRETCHED |
4781 WINEDDCAPS_COLORKEY |
4782 WINEDDCAPS_COLORKEYHWASSIST |
4783 WINEDDCAPS_ALIGNBOUNDARYSRC;
4784 pal_caps = WINEDDPCAPS_8BIT |
4785 WINEDDPCAPS_PRIMARYSURFACE;
4787 /* Fill the ddraw caps structure */
4788 caps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
4789 WINEDDCAPS_PALETTE |
4790 blit_caps;
4791 caps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
4792 WINEDDCAPS2_NOPAGELOCKREQUIRED |
4793 WINEDDCAPS2_PRIMARYGAMMA |
4794 WINEDDCAPS2_WIDESURFACES |
4795 WINEDDCAPS2_CANRENDERWINDOWED;
4796 caps->DirectDrawCaps.CKeyCaps = ckey_caps;
4797 caps->DirectDrawCaps.FXCaps = fx_caps;
4798 caps->DirectDrawCaps.PalCaps = pal_caps;
4799 caps->DirectDrawCaps.SVBCaps = blit_caps;
4800 caps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
4801 caps->DirectDrawCaps.SVBFXCaps = fx_caps;
4802 caps->DirectDrawCaps.VSBCaps = blit_caps;
4803 caps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
4804 caps->DirectDrawCaps.VSBFXCaps = fx_caps;
4805 caps->DirectDrawCaps.SSBCaps = blit_caps;
4806 caps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
4807 caps->DirectDrawCaps.SSBFXCaps = fx_caps;
4809 caps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
4810 WINEDDSCAPS_BACKBUFFER |
4811 WINEDDSCAPS_FLIP |
4812 WINEDDSCAPS_FRONTBUFFER |
4813 WINEDDSCAPS_OFFSCREENPLAIN |
4814 WINEDDSCAPS_PALETTE |
4815 WINEDDSCAPS_PRIMARYSURFACE |
4816 WINEDDSCAPS_SYSTEMMEMORY |
4817 WINEDDSCAPS_VIDEOMEMORY |
4818 WINEDDSCAPS_VISIBLE;
4819 caps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
4821 /* Set D3D caps if OpenGL is available. */
4822 if (adapter->opengl)
4824 caps->DirectDrawCaps.ddsCaps |= WINEDDSCAPS_3DDEVICE |
4825 WINEDDSCAPS_MIPMAP |
4826 WINEDDSCAPS_TEXTURE |
4827 WINEDDSCAPS_ZBUFFER;
4828 caps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
4831 return WINED3D_OK;
4834 HRESULT CDECL wined3d_device_create(struct wined3d *wined3d, UINT adapter_idx, WINED3DDEVTYPE device_type,
4835 HWND focus_window, DWORD flags, IWineD3DDeviceParent *device_parent, IWineD3DDevice **device)
4837 IWineD3DDeviceImpl *object;
4838 HRESULT hr;
4840 TRACE("wined3d %p, adapter_idx %u, device_type %#x, focus_window %p, flags %#x, device_parent %p, device %p.\n",
4841 wined3d, adapter_idx, device_type, focus_window, flags, device_parent, device);
4843 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
4844 * number and create a device without a 3D adapter for 2D only operation. */
4845 if (wined3d->adapter_count && adapter_idx >= wined3d->adapter_count)
4846 return WINED3DERR_INVALIDCALL;
4848 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
4849 if (!object)
4851 ERR("Failed to allocate device memory.\n");
4852 return E_OUTOFMEMORY;
4855 hr = device_init(object, wined3d, adapter_idx, device_type, focus_window, flags, device_parent);
4856 if (FAILED(hr))
4858 WARN("Failed to initialize device, hr %#x.\n", hr);
4859 HeapFree(GetProcessHeap(), 0, object);
4860 return hr;
4863 TRACE("Created device %p.\n", object);
4864 *device = (IWineD3DDevice *)object;
4866 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *device);
4868 return WINED3D_OK;
4871 void * CDECL wined3d_get_parent(const struct wined3d *wined3d)
4873 TRACE("wined3d %p.\n", wined3d);
4875 return wined3d->parent;
4878 static void WINE_GLAPI invalid_func(const void *data)
4880 ERR("Invalid vertex attribute function called\n");
4881 DebugBreak();
4884 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4886 ERR("Invalid texcoord function called\n");
4887 DebugBreak();
4890 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4891 * the extension detection and are used in drawStridedSlow
4893 static void WINE_GLAPI position_d3dcolor(const void *data)
4895 DWORD pos = *((const DWORD *)data);
4897 FIXME("Add a test for fixed function position from d3dcolor type\n");
4898 glVertex4s(D3DCOLOR_B_R(pos),
4899 D3DCOLOR_B_G(pos),
4900 D3DCOLOR_B_B(pos),
4901 D3DCOLOR_B_A(pos));
4904 static void WINE_GLAPI position_float4(const void *data)
4906 const GLfloat *pos = data;
4908 if (pos[3] != 0.0f && pos[3] != 1.0f)
4910 float w = 1.0f / pos[3];
4912 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4914 else
4916 glVertex3fv(pos);
4920 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4922 DWORD diffuseColor = *((const DWORD *)data);
4924 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4925 D3DCOLOR_B_G(diffuseColor),
4926 D3DCOLOR_B_B(diffuseColor),
4927 D3DCOLOR_B_A(diffuseColor));
4930 static void WINE_GLAPI specular_d3dcolor(const void *data)
4932 DWORD specularColor = *((const DWORD *)data);
4933 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4934 D3DCOLOR_B_G(specularColor),
4935 D3DCOLOR_B_B(specularColor)};
4937 specular_func_3ubv(d);
4940 static void WINE_GLAPI warn_no_specular_func(const void *data)
4942 WARN("GL_EXT_secondary_color not supported\n");
4945 static void fillGLAttribFuncs(const struct wined3d_gl_info *gl_info)
4947 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4948 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4949 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4950 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4951 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4952 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4953 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4954 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4955 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4956 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4957 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4958 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4959 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4960 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4961 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4962 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4963 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4965 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4966 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4967 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4968 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4969 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4970 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4971 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4972 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4973 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4974 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4975 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4976 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4977 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4978 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4979 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4980 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4981 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4983 /* No 4 component entry points here */
4984 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4985 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4986 if (gl_info->supported[EXT_SECONDARY_COLOR])
4988 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4990 else
4992 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4994 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4995 if (gl_info->supported[EXT_SECONDARY_COLOR])
4997 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4998 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
5000 else
5002 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
5004 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5005 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5006 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5007 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5008 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5009 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5010 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5011 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5012 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5013 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5014 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5015 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5017 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
5018 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
5020 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
5021 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
5022 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
5023 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
5024 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
5025 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
5026 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
5027 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
5028 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
5029 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
5030 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
5031 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
5032 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
5033 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
5034 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
5035 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
5036 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
5038 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
5039 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
5040 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
5041 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
5042 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
5043 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
5044 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
5045 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
5046 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
5047 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
5048 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
5049 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
5050 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
5051 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
5052 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
5053 if (gl_info->supported[NV_HALF_FLOAT])
5055 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
5056 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
5057 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
5058 } else {
5059 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
5060 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
5064 /* Do not call while under the GL lock. */
5065 static BOOL InitAdapters(struct wined3d *wined3d)
5067 static HMODULE mod_gl;
5068 BOOL ret;
5069 int ps_selected_mode, vs_selected_mode;
5071 /* No need to hold any lock. The calling library makes sure only one thread calls
5072 * wined3d simultaneously
5075 TRACE("Initializing adapters\n");
5077 if(!mod_gl) {
5078 #ifdef USE_WIN32_OPENGL
5079 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
5080 mod_gl = LoadLibraryA("opengl32.dll");
5081 if(!mod_gl) {
5082 ERR("Can't load opengl32.dll!\n");
5083 goto nogl_adapter;
5085 #else
5086 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
5087 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
5088 mod_gl = GetModuleHandleA("gdi32.dll");
5089 #endif
5092 /* Load WGL core functions from opengl32.dll */
5093 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
5094 WGL_FUNCS_GEN;
5095 #undef USE_WGL_FUNC
5097 if(!pwglGetProcAddress) {
5098 ERR("Unable to load wglGetProcAddress!\n");
5099 goto nogl_adapter;
5102 /* Dynamically load all GL core functions */
5103 GL_FUNCS_GEN;
5104 #undef USE_GL_FUNC
5106 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
5107 * otherwise because we have to use winex11.drv's override
5109 #ifdef USE_WIN32_OPENGL
5110 wglFinish = (void*)GetProcAddress(mod_gl, "glFinish");
5111 wglFlush = (void*)GetProcAddress(mod_gl, "glFlush");
5112 #else
5113 wglFinish = (void*)pwglGetProcAddress("wglFinish");
5114 wglFlush = (void*)pwglGetProcAddress("wglFlush");
5115 #endif
5117 glEnableWINE = glEnable;
5118 glDisableWINE = glDisable;
5120 /* For now only one default adapter */
5122 struct wined3d_adapter *adapter = &wined3d->adapters[0];
5123 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
5124 struct wined3d_fake_gl_ctx fake_gl_ctx = {0};
5125 int iPixelFormat;
5126 int res;
5127 int i;
5128 WineD3D_PixelFormat *cfgs;
5129 DISPLAY_DEVICEW DisplayDevice;
5130 HDC hdc;
5132 TRACE("Initializing default adapter\n");
5133 adapter->ordinal = 0;
5134 adapter->monitorPoint.x = -1;
5135 adapter->monitorPoint.y = -1;
5137 if (!AllocateLocallyUniqueId(&adapter->luid))
5139 DWORD err = GetLastError();
5140 ERR("Failed to set adapter LUID (%#x).\n", err);
5141 goto nogl_adapter;
5143 TRACE("Allocated LUID %08x:%08x for adapter.\n",
5144 adapter->luid.HighPart, adapter->luid.LowPart);
5146 if (!WineD3D_CreateFakeGLContext(&fake_gl_ctx))
5148 ERR("Failed to get a gl context for default adapter\n");
5149 goto nogl_adapter;
5152 ret = IWineD3DImpl_FillGLCaps(adapter);
5153 if(!ret) {
5154 ERR("Failed to initialize gl caps for default adapter\n");
5155 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5156 goto nogl_adapter;
5158 ret = initPixelFormats(&adapter->gl_info, adapter->driver_info.vendor);
5159 if(!ret) {
5160 ERR("Failed to init gl formats\n");
5161 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5162 goto nogl_adapter;
5165 hdc = fake_gl_ctx.dc;
5167 adapter->TextureRam = adapter->driver_info.vidmem;
5168 adapter->UsedTextureRam = 0;
5169 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
5171 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
5172 DisplayDevice.cb = sizeof(DisplayDevice);
5173 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
5174 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
5175 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
5177 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
5179 int attribute;
5180 int attribs[11];
5181 int values[11];
5182 int nAttribs = 0;
5184 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
5185 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
5187 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
5188 cfgs = adapter->cfgs;
5189 attribs[nAttribs++] = WGL_RED_BITS_ARB;
5190 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
5191 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
5192 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
5193 attribs[nAttribs++] = WGL_COLOR_BITS_ARB;
5194 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
5195 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
5196 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
5197 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
5198 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
5199 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
5201 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
5203 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
5205 if(!res)
5206 continue;
5208 /* Cache the pixel format */
5209 cfgs->iPixelFormat = iPixelFormat;
5210 cfgs->redSize = values[0];
5211 cfgs->greenSize = values[1];
5212 cfgs->blueSize = values[2];
5213 cfgs->alphaSize = values[3];
5214 cfgs->colorSize = values[4];
5215 cfgs->depthSize = values[5];
5216 cfgs->stencilSize = values[6];
5217 cfgs->windowDrawable = values[7];
5218 cfgs->iPixelType = values[8];
5219 cfgs->doubleBuffer = values[9];
5220 cfgs->auxBuffers = values[10];
5222 cfgs->numSamples = 0;
5223 /* Check multisample support */
5224 if (gl_info->supported[ARB_MULTISAMPLE])
5226 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
5227 int value[2];
5228 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
5229 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
5230 * value[1] = number of multi sample buffers*/
5231 if(value[0])
5232 cfgs->numSamples = value[1];
5236 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5237 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
5238 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5239 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5240 cfgs->depthSize, cfgs->stencilSize, cfgs->numSamples, cfgs->windowDrawable);
5241 cfgs++;
5244 else
5246 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
5247 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
5248 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
5250 cfgs = adapter->cfgs;
5251 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
5253 PIXELFORMATDESCRIPTOR ppfd;
5255 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
5256 if(!res)
5257 continue;
5259 /* We only want HW acceleration using an OpenGL ICD driver.
5260 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
5261 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
5263 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
5265 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
5266 continue;
5269 cfgs->iPixelFormat = iPixelFormat;
5270 cfgs->redSize = ppfd.cRedBits;
5271 cfgs->greenSize = ppfd.cGreenBits;
5272 cfgs->blueSize = ppfd.cBlueBits;
5273 cfgs->alphaSize = ppfd.cAlphaBits;
5274 cfgs->colorSize = ppfd.cColorBits;
5275 cfgs->depthSize = ppfd.cDepthBits;
5276 cfgs->stencilSize = ppfd.cStencilBits;
5277 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
5278 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
5279 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
5280 cfgs->auxBuffers = ppfd.cAuxBuffers;
5281 cfgs->numSamples = 0;
5283 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
5284 "depth=%d, stencil=%d, windowDrawable=%d\n",
5285 cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer,
5286 cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize,
5287 cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable);
5288 cfgs++;
5289 adapter->nCfgs++;
5292 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
5293 if(!adapter->nCfgs)
5295 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
5297 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5298 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
5299 goto nogl_adapter;
5303 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
5304 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
5305 * but just fake it using D24(X8?) which is fine. D3D also allows that.
5306 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
5307 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
5308 * driver is allowed to consume more bits EXCEPT for stencil bits.
5310 * Mark an adapter with this broken stencil behavior.
5312 adapter->brokenStencil = TRUE;
5313 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
5315 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
5316 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
5317 adapter->brokenStencil = FALSE;
5318 break;
5322 WineD3D_ReleaseFakeGLContext(&fake_gl_ctx);
5324 select_shader_mode(&adapter->gl_info, &ps_selected_mode, &vs_selected_mode);
5325 fillGLAttribFuncs(&adapter->gl_info);
5326 adapter->opengl = TRUE;
5328 wined3d->adapter_count = 1;
5329 TRACE("%u adapters successfully initialized.\n", wined3d->adapter_count);
5331 return TRUE;
5333 nogl_adapter:
5334 /* Initialize an adapter for ddraw-only memory counting */
5335 memset(wined3d->adapters, 0, sizeof(wined3d->adapters));
5336 wined3d->adapters[0].ordinal = 0;
5337 wined3d->adapters[0].opengl = FALSE;
5338 wined3d->adapters[0].monitorPoint.x = -1;
5339 wined3d->adapters[0].monitorPoint.y = -1;
5341 wined3d->adapters[0].driver_info.name = "Display";
5342 wined3d->adapters[0].driver_info.description = "WineD3D DirectDraw Emulation";
5343 if (wined3d_settings.emulated_textureram)
5344 wined3d->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
5345 else
5346 wined3d->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
5348 initPixelFormatsNoGL(&wined3d->adapters[0].gl_info);
5350 wined3d->adapter_count = 1;
5351 return FALSE;
5354 static void STDMETHODCALLTYPE wined3d_null_wined3d_object_destroyed(void *parent) {}
5356 const struct wined3d_parent_ops wined3d_null_parent_ops =
5358 wined3d_null_wined3d_object_destroyed,
5361 /* Do not call while under the GL lock. */
5362 HRESULT wined3d_init(struct wined3d *wined3d, UINT version, void *parent)
5364 wined3d->dxVersion = version;
5365 wined3d->ref = 1;
5366 wined3d->parent = parent;
5368 if (!InitAdapters(wined3d))
5370 WARN("Failed to initialize adapters.\n");
5371 if (version > 7)
5373 MESSAGE("Direct3D%u is not available without OpenGL.\n", version);
5374 return E_FAIL;
5378 return WINED3D_OK;