wined3d: Add GPU information for NVIDIA Tesla T4.
[wine.git] / dlls / wined3d / adapter_gl.c
blob5f3e3538950d243077a7d3f86205837eb00da40a
1 /*
2 * Copyright 2002-2004 Jason Edmeades
3 * Copyright 2003-2004 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011, 2018 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include <stdio.h>
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 WINE_DECLARE_DEBUG_CHANNEL(d3d_perf);
30 WINE_DECLARE_DEBUG_CHANNEL(winediag);
32 enum wined3d_gl_vendor
34 GL_VENDOR_UNKNOWN,
35 GL_VENDOR_APPLE,
36 GL_VENDOR_FGLRX,
37 GL_VENDOR_MESA,
38 GL_VENDOR_NVIDIA,
41 struct wined3d_extension_map
43 const char *extension_string;
44 enum wined3d_gl_extension extension;
47 static const struct wined3d_extension_map gl_extension_map[] =
49 /* APPLE */
50 {"GL_APPLE_fence", APPLE_FENCE },
51 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS },
52 {"GL_APPLE_flush_buffer_range", APPLE_FLUSH_BUFFER_RANGE },
53 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER },
54 {"GL_APPLE_rgb_422", APPLE_RGB_422 },
55 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422 },
57 /* ARB */
58 {"GL_ARB_base_instance", ARB_BASE_INSTANCE },
59 {"GL_ARB_blend_func_extended", ARB_BLEND_FUNC_EXTENDED },
60 {"GL_ARB_buffer_storage", ARB_BUFFER_STORAGE },
61 {"GL_ARB_clear_buffer_object", ARB_CLEAR_BUFFER_OBJECT },
62 {"GL_ARB_clear_texture", ARB_CLEAR_TEXTURE },
63 {"GL_ARB_clip_control", ARB_CLIP_CONTROL },
64 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT },
65 {"GL_ARB_compute_shader", ARB_COMPUTE_SHADER },
66 {"GL_ARB_conservative_depth", ARB_CONSERVATIVE_DEPTH },
67 {"GL_ARB_copy_buffer", ARB_COPY_BUFFER },
68 {"GL_ARB_copy_image", ARB_COPY_IMAGE },
69 {"GL_ARB_cull_distance", ARB_CULL_DISTANCE },
70 {"GL_ARB_debug_output", ARB_DEBUG_OUTPUT },
71 {"GL_ARB_depth_buffer_float", ARB_DEPTH_BUFFER_FLOAT },
72 {"GL_ARB_depth_clamp", ARB_DEPTH_CLAMP },
73 {"GL_ARB_depth_texture", ARB_DEPTH_TEXTURE },
74 {"GL_ARB_derivative_control", ARB_DERIVATIVE_CONTROL },
75 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS },
76 {"GL_ARB_draw_buffers_blend", ARB_DRAW_BUFFERS_BLEND },
77 {"GL_ARB_draw_elements_base_vertex", ARB_DRAW_ELEMENTS_BASE_VERTEX },
78 {"GL_ARB_draw_indirect", ARB_DRAW_INDIRECT },
79 {"GL_ARB_draw_instanced", ARB_DRAW_INSTANCED },
80 {"GL_ARB_ES2_compatibility", ARB_ES2_COMPATIBILITY },
81 {"GL_ARB_ES3_compatibility", ARB_ES3_COMPATIBILITY },
82 {"GL_ARB_explicit_attrib_location", ARB_EXPLICIT_ATTRIB_LOCATION },
83 {"GL_ARB_fragment_coord_conventions", ARB_FRAGMENT_COORD_CONVENTIONS},
84 {"GL_ARB_fragment_layer_viewport", ARB_FRAGMENT_LAYER_VIEWPORT },
85 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM },
86 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER },
87 {"GL_ARB_framebuffer_no_attachments", ARB_FRAMEBUFFER_NO_ATTACHMENTS},
88 {"GL_ARB_framebuffer_object", ARB_FRAMEBUFFER_OBJECT },
89 {"GL_ARB_framebuffer_sRGB", ARB_FRAMEBUFFER_SRGB },
90 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4 },
91 {"GL_ARB_gpu_shader5", ARB_GPU_SHADER5 },
92 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL },
93 {"GL_ARB_half_float_vertex", ARB_HALF_FLOAT_VERTEX },
94 {"GL_ARB_instanced_arrays", ARB_INSTANCED_ARRAYS },
95 {"GL_ARB_internalformat_query", ARB_INTERNALFORMAT_QUERY },
96 {"GL_ARB_internalformat_query2", ARB_INTERNALFORMAT_QUERY2 },
97 {"GL_ARB_map_buffer_alignment", ARB_MAP_BUFFER_ALIGNMENT },
98 {"GL_ARB_map_buffer_range", ARB_MAP_BUFFER_RANGE },
99 {"GL_ARB_multisample", ARB_MULTISAMPLE },
100 {"GL_ARB_multitexture", ARB_MULTITEXTURE },
101 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY },
102 {"GL_ARB_pipeline_statistics_query", ARB_PIPELINE_STATISTICS_QUERY },
103 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT },
104 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS },
105 {"GL_ARB_point_sprite", ARB_POINT_SPRITE },
106 {"GL_ARB_polygon_offset_clamp", ARB_POLYGON_OFFSET_CLAMP },
107 {"GL_ARB_provoking_vertex", ARB_PROVOKING_VERTEX },
108 {"GL_ARB_query_buffer_object", ARB_QUERY_BUFFER_OBJECT },
109 {"GL_ARB_sample_shading", ARB_SAMPLE_SHADING },
110 {"GL_ARB_sampler_objects", ARB_SAMPLER_OBJECTS },
111 {"GL_ARB_seamless_cube_map", ARB_SEAMLESS_CUBE_MAP },
112 {"GL_ARB_shader_atomic_counters", ARB_SHADER_ATOMIC_COUNTERS },
113 {"GL_ARB_shader_bit_encoding", ARB_SHADER_BIT_ENCODING },
114 {"GL_ARB_shader_image_load_store", ARB_SHADER_IMAGE_LOAD_STORE },
115 {"GL_ARB_shader_image_size", ARB_SHADER_IMAGE_SIZE },
116 {"GL_ARB_shader_storage_buffer_object", ARB_SHADER_STORAGE_BUFFER_OBJECT},
117 {"GL_ARB_shader_texture_image_samples", ARB_SHADER_TEXTURE_IMAGE_SAMPLES},
118 {"GL_ARB_shader_texture_lod", ARB_SHADER_TEXTURE_LOD },
119 {"GL_ARB_shader_viewport_layer_array", ARB_SHADER_VIEWPORT_LAYER_ARRAY},
120 {"GL_ARB_shading_language_100", ARB_SHADING_LANGUAGE_100 },
121 {"GL_ARB_shading_language_420pack", ARB_SHADING_LANGUAGE_420PACK },
122 {"GL_ARB_shading_language_packing", ARB_SHADING_LANGUAGE_PACKING },
123 {"GL_ARB_shadow", ARB_SHADOW },
124 {"GL_ARB_stencil_texturing", ARB_STENCIL_TEXTURING },
125 {"GL_ARB_sync", ARB_SYNC },
126 {"GL_ARB_tessellation_shader", ARB_TESSELLATION_SHADER },
127 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP },
128 {"GL_ARB_texture_buffer_object", ARB_TEXTURE_BUFFER_OBJECT },
129 {"GL_ARB_texture_buffer_range", ARB_TEXTURE_BUFFER_RANGE },
130 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION },
131 {"GL_ARB_texture_compression_bptc", ARB_TEXTURE_COMPRESSION_BPTC },
132 {"GL_ARB_texture_compression_rgtc", ARB_TEXTURE_COMPRESSION_RGTC },
133 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP },
134 {"GL_ARB_texture_cube_map_array", ARB_TEXTURE_CUBE_MAP_ARRAY },
135 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE },
136 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3 },
137 {"GL_ARB_texture_filter_anisotropic", ARB_TEXTURE_FILTER_ANISOTROPIC},
138 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT },
139 {"GL_ARB_texture_gather", ARB_TEXTURE_GATHER },
140 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT },
141 {"GL_ARB_texture_mirror_clamp_to_edge", ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE},
142 {"GL_ARB_texture_multisample", ARB_TEXTURE_MULTISAMPLE },
143 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO },
144 {"GL_ARB_texture_query_levels", ARB_TEXTURE_QUERY_LEVELS },
145 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE },
146 {"GL_ARB_texture_rg", ARB_TEXTURE_RG },
147 {"GL_ARB_texture_rgb10_a2ui", ARB_TEXTURE_RGB10_A2UI },
148 {"GL_ARB_texture_storage", ARB_TEXTURE_STORAGE },
149 {"GL_ARB_texture_storage_multisample", ARB_TEXTURE_STORAGE_MULTISAMPLE},
150 {"GL_ARB_texture_swizzle", ARB_TEXTURE_SWIZZLE },
151 {"GL_ARB_texture_view", ARB_TEXTURE_VIEW },
152 {"GL_ARB_timer_query", ARB_TIMER_QUERY },
153 {"GL_ARB_transform_feedback2", ARB_TRANSFORM_FEEDBACK2 },
154 {"GL_ARB_transform_feedback3", ARB_TRANSFORM_FEEDBACK3 },
155 {"GL_ARB_uniform_buffer_object", ARB_UNIFORM_BUFFER_OBJECT },
156 {"GL_ARB_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA },
157 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT },
158 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM },
159 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER },
160 {"GL_ARB_vertex_type_10f_11f_11f_rev", ARB_VERTEX_TYPE_10F_11F_11F_REV},
161 {"GL_ARB_vertex_type_2_10_10_10_rev", ARB_VERTEX_TYPE_2_10_10_10_REV},
162 {"GL_ARB_viewport_array", ARB_VIEWPORT_ARRAY },
163 {"GL_ARB_texture_barrier", ARB_TEXTURE_BARRIER },
165 /* ATI */
166 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER },
167 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL },
168 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC },
169 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3 },
170 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE },
172 /* EXT */
173 {"GL_EXT_blend_color", EXT_BLEND_COLOR },
174 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE },
175 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE },
176 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX },
177 {"GL_EXT_blend_subtract", EXT_BLEND_SUBTRACT },
178 {"GL_EXT_depth_bounds_test", EXT_DEPTH_BOUNDS_TEST },
179 {"GL_EXT_draw_buffers2", EXT_DRAW_BUFFERS2 },
180 {"GL_EXT_fog_coord", EXT_FOG_COORD },
181 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT },
182 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE },
183 {"GL_EXT_framebuffer_multisample_blit_scaled",
184 EXT_FRAMEBUFFER_MULTISAMPLE_BLIT_SCALED},
185 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT },
186 {"GL_EXT_memory_object", EXT_MEMORY_OBJECT },
187 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS },
188 {"GL_EXT_gpu_shader4", EXT_GPU_SHADER4 },
189 {"GL_EXT_packed_depth_stencil", EXT_PACKED_DEPTH_STENCIL },
190 {"GL_EXT_packed_float", EXT_PACKED_FLOAT },
191 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS },
192 {"GL_EXT_polygon_offset_clamp", ARB_POLYGON_OFFSET_CLAMP },
193 {"GL_EXT_provoking_vertex", EXT_PROVOKING_VERTEX },
194 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR },
195 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE },
196 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP },
197 {"GL_EXT_texture3D", EXT_TEXTURE3D },
198 {"GL_EXT_texture_array", EXT_TEXTURE_ARRAY },
199 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC },
200 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC },
201 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE },
202 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3 },
203 {"GL_EXT_texture_filter_anisotropic", ARB_TEXTURE_FILTER_ANISOTROPIC},
204 {"GL_EXT_texture_integer", EXT_TEXTURE_INTEGER },
205 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS },
206 {"GL_EXT_texture_mirror_clamp", EXT_TEXTURE_MIRROR_CLAMP },
207 {"GL_EXT_texture_shadow_lod", EXT_TEXTURE_SHADOW_LOD },
208 {"GL_EXT_texture_shared_exponent", EXT_TEXTURE_SHARED_EXPONENT },
209 {"GL_EXT_texture_snorm", EXT_TEXTURE_SNORM },
210 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB },
211 {"GL_EXT_texture_sRGB_decode", EXT_TEXTURE_SRGB_DECODE },
212 {"GL_EXT_texture_swizzle", ARB_TEXTURE_SWIZZLE },
213 {"GL_EXT_vertex_array_bgra", ARB_VERTEX_ARRAY_BGRA },
215 /* NV */
216 {"GL_NV_fence", NV_FENCE },
217 {"GL_NV_fog_distance", NV_FOG_DISTANCE },
218 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM },
219 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2 },
220 {"GL_NV_fragment_program_option", NV_FRAGMENT_PROGRAM_OPTION },
221 {"GL_NV_half_float", NV_HALF_FLOAT },
222 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT },
223 {"GL_NV_point_sprite", NV_POINT_SPRITE },
224 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS },
225 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2 },
226 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION },
227 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4 },
228 {"GL_NV_texture_shader", NV_TEXTURE_SHADER },
229 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2 },
230 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM },
231 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1 },
232 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2 },
233 {"GL_NV_vertex_program2_option", NV_VERTEX_PROGRAM2_OPTION },
234 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3 },
235 {"GL_NV_texture_barrier", NV_TEXTURE_BARRIER },
238 static const struct wined3d_extension_map wgl_extension_map[] =
240 {"WGL_ARB_pixel_format", WGL_ARB_PIXEL_FORMAT },
241 {"WGL_EXT_swap_control", WGL_EXT_SWAP_CONTROL },
242 {"WGL_WINE_pixel_format_passthrough", WGL_WINE_PIXEL_FORMAT_PASSTHROUGH},
243 {"WGL_WINE_query_renderer", WGL_WINE_QUERY_RENDERER },
246 static void wined3d_caps_gl_ctx_destroy(const struct wined3d_caps_gl_ctx *ctx)
248 const struct wined3d_gl_info *gl_info = ctx->gl_info;
250 TRACE("Destroying caps GL context.\n");
252 /* Both glDeleteProgram and glDeleteBuffers silently ignore 0 IDs but
253 * this function might be called before the relevant function pointers
254 * in gl_info are initialized. */
255 if (ctx->test_program_id || ctx->test_vbo)
257 GL_EXTCALL(glDeleteProgram(ctx->test_program_id));
258 GL_EXTCALL(glDeleteBuffers(1, &ctx->test_vbo));
261 if (!wglMakeCurrent(NULL, NULL))
262 ERR("Failed to disable caps GL context.\n");
264 if (!wglDeleteContext(ctx->gl_ctx))
266 DWORD err = GetLastError();
267 ERR("wglDeleteContext(%p) failed, last error %#x.\n", ctx->gl_ctx, err);
270 wined3d_release_dc(ctx->wnd, ctx->dc);
271 DestroyWindow(ctx->wnd);
273 if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
274 ERR("Failed to restore previous GL context.\n");
277 static BOOL wined3d_caps_gl_ctx_create_attribs(struct wined3d_caps_gl_ctx *caps_gl_ctx,
278 struct wined3d_gl_info *gl_info)
280 HGLRC new_ctx;
282 if (!(gl_info->p_wglCreateContextAttribsARB = (void *)wglGetProcAddress("wglCreateContextAttribsARB")))
283 return TRUE;
285 if (!(new_ctx = context_create_wgl_attribs(gl_info, caps_gl_ctx->dc, NULL)))
287 gl_info->p_wglCreateContextAttribsARB = NULL;
288 return FALSE;
291 if (!wglMakeCurrent(caps_gl_ctx->dc, new_ctx))
293 ERR("Failed to make new context current, last error %#x.\n", GetLastError());
294 if (!wglDeleteContext(new_ctx))
295 ERR("Failed to delete new context, last error %#x.\n", GetLastError());
296 gl_info->p_wglCreateContextAttribsARB = NULL;
297 return TRUE;
300 if (!wglDeleteContext(caps_gl_ctx->gl_ctx))
301 ERR("Failed to delete old context, last error %#x.\n", GetLastError());
302 caps_gl_ctx->gl_ctx = new_ctx;
304 return TRUE;
307 static BOOL wined3d_caps_gl_ctx_create(struct wined3d_adapter *adapter, struct wined3d_caps_gl_ctx *ctx)
309 PIXELFORMATDESCRIPTOR pfd;
310 int iPixelFormat;
312 TRACE("getting context...\n");
314 ctx->restore_dc = wglGetCurrentDC();
315 ctx->restore_gl_ctx = wglGetCurrentContext();
317 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes. */
318 ctx->wnd = CreateWindowA(WINED3D_OPENGL_WINDOW_CLASS_NAME, "WineD3D fake window",
319 WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
320 if (!ctx->wnd)
322 ERR("Failed to create a window.\n");
323 goto fail;
326 ctx->dc = GetDC(ctx->wnd);
327 if (!ctx->dc)
329 ERR("Failed to get a DC.\n");
330 goto fail;
333 /* PixelFormat selection */
334 ZeroMemory(&pfd, sizeof(pfd));
335 pfd.nSize = sizeof(pfd);
336 pfd.nVersion = 1;
337 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW; /* PFD_GENERIC_ACCELERATED */
338 pfd.iPixelType = PFD_TYPE_RGBA;
339 pfd.cColorBits = 32;
340 pfd.iLayerType = PFD_MAIN_PLANE;
342 if (!(iPixelFormat = ChoosePixelFormat(ctx->dc, &pfd)))
344 /* If this happens something is very wrong as ChoosePixelFormat barely fails. */
345 ERR("Failed to find a suitable pixel format.\n");
346 goto fail;
348 DescribePixelFormat(ctx->dc, iPixelFormat, sizeof(pfd), &pfd);
349 SetPixelFormat(ctx->dc, iPixelFormat, &pfd);
351 /* Create a GL context. */
352 if (!(ctx->gl_ctx = wglCreateContext(ctx->dc)))
354 WARN("Failed to create default context for capabilities initialization.\n");
355 goto fail;
358 /* Make it the current GL context. */
359 if (!wglMakeCurrent(ctx->dc, ctx->gl_ctx))
361 ERR("Failed to make caps GL context current.\n");
362 goto fail;
365 ctx->gl_info = &adapter->gl_info;
366 return TRUE;
368 fail:
369 if (ctx->gl_ctx) wglDeleteContext(ctx->gl_ctx);
370 ctx->gl_ctx = NULL;
371 if (ctx->dc) ReleaseDC(ctx->wnd, ctx->dc);
372 ctx->dc = NULL;
373 if (ctx->wnd) DestroyWindow(ctx->wnd);
374 ctx->wnd = NULL;
375 if (ctx->restore_gl_ctx && !wglMakeCurrent(ctx->restore_dc, ctx->restore_gl_ctx))
376 ERR("Failed to restore previous GL context.\n");
378 return FALSE;
381 /* Context activation is done by the caller. */
382 static BOOL test_arb_vs_offset_limit(const struct wined3d_gl_info *gl_info)
384 GLuint prog;
385 BOOL ret = FALSE;
386 static const char testcode[] =
387 "!!ARBvp1.0\n"
388 "PARAM C[66] = { program.env[0..65] };\n"
389 "ADDRESS A0;"
390 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
391 "ARL A0.x, zero.x;\n"
392 "MOV result.position, C[A0.x + 65];\n"
393 "END\n";
395 while (gl_info->gl_ops.gl.p_glGetError());
396 GL_EXTCALL(glGenProgramsARB(1, &prog));
397 if(!prog) {
398 ERR("Failed to create an ARB offset limit test program\n");
400 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
401 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
402 strlen(testcode), testcode));
403 if (gl_info->gl_ops.gl.p_glGetError())
405 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
406 TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
407 ret = TRUE;
408 } else TRACE("OpenGL implementation allows offsets > 63\n");
410 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
411 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
412 checkGLcall("ARB vp offset limit test cleanup");
414 return ret;
417 static BOOL match_amd_r300_to_500(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
418 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
419 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
421 return card_vendor == HW_VENDOR_AMD
422 && (device == CARD_AMD_RADEON_9500
423 || device == CARD_AMD_RADEON_X700
424 || device == CARD_AMD_RADEON_X1600);
427 static BOOL match_geforce5(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
428 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
429 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
431 return card_vendor == HW_VENDOR_NVIDIA
432 && (device == CARD_NVIDIA_GEFORCEFX_5200
433 || device == CARD_NVIDIA_GEFORCEFX_5600
434 || device == CARD_NVIDIA_GEFORCEFX_5800);
437 static BOOL match_apple(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
438 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
439 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
441 /* MacOS has various specialities in the extensions it advertises. Some
442 * have to be loaded from the OpenGL 1.2+ core, while other extensions are
443 * advertised, but software emulated. So try to detect the Apple OpenGL
444 * implementation to apply some extension fixups afterwards.
446 * Detecting this isn't really easy. The vendor string doesn't mention
447 * Apple. Compile-time checks aren't sufficient either because a Linux
448 * binary may display on a macOS X server via remote X11. So try to detect
449 * the OpenGL implementation by looking at certain Apple extensions. Some
450 * extensions like client storage might be supported on other
451 * implementations too, but GL_APPLE_flush_render is specific to the
452 * macOS X window management, and GL_APPLE_ycbcr_422 is QuickTime
453 * specific. So the chance that other implementations support them is
454 * rather small since Win32 QuickTime uses DirectDraw, not OpenGL.
456 * This test has been moved into wined3d_guess_gl_vendor(). */
457 return gl_vendor == GL_VENDOR_APPLE;
460 /* Context activation is done by the caller. */
461 static void test_pbo_functionality(struct wined3d_gl_info *gl_info)
463 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
464 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
465 * all the texture. This function detects this bug by its symptom and disables PBOs
466 * if the test fails.
468 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
469 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
470 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
471 * read back is compared to the original. If they are equal PBOs are assumed to work,
472 * otherwise the PBO extension is disabled. */
473 GLuint texture, pbo;
474 static const unsigned int pattern[] =
476 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
477 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
478 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
479 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
481 unsigned int check[ARRAY_SIZE(pattern)];
483 /* No PBO -> No point in testing them. */
484 if (!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) return;
486 while (gl_info->gl_ops.gl.p_glGetError());
487 gl_info->gl_ops.gl.p_glGenTextures(1, &texture);
488 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, texture);
490 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
491 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
492 checkGLcall("Specifying the PBO test texture");
494 GL_EXTCALL(glGenBuffers(1, &pbo));
495 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo));
496 GL_EXTCALL(glBufferData(GL_PIXEL_UNPACK_BUFFER, sizeof(pattern), pattern, GL_STREAM_DRAW));
497 checkGLcall("Specifying the PBO test pbo");
499 gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
500 checkGLcall("Loading the PBO test texture");
502 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0));
504 gl_info->gl_ops.gl.p_glFinish(); /* just to be sure */
506 memset(check, 0, sizeof(check));
507 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
508 checkGLcall("Reading back the PBO test texture");
510 gl_info->gl_ops.gl.p_glDeleteTextures(1, &texture);
511 GL_EXTCALL(glDeleteBuffers(1, &pbo));
512 checkGLcall("PBO test cleanup");
514 if (memcmp(check, pattern, sizeof(check)))
516 WARN_(d3d_perf)("PBO test failed, read back data doesn't match original.\n"
517 "Disabling PBOs. This may result in slower performance.\n");
518 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
520 else
522 TRACE("PBO test successful.\n");
526 static BOOL match_dx10_capable(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
527 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
528 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
530 /* Direct3D 9 cards support 40 single float varyings in hardware, most
531 * drivers report 32. ATI misreports 44 varyings. So assume that if we
532 * have more than 44 varyings we have a Direct3D 10+ card. This detection
533 * is for the gl_ClipPos varying quirk. If a Direct3D 9 card really
534 * supports more than 44 varyings and we subtract one in Direct3D 9
535 * shaders it's not going to hurt us because the Direct3D 9 limit is
536 * hardcoded.
538 * Direct3D 10 cards usually have 64 varyings. */
539 return gl_info->limits.glsl_varyings > 44;
542 static BOOL match_not_dx10_capable(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
543 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
544 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
546 return !match_dx10_capable(gl_info, ctx, gl_renderer, gl_vendor, card_vendor, device);
549 /* A GL context is provided by the caller */
550 static BOOL match_allows_spec_alpha(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
551 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
552 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
554 GLenum error;
555 DWORD data[16];
557 if (!gl_info->supported[EXT_SECONDARY_COLOR] || !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
558 return FALSE;
560 while (gl_info->gl_ops.gl.p_glGetError());
561 GL_EXTCALL(glSecondaryColorPointerEXT)(4, GL_UNSIGNED_BYTE, 4, data);
562 error = gl_info->gl_ops.gl.p_glGetError();
564 if (error == GL_NO_ERROR)
566 TRACE("GL Implementation accepts 4 component specular color pointers\n");
567 return TRUE;
569 else
571 TRACE("GL implementation does not accept 4 component specular colors, error %s\n",
572 debug_glerror(error));
573 return FALSE;
577 /* A GL context is provided by the caller */
578 static BOOL match_broken_nv_clip(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
579 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
580 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
582 GLuint prog;
583 BOOL ret = FALSE;
584 GLint pos;
585 static const char testcode[] =
586 "!!ARBvp1.0\n"
587 "OPTION NV_vertex_program2;\n"
588 "MOV result.clip[0], 0.0;\n"
589 "MOV result.position, 0.0;\n"
590 "END\n";
592 if (!gl_info->supported[NV_VERTEX_PROGRAM2_OPTION]) return FALSE;
594 while (gl_info->gl_ops.gl.p_glGetError());
596 GL_EXTCALL(glGenProgramsARB(1, &prog));
597 if(!prog)
599 ERR("Failed to create the NVvp clip test program\n");
600 return FALSE;
602 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
603 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
604 strlen(testcode), testcode));
605 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
606 if(pos != -1)
608 WARN("GL_NV_vertex_program2_option result.clip[] test failed\n");
609 TRACE("error: %s\n", debugstr_a((const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
610 ret = TRUE;
611 while (gl_info->gl_ops.gl.p_glGetError());
613 else TRACE("GL_NV_vertex_program2_option result.clip[] test passed\n");
615 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
616 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
617 checkGLcall("GL_NV_vertex_program2_option result.clip[] test cleanup");
619 return ret;
622 /* Context activation is done by the caller. */
623 static BOOL match_fbo_tex_update(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
624 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
625 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
627 char data[4 * 4 * 4];
628 GLuint tex, fbo;
629 GLenum status;
631 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) return FALSE;
633 memset(data, 0xcc, sizeof(data));
635 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
636 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
637 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
638 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
639 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
640 checkGLcall("glTexImage2D");
642 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
643 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
644 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
645 checkGLcall("glFramebufferTexture2D");
647 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
648 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
649 checkGLcall("glCheckFramebufferStatus");
651 memset(data, 0x11, sizeof(data));
652 gl_info->gl_ops.gl.p_glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
653 checkGLcall("glTexSubImage2D");
655 gl_info->gl_ops.gl.p_glClearColor(0.996f, 0.729f, 0.745f, 0.792f);
656 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
657 checkGLcall("glClear");
659 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
660 checkGLcall("glGetTexImage");
662 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
663 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
664 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
665 checkGLcall("glBindTexture");
667 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
668 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
669 checkGLcall("glDeleteTextures");
671 return *(DWORD *)data == 0x11111111;
674 /* Context activation is done by the caller. */
675 static BOOL match_broken_rgba16(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
676 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
677 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
679 /* GL_RGBA16 uses GL_RGBA8 internally on Geforce 7 and older cards.
680 * This leads to graphical bugs in Half Life 2 and Unreal engine games. */
681 GLuint tex;
682 GLint size;
684 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
685 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
686 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16, 4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
687 checkGLcall("glTexImage2D");
689 gl_info->gl_ops.gl.p_glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_RED_SIZE, &size);
690 checkGLcall("glGetTexLevelParameteriv");
691 TRACE("Real color depth is %d\n", size);
693 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
694 checkGLcall("glBindTexture");
695 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
696 checkGLcall("glDeleteTextures");
698 return size < 16;
701 static BOOL match_fglrx(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
702 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
703 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
705 return gl_vendor == GL_VENDOR_FGLRX;
708 static BOOL match_r200(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
709 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
710 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
712 if (card_vendor != HW_VENDOR_AMD) return FALSE;
713 if (device == CARD_AMD_RADEON_8500) return TRUE;
714 return FALSE;
717 static BOOL match_broken_arb_fog(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
718 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
719 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
721 DWORD data[4];
722 GLuint tex, fbo;
723 GLenum status;
724 float color[4] = {0.0f, 1.0f, 0.0f, 0.0f};
725 GLuint prog;
726 GLint err_pos;
727 static const char program_code[] =
728 "!!ARBfp1.0\n"
729 "OPTION ARB_fog_linear;\n"
730 "MOV result.color, {1.0, 0.0, 0.0, 0.0};\n"
731 "END\n";
733 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
734 return FALSE;
735 if (!gl_info->supported[ARB_FRAGMENT_PROGRAM])
736 return FALSE;
737 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
738 return FALSE;
740 gl_info->gl_ops.gl.p_glGenTextures(1, &tex);
741 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex);
742 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
743 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
744 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 4, 1, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
745 checkGLcall("glTexImage2D");
747 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
748 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, fbo);
749 gl_info->fbo_ops.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
750 checkGLcall("glFramebufferTexture2D");
752 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_FRAMEBUFFER);
753 if (status != GL_FRAMEBUFFER_COMPLETE) ERR("FBO status %#x\n", status);
754 checkGLcall("glCheckFramebufferStatus");
756 gl_info->gl_ops.gl.p_glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
757 gl_info->gl_ops.gl.p_glClear(GL_COLOR_BUFFER_BIT);
758 checkGLcall("glClear");
759 gl_info->gl_ops.gl.p_glViewport(0, 0, 4, 1);
760 checkGLcall("glViewport");
762 gl_info->gl_ops.gl.p_glEnable(GL_FOG);
763 gl_info->gl_ops.gl.p_glFogf(GL_FOG_START, 0.5f);
764 gl_info->gl_ops.gl.p_glFogf(GL_FOG_END, 0.5f);
765 gl_info->gl_ops.gl.p_glFogi(GL_FOG_MODE, GL_LINEAR);
766 gl_info->gl_ops.gl.p_glHint(GL_FOG_HINT, GL_NICEST);
767 gl_info->gl_ops.gl.p_glFogfv(GL_FOG_COLOR, color);
768 checkGLcall("fog setup");
770 GL_EXTCALL(glGenProgramsARB(1, &prog));
771 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog));
772 GL_EXTCALL(glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
773 strlen(program_code), program_code));
774 gl_info->gl_ops.gl.p_glEnable(GL_FRAGMENT_PROGRAM_ARB);
775 checkGLcall("Test fragment program setup");
777 gl_info->gl_ops.gl.p_glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &err_pos);
778 if (err_pos != -1)
780 const char *error_str;
781 error_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_PROGRAM_ERROR_STRING_ARB);
782 FIXME("Fog test program error at position %d: %s\n\n", err_pos, debugstr_a(error_str));
785 gl_info->gl_ops.gl.p_glBegin(GL_TRIANGLE_STRIP);
786 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, -1.0f, 0.0f);
787 gl_info->gl_ops.gl.p_glVertex3f( 1.0f, -1.0f, 1.0f);
788 gl_info->gl_ops.gl.p_glVertex3f(-1.0f, 1.0f, 0.0f);
789 gl_info->gl_ops.gl.p_glVertex3f( 1.0f, 1.0f, 1.0f);
790 gl_info->gl_ops.gl.p_glEnd();
791 checkGLcall("ARBfp fog test draw");
793 gl_info->gl_ops.gl.p_glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
794 checkGLcall("glGetTexImage");
795 data[0] &= 0x00ffffff;
796 data[1] &= 0x00ffffff;
797 data[2] &= 0x00ffffff;
798 data[3] &= 0x00ffffff;
800 gl_info->fbo_ops.glBindFramebuffer(GL_FRAMEBUFFER, 0);
801 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
803 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
804 gl_info->gl_ops.gl.p_glDeleteTextures(1, &tex);
805 gl_info->gl_ops.gl.p_glDisable(GL_FOG);
806 GL_EXTCALL(glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0));
807 gl_info->gl_ops.gl.p_glDisable(GL_FRAGMENT_PROGRAM_ARB);
808 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
809 checkGLcall("ARBfp fog test teardown");
811 TRACE("Fog test data: %08x %08x %08x %08x\n", data[0], data[1], data[2], data[3]);
812 return data[0] != 0x00ff0000 || data[3] != 0x0000ff00;
815 static BOOL match_broken_viewport_subpixel_bits(const struct wined3d_gl_info *gl_info,
816 struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
817 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
819 if (!gl_info->supported[ARB_VIEWPORT_ARRAY])
820 return FALSE;
821 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
822 return FALSE;
823 return !wined3d_caps_gl_ctx_test_viewport_subpixel_bits(ctx);
826 static BOOL match_no_independent_bit_depths(const struct wined3d_gl_info *gl_info,
827 struct wined3d_caps_gl_ctx *ctx, const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
828 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device)
830 GLuint tex[2], fbo;
831 GLenum status;
833 /* ARB_framebuffer_object allows implementation-dependent internal format
834 * restrictions. The EXT extension explicitly calls out an error in the
835 * relevant case. */
836 if (!gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
837 return TRUE;
838 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
839 return TRUE;
841 gl_info->gl_ops.gl.p_glGenTextures(2, tex);
843 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex[0]);
844 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
845 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
846 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, NULL);
848 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, tex[1]);
849 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
850 gl_info->gl_ops.gl.p_glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
851 gl_info->gl_ops.gl.p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5, 4, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);
852 gl_info->gl_ops.gl.p_glBindTexture(GL_TEXTURE_2D, 0);
854 gl_info->fbo_ops.glGenFramebuffers(1, &fbo);
855 gl_info->fbo_ops.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
856 gl_info->fbo_ops.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex[0], 0);
857 gl_info->fbo_ops.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, tex[1], 0);
859 status = gl_info->fbo_ops.glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
861 gl_info->fbo_ops.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
862 gl_info->fbo_ops.glDeleteFramebuffers(1, &fbo);
863 gl_info->gl_ops.gl.p_glDeleteTextures(2, tex);
864 checkGLcall("testing multiple framebuffer attachments with different bit depths");
866 return status != GL_FRAMEBUFFER_COMPLETE;
869 static void quirk_apple_glsl_constants(struct wined3d_gl_info *gl_info)
871 /* MacOS needs uniforms for relative addressing offsets. This can
872 * accumulate to quite a few uniforms. Beyond that the general uniform
873 * isn't optimal, so reserve a number of uniforms. 12 vec4's should allow
874 * 48 different offsets or other helper immediate values. */
875 TRACE("Reserving 12 GLSL constants for compiler private use.\n");
876 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
879 static void quirk_amd_dx9(struct wined3d_gl_info *gl_info)
881 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and
882 * earlier cards, although these cards only support
883 * GL_ARB_texture_rectangle (D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
885 * If real NP2 textures are used, the driver falls back to software. We
886 * could just disable the extension and use GL_ARB_texture_rectangle
887 * instead, but texture_rectangle is inconvenient due to the
888 * non-normalised texture coordinates. Thus set an internal extension
889 * flag, GL_WINE_normalized_texrect, which signals the code that it can
890 * use non-power-of-two textures as per GL_ARB_texture_non_power_of_two,
891 * but has to stick to the texture_rectangle limits.
893 * Fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it
894 * advertises OpenGL 2.0, which has this extension promoted to core. The
895 * extension loading code sets this extension supported due to that, so
896 * this code works on fglrx as well. */
897 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
899 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing.\n");
900 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
901 gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT] = TRUE;
905 static void quirk_no_np2(struct wined3d_gl_info *gl_info)
907 /* The NVIDIA GeForce FX series reports OpenGL 2.0 capabilities with the
908 * latest drivers versions, but doesn't explicitly advertise the
909 * ARB_tex_npot extension in the OpenGL extension string. This usually
910 * means that ARB_tex_npot is supported in hardware as long as the
911 * application is staying within the limits enforced by the
912 * ARB_texture_rectangle extension. This however is not true for the
913 * FX series, which instantly falls back to a slower software path as
914 * soon as ARB_tex_npot is used. We therefore completely remove
915 * ARB_tex_npot from the list of supported extensions.
917 * Note that WINE_normalized_texrect can't be used in this case because
918 * internally it uses ARB_tex_npot, triggering the software fallback.
919 * There is not much we can do here apart from disabling the
920 * software-emulated extension and re-enable ARB_tex_rect (which was
921 * previously disabled in wined3d_adapter_init_gl_caps).
923 * This fixup removes performance problems on both the FX 5900 and
924 * FX 5700 (e.g. for framebuffer post-processing effects in the game
925 * "Max Payne 2"). The behaviour can be verified through a simple test
926 * app attached in bugreport #14724. */
927 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing.\n");
928 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
929 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
932 static void quirk_clip_varying(struct wined3d_gl_info *gl_info)
934 gl_info->quirks |= WINED3D_QUIRK_GLSL_CLIP_VARYING;
937 static void quirk_allows_specular_alpha(struct wined3d_gl_info *gl_info)
939 gl_info->quirks |= WINED3D_QUIRK_ALLOWS_SPECULAR_ALPHA;
942 static void quirk_disable_nvvp_clip(struct wined3d_gl_info *gl_info)
944 gl_info->quirks |= WINED3D_QUIRK_NV_CLIP_BROKEN;
947 static void quirk_fbo_tex_update(struct wined3d_gl_info *gl_info)
949 gl_info->quirks |= WINED3D_QUIRK_FBO_TEX_UPDATE;
952 static void quirk_broken_rgba16(struct wined3d_gl_info *gl_info)
954 gl_info->quirks |= WINED3D_QUIRK_BROKEN_RGBA16;
957 static void quirk_infolog_spam(struct wined3d_gl_info *gl_info)
959 gl_info->quirks |= WINED3D_QUIRK_INFO_LOG_SPAM;
962 static void quirk_limited_tex_filtering(struct wined3d_gl_info *gl_info)
964 /* NVIDIA GeForce 6xxx and 7xxx support accelerated VTF only on a few
965 * selected texture formats. They are apparently the only Direct3D 9 class
966 * GPUs supporting VTF. Also, Direct3D 9-era GPUs are somewhat limited
967 * with float texture filtering and blending. */
968 gl_info->quirks |= WINED3D_QUIRK_LIMITED_TEX_FILTERING;
971 static void quirk_r200_constants(struct wined3d_gl_info *gl_info)
973 /* The Mesa r200 driver (and there is no other driver for this GPU Wine
974 * would run on) loads some fog parameters (start, end, exponent, but not
975 * the colour) into the program.
977 * Apparently the fog hardware is only able to handle linear fog with a
978 * range of 0.0;1.0, and it is the responsibility of the vertex pipeline
979 * to handle non-linear fog and linear fog with start and end other than
980 * 0.0 and 1.0. */
981 TRACE("Reserving 1 ARB constant for compiler private use.\n");
982 gl_info->reserved_arb_constants = max(gl_info->reserved_arb_constants, 1);
985 static void quirk_broken_arb_fog(struct wined3d_gl_info *gl_info)
987 gl_info->quirks |= WINED3D_QUIRK_BROKEN_ARB_FOG;
990 static void quirk_broken_viewport_subpixel_bits(struct wined3d_gl_info *gl_info)
992 gl_info->limits.viewport_subpixel_bits = 0;
993 if (gl_info->supported[ARB_CLIP_CONTROL])
995 TRACE("Disabling ARB_clip_control.\n");
996 gl_info->supported[ARB_CLIP_CONTROL] = FALSE;
1000 static void quirk_no_independent_bit_depths(struct wined3d_gl_info *gl_info)
1002 gl_info->quirks |= WINED3D_QUIRK_NO_INDEPENDENT_BIT_DEPTHS;
1005 static const struct wined3d_gpu_description *query_gpu_description(const struct wined3d_gl_info *gl_info,
1006 UINT64 *vram_bytes)
1008 const struct wined3d_gpu_description *gpu_description = NULL, *gpu_description_override;
1009 enum wined3d_pci_vendor vendor = PCI_VENDOR_NONE;
1010 enum wined3d_pci_device device = PCI_DEVICE_NONE;
1011 GLuint value;
1013 if (gl_info->supported[WGL_WINE_QUERY_RENDERER])
1015 if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_VENDOR_ID_WINE, &value)))
1016 vendor = value;
1017 if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_DEVICE_ID_WINE, &value)))
1018 device = value;
1019 if (GL_EXTCALL(wglQueryCurrentRendererIntegerWINE(WGL_RENDERER_VIDEO_MEMORY_WINE, &value)))
1020 *vram_bytes = (UINT64)value * 1024 * 1024;
1022 TRACE("Card reports vendor PCI ID 0x%04x, device PCI ID 0x%04x, 0x%s bytes of video memory.\n",
1023 vendor, device, wine_dbgstr_longlong(*vram_bytes));
1025 gpu_description = wined3d_get_gpu_description(vendor, device);
1028 if ((gpu_description_override = wined3d_get_user_override_gpu_description(vendor, device)))
1029 gpu_description = gpu_description_override;
1031 return gpu_description;
1034 /* Context activation is done by the caller. */
1035 static void fixup_extensions(struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
1036 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor)
1038 enum wined3d_pci_vendor card_vendor = ctx->gpu_description->vendor;
1039 enum wined3d_pci_device device = ctx->gpu_description->device;
1040 unsigned int i;
1042 static const struct driver_quirk
1044 BOOL (*match)(const struct wined3d_gl_info *gl_info, struct wined3d_caps_gl_ctx *ctx,
1045 const char *gl_renderer, enum wined3d_gl_vendor gl_vendor,
1046 enum wined3d_pci_vendor card_vendor, enum wined3d_pci_device device);
1047 void (*apply)(struct wined3d_gl_info *gl_info);
1048 const char *description;
1050 quirk_table[] =
1053 match_amd_r300_to_500,
1054 quirk_amd_dx9,
1055 "AMD normalised texrect quirk"
1058 match_apple,
1059 quirk_apple_glsl_constants,
1060 "Apple GLSL uniform override"
1063 match_geforce5,
1064 quirk_no_np2,
1065 "Geforce 5 NP2 disable"
1068 match_dx10_capable,
1069 quirk_clip_varying,
1070 "Reserved varying for gl_ClipPos"
1073 /* GL_EXT_secondary_color does not allow 4 component secondary
1074 * colours, but most OpenGL implementations accept it. Apple's
1075 * is the only OpenGL implementation known to reject it.
1077 * If we can pass 4-component specular colours, do it, because
1078 * (a) we don't have to screw around with the data, and (b) the
1079 * Direct3D fixed-function vertex pipeline passes specular alpha
1080 * to the pixel shader if any is used. Otherwise the specular
1081 * alpha is used to pass the fog coordinate, which we pass to
1082 * OpenGL via GL_EXT_fog_coord. */
1083 match_allows_spec_alpha,
1084 quirk_allows_specular_alpha,
1085 "Allow specular alpha quirk"
1088 match_broken_nv_clip,
1089 quirk_disable_nvvp_clip,
1090 "Apple NV_vertex_program clip bug quirk"
1093 match_fbo_tex_update,
1094 quirk_fbo_tex_update,
1095 "FBO rebind for attachment updates"
1098 match_broken_rgba16,
1099 quirk_broken_rgba16,
1100 "True RGBA16 is not available"
1103 match_fglrx,
1104 quirk_infolog_spam,
1105 "Not printing GLSL infolog"
1108 match_not_dx10_capable,
1109 quirk_limited_tex_filtering,
1110 "Texture filtering, blending and VTF support is limited"
1113 match_r200,
1114 quirk_r200_constants,
1115 "r200 vertex shader constants"
1118 match_broken_arb_fog,
1119 quirk_broken_arb_fog,
1120 "ARBfp fogstart == fogend workaround"
1123 match_broken_viewport_subpixel_bits,
1124 quirk_broken_viewport_subpixel_bits,
1125 "NVIDIA viewport subpixel bits bug"
1128 match_no_independent_bit_depths,
1129 quirk_no_independent_bit_depths,
1130 "No support for MRT with independent bit depths"
1134 for (i = 0; i < ARRAY_SIZE(quirk_table); ++i)
1136 if (!quirk_table[i].match(gl_info, ctx, gl_renderer, gl_vendor, card_vendor, device)) continue;
1137 TRACE("Applying driver quirk \"%s\".\n", quirk_table[i].description);
1138 quirk_table[i].apply(gl_info);
1141 /* Find out if PBOs work as they are supposed to. */
1142 test_pbo_functionality(gl_info);
1145 static DWORD wined3d_parse_gl_version(const char *gl_version)
1147 const char *ptr = gl_version;
1148 int major, minor;
1150 major = atoi(ptr);
1151 if (major <= 0)
1152 ERR("Invalid OpenGL major version %d.\n", major);
1154 while (isdigit(*ptr)) ++ptr;
1155 if (*ptr++ != '.')
1156 ERR("Invalid OpenGL version string %s.\n", debugstr_a(gl_version));
1158 minor = atoi(ptr);
1160 TRACE("Found OpenGL version %d.%d.\n", major, minor);
1162 return MAKEDWORD_VERSION(major, minor);
1165 static enum wined3d_gl_vendor wined3d_guess_gl_vendor(const struct wined3d_gl_info *gl_info,
1166 const char *gl_vendor_string, const char *gl_renderer, const char *gl_version)
1168 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
1169 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
1170 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
1172 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
1173 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
1174 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
1175 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
1176 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
1177 * the chance that other implementations support them is rather small since Win32 QuickTime uses
1178 * DirectDraw, not OpenGL. */
1179 if (gl_info->supported[APPLE_FLUSH_RENDER]
1180 && (gl_info->supported[APPLE_YCBCR_422] || gl_info->supported[APPLE_RGB_422]))
1181 return GL_VENDOR_APPLE;
1183 if (strstr(gl_vendor_string, "NVIDIA"))
1184 return GL_VENDOR_NVIDIA;
1186 if (strstr(gl_vendor_string, "ATI"))
1187 return GL_VENDOR_FGLRX;
1189 if (strstr(gl_vendor_string, "Mesa")
1190 || strstr(gl_vendor_string, "X.Org")
1191 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1192 || strstr(gl_vendor_string, "DRI R300 Project")
1193 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1194 || strstr(gl_vendor_string, "VMware, Inc.")
1195 || strstr(gl_vendor_string, "Red Hat")
1196 || strstr(gl_vendor_string, "Intel")
1197 || strstr(gl_renderer, "Mesa")
1198 || strstr(gl_renderer, "Gallium")
1199 || strstr(gl_renderer, "Intel")
1200 || strstr(gl_version, "Mesa"))
1201 return GL_VENDOR_MESA;
1203 FIXME("Received unrecognized GL_VENDOR %s. Returning GL_VENDOR_UNKNOWN.\n",
1204 debugstr_a(gl_vendor_string));
1206 return GL_VENDOR_UNKNOWN;
1209 static enum wined3d_pci_vendor wined3d_guess_card_vendor(const char *gl_vendor_string, const char *gl_renderer)
1211 if (strstr(gl_vendor_string, "NVIDIA")
1212 || strstr(gl_vendor_string, "Nouveau")
1213 || strstr(gl_vendor_string, "nouveau"))
1214 return HW_VENDOR_NVIDIA;
1216 if (strstr(gl_vendor_string, "ATI")
1217 || strstr(gl_vendor_string, "Advanced Micro Devices, Inc.")
1218 || strstr(gl_vendor_string, "X.Org R300 Project")
1219 || strstr(gl_renderer, "AMD")
1220 || strstr(gl_renderer, "FirePro")
1221 || strstr(gl_renderer, "Radeon")
1222 || strstr(gl_renderer, "R100")
1223 || strstr(gl_renderer, "R200")
1224 || strstr(gl_renderer, "R300")
1225 || strstr(gl_renderer, "R600")
1226 || strstr(gl_renderer, "R700"))
1227 return HW_VENDOR_AMD;
1229 if (strstr(gl_vendor_string, "Intel(R)")
1230 /* Intel switched from Intel(R) to Intel® recently, so just match Intel. */
1231 || strstr(gl_renderer, "Intel")
1232 || strstr(gl_renderer, "i915")
1233 || strstr(gl_vendor_string, "Intel Inc."))
1234 return HW_VENDOR_INTEL;
1236 if (strstr(gl_vendor_string, "Red Hat")
1237 || strstr(gl_renderer, "virgl"))
1238 return HW_VENDOR_REDHAT;
1240 if (strstr(gl_renderer, "SVGA3D"))
1241 return HW_VENDOR_VMWARE;
1243 if (strstr(gl_vendor_string, "Mesa")
1244 || strstr(gl_vendor_string, "Brian Paul")
1245 || strstr(gl_vendor_string, "Tungsten Graphics, Inc")
1246 || strstr(gl_vendor_string, "VMware, Inc."))
1247 return HW_VENDOR_SOFTWARE;
1249 FIXME("Received unrecognized GL_VENDOR %s. Returning HW_VENDOR_NVIDIA.\n", debugstr_a(gl_vendor_string));
1251 return HW_VENDOR_NVIDIA;
1254 static enum wined3d_feature_level feature_level_from_caps(const struct wined3d_gl_info *gl_info,
1255 const struct shader_caps *shader_caps, const struct fragment_caps *fragment_caps)
1257 unsigned int shader_model;
1259 shader_model = min(shader_caps->vs_version, shader_caps->ps_version);
1260 shader_model = min(shader_model, max(shader_caps->gs_version, 3));
1261 shader_model = min(shader_model, max(shader_caps->hs_version, 4));
1262 shader_model = min(shader_model, max(shader_caps->ds_version, 4));
1264 if (gl_info->supported[WINED3D_GL_VERSION_3_2]
1265 && gl_info->supported[ARB_POLYGON_OFFSET_CLAMP]
1266 && gl_info->supported[ARB_SAMPLER_OBJECTS])
1268 if (shader_model >= 5
1269 && gl_info->supported[ARB_DRAW_INDIRECT]
1270 && gl_info->supported[ARB_TEXTURE_COMPRESSION_BPTC])
1271 return WINED3D_FEATURE_LEVEL_11_1;
1273 if (shader_model >= 4)
1275 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP_ARRAY]
1276 && gl_info->supported[ARB_DRAW_BUFFERS_BLEND])
1277 return WINED3D_FEATURE_LEVEL_10_1;
1278 return WINED3D_FEATURE_LEVEL_10;
1282 if (shader_model >= 3 && gl_info->limits.texture_size >= 4096 && gl_info->limits.buffers >= 4)
1283 return WINED3D_FEATURE_LEVEL_9_3;
1284 if (shader_model >= 2)
1286 if (gl_info->supported[ARB_OCCLUSION_QUERY]
1287 && gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE]
1288 && gl_info->supported[EXT_BLEND_EQUATION_SEPARATE]
1289 && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
1290 return WINED3D_FEATURE_LEVEL_9_2;
1292 return WINED3D_FEATURE_LEVEL_9_1;
1294 if (shader_model >= 1)
1295 return WINED3D_FEATURE_LEVEL_8;
1297 if (fragment_caps->TextureOpCaps & WINED3DTEXOPCAPS_DOTPRODUCT3)
1298 return WINED3D_FEATURE_LEVEL_7;
1299 if (fragment_caps->MaxSimultaneousTextures > 1)
1300 return WINED3D_FEATURE_LEVEL_6;
1302 return WINED3D_FEATURE_LEVEL_5;
1305 static const struct wined3d_renderer_table
1307 const char *renderer;
1308 enum wined3d_pci_device id;
1310 cards_nvidia_binary[] =
1312 /* Direct 3D 11 */
1313 {"Tesla T4", CARD_NVIDIA_TESLA_T4},
1314 {"RTX 2080 Ti", CARD_NVIDIA_GEFORCE_RTX2080TI}, /* GeForce 2000 - highend */
1315 {"RTX 2080", CARD_NVIDIA_GEFORCE_RTX2080}, /* GeForce 2000 - highend */
1316 {"RTX 2070", CARD_NVIDIA_GEFORCE_RTX2070}, /* GeForce 2000 - highend */
1317 {"RTX 2060", CARD_NVIDIA_GEFORCE_RTX2060}, /* GeForce 2000 - highend */
1318 {"GTX 1660 Ti", CARD_NVIDIA_GEFORCE_GTX1660TI}, /* GeForce 1600 - highend */
1319 {"GTX 1660 SUPER", CARD_NVIDIA_GEFORCE_GTX1660SUPER}, /* GeForce 1600 - highend */
1320 {"GTX 1650 SUPER", CARD_NVIDIA_GEFORCE_GTX1650SUPER}, /* GeForce 1600 - midend high */
1321 {"TITAN V", CARD_NVIDIA_TITANV}, /* GeForce 1000 - highend */
1322 {"TITAN X (Pascal)", CARD_NVIDIA_TITANX_PASCAL}, /* GeForce 1000 - highend */
1323 {"GTX 1080 Ti", CARD_NVIDIA_GEFORCE_GTX1080TI}, /* GeForce 1000 - highend */
1324 {"GTX 1080", CARD_NVIDIA_GEFORCE_GTX1080}, /* GeForce 1000 - highend */
1325 {"GTX 1070", CARD_NVIDIA_GEFORCE_GTX1070}, /* GeForce 1000 - highend */
1326 {"GTX 1060 3GB", CARD_NVIDIA_GEFORCE_GTX1060_3GB},/* GeForce 1000 - midend high */
1327 {"GTX 1060", CARD_NVIDIA_GEFORCE_GTX1060}, /* GeForce 1000 - midend high */
1328 {"GTX 1050 Ti", CARD_NVIDIA_GEFORCE_GTX1050TI}, /* GeForce 1000 - midend */
1329 {"GTX 1050", CARD_NVIDIA_GEFORCE_GTX1050}, /* GeForce 1000 - midend */
1330 {"GT 1030", CARD_NVIDIA_GEFORCE_GT1030}, /* GeForce 1000 - lowend */
1331 {"GTX 980 Ti", CARD_NVIDIA_GEFORCE_GTX980TI}, /* GeForce 900 - highend */
1332 {"GTX 980", CARD_NVIDIA_GEFORCE_GTX980}, /* GeForce 900 - highend */
1333 {"GTX 970M", CARD_NVIDIA_GEFORCE_GTX970M}, /* GeForce 900 - highend mobile*/
1334 {"GTX 970", CARD_NVIDIA_GEFORCE_GTX970}, /* GeForce 900 - highend */
1335 {"GTX TITAN X", CARD_NVIDIA_GEFORCE_GTXTITANX}, /* Geforce 900 - highend */
1336 {"GTX 960M", CARD_NVIDIA_GEFORCE_GTX960M}, /* GeForce 900 - midend high mobile */
1337 {"GTX 960", CARD_NVIDIA_GEFORCE_GTX960}, /* GeForce 900 - midend high */
1338 {"GTX 950M", CARD_NVIDIA_GEFORCE_GTX950M}, /* GeForce 900 - midend mobile */
1339 {"GTX 950", CARD_NVIDIA_GEFORCE_GTX950}, /* GeForce 900 - midend */
1340 {"GeForce 940M", CARD_NVIDIA_GEFORCE_940M}, /* GeForce 900 - midend mobile */
1341 {"GTX 880M", CARD_NVIDIA_GEFORCE_GTX880M}, /* GeForce 800 - mobile */
1342 {"GTX 870M", CARD_NVIDIA_GEFORCE_GTX870M}, /* GeForce 800 - mobile */
1343 {"GTX 860M", CARD_NVIDIA_GEFORCE_GTX860M}, /* GeForce 800 - mobile */
1344 {"GTX 850M", CARD_NVIDIA_GEFORCE_GTX850M}, /* GeForce 800 - mobile */
1345 {"GeForce 845M", CARD_NVIDIA_GEFORCE_845M}, /* GeForce 800 - mobile */
1346 {"GeForce 840M", CARD_NVIDIA_GEFORCE_840M}, /* GeForce 800 - mobile */
1347 {"GeForce 830M", CARD_NVIDIA_GEFORCE_830M}, /* GeForce 800 - mobile */
1348 {"GeForce 820M", CARD_NVIDIA_GEFORCE_820M}, /* GeForce 800 - mobile */
1349 {"GTX 780 Ti", CARD_NVIDIA_GEFORCE_GTX780TI}, /* Geforce 700 - highend */
1350 {"GTX TITAN Black", CARD_NVIDIA_GEFORCE_GTXTITANB}, /* Geforce 700 - highend */
1351 {"GTX TITAN Z", CARD_NVIDIA_GEFORCE_GTXTITANZ}, /* Geforce 700 - highend */
1352 {"GTX TITAN", CARD_NVIDIA_GEFORCE_GTXTITAN}, /* Geforce 700 - highend */
1353 {"GTX 780", CARD_NVIDIA_GEFORCE_GTX780}, /* Geforce 700 - highend */
1354 {"GTX 770M", CARD_NVIDIA_GEFORCE_GTX770M}, /* Geforce 700 - midend high mobile */
1355 {"GTX 770", CARD_NVIDIA_GEFORCE_GTX770}, /* Geforce 700 - highend */
1356 {"GTX 765M", CARD_NVIDIA_GEFORCE_GTX765M}, /* Geforce 700 - midend high mobile */
1357 {"GTX 760 Ti", CARD_NVIDIA_GEFORCE_GTX760TI}, /* Geforce 700 - midend high */
1358 {"GTX 760", CARD_NVIDIA_GEFORCE_GTX760}, /* Geforce 700 - midend high */
1359 {"GTX 750 Ti", CARD_NVIDIA_GEFORCE_GTX750TI}, /* Geforce 700 - midend */
1360 {"GTX 750", CARD_NVIDIA_GEFORCE_GTX750}, /* Geforce 700 - midend */
1361 {"GT 750M", CARD_NVIDIA_GEFORCE_GT750M}, /* Geforce 700 - midend mobile */
1362 {"GT 740M", CARD_NVIDIA_GEFORCE_GT740M}, /* Geforce 700 - midend mobile */
1363 {"GT 730M", CARD_NVIDIA_GEFORCE_GT730M}, /* Geforce 700 - midend mobile */
1364 {"GT 730", CARD_NVIDIA_GEFORCE_GT730}, /* Geforce 700 - lowend */
1365 {"GTX 690", CARD_NVIDIA_GEFORCE_GTX690}, /* Geforce 600 - highend */
1366 {"GTX 680", CARD_NVIDIA_GEFORCE_GTX680}, /* Geforce 600 - highend */
1367 {"GTX 675MX", CARD_NVIDIA_GEFORCE_GTX675MX_1},/* Geforce 600 - highend */
1368 {"GTX 670MX", CARD_NVIDIA_GEFORCE_GTX670MX}, /* Geforce 600 - highend */
1369 {"GTX 670", CARD_NVIDIA_GEFORCE_GTX670}, /* Geforce 600 - midend high */
1370 {"GTX 660 Ti", CARD_NVIDIA_GEFORCE_GTX660TI}, /* Geforce 600 - midend high */
1371 {"GTX 660M", CARD_NVIDIA_GEFORCE_GTX660M}, /* Geforce 600 - midend high mobile */
1372 {"GTX 660", CARD_NVIDIA_GEFORCE_GTX660}, /* Geforce 600 - midend high */
1373 {"GTX 650 Ti", CARD_NVIDIA_GEFORCE_GTX650TI}, /* Geforce 600 - lowend */
1374 {"GTX 650", CARD_NVIDIA_GEFORCE_GTX650}, /* Geforce 600 - lowend */
1375 {"GT 650M", CARD_NVIDIA_GEFORCE_GT650M}, /* Geforce 600 - midend mobile */
1376 {"GT 640M", CARD_NVIDIA_GEFORCE_GT640M}, /* Geforce 600 - midend mobile */
1377 {"GT 630M", CARD_NVIDIA_GEFORCE_GT630M}, /* Geforce 600 - midend mobile */
1378 {"GT 630", CARD_NVIDIA_GEFORCE_GT630}, /* Geforce 600 - lowend */
1379 {"GT 610", CARD_NVIDIA_GEFORCE_GT610}, /* Geforce 600 - lowend */
1380 {"GTX 580", CARD_NVIDIA_GEFORCE_GTX580}, /* Geforce 500 - highend */
1381 {"GTX 570", CARD_NVIDIA_GEFORCE_GTX570}, /* Geforce 500 - midend high */
1382 {"GTX 560 Ti", CARD_NVIDIA_GEFORCE_GTX560TI}, /* Geforce 500 - midend */
1383 {"GTX 560M", CARD_NVIDIA_GEFORCE_GTX560M}, /* Geforce 500 - midend mobile */
1384 {"GTX 560", CARD_NVIDIA_GEFORCE_GTX560}, /* Geforce 500 - midend */
1385 {"GT 555M", CARD_NVIDIA_GEFORCE_GT555M}, /* Geforce 500 - midend mobile */
1386 {"GTX 550 Ti", CARD_NVIDIA_GEFORCE_GTX550}, /* Geforce 500 - midend */
1387 {"GT 540M", CARD_NVIDIA_GEFORCE_GT540M}, /* Geforce 500 - midend mobile */
1388 {"GT 525M", CARD_NVIDIA_GEFORCE_GT525M}, /* Geforce 500 - lowend mobile */
1389 {"GT 520", CARD_NVIDIA_GEFORCE_GT520}, /* Geforce 500 - lowend */
1390 {"GTX 480", CARD_NVIDIA_GEFORCE_GTX480}, /* Geforce 400 - highend */
1391 {"GTX 470", CARD_NVIDIA_GEFORCE_GTX470}, /* Geforce 400 - midend high */
1392 /* Direct 3D 10 */
1393 {"GTX 465", CARD_NVIDIA_GEFORCE_GTX465}, /* Geforce 400 - midend */
1394 {"GTX 460M", CARD_NVIDIA_GEFORCE_GTX460M}, /* Geforce 400 - highend mobile */
1395 {"GTX 460", CARD_NVIDIA_GEFORCE_GTX460}, /* Geforce 400 - midend */
1396 {"GTS 450", CARD_NVIDIA_GEFORCE_GTS450}, /* Geforce 400 - midend low */
1397 {"GT 440", CARD_NVIDIA_GEFORCE_GT440}, /* Geforce 400 - lowend */
1398 {"GT 430", CARD_NVIDIA_GEFORCE_GT430}, /* Geforce 400 - lowend */
1399 {"GT 425M", CARD_NVIDIA_GEFORCE_GT425M}, /* Geforce 400 - lowend mobile */
1400 {"GT 420", CARD_NVIDIA_GEFORCE_GT420}, /* Geforce 400 - lowend */
1401 {"410M", CARD_NVIDIA_GEFORCE_410M}, /* Geforce 400 - lowend mobile */
1402 {"GT 330", CARD_NVIDIA_GEFORCE_GT330}, /* Geforce 300 - highend */
1403 {"GTS 360M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1404 {"GTS 350M", CARD_NVIDIA_GEFORCE_GTS350M}, /* Geforce 300 - highend mobile */
1405 {"GT 330M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1406 {"GT 325M", CARD_NVIDIA_GEFORCE_GT325M}, /* Geforce 300 - midend mobile */
1407 {"GT 320M", CARD_NVIDIA_GEFORCE_GT320M}, /* Geforce 300 - midend mobile */
1408 {"320M", CARD_NVIDIA_GEFORCE_320M}, /* Geforce 300 - midend mobile */
1409 {"315M", CARD_NVIDIA_GEFORCE_315M}, /* Geforce 300 - midend mobile */
1410 {"GTX 295", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1411 {"GTX 285", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1412 {"GTX 280", CARD_NVIDIA_GEFORCE_GTX280}, /* Geforce 200 - highend */
1413 {"GTX 275", CARD_NVIDIA_GEFORCE_GTX275}, /* Geforce 200 - midend high */
1414 {"GTX 260", CARD_NVIDIA_GEFORCE_GTX260}, /* Geforce 200 - midend */
1415 {"GTS 250", CARD_NVIDIA_GEFORCE_GTS250}, /* Geforce 200 - midend */
1416 {"GT 240", CARD_NVIDIA_GEFORCE_GT240}, /* Geforce 200 - midend */
1417 {"GT 220", CARD_NVIDIA_GEFORCE_GT220}, /* Geforce 200 - lowend */
1418 {"GeForce 310", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1419 {"GeForce 305", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1420 {"GeForce 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1421 {"G 210", CARD_NVIDIA_GEFORCE_210}, /* Geforce 200 - lowend */
1422 {"GTS 150", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1423 {"9800", CARD_NVIDIA_GEFORCE_9800GT}, /* Geforce 9 - highend / Geforce 200 - midend */
1424 {"9700M GT", CARD_NVIDIA_GEFORCE_9700MGT}, /* Geforce 9 - midend */
1425 {"GT 140", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1426 {"9600", CARD_NVIDIA_GEFORCE_9600GT}, /* Geforce 9 - midend */
1427 {"GT 130", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1428 {"GT 120", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1429 {"9500", CARD_NVIDIA_GEFORCE_9500GT}, /* Geforce 9 - midend low / Geforce 200 - low */
1430 {"9400M", CARD_NVIDIA_GEFORCE_9400M}, /* Geforce 9 - lowend */
1431 {"9400", CARD_NVIDIA_GEFORCE_9400GT}, /* Geforce 9 - lowend */
1432 {"9300", CARD_NVIDIA_GEFORCE_9300}, /* Geforce 9 - lowend low */
1433 {"9200", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1434 {"9100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1435 {"G 100", CARD_NVIDIA_GEFORCE_9200}, /* Geforce 9 - lowend low */
1436 {"8800 GTX", CARD_NVIDIA_GEFORCE_8800GTX}, /* Geforce 8 - highend high */
1437 {"8800", CARD_NVIDIA_GEFORCE_8800GTS}, /* Geforce 8 - highend */
1438 {"8600M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1439 {"8600 M", CARD_NVIDIA_GEFORCE_8600MGT}, /* Geforce 8 - midend mobile */
1440 {"8700", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1441 {"8600", CARD_NVIDIA_GEFORCE_8600GT}, /* Geforce 8 - midend */
1442 {"8500", CARD_NVIDIA_GEFORCE_8500GT}, /* Geforce 8 - mid-lowend */
1443 {"8400", CARD_NVIDIA_GEFORCE_8400GS}, /* Geforce 8 - mid-lowend */
1444 {"8300", CARD_NVIDIA_GEFORCE_8300GS}, /* Geforce 8 - lowend */
1445 {"8200", CARD_NVIDIA_GEFORCE_8200}, /* Geforce 8 - lowend */
1446 {"8100", CARD_NVIDIA_GEFORCE_8200}, /* Geforce 8 - lowend */
1447 /* Direct 3D 9 SM3 */
1448 {"Quadro FX 5", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1449 {"Quadro FX 4", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1450 {"7950", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1451 {"7900", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1452 {"7800", CARD_NVIDIA_GEFORCE_7800GT}, /* Geforce 7 - highend */
1453 {"7700", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1454 {"7600", CARD_NVIDIA_GEFORCE_7600}, /* Geforce 7 - midend */
1455 {"7400", CARD_NVIDIA_GEFORCE_7400}, /* Geforce 7 - lower medium */
1456 {"7300", CARD_NVIDIA_GEFORCE_7300}, /* Geforce 7 - lowend */
1457 {"6800", CARD_NVIDIA_GEFORCE_6800}, /* Geforce 6 - highend */
1458 {"6700", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1459 {"6610", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1460 {"6600", CARD_NVIDIA_GEFORCE_6600GT}, /* Geforce 6 - midend */
1461 /* Direct 3D 9 SM2 */
1462 {"Quadro FX", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
1463 {"5950", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
1464 {"5900", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
1465 {"5800", CARD_NVIDIA_GEFORCEFX_5800}, /* GeforceFX - highend */
1466 {"5750", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
1467 {"5700", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
1468 {"5650", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
1469 {"5600", CARD_NVIDIA_GEFORCEFX_5600}, /* GeforceFX - midend */
1470 {"5500", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1471 {"5300", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1472 {"5250", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1473 {"5200", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1474 {"5100", CARD_NVIDIA_GEFORCEFX_5200}, /* GeforceFX - lowend */
1475 /* Direct 3D 8 */
1476 {"Quadro4", CARD_NVIDIA_GEFORCE4_TI4200},
1477 {"GeForce4 Ti", CARD_NVIDIA_GEFORCE4_TI4200}, /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800 */
1478 /* Direct 3D 7 */
1479 {"GeForce4 MX", CARD_NVIDIA_GEFORCE4_MX}, /* MX420/MX440/MX460/MX4000 */
1480 {"Quadro2 MXR", CARD_NVIDIA_GEFORCE2_MX},
1481 {"GeForce2 MX", CARD_NVIDIA_GEFORCE2_MX}, /* Geforce2 standard/MX100/MX200/MX400 */
1482 {"Quadro2", CARD_NVIDIA_GEFORCE2},
1483 {"GeForce2", CARD_NVIDIA_GEFORCE2}, /* Geforce2 GTS/Pro/Ti/Ultra */
1484 /* Direct 3D 6 */
1485 {"TNT2", CARD_NVIDIA_RIVA_TNT2}, /* Riva TNT2 standard/M64/Pro/Ultra */
1487 /* See http://developer.amd.com/resources/hardware-drivers/ati-catalyst-pc-vendor-id-1002-li/
1489 * Beware: renderer string do not match exact card model,
1490 * e.g. HD 4800 is returned for multiple cards, even for RV790 based ones. */
1491 cards_amd_binary[] =
1493 {"RX 480", CARD_AMD_RADEON_RX_480},
1494 {"RX 460", CARD_AMD_RADEON_RX_460},
1495 {"R9 Fury Series", CARD_AMD_RADEON_R9_FURY},
1496 /* Southern Islands */
1497 {"HD 7900", CARD_AMD_RADEON_HD7900},
1498 {"HD 7800", CARD_AMD_RADEON_HD7800},
1499 {"HD 7700", CARD_AMD_RADEON_HD7700},
1500 /* Northern Islands */
1501 {"HD 6970", CARD_AMD_RADEON_HD6900},
1502 {"HD 6900", CARD_AMD_RADEON_HD6900},
1503 {"HD 6800", CARD_AMD_RADEON_HD6800},
1504 {"HD 6770M", CARD_AMD_RADEON_HD6600M},
1505 {"HD 6750M", CARD_AMD_RADEON_HD6600M},
1506 {"HD 6700", CARD_AMD_RADEON_HD6700},
1507 {"HD 6670", CARD_AMD_RADEON_HD6600},
1508 {"HD 6630M", CARD_AMD_RADEON_HD6600M},
1509 {"HD 6600M", CARD_AMD_RADEON_HD6600M},
1510 {"HD 6600", CARD_AMD_RADEON_HD6600},
1511 {"HD 6570", CARD_AMD_RADEON_HD6600},
1512 {"HD 6500M", CARD_AMD_RADEON_HD6600M},
1513 {"HD 6500", CARD_AMD_RADEON_HD6600},
1514 {"HD 6480G", CARD_AMD_RADEON_HD6480G},
1515 {"HD 6400", CARD_AMD_RADEON_HD6400},
1516 {"HD 6300", CARD_AMD_RADEON_HD6300},
1517 {"HD 6200", CARD_AMD_RADEON_HD6300},
1518 /* Evergreen */
1519 {"HD 5870", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS PRO */
1520 {"HD 5850", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS XT */
1521 {"HD 5800", CARD_AMD_RADEON_HD5800}, /* Radeon EG CYPRESS HD58xx generic renderer string */
1522 {"HD 5770", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER XT */
1523 {"HD 5750", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER LE */
1524 {"HD 5700", CARD_AMD_RADEON_HD5700}, /* Radeon EG JUNIPER HD57xx generic renderer string */
1525 {"HD 5670", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD XT */
1526 {"HD 5570", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD PRO mapped to HD5600 series */
1527 {"HD 5550", CARD_AMD_RADEON_HD5600}, /* Radeon EG REDWOOD LE mapped to HD5600 series */
1528 {"HD 5450", CARD_AMD_RADEON_HD5400}, /* Radeon EG CEDAR PRO */
1529 {"HD 5000", CARD_AMD_RADEON_HD5600}, /* Defaulting to HD 5600 */
1530 /* R700 */
1531 {"HD 4890", CARD_AMD_RADEON_HD4800}, /* Radeon RV790 */
1532 {"HD 4870", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1533 {"HD 4850", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1534 {"HD 4830", CARD_AMD_RADEON_HD4800}, /* Radeon RV770 */
1535 {"HD 4800", CARD_AMD_RADEON_HD4800}, /* Radeon RV7xx HD48xx generic renderer string */
1536 {"HD 4770", CARD_AMD_RADEON_HD4700}, /* Radeon RV740 */
1537 {"HD 4700", CARD_AMD_RADEON_HD4700}, /* Radeon RV7xx HD47xx generic renderer string */
1538 {"HD 4670", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1539 {"HD 4650", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1540 {"HD 4600", CARD_AMD_RADEON_HD4600}, /* Radeon RV730 */
1541 {"HD 4550", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1542 {"HD 4350", CARD_AMD_RADEON_HD4350}, /* Radeon RV710 */
1543 /* R600/R700 integrated */
1544 {"HD 4200M", CARD_AMD_RADEON_HD4200M},
1545 {"HD 3300", CARD_AMD_RADEON_HD3200},
1546 {"HD 3200", CARD_AMD_RADEON_HD3200},
1547 {"HD 3100", CARD_AMD_RADEON_HD3200},
1548 /* R600 */
1549 {"HD 3870", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1550 {"HD 3850", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1551 {"HD 2900", CARD_AMD_RADEON_HD2900}, /* HD2900/HD3800 - highend */
1552 {"HD 3830", CARD_AMD_RADEON_HD2600}, /* China-only midend */
1553 {"HD 3690", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1554 {"HD 3650", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1555 {"HD 2600", CARD_AMD_RADEON_HD2600}, /* HD2600/HD3600 - midend */
1556 {"HD 3470", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1557 {"HD 3450", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1558 {"HD 3430", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1559 {"HD 3400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1560 {"HD 2400", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1561 {"HD 2350", CARD_AMD_RADEON_HD2350}, /* HD2350/HD2400/HD3400 - lowend */
1562 /* Radeon R5xx */
1563 {"X1950", CARD_AMD_RADEON_X1600},
1564 {"X1900", CARD_AMD_RADEON_X1600},
1565 {"X1800", CARD_AMD_RADEON_X1600},
1566 {"X1650", CARD_AMD_RADEON_X1600},
1567 {"X1600", CARD_AMD_RADEON_X1600},
1568 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300/X2500/HD2300 (lowend R5xx)
1569 * Note X2300/X2500/HD2300 are R5xx GPUs with a 2xxx naming but they are still DX9-only */
1570 {"HD 2300", CARD_AMD_RADEON_X700},
1571 {"X2500", CARD_AMD_RADEON_X700},
1572 {"X2300", CARD_AMD_RADEON_X700},
1573 {"X1550", CARD_AMD_RADEON_X700},
1574 {"X1450", CARD_AMD_RADEON_X700},
1575 {"X1400", CARD_AMD_RADEON_X700},
1576 {"X1300", CARD_AMD_RADEON_X700},
1577 {"X850", CARD_AMD_RADEON_X700},
1578 {"X800", CARD_AMD_RADEON_X700},
1579 {"X700", CARD_AMD_RADEON_X700},
1580 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400 MHz */
1581 {"Radeon Xpress", CARD_AMD_RADEON_XPRESS_200M},
1583 cards_intel[] =
1585 /* Skylake */
1586 {"Iris Pro Graphics P580", CARD_INTEL_IPP580_1},
1587 {"Skylake", CARD_INTEL_HD520_1},
1588 /* Broadwell */
1589 {"Iris Pro P6300", CARD_INTEL_IPP6300},
1590 {"Iris Pro 6200", CARD_INTEL_IP6200},
1591 {"Iris 6100", CARD_INTEL_I6100},
1592 {"Iris(TM) Graphics 6100", CARD_INTEL_I6100}, /* MacOS */
1593 /* Haswell */
1594 {"Iris Pro 5200", CARD_INTEL_IP5200_1},
1595 {"Iris 5100", CARD_INTEL_I5100_1},
1596 {"HD Graphics 5000", CARD_INTEL_HD5000_1}, /* MacOS */
1597 {"Haswell Mobile", CARD_INTEL_HWM},
1598 {"Iris OpenGL Engine", CARD_INTEL_HWM}, /* MacOS */
1599 /* Ivybridge */
1600 {"Ivybridge Server", CARD_INTEL_IVBS},
1601 {"Ivybridge Mobile", CARD_INTEL_IVBM},
1602 {"Ivybridge Desktop", CARD_INTEL_IVBD},
1603 {"HD Graphics 4000", CARD_INTEL_IVBD}, /* MacOS */
1604 /* Sandybridge */
1605 {"Sandybridge Server", CARD_INTEL_SNBS},
1606 {"Sandybridge Mobile", CARD_INTEL_SNBM},
1607 {"Sandybridge Desktop", CARD_INTEL_SNBD},
1608 /* Ironlake */
1609 {"Ironlake Mobile", CARD_INTEL_ILKM},
1610 {"Ironlake Desktop", CARD_INTEL_ILKD},
1611 /* G4x */
1612 {"B43", CARD_INTEL_B43},
1613 {"G41", CARD_INTEL_G41},
1614 {"G45", CARD_INTEL_G45},
1615 {"Q45", CARD_INTEL_Q45},
1616 {"Integrated Graphics Device", CARD_INTEL_IGD},
1617 {"GM45", CARD_INTEL_GM45},
1618 /* i965 */
1619 {"965GME", CARD_INTEL_965GME},
1620 {"965GM", CARD_INTEL_965GM},
1621 {"X3100", CARD_INTEL_965GM}, /* MacOS */
1622 {"946GZ", CARD_INTEL_946GZ},
1623 {"965G", CARD_INTEL_965G},
1624 {"965Q", CARD_INTEL_965Q},
1625 /* i945 */
1626 {"Pineview M", CARD_INTEL_PNVM},
1627 {"Pineview G", CARD_INTEL_PNVG},
1628 {"IGD", CARD_INTEL_PNVG},
1629 {"Q33", CARD_INTEL_Q33},
1630 {"G33", CARD_INTEL_G33},
1631 {"Q35", CARD_INTEL_Q35},
1632 {"945GME", CARD_INTEL_945GME},
1633 {"945GM", CARD_INTEL_945GM},
1634 {"GMA 950", CARD_INTEL_945GM}, /* MacOS */
1635 {"945G", CARD_INTEL_945G},
1636 /* i915 */
1637 {"915GM", CARD_INTEL_915GM},
1638 {"E7221G", CARD_INTEL_E7221G},
1639 {"915G", CARD_INTEL_915G},
1640 /* i8xx */
1641 {"865G", CARD_INTEL_865G},
1642 {"845G", CARD_INTEL_845G},
1643 {"855GM", CARD_INTEL_855GM},
1644 {"830M", CARD_INTEL_830M},
1646 /* 20101109 - These are never returned by current Gallium radeon
1647 * drivers: R700, RV790, R680, RV535, RV516, R410, RS485, RV360, RV351. */
1648 cards_amd_mesa[] =
1650 /* Navi 10/14 */
1651 {"NAVI10", CARD_AMD_RADEON_RX_NAVI_10},
1652 {"NAVI14", CARD_AMD_RADEON_RX_NAVI_14},
1653 /* Polaris 10/11 */
1654 {"POLARIS10", CARD_AMD_RADEON_RX_480},
1655 {"POLARIS11", CARD_AMD_RADEON_RX_460},
1656 /* Volcanic Islands */
1657 {"FIJI", CARD_AMD_RADEON_R9_FURY},
1658 {"TONGA", CARD_AMD_RADEON_R9_285},
1659 /* Sea Islands */
1660 {"HAWAII", CARD_AMD_RADEON_R9_290},
1661 {"KAVERI", CARD_AMD_RADEON_R7 },
1662 {"KABINI", CARD_AMD_RADEON_R3 },
1663 {"BONAIRE", CARD_AMD_RADEON_HD8770},
1664 /* Southern Islands */
1665 {"OLAND", CARD_AMD_RADEON_HD8670},
1666 {"HAINAN", CARD_AMD_RADEON_HD8600M},
1667 {"TAHITI", CARD_AMD_RADEON_HD7900},
1668 {"PITCAIRN", CARD_AMD_RADEON_HD7800},
1669 {"CAPE VERDE", CARD_AMD_RADEON_HD7700},
1670 /* Northern Islands */
1671 {"ARUBA", CARD_AMD_RADEON_HD7660D},
1672 {"CAYMAN", CARD_AMD_RADEON_HD6900},
1673 {"BARTS", CARD_AMD_RADEON_HD6800},
1674 {"TURKS", CARD_AMD_RADEON_HD6600},
1675 {"SUMO2", CARD_AMD_RADEON_HD6410D}, /* SUMO2 first, because we do a strstr(). */
1676 {"SUMO", CARD_AMD_RADEON_HD6550D},
1677 {"CAICOS", CARD_AMD_RADEON_HD6400},
1678 {"PALM", CARD_AMD_RADEON_HD6300},
1679 /* Evergreen */
1680 {"HEMLOCK", CARD_AMD_RADEON_HD5900},
1681 {"CYPRESS", CARD_AMD_RADEON_HD5800},
1682 {"JUNIPER", CARD_AMD_RADEON_HD5700},
1683 {"REDWOOD", CARD_AMD_RADEON_HD5600},
1684 {"CEDAR", CARD_AMD_RADEON_HD5400},
1685 /* R700 */
1686 {"R700", CARD_AMD_RADEON_HD4800},
1687 {"RV790", CARD_AMD_RADEON_HD4800},
1688 {"RV770", CARD_AMD_RADEON_HD4800},
1689 {"RV740", CARD_AMD_RADEON_HD4700},
1690 {"RV730", CARD_AMD_RADEON_HD4600},
1691 {"RV710", CARD_AMD_RADEON_HD4350},
1692 /* R600/R700 integrated */
1693 {"RS880", CARD_AMD_RADEON_HD4200M},
1694 {"RS780", CARD_AMD_RADEON_HD3200},
1695 /* R600 */
1696 {"R680", CARD_AMD_RADEON_HD2900},
1697 {"R600", CARD_AMD_RADEON_HD2900},
1698 {"RV670", CARD_AMD_RADEON_HD3850},
1699 {"RV635", CARD_AMD_RADEON_HD2600},
1700 {"RV630", CARD_AMD_RADEON_HD2600},
1701 {"RV620", CARD_AMD_RADEON_HD2350},
1702 {"RV610", CARD_AMD_RADEON_HD2350},
1703 /* R500 */
1704 {"R580", CARD_AMD_RADEON_X1600},
1705 {"R520", CARD_AMD_RADEON_X1600},
1706 {"RV570", CARD_AMD_RADEON_X1600},
1707 {"RV560", CARD_AMD_RADEON_X1600},
1708 {"RV535", CARD_AMD_RADEON_X1600},
1709 {"RV530", CARD_AMD_RADEON_X1600},
1710 {"RV516", CARD_AMD_RADEON_X700},
1711 {"RV515", CARD_AMD_RADEON_X700},
1712 /* R400 */
1713 {"R481", CARD_AMD_RADEON_X700},
1714 {"R480", CARD_AMD_RADEON_X700},
1715 {"R430", CARD_AMD_RADEON_X700},
1716 {"R423", CARD_AMD_RADEON_X700},
1717 {"R420", CARD_AMD_RADEON_X700},
1718 {"R410", CARD_AMD_RADEON_X700},
1719 {"RV410", CARD_AMD_RADEON_X700},
1720 /* Radeon Xpress - onboard, DX9b, Shader 2.0, 300-400 MHz */
1721 {"RS740", CARD_AMD_RADEON_XPRESS_200M},
1722 {"RS690", CARD_AMD_RADEON_XPRESS_200M},
1723 {"RS600", CARD_AMD_RADEON_XPRESS_200M},
1724 {"RS485", CARD_AMD_RADEON_XPRESS_200M},
1725 {"RS482", CARD_AMD_RADEON_XPRESS_200M},
1726 {"RS480", CARD_AMD_RADEON_XPRESS_200M},
1727 {"RS400", CARD_AMD_RADEON_XPRESS_200M},
1728 {"RC410", CARD_AMD_RADEON_XPRESS_200M},
1729 /* R300 */
1730 {"R360", CARD_AMD_RADEON_9500},
1731 {"R350", CARD_AMD_RADEON_9500},
1732 {"R300", CARD_AMD_RADEON_9500},
1733 {"RV380", CARD_AMD_RADEON_9500},
1734 {"RV370", CARD_AMD_RADEON_9500},
1735 {"RV360", CARD_AMD_RADEON_9500},
1736 {"RV351", CARD_AMD_RADEON_9500},
1737 {"RV350", CARD_AMD_RADEON_9500},
1739 cards_nvidia_mesa[] =
1741 /* Maxwell */
1742 {"NV124", CARD_NVIDIA_GEFORCE_GTX970},
1743 {"NV120", CARD_NVIDIA_GEFORCE_GTX980TI},
1744 {"NV118", CARD_NVIDIA_GEFORCE_840M},
1745 {"NV117", CARD_NVIDIA_GEFORCE_GTX750},
1746 /* Kepler */
1747 {"NV108", CARD_NVIDIA_GEFORCE_GT740M},
1748 {"NV106", CARD_NVIDIA_GEFORCE_GT720},
1749 {"NVF1", CARD_NVIDIA_GEFORCE_GTX780TI},
1750 {"NVF0", CARD_NVIDIA_GEFORCE_GTX780},
1751 {"NVE6", CARD_NVIDIA_GEFORCE_GTX770M},
1752 {"NVE4", CARD_NVIDIA_GEFORCE_GTX680}, /* 690 / 675MX / 760TI */
1753 /* Fermi */
1754 {"NVD9", CARD_NVIDIA_GEFORCE_GT520},
1755 {"NVD7", CARD_NVIDIA_GEFORCE_820M},
1756 {"NVCF", CARD_NVIDIA_GEFORCE_GTX550},
1757 {"NVCE", CARD_NVIDIA_GEFORCE_GTX560},
1758 {"NVC8", CARD_NVIDIA_GEFORCE_GTX570},
1759 {"NVC4", CARD_NVIDIA_GEFORCE_GTX460},
1760 {"NVC3", CARD_NVIDIA_GEFORCE_GT440},
1761 {"NVC1", CARD_NVIDIA_GEFORCE_GT420},
1762 {"NVC0", CARD_NVIDIA_GEFORCE_GTX480},
1763 /* Tesla */
1764 {"NVAF", CARD_NVIDIA_GEFORCE_GT320M},
1765 {"NVAC", CARD_NVIDIA_GEFORCE_8200},
1766 {"NVAA", CARD_NVIDIA_GEFORCE_8200}, /* 8100 */
1767 {"NVA8", CARD_NVIDIA_GEFORCE_210},
1768 {"NVA5", CARD_NVIDIA_GEFORCE_GT220},
1769 {"NVA3", CARD_NVIDIA_GEFORCE_GT240},
1770 {"NVA0", CARD_NVIDIA_GEFORCE_GTX280},
1771 {"NV98", CARD_NVIDIA_GEFORCE_9200},
1772 {"NV96", CARD_NVIDIA_GEFORCE_9400GT},
1773 {"NV94", CARD_NVIDIA_GEFORCE_9600GT},
1774 {"NV92", CARD_NVIDIA_GEFORCE_9800GT},
1775 {"NV86", CARD_NVIDIA_GEFORCE_8500GT},
1776 {"NV84", CARD_NVIDIA_GEFORCE_8600GT},
1777 {"NV50", CARD_NVIDIA_GEFORCE_8800GTX},
1778 /* Curie */
1779 {"NV68", CARD_NVIDIA_GEFORCE_6200}, /* 7050 */
1780 {"NV67", CARD_NVIDIA_GEFORCE_6200}, /* 7000M */
1781 {"NV63", CARD_NVIDIA_GEFORCE_6200}, /* 7100 */
1782 {"NV4E", CARD_NVIDIA_GEFORCE_6200}, /* 6100 Go / 6150 Go */
1783 {"NV4C", CARD_NVIDIA_GEFORCE_6200}, /* 6150SE */
1784 {"NV4B", CARD_NVIDIA_GEFORCE_7600},
1785 {"NV4A", CARD_NVIDIA_GEFORCE_6200},
1786 {"NV49", CARD_NVIDIA_GEFORCE_7800GT}, /* 7900 */
1787 {"NV47", CARD_NVIDIA_GEFORCE_7800GT},
1788 {"NV46", CARD_NVIDIA_GEFORCE_7400},
1789 {"NV45", CARD_NVIDIA_GEFORCE_6800},
1790 {"NV44", CARD_NVIDIA_GEFORCE_6200},
1791 {"NV43", CARD_NVIDIA_GEFORCE_6600GT},
1792 {"NV42", CARD_NVIDIA_GEFORCE_6800},
1793 {"NV41", CARD_NVIDIA_GEFORCE_6800},
1794 {"NV40", CARD_NVIDIA_GEFORCE_6800},
1795 /* Rankine */
1796 {"NV38", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5950 Ultra */
1797 {"NV36", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5700/5750 */
1798 {"NV35", CARD_NVIDIA_GEFORCEFX_5800}, /* FX 5900 */
1799 {"NV34", CARD_NVIDIA_GEFORCEFX_5200},
1800 {"NV31", CARD_NVIDIA_GEFORCEFX_5600},
1801 {"NV30", CARD_NVIDIA_GEFORCEFX_5800},
1802 /* Kelvin */
1803 {"nv28", CARD_NVIDIA_GEFORCE4_TI4200},
1804 {"nv25", CARD_NVIDIA_GEFORCE4_TI4200},
1805 {"nv20", CARD_NVIDIA_GEFORCE3},
1806 /* Celsius */
1807 {"nv1F", CARD_NVIDIA_GEFORCE4_MX}, /* GF4 MX IGP */
1808 {"nv1A", CARD_NVIDIA_GEFORCE2}, /* GF2 IGP */
1809 {"nv18", CARD_NVIDIA_GEFORCE4_MX},
1810 {"nv17", CARD_NVIDIA_GEFORCE4_MX},
1811 {"nv16", CARD_NVIDIA_GEFORCE2},
1812 {"nv15", CARD_NVIDIA_GEFORCE2},
1813 {"nv11", CARD_NVIDIA_GEFORCE2_MX},
1814 {"nv10", CARD_NVIDIA_GEFORCE},
1815 /* Fahrenheit */
1816 {"nv05", CARD_NVIDIA_RIVA_TNT2},
1817 {"nv04", CARD_NVIDIA_RIVA_TNT},
1818 {"nv03", CARD_NVIDIA_RIVA_128},
1820 cards_redhat[] =
1822 {"virgl", CARD_REDHAT_VIRGL},
1824 cards_vmware[] =
1826 {"SVGA3D", CARD_VMWARE_SVGA3D},
1829 static const struct gl_vendor_selection
1831 enum wined3d_gl_vendor gl_vendor;
1832 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1833 const struct wined3d_renderer_table *cards; /* To be used as cards[], pointer to the first member in an array */
1834 size_t cards_size; /* Number of entries in the array above */
1836 amd_gl_vendor_table[] =
1838 {GL_VENDOR_APPLE, "Apple OSX AMD/ATI binary driver", cards_amd_binary, ARRAY_SIZE(cards_amd_binary)},
1839 {GL_VENDOR_FGLRX, "AMD/ATI binary driver", cards_amd_binary, ARRAY_SIZE(cards_amd_binary)},
1840 {GL_VENDOR_MESA, "Mesa AMD/ATI driver", cards_amd_mesa, ARRAY_SIZE(cards_amd_mesa)},
1842 nvidia_gl_vendor_table[] =
1844 {GL_VENDOR_APPLE, "Apple OSX NVidia binary driver", cards_nvidia_binary, ARRAY_SIZE(cards_nvidia_binary)},
1845 {GL_VENDOR_MESA, "Mesa Nouveau driver", cards_nvidia_mesa, ARRAY_SIZE(cards_nvidia_mesa)},
1846 {GL_VENDOR_NVIDIA, "NVIDIA binary driver", cards_nvidia_binary, ARRAY_SIZE(cards_nvidia_binary)},
1848 redhat_gl_vendor_table[] =
1850 {GL_VENDOR_MESA, "Red Hat driver", cards_redhat, ARRAY_SIZE(cards_redhat)},
1852 vmware_gl_vendor_table[] =
1854 {GL_VENDOR_MESA, "VMware driver", cards_vmware, ARRAY_SIZE(cards_vmware)},
1856 intel_gl_vendor_table[] =
1858 {GL_VENDOR_APPLE, "Apple OSX Intel binary driver", cards_intel, ARRAY_SIZE(cards_intel)},
1859 {GL_VENDOR_MESA, "Mesa Intel driver", cards_intel, ARRAY_SIZE(cards_intel)},
1862 static enum wined3d_pci_device select_card_handler(const struct gl_vendor_selection *table,
1863 unsigned int table_size, enum wined3d_gl_vendor gl_vendor, const char *gl_renderer)
1865 unsigned int i, j;
1867 for (i = 0; i < table_size; ++i)
1869 if (table[i].gl_vendor != gl_vendor)
1870 continue;
1872 TRACE("Applying card selector \"%s\".\n", table[i].description);
1874 for (j = 0; j < table[i].cards_size; ++j)
1876 if (strstr(gl_renderer, table[i].cards[j].renderer))
1877 return table[i].cards[j].id;
1879 return PCI_DEVICE_NONE;
1881 FIXME("Couldn't find a suitable card selector for GL vendor %04x (using GL_RENDERER %s)\n",
1882 gl_vendor, debugstr_a(gl_renderer));
1884 return PCI_DEVICE_NONE;
1887 static const struct
1889 enum wined3d_pci_vendor card_vendor;
1890 const char *description; /* Description of the card selector i.e. Apple OS/X Intel */
1891 const struct gl_vendor_selection *gl_vendor_selection;
1892 unsigned int gl_vendor_count;
1894 card_vendor_table[] =
1896 {HW_VENDOR_AMD, "AMD", amd_gl_vendor_table, ARRAY_SIZE(amd_gl_vendor_table)},
1897 {HW_VENDOR_NVIDIA, "NVIDIA", nvidia_gl_vendor_table, ARRAY_SIZE(nvidia_gl_vendor_table)},
1898 {HW_VENDOR_REDHAT, "Red Hat",redhat_gl_vendor_table, ARRAY_SIZE(redhat_gl_vendor_table)},
1899 {HW_VENDOR_VMWARE, "VMware", vmware_gl_vendor_table, ARRAY_SIZE(vmware_gl_vendor_table)},
1900 {HW_VENDOR_INTEL, "Intel", intel_gl_vendor_table, ARRAY_SIZE(intel_gl_vendor_table)},
1903 static enum wined3d_pci_device wined3d_guess_card(enum wined3d_feature_level feature_level,
1904 const char *gl_renderer, enum wined3d_gl_vendor *gl_vendor,
1905 enum wined3d_pci_vendor *card_vendor)
1907 /* A Direct3D device object contains the PCI id (vendor + device) of the
1908 * videocard which is used for rendering. Various applications use this
1909 * information to get a rough estimation of the features of the card and
1910 * some might use it for enabling 3d effects only on certain types of
1911 * videocards. In some cases games might even use it to work around bugs
1912 * which happen on certain videocards/driver combinations. The problem is
1913 * that OpenGL only exposes a rendering string containing the name of the
1914 * videocard and not the PCI id.
1916 * Various games depend on the PCI id, so somehow we need to provide one.
1917 * A simple option is to parse the renderer string and translate this to
1918 * the right PCI id. This is a lot of work because there are more than 200
1919 * GPUs just for NVIDIA. Various cards share the same renderer string, so
1920 * the amount of code might be 'small' but there are quite a number of
1921 * exceptions which would make this a pain to maintain. Another way would
1922 * be to query the PCI id from the operating system (assuming this is the
1923 * videocard which is used for rendering which is not always the case).
1924 * This would work but it is not very portable. Second it would not work
1925 * well in, let's say, a remote X situation in which the amount of 3d
1926 * features which can be used is limited.
1928 * As said most games only use the PCI id to get an indication of the
1929 * capabilities of the card. It doesn't really matter if the given id is
1930 * the correct one if we return the id of a card with similar 3d features.
1932 * The code below checks the OpenGL capabilities of a videocard and matches
1933 * that to a certain level of Direct3D functionality. Once a card passes
1934 * the Direct3D9 check, we know that the card (in case of NVIDIA) is at
1935 * least a GeforceFX. To give a better estimate we do a basic check on the
1936 * renderer string but if that won't pass we return a default card. This
1937 * way is better than maintaining a full card database as even without a
1938 * full database we can return a card with similar features. Second the
1939 * size of the database can be made quite small because when you know what
1940 * type of 3d functionality a card has, you know to which GPU family the
1941 * GPU must belong. Because of this you only have to check a small part of
1942 * the renderer string to distinguish between different models from that
1943 * family.
1945 * The code also selects a default amount of video memory which we will
1946 * use for an estimation of the amount of free texture memory. In case of
1947 * real D3D the amount of texture memory includes video memory and system
1948 * memory (to be specific AGP memory or in case of PCIE TurboCache /
1949 * HyperMemory). We don't know how much system memory can be addressed by
1950 * the system but we can make a reasonable estimation about the amount of
1951 * video memory. If the value is slightly wrong it doesn't matter as we
1952 * didn't include AGP-like memory which makes the amount of addressable
1953 * memory higher and second OpenGL isn't that critical it moves to system
1954 * memory behind our backs if really needed. Note that the amount of video
1955 * memory can be overruled using a registry setting. */
1957 enum wined3d_pci_device device;
1958 unsigned int i;
1960 for (i = 0; i < ARRAY_SIZE(card_vendor_table); ++i)
1962 if (card_vendor_table[i].card_vendor != *card_vendor)
1963 continue;
1965 TRACE("Applying card selector \"%s\".\n", card_vendor_table[i].description);
1966 device = select_card_handler(card_vendor_table[i].gl_vendor_selection,
1967 card_vendor_table[i].gl_vendor_count, *gl_vendor, gl_renderer);
1968 if (device != PCI_DEVICE_NONE)
1969 return device;
1971 TRACE("Unrecognized renderer %s, falling back to default.\n", debugstr_a(gl_renderer));
1973 return wined3d_gpu_from_feature_level(card_vendor, feature_level);
1976 FIXME("No card selector available for card vendor %04x (using GL_RENDERER %s).\n",
1977 *card_vendor, debugstr_a(gl_renderer));
1979 return wined3d_gpu_from_feature_level(card_vendor, feature_level);
1982 static const struct wined3d_vertex_pipe_ops *select_vertex_implementation(const struct wined3d_gl_info *gl_info,
1983 const struct wined3d_shader_backend_ops *shader_backend_ops)
1985 if (shader_backend_ops == &glsl_shader_backend && gl_info->supported[ARB_VERTEX_SHADER])
1986 return &glsl_vertex_pipe;
1987 return &ffp_vertex_pipe;
1990 static const struct wined3d_fragment_pipe_ops *select_fragment_implementation(const struct wined3d_gl_info *gl_info,
1991 const struct wined3d_shader_backend_ops *shader_backend_ops)
1993 if (shader_backend_ops == &glsl_shader_backend && gl_info->supported[ARB_FRAGMENT_SHADER])
1994 return &glsl_fragment_pipe;
1995 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
1996 return &arbfp_fragment_pipeline;
1997 if (gl_info->supported[ATI_FRAGMENT_SHADER])
1998 return &atifs_fragment_pipeline;
1999 if (gl_info->supported[NV_REGISTER_COMBINERS] && gl_info->supported[NV_TEXTURE_SHADER2])
2000 return &nvts_fragment_pipeline;
2001 if (gl_info->supported[NV_REGISTER_COMBINERS])
2002 return &nvrc_fragment_pipeline;
2003 return &ffp_fragment_pipeline;
2006 static const struct wined3d_shader_backend_ops *select_shader_backend(const struct wined3d_gl_info *gl_info)
2008 BOOL glsl = wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_AUTO
2009 || wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_GLSL;
2010 BOOL arb = wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_AUTO
2011 || wined3d_settings.shader_backend == WINED3D_SHADER_BACKEND_ARB;
2013 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && !glsl)
2015 ERR_(winediag)("Ignoring the shader backend registry key. "
2016 "GLSL is the only shader backend available on core profile contexts. "
2017 "You need to explicitly set GL version to use legacy contexts.\n");
2018 glsl = TRUE;
2021 glsl = glsl && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 20);
2023 if (glsl && gl_info->supported[ARB_VERTEX_SHADER] && gl_info->supported[ARB_FRAGMENT_SHADER])
2024 return &glsl_shader_backend;
2025 if (arb && gl_info->supported[ARB_VERTEX_PROGRAM] && gl_info->supported[ARB_FRAGMENT_PROGRAM])
2026 return &arb_program_shader_backend;
2027 if (glsl && (gl_info->supported[ARB_VERTEX_SHADER] || gl_info->supported[ARB_FRAGMENT_SHADER]))
2028 return &glsl_shader_backend;
2029 if (arb && (gl_info->supported[ARB_VERTEX_PROGRAM] || gl_info->supported[ARB_FRAGMENT_PROGRAM]))
2030 return &arb_program_shader_backend;
2031 return &none_shader_backend;
2034 static void parse_extension_string(struct wined3d_gl_info *gl_info, const char *extensions,
2035 const struct wined3d_extension_map *map, UINT entry_count)
2037 while (*extensions)
2039 const char *start;
2040 size_t len;
2041 UINT i;
2043 while (isspace(*extensions))
2044 ++extensions;
2045 start = extensions;
2046 while (!isspace(*extensions) && *extensions)
2047 ++extensions;
2049 len = extensions - start;
2050 if (!len)
2051 continue;
2053 TRACE("- %s.\n", debugstr_an(start, len));
2055 for (i = 0; i < entry_count; ++i)
2057 if (len == strlen(map[i].extension_string)
2058 && !memcmp(start, map[i].extension_string, len))
2060 TRACE(" FOUND: %s support.\n", map[i].extension_string);
2061 gl_info->supported[map[i].extension] = TRUE;
2062 break;
2068 static void enumerate_gl_extensions(struct wined3d_gl_info *gl_info,
2069 const struct wined3d_extension_map *map, unsigned int map_entries_count)
2071 const char *gl_extension_name;
2072 unsigned int i, j;
2073 GLint extensions_count;
2075 gl_info->gl_ops.gl.p_glGetIntegerv(GL_NUM_EXTENSIONS, &extensions_count);
2076 for (i = 0; i < extensions_count; ++i)
2078 gl_extension_name = (const char *)GL_EXTCALL(glGetStringi(GL_EXTENSIONS, i));
2079 TRACE("- %s.\n", debugstr_a(gl_extension_name));
2080 for (j = 0; j < map_entries_count; ++j)
2082 if (!strcmp(gl_extension_name, map[j].extension_string))
2084 TRACE("FOUND: %s support.\n", map[j].extension_string);
2085 gl_info->supported[map[j].extension] = TRUE;
2086 break;
2092 static void load_gl_funcs(struct wined3d_gl_info *gl_info)
2094 #define USE_GL_FUNC(pfn) gl_info->gl_ops.ext.p_##pfn = (void *)wglGetProcAddress(#pfn);
2095 /* GL_APPLE_fence */
2096 USE_GL_FUNC(glDeleteFencesAPPLE)
2097 USE_GL_FUNC(glFinishFenceAPPLE)
2098 USE_GL_FUNC(glFinishObjectAPPLE)
2099 USE_GL_FUNC(glGenFencesAPPLE)
2100 USE_GL_FUNC(glIsFenceAPPLE)
2101 USE_GL_FUNC(glSetFenceAPPLE)
2102 USE_GL_FUNC(glTestFenceAPPLE)
2103 USE_GL_FUNC(glTestObjectAPPLE)
2104 /* GL_APPLE_flush_buffer_range */
2105 USE_GL_FUNC(glBufferParameteriAPPLE)
2106 USE_GL_FUNC(glFlushMappedBufferRangeAPPLE)
2107 /* GL_ARB_base_instance */
2108 USE_GL_FUNC(glDrawArraysInstancedBaseInstance)
2109 USE_GL_FUNC(glDrawElementsInstancedBaseVertexBaseInstance)
2110 /* GL_ARB_blend_func_extended */
2111 USE_GL_FUNC(glBindFragDataLocationIndexed)
2112 USE_GL_FUNC(glGetFragDataIndex)
2113 /* GL_ARB_buffer_storage */
2114 USE_GL_FUNC(glBufferStorage)
2115 /* GL_ARB_clear_buffer_object */
2116 USE_GL_FUNC(glClearBufferData)
2117 USE_GL_FUNC(glClearBufferSubData)
2118 /* GL_ARB_clear_texture */
2119 USE_GL_FUNC(glClearTexImage)
2120 USE_GL_FUNC(glClearTexSubImage)
2121 /* GL_ARB_clip_control */
2122 USE_GL_FUNC(glClipControl)
2123 /* GL_ARB_color_buffer_float */
2124 USE_GL_FUNC(glClampColorARB)
2125 /* GL_ARB_compute_shader */
2126 USE_GL_FUNC(glDispatchCompute)
2127 USE_GL_FUNC(glDispatchComputeIndirect)
2128 /* GL_ARB_copy_buffer */
2129 USE_GL_FUNC(glCopyBufferSubData)
2130 /* GL_ARB_copy_image */
2131 USE_GL_FUNC(glCopyImageSubData)
2132 /* GL_ARB_debug_output */
2133 USE_GL_FUNC(glDebugMessageCallbackARB)
2134 USE_GL_FUNC(glDebugMessageControlARB)
2135 USE_GL_FUNC(glDebugMessageInsertARB)
2136 USE_GL_FUNC(glGetDebugMessageLogARB)
2137 /* GL_ARB_draw_buffers */
2138 USE_GL_FUNC(glDrawBuffersARB)
2139 /* GL_ARB_draw_buffers_blend */
2140 USE_GL_FUNC(glBlendEquationiARB)
2141 USE_GL_FUNC(glBlendEquationSeparateiARB)
2142 USE_GL_FUNC(glBlendFunciARB)
2143 USE_GL_FUNC(glBlendFuncSeparateiARB)
2144 /* GL_ARB_draw_elements_base_vertex */
2145 USE_GL_FUNC(glDrawElementsBaseVertex)
2146 USE_GL_FUNC(glDrawElementsInstancedBaseVertex)
2147 USE_GL_FUNC(glDrawRangeElementsBaseVertex)
2148 USE_GL_FUNC(glMultiDrawElementsBaseVertex)
2149 /* GL_ARB_draw_indirect */
2150 USE_GL_FUNC(glDrawArraysIndirect)
2151 USE_GL_FUNC(glDrawElementsIndirect)
2152 /* GL_ARB_draw_instanced */
2153 USE_GL_FUNC(glDrawArraysInstancedARB)
2154 USE_GL_FUNC(glDrawElementsInstancedARB)
2155 /* GL_ARB_ES2_compatibility */
2156 USE_GL_FUNC(glReleaseShaderCompiler)
2157 USE_GL_FUNC(glShaderBinary)
2158 USE_GL_FUNC(glGetShaderPrecisionFormat)
2159 USE_GL_FUNC(glDepthRangef)
2160 USE_GL_FUNC(glClearDepthf)
2161 /* GL_ARB_framebuffer_no_attachments */
2162 USE_GL_FUNC(glFramebufferParameteri)
2163 /* GL_ARB_framebuffer_object */
2164 USE_GL_FUNC(glBindFramebuffer)
2165 USE_GL_FUNC(glBindRenderbuffer)
2166 USE_GL_FUNC(glBlitFramebuffer)
2167 USE_GL_FUNC(glCheckFramebufferStatus)
2168 USE_GL_FUNC(glDeleteFramebuffers)
2169 USE_GL_FUNC(glDeleteRenderbuffers)
2170 USE_GL_FUNC(glFramebufferRenderbuffer)
2171 USE_GL_FUNC(glFramebufferTexture)
2172 USE_GL_FUNC(glFramebufferTexture1D)
2173 USE_GL_FUNC(glFramebufferTexture2D)
2174 USE_GL_FUNC(glFramebufferTexture3D)
2175 USE_GL_FUNC(glFramebufferTextureLayer)
2176 USE_GL_FUNC(glGenFramebuffers)
2177 USE_GL_FUNC(glGenRenderbuffers)
2178 USE_GL_FUNC(glGenerateMipmap)
2179 USE_GL_FUNC(glGetFramebufferAttachmentParameteriv)
2180 USE_GL_FUNC(glGetRenderbufferParameteriv)
2181 USE_GL_FUNC(glIsFramebuffer)
2182 USE_GL_FUNC(glIsRenderbuffer)
2183 USE_GL_FUNC(glRenderbufferStorage)
2184 USE_GL_FUNC(glRenderbufferStorageMultisample)
2185 /* GL_ARB_geometry_shader4 */
2186 USE_GL_FUNC(glFramebufferTextureARB)
2187 USE_GL_FUNC(glFramebufferTextureFaceARB)
2188 USE_GL_FUNC(glFramebufferTextureLayerARB)
2189 USE_GL_FUNC(glProgramParameteriARB)
2190 /* GL_ARB_instanced_arrays */
2191 USE_GL_FUNC(glVertexAttribDivisorARB)
2192 /* GL_ARB_internalformat_query */
2193 USE_GL_FUNC(glGetInternalformativ)
2194 /* GL_ARB_internalformat_query2 */
2195 USE_GL_FUNC(glGetInternalformati64v)
2196 /* GL_ARB_map_buffer_range */
2197 USE_GL_FUNC(glFlushMappedBufferRange)
2198 USE_GL_FUNC(glMapBufferRange)
2199 /* GL_ARB_multisample */
2200 USE_GL_FUNC(glSampleCoverageARB)
2201 /* GL_ARB_multitexture */
2202 USE_GL_FUNC(glActiveTextureARB)
2203 USE_GL_FUNC(glClientActiveTextureARB)
2204 USE_GL_FUNC(glMultiTexCoord1fARB)
2205 USE_GL_FUNC(glMultiTexCoord1fvARB)
2206 USE_GL_FUNC(glMultiTexCoord2fARB)
2207 USE_GL_FUNC(glMultiTexCoord2fvARB)
2208 USE_GL_FUNC(glMultiTexCoord2svARB)
2209 USE_GL_FUNC(glMultiTexCoord3fARB)
2210 USE_GL_FUNC(glMultiTexCoord3fvARB)
2211 USE_GL_FUNC(glMultiTexCoord4fARB)
2212 USE_GL_FUNC(glMultiTexCoord4fvARB)
2213 USE_GL_FUNC(glMultiTexCoord4svARB)
2214 /* GL_ARB_occlusion_query */
2215 USE_GL_FUNC(glBeginQueryARB)
2216 USE_GL_FUNC(glDeleteQueriesARB)
2217 USE_GL_FUNC(glEndQueryARB)
2218 USE_GL_FUNC(glGenQueriesARB)
2219 USE_GL_FUNC(glGetQueryivARB)
2220 USE_GL_FUNC(glGetQueryObjectivARB)
2221 USE_GL_FUNC(glGetQueryObjectuivARB)
2222 USE_GL_FUNC(glIsQueryARB)
2223 /* GL_ARB_point_parameters */
2224 USE_GL_FUNC(glPointParameterfARB)
2225 USE_GL_FUNC(glPointParameterfvARB)
2226 /* GL_ARB_polgyon_offset_clamp */
2227 USE_GL_FUNC(glPolygonOffsetClamp)
2228 /* GL_ARB_provoking_vertex */
2229 USE_GL_FUNC(glProvokingVertex)
2230 /* GL_ARB_sample_shading */
2231 USE_GL_FUNC(glMinSampleShadingARB)
2232 /* GL_ARB_sampler_objects */
2233 USE_GL_FUNC(glGenSamplers)
2234 USE_GL_FUNC(glDeleteSamplers)
2235 USE_GL_FUNC(glIsSampler)
2236 USE_GL_FUNC(glBindSampler)
2237 USE_GL_FUNC(glSamplerParameteri)
2238 USE_GL_FUNC(glSamplerParameterf)
2239 USE_GL_FUNC(glSamplerParameteriv)
2240 USE_GL_FUNC(glSamplerParameterfv)
2241 USE_GL_FUNC(glSamplerParameterIiv)
2242 USE_GL_FUNC(glSamplerParameterIuiv)
2243 USE_GL_FUNC(glGetSamplerParameteriv)
2244 USE_GL_FUNC(glGetSamplerParameterfv)
2245 USE_GL_FUNC(glGetSamplerParameterIiv)
2246 USE_GL_FUNC(glGetSamplerParameterIuiv)
2247 /* GL_ARB_shader_atomic_counters */
2248 USE_GL_FUNC(glGetActiveAtomicCounterBufferiv)
2249 /* GL_ARB_shader_image_load_store */
2250 USE_GL_FUNC(glBindImageTexture)
2251 USE_GL_FUNC(glMemoryBarrier)
2252 /* GL_ARB_shader_objects */
2253 USE_GL_FUNC(glAttachObjectARB)
2254 USE_GL_FUNC(glBindAttribLocationARB)
2255 USE_GL_FUNC(glCompileShaderARB)
2256 USE_GL_FUNC(glCreateProgramObjectARB)
2257 USE_GL_FUNC(glCreateShaderObjectARB)
2258 USE_GL_FUNC(glDeleteObjectARB)
2259 USE_GL_FUNC(glDetachObjectARB)
2260 USE_GL_FUNC(glGetActiveUniformARB)
2261 USE_GL_FUNC(glGetAttachedObjectsARB)
2262 USE_GL_FUNC(glGetAttribLocationARB)
2263 USE_GL_FUNC(glGetHandleARB)
2264 USE_GL_FUNC(glGetInfoLogARB)
2265 USE_GL_FUNC(glGetObjectParameterfvARB)
2266 USE_GL_FUNC(glGetObjectParameterivARB)
2267 USE_GL_FUNC(glGetShaderSourceARB)
2268 USE_GL_FUNC(glGetUniformLocationARB)
2269 USE_GL_FUNC(glGetUniformfvARB)
2270 USE_GL_FUNC(glGetUniformivARB)
2271 USE_GL_FUNC(glLinkProgramARB)
2272 USE_GL_FUNC(glShaderSourceARB)
2273 USE_GL_FUNC(glUniform1fARB)
2274 USE_GL_FUNC(glUniform1fvARB)
2275 USE_GL_FUNC(glUniform1iARB)
2276 USE_GL_FUNC(glUniform1ivARB)
2277 USE_GL_FUNC(glUniform2fARB)
2278 USE_GL_FUNC(glUniform2fvARB)
2279 USE_GL_FUNC(glUniform2iARB)
2280 USE_GL_FUNC(glUniform2ivARB)
2281 USE_GL_FUNC(glUniform3fARB)
2282 USE_GL_FUNC(glUniform3fvARB)
2283 USE_GL_FUNC(glUniform3iARB)
2284 USE_GL_FUNC(glUniform3ivARB)
2285 USE_GL_FUNC(glUniform4fARB)
2286 USE_GL_FUNC(glUniform4fvARB)
2287 USE_GL_FUNC(glUniform4iARB)
2288 USE_GL_FUNC(glUniform4ivARB)
2289 USE_GL_FUNC(glUniformMatrix2fvARB)
2290 USE_GL_FUNC(glUniformMatrix3fvARB)
2291 USE_GL_FUNC(glUniformMatrix4fvARB)
2292 USE_GL_FUNC(glUseProgramObjectARB)
2293 USE_GL_FUNC(glValidateProgramARB)
2294 /* GL_ARB_shader_storage_buffer_object */
2295 USE_GL_FUNC(glShaderStorageBlockBinding)
2296 /* GL_ARB_sync */
2297 USE_GL_FUNC(glClientWaitSync)
2298 USE_GL_FUNC(glDeleteSync)
2299 USE_GL_FUNC(glFenceSync)
2300 USE_GL_FUNC(glGetInteger64v)
2301 USE_GL_FUNC(glGetSynciv)
2302 USE_GL_FUNC(glIsSync)
2303 USE_GL_FUNC(glWaitSync)
2304 /* GL_ARB_tessellation_shader */
2305 USE_GL_FUNC(glPatchParameteri)
2306 USE_GL_FUNC(glPatchParameterfv)
2307 /* GL_ARB_texture_buffer_object */
2308 USE_GL_FUNC(glTexBufferARB)
2309 /* GL_ARB_texture_buffer_range */
2310 USE_GL_FUNC(glTexBufferRange)
2311 /* GL_ARB_texture_compression */
2312 USE_GL_FUNC(glCompressedTexImage2DARB)
2313 USE_GL_FUNC(glCompressedTexImage3DARB)
2314 USE_GL_FUNC(glCompressedTexSubImage2DARB)
2315 USE_GL_FUNC(glCompressedTexSubImage3DARB)
2316 USE_GL_FUNC(glGetCompressedTexImageARB)
2317 /* GL_ARB_texture_multisample */
2318 USE_GL_FUNC(glGetMultisamplefv);
2319 USE_GL_FUNC(glSampleMaski);
2320 USE_GL_FUNC(glTexImage2DMultisample);
2321 USE_GL_FUNC(glTexImage3DMultisample);
2322 /* GL_ARB_texture_storage */
2323 USE_GL_FUNC(glTexStorage1D)
2324 USE_GL_FUNC(glTexStorage2D)
2325 USE_GL_FUNC(glTexStorage3D)
2326 /* GL_ARB_texture_storage_multisample */
2327 USE_GL_FUNC(glTexStorage2DMultisample);
2328 USE_GL_FUNC(glTexStorage3DMultisample);
2329 /* GL_ARB_texture_view */
2330 USE_GL_FUNC(glTextureView)
2331 /* GL_ARB_timer_query */
2332 USE_GL_FUNC(glQueryCounter)
2333 USE_GL_FUNC(glGetQueryObjectui64v)
2334 /* GL_ARB_transform_feedback2 */
2335 USE_GL_FUNC(glBindTransformFeedback);
2336 USE_GL_FUNC(glDeleteTransformFeedbacks);
2337 USE_GL_FUNC(glDrawTransformFeedback);
2338 USE_GL_FUNC(glGenTransformFeedbacks);
2339 USE_GL_FUNC(glIsTransformFeedback);
2340 USE_GL_FUNC(glPauseTransformFeedback);
2341 USE_GL_FUNC(glResumeTransformFeedback);
2342 /* GL_ARB_transform_feedback3 */
2343 USE_GL_FUNC(glBeginQueryIndexed);
2344 USE_GL_FUNC(glDrawTransformFeedbackStream);
2345 USE_GL_FUNC(glEndQueryIndexed);
2346 USE_GL_FUNC(glGetQueryIndexediv);
2347 /* GL_ARB_uniform_buffer_object */
2348 USE_GL_FUNC(glBindBufferBase)
2349 USE_GL_FUNC(glBindBufferRange)
2350 USE_GL_FUNC(glGetActiveUniformBlockName)
2351 USE_GL_FUNC(glGetActiveUniformBlockiv)
2352 USE_GL_FUNC(glGetActiveUniformName)
2353 USE_GL_FUNC(glGetActiveUniformsiv)
2354 USE_GL_FUNC(glGetIntegeri_v)
2355 USE_GL_FUNC(glGetUniformBlockIndex)
2356 USE_GL_FUNC(glGetUniformIndices)
2357 USE_GL_FUNC(glUniformBlockBinding)
2358 /* GL_ARB_vertex_buffer_object */
2359 USE_GL_FUNC(glBindBufferARB)
2360 USE_GL_FUNC(glBufferDataARB)
2361 USE_GL_FUNC(glBufferSubDataARB)
2362 USE_GL_FUNC(glDeleteBuffersARB)
2363 USE_GL_FUNC(glGenBuffersARB)
2364 USE_GL_FUNC(glGetBufferParameterivARB)
2365 USE_GL_FUNC(glGetBufferPointervARB)
2366 USE_GL_FUNC(glGetBufferSubDataARB)
2367 USE_GL_FUNC(glIsBufferARB)
2368 USE_GL_FUNC(glMapBufferARB)
2369 USE_GL_FUNC(glUnmapBufferARB)
2370 /* GL_ARB_vertex_program */
2371 USE_GL_FUNC(glBindProgramARB)
2372 USE_GL_FUNC(glDeleteProgramsARB)
2373 USE_GL_FUNC(glDisableVertexAttribArrayARB)
2374 USE_GL_FUNC(glEnableVertexAttribArrayARB)
2375 USE_GL_FUNC(glGenProgramsARB)
2376 USE_GL_FUNC(glGetProgramivARB)
2377 USE_GL_FUNC(glProgramEnvParameter4fvARB)
2378 USE_GL_FUNC(glProgramLocalParameter4fvARB)
2379 USE_GL_FUNC(glProgramStringARB)
2380 USE_GL_FUNC(glVertexAttrib1dARB)
2381 USE_GL_FUNC(glVertexAttrib1dvARB)
2382 USE_GL_FUNC(glVertexAttrib1fARB)
2383 USE_GL_FUNC(glVertexAttrib1fvARB)
2384 USE_GL_FUNC(glVertexAttrib1sARB)
2385 USE_GL_FUNC(glVertexAttrib1svARB)
2386 USE_GL_FUNC(glVertexAttrib2dARB)
2387 USE_GL_FUNC(glVertexAttrib2dvARB)
2388 USE_GL_FUNC(glVertexAttrib2fARB)
2389 USE_GL_FUNC(glVertexAttrib2fvARB)
2390 USE_GL_FUNC(glVertexAttrib2sARB)
2391 USE_GL_FUNC(glVertexAttrib2svARB)
2392 USE_GL_FUNC(glVertexAttrib3dARB)
2393 USE_GL_FUNC(glVertexAttrib3dvARB)
2394 USE_GL_FUNC(glVertexAttrib3fARB)
2395 USE_GL_FUNC(glVertexAttrib3fvARB)
2396 USE_GL_FUNC(glVertexAttrib3sARB)
2397 USE_GL_FUNC(glVertexAttrib3svARB)
2398 USE_GL_FUNC(glVertexAttrib4NbvARB)
2399 USE_GL_FUNC(glVertexAttrib4NivARB)
2400 USE_GL_FUNC(glVertexAttrib4NsvARB)
2401 USE_GL_FUNC(glVertexAttrib4NubARB)
2402 USE_GL_FUNC(glVertexAttrib4NubvARB)
2403 USE_GL_FUNC(glVertexAttrib4NuivARB)
2404 USE_GL_FUNC(glVertexAttrib4NusvARB)
2405 USE_GL_FUNC(glVertexAttrib4bvARB)
2406 USE_GL_FUNC(glVertexAttrib4dARB)
2407 USE_GL_FUNC(glVertexAttrib4dvARB)
2408 USE_GL_FUNC(glVertexAttrib4fARB)
2409 USE_GL_FUNC(glVertexAttrib4fvARB)
2410 USE_GL_FUNC(glVertexAttrib4ivARB)
2411 USE_GL_FUNC(glVertexAttrib4sARB)
2412 USE_GL_FUNC(glVertexAttrib4svARB)
2413 USE_GL_FUNC(glVertexAttrib4ubvARB)
2414 USE_GL_FUNC(glVertexAttrib4uivARB)
2415 USE_GL_FUNC(glVertexAttrib4usvARB)
2416 USE_GL_FUNC(glVertexAttribPointerARB)
2417 /* GL_ARB_viewport_array */
2418 USE_GL_FUNC(glDepthRangeArrayv)
2419 USE_GL_FUNC(glDepthRangeIndexed)
2420 USE_GL_FUNC(glGetDoublei_v)
2421 USE_GL_FUNC(glGetFloati_v)
2422 USE_GL_FUNC(glScissorArrayv)
2423 USE_GL_FUNC(glScissorIndexed)
2424 USE_GL_FUNC(glScissorIndexedv)
2425 USE_GL_FUNC(glViewportArrayv)
2426 USE_GL_FUNC(glViewportIndexedf)
2427 USE_GL_FUNC(glViewportIndexedfv)
2428 /* GL_ARB_texture_barrier */
2429 USE_GL_FUNC(glTextureBarrier);
2430 /* GL_ATI_fragment_shader */
2431 USE_GL_FUNC(glAlphaFragmentOp1ATI)
2432 USE_GL_FUNC(glAlphaFragmentOp2ATI)
2433 USE_GL_FUNC(glAlphaFragmentOp3ATI)
2434 USE_GL_FUNC(glBeginFragmentShaderATI)
2435 USE_GL_FUNC(glBindFragmentShaderATI)
2436 USE_GL_FUNC(glColorFragmentOp1ATI)
2437 USE_GL_FUNC(glColorFragmentOp2ATI)
2438 USE_GL_FUNC(glColorFragmentOp3ATI)
2439 USE_GL_FUNC(glDeleteFragmentShaderATI)
2440 USE_GL_FUNC(glEndFragmentShaderATI)
2441 USE_GL_FUNC(glGenFragmentShadersATI)
2442 USE_GL_FUNC(glPassTexCoordATI)
2443 USE_GL_FUNC(glSampleMapATI)
2444 USE_GL_FUNC(glSetFragmentShaderConstantATI)
2445 /* GL_ATI_separate_stencil */
2446 USE_GL_FUNC(glStencilOpSeparateATI)
2447 USE_GL_FUNC(glStencilFuncSeparateATI)
2448 /* GL_EXT_blend_color */
2449 USE_GL_FUNC(glBlendColorEXT)
2450 /* GL_EXT_blend_equation_separate */
2451 USE_GL_FUNC(glBlendFuncSeparateEXT)
2452 /* GL_EXT_blend_func_separate */
2453 USE_GL_FUNC(glBlendEquationSeparateEXT)
2454 /* GL_EXT_blend_minmax */
2455 USE_GL_FUNC(glBlendEquationEXT)
2456 /* GL_EXT_depth_bounds_test */
2457 USE_GL_FUNC(glDepthBoundsEXT)
2458 /* GL_EXT_draw_buffers2 */
2459 USE_GL_FUNC(glColorMaskIndexedEXT)
2460 USE_GL_FUNC(glDisableIndexedEXT)
2461 USE_GL_FUNC(glEnableIndexedEXT)
2462 USE_GL_FUNC(glGetBooleanIndexedvEXT)
2463 USE_GL_FUNC(glGetIntegerIndexedvEXT)
2464 USE_GL_FUNC(glIsEnabledIndexedEXT)
2465 /* GL_EXT_fog_coord */
2466 USE_GL_FUNC(glFogCoordPointerEXT)
2467 USE_GL_FUNC(glFogCoorddEXT)
2468 USE_GL_FUNC(glFogCoorddvEXT)
2469 USE_GL_FUNC(glFogCoordfEXT)
2470 USE_GL_FUNC(glFogCoordfvEXT)
2471 /* GL_EXT_framebuffer_blit */
2472 USE_GL_FUNC(glBlitFramebufferEXT)
2473 /* GL_EXT_framebuffer_multisample */
2474 USE_GL_FUNC(glRenderbufferStorageMultisampleEXT)
2475 /* GL_EXT_framebuffer_object */
2476 USE_GL_FUNC(glBindFramebufferEXT)
2477 USE_GL_FUNC(glBindRenderbufferEXT)
2478 USE_GL_FUNC(glCheckFramebufferStatusEXT)
2479 USE_GL_FUNC(glDeleteFramebuffersEXT)
2480 USE_GL_FUNC(glDeleteRenderbuffersEXT)
2481 USE_GL_FUNC(glFramebufferRenderbufferEXT)
2482 USE_GL_FUNC(glFramebufferTexture1DEXT)
2483 USE_GL_FUNC(glFramebufferTexture2DEXT)
2484 USE_GL_FUNC(glFramebufferTexture3DEXT)
2485 USE_GL_FUNC(glGenFramebuffersEXT)
2486 USE_GL_FUNC(glGenRenderbuffersEXT)
2487 USE_GL_FUNC(glGenerateMipmapEXT)
2488 USE_GL_FUNC(glGetFramebufferAttachmentParameterivEXT)
2489 USE_GL_FUNC(glGetRenderbufferParameterivEXT)
2490 USE_GL_FUNC(glIsFramebufferEXT)
2491 USE_GL_FUNC(glIsRenderbufferEXT)
2492 USE_GL_FUNC(glRenderbufferStorageEXT)
2493 /* GL_EXT_gpu_program_parameters */
2494 USE_GL_FUNC(glProgramEnvParameters4fvEXT)
2495 USE_GL_FUNC(glProgramLocalParameters4fvEXT)
2496 /* GL_EXT_gpu_shader4 */
2497 USE_GL_FUNC(glBindFragDataLocationEXT)
2498 USE_GL_FUNC(glGetFragDataLocationEXT)
2499 USE_GL_FUNC(glGetUniformuivEXT)
2500 USE_GL_FUNC(glGetVertexAttribIivEXT)
2501 USE_GL_FUNC(glGetVertexAttribIuivEXT)
2502 USE_GL_FUNC(glUniform1uiEXT)
2503 USE_GL_FUNC(glUniform1uivEXT)
2504 USE_GL_FUNC(glUniform2uiEXT)
2505 USE_GL_FUNC(glUniform2uivEXT)
2506 USE_GL_FUNC(glUniform3uiEXT)
2507 USE_GL_FUNC(glUniform3uivEXT)
2508 USE_GL_FUNC(glUniform4uiEXT)
2509 USE_GL_FUNC(glUniform4uivEXT)
2510 USE_GL_FUNC(glVertexAttribI1iEXT)
2511 USE_GL_FUNC(glVertexAttribI1ivEXT)
2512 USE_GL_FUNC(glVertexAttribI1uiEXT)
2513 USE_GL_FUNC(glVertexAttribI1uivEXT)
2514 USE_GL_FUNC(glVertexAttribI2iEXT)
2515 USE_GL_FUNC(glVertexAttribI2ivEXT)
2516 USE_GL_FUNC(glVertexAttribI2uiEXT)
2517 USE_GL_FUNC(glVertexAttribI2uivEXT)
2518 USE_GL_FUNC(glVertexAttribI3iEXT)
2519 USE_GL_FUNC(glVertexAttribI3ivEXT)
2520 USE_GL_FUNC(glVertexAttribI3uiEXT)
2521 USE_GL_FUNC(glVertexAttribI3uivEXT)
2522 USE_GL_FUNC(glVertexAttribI4bvEXT)
2523 USE_GL_FUNC(glVertexAttribI4iEXT)
2524 USE_GL_FUNC(glVertexAttribI4ivEXT)
2525 USE_GL_FUNC(glVertexAttribI4svEXT)
2526 USE_GL_FUNC(glVertexAttribI4ubvEXT)
2527 USE_GL_FUNC(glVertexAttribI4uiEXT)
2528 USE_GL_FUNC(glVertexAttribI4uivEXT)
2529 USE_GL_FUNC(glVertexAttribI4usvEXT)
2530 USE_GL_FUNC(glVertexAttribIPointerEXT)
2531 /* GL_EXT_memory_object */
2532 USE_GL_FUNC(glGetUnsignedBytei_vEXT)
2533 USE_GL_FUNC(glGetUnsignedBytevEXT)
2534 /* GL_EXT_point_parameters */
2535 USE_GL_FUNC(glPointParameterfEXT)
2536 USE_GL_FUNC(glPointParameterfvEXT)
2537 /* GL_EXT_polgyon_offset_clamp */
2538 USE_GL_FUNC(glPolygonOffsetClampEXT)
2539 /* GL_EXT_provoking_vertex */
2540 USE_GL_FUNC(glProvokingVertexEXT)
2541 /* GL_EXT_secondary_color */
2542 USE_GL_FUNC(glSecondaryColor3fEXT)
2543 USE_GL_FUNC(glSecondaryColor3fvEXT)
2544 USE_GL_FUNC(glSecondaryColor3ubEXT)
2545 USE_GL_FUNC(glSecondaryColor3ubvEXT)
2546 USE_GL_FUNC(glSecondaryColorPointerEXT)
2547 /* GL_EXT_stencil_two_side */
2548 USE_GL_FUNC(glActiveStencilFaceEXT)
2549 /* GL_EXT_texture3D */
2550 USE_GL_FUNC(glTexImage3D)
2551 USE_GL_FUNC(glTexImage3DEXT)
2552 USE_GL_FUNC(glTexSubImage3D)
2553 USE_GL_FUNC(glTexSubImage3DEXT)
2554 /* GL_NV_fence */
2555 USE_GL_FUNC(glDeleteFencesNV)
2556 USE_GL_FUNC(glFinishFenceNV)
2557 USE_GL_FUNC(glGenFencesNV)
2558 USE_GL_FUNC(glGetFenceivNV)
2559 USE_GL_FUNC(glIsFenceNV)
2560 USE_GL_FUNC(glSetFenceNV)
2561 USE_GL_FUNC(glTestFenceNV)
2562 /* GL_NV_half_float */
2563 USE_GL_FUNC(glColor3hNV)
2564 USE_GL_FUNC(glColor3hvNV)
2565 USE_GL_FUNC(glColor4hNV)
2566 USE_GL_FUNC(glColor4hvNV)
2567 USE_GL_FUNC(glFogCoordhNV)
2568 USE_GL_FUNC(glFogCoordhvNV)
2569 USE_GL_FUNC(glMultiTexCoord1hNV)
2570 USE_GL_FUNC(glMultiTexCoord1hvNV)
2571 USE_GL_FUNC(glMultiTexCoord2hNV)
2572 USE_GL_FUNC(glMultiTexCoord2hvNV)
2573 USE_GL_FUNC(glMultiTexCoord3hNV)
2574 USE_GL_FUNC(glMultiTexCoord3hvNV)
2575 USE_GL_FUNC(glMultiTexCoord4hNV)
2576 USE_GL_FUNC(glMultiTexCoord4hvNV)
2577 USE_GL_FUNC(glNormal3hNV)
2578 USE_GL_FUNC(glNormal3hvNV)
2579 USE_GL_FUNC(glSecondaryColor3hNV)
2580 USE_GL_FUNC(glSecondaryColor3hvNV)
2581 USE_GL_FUNC(glTexCoord1hNV)
2582 USE_GL_FUNC(glTexCoord1hvNV)
2583 USE_GL_FUNC(glTexCoord2hNV)
2584 USE_GL_FUNC(glTexCoord2hvNV)
2585 USE_GL_FUNC(glTexCoord3hNV)
2586 USE_GL_FUNC(glTexCoord3hvNV)
2587 USE_GL_FUNC(glTexCoord4hNV)
2588 USE_GL_FUNC(glTexCoord4hvNV)
2589 USE_GL_FUNC(glVertex2hNV)
2590 USE_GL_FUNC(glVertex2hvNV)
2591 USE_GL_FUNC(glVertex3hNV)
2592 USE_GL_FUNC(glVertex3hvNV)
2593 USE_GL_FUNC(glVertex4hNV)
2594 USE_GL_FUNC(glVertex4hvNV)
2595 USE_GL_FUNC(glVertexAttrib1hNV)
2596 USE_GL_FUNC(glVertexAttrib1hvNV)
2597 USE_GL_FUNC(glVertexAttrib2hNV)
2598 USE_GL_FUNC(glVertexAttrib2hvNV)
2599 USE_GL_FUNC(glVertexAttrib3hNV)
2600 USE_GL_FUNC(glVertexAttrib3hvNV)
2601 USE_GL_FUNC(glVertexAttrib4hNV)
2602 USE_GL_FUNC(glVertexAttrib4hvNV)
2603 USE_GL_FUNC(glVertexAttribs1hvNV)
2604 USE_GL_FUNC(glVertexAttribs2hvNV)
2605 USE_GL_FUNC(glVertexAttribs3hvNV)
2606 USE_GL_FUNC(glVertexAttribs4hvNV)
2607 USE_GL_FUNC(glVertexWeighthNV)
2608 USE_GL_FUNC(glVertexWeighthvNV)
2609 /* GL_NV_point_sprite */
2610 USE_GL_FUNC(glPointParameteriNV)
2611 USE_GL_FUNC(glPointParameterivNV)
2612 /* GL_NV_register_combiners */
2613 USE_GL_FUNC(glCombinerInputNV)
2614 USE_GL_FUNC(glCombinerOutputNV)
2615 USE_GL_FUNC(glCombinerParameterfNV)
2616 USE_GL_FUNC(glCombinerParameterfvNV)
2617 USE_GL_FUNC(glCombinerParameteriNV)
2618 USE_GL_FUNC(glCombinerParameterivNV)
2619 USE_GL_FUNC(glFinalCombinerInputNV)
2620 /* GL_NV_texture_barrier */
2621 USE_GL_FUNC(glTextureBarrierNV);
2622 /* WGL extensions */
2623 USE_GL_FUNC(wglChoosePixelFormatARB)
2624 USE_GL_FUNC(wglGetExtensionsStringARB)
2625 USE_GL_FUNC(wglGetPixelFormatAttribfvARB)
2626 USE_GL_FUNC(wglGetPixelFormatAttribivARB)
2627 USE_GL_FUNC(wglQueryCurrentRendererIntegerWINE)
2628 USE_GL_FUNC(wglQueryCurrentRendererStringWINE)
2629 USE_GL_FUNC(wglQueryRendererIntegerWINE)
2630 USE_GL_FUNC(wglQueryRendererStringWINE)
2631 USE_GL_FUNC(wglSetPixelFormatWINE)
2632 USE_GL_FUNC(wglSwapIntervalEXT)
2634 /* Newer core functions */
2635 USE_GL_FUNC(glActiveTexture) /* OpenGL 1.3 */
2636 USE_GL_FUNC(glAttachShader) /* OpenGL 2.0 */
2637 USE_GL_FUNC(glBeginQuery) /* OpenGL 1.5 */
2638 USE_GL_FUNC(glBeginTransformFeedback) /* OpenGL 3.0 */
2639 USE_GL_FUNC(glBindAttribLocation) /* OpenGL 2.0 */
2640 USE_GL_FUNC(glBindBuffer) /* OpenGL 1.5 */
2641 USE_GL_FUNC(glBindFragDataLocation) /* OpenGL 3.0 */
2642 USE_GL_FUNC(glBindVertexArray) /* OpenGL 3.0 */
2643 USE_GL_FUNC(glBlendColor) /* OpenGL 1.4 */
2644 USE_GL_FUNC(glBlendEquation) /* OpenGL 1.4 */
2645 USE_GL_FUNC(glBlendEquationi) /* OpenGL 4.0 */
2646 USE_GL_FUNC(glBlendEquationSeparate) /* OpenGL 2.0 */
2647 USE_GL_FUNC(glBlendEquationSeparatei) /* OpenGL 4.0 */
2648 USE_GL_FUNC(glBlendFunci) /* OpenGL 4.0 */
2649 USE_GL_FUNC(glBlendFuncSeparate) /* OpenGL 1.4 */
2650 USE_GL_FUNC(glBlendFuncSeparatei) /* OpenGL 4.0 */
2651 USE_GL_FUNC(glBufferData) /* OpenGL 1.5 */
2652 USE_GL_FUNC(glBufferSubData) /* OpenGL 1.5 */
2653 USE_GL_FUNC(glColorMaski) /* OpenGL 3.0 */
2654 USE_GL_FUNC(glCompileShader) /* OpenGL 2.0 */
2655 USE_GL_FUNC(glCompressedTexImage2D) /* OpenGL 1.3 */
2656 USE_GL_FUNC(glCompressedTexImage3D) /* OpenGL 1.3 */
2657 USE_GL_FUNC(glCompressedTexSubImage2D) /* OpenGL 1.3 */
2658 USE_GL_FUNC(glCompressedTexSubImage3D) /* OpenGL 1.3 */
2659 USE_GL_FUNC(glCreateProgram) /* OpenGL 2.0 */
2660 USE_GL_FUNC(glCreateShader) /* OpenGL 2.0 */
2661 USE_GL_FUNC(glDebugMessageCallback) /* OpenGL 4.3 */
2662 USE_GL_FUNC(glDebugMessageControl) /* OpenGL 4.3 */
2663 USE_GL_FUNC(glDebugMessageInsert) /* OpenGL 4.3 */
2664 USE_GL_FUNC(glDeleteBuffers) /* OpenGL 1.5 */
2665 USE_GL_FUNC(glDeleteProgram) /* OpenGL 2.0 */
2666 USE_GL_FUNC(glDeleteQueries) /* OpenGL 1.5 */
2667 USE_GL_FUNC(glDeleteShader) /* OpenGL 2.0 */
2668 USE_GL_FUNC(glDeleteVertexArrays) /* OpenGL 3.0 */
2669 USE_GL_FUNC(glDetachShader) /* OpenGL 2.0 */
2670 USE_GL_FUNC(glDisablei) /* OpenGL 3.0 */
2671 USE_GL_FUNC(glDisableVertexAttribArray) /* OpenGL 2.0 */
2672 USE_GL_FUNC(glDrawArraysInstanced) /* OpenGL 3.1 */
2673 USE_GL_FUNC(glDrawBuffers) /* OpenGL 2.0 */
2674 USE_GL_FUNC(glDrawElementsInstanced) /* OpenGL 3.1 */
2675 USE_GL_FUNC(glEnablei) /* OpenGL 3.0 */
2676 USE_GL_FUNC(glEnableVertexAttribArray) /* OpenGL 2.0 */
2677 USE_GL_FUNC(glEndQuery) /* OpenGL 1.5 */
2678 USE_GL_FUNC(glEndTransformFeedback) /* OpenGL 3.0 */
2679 USE_GL_FUNC(glFramebufferTexture) /* OpenGL 3.2 */
2680 USE_GL_FUNC(glGenBuffers) /* OpenGL 1.5 */
2681 USE_GL_FUNC(glGenQueries) /* OpenGL 1.5 */
2682 USE_GL_FUNC(glGenVertexArrays) /* OpenGL 3.0 */
2683 USE_GL_FUNC(glGetActiveUniform) /* OpenGL 2.0 */
2684 USE_GL_FUNC(glGetAttachedShaders) /* OpenGL 2.0 */
2685 USE_GL_FUNC(glGetAttribLocation) /* OpenGL 2.0 */
2686 USE_GL_FUNC(glGetBooleani_v) /* OpenGL 3.0 */
2687 USE_GL_FUNC(glGetBufferSubData) /* OpenGL 1.5 */
2688 USE_GL_FUNC(glGetCompressedTexImage) /* OpenGL 1.3 */
2689 USE_GL_FUNC(glGetDebugMessageLog) /* OpenGL 4.3 */
2690 USE_GL_FUNC(glGetIntegeri_v) /* OpenGL 3.0 */
2691 USE_GL_FUNC(glGetProgramInfoLog) /* OpenGL 2.0 */
2692 USE_GL_FUNC(glGetProgramiv) /* OpenGL 2.0 */
2693 USE_GL_FUNC(glGetQueryiv) /* OpenGL 1.5 */
2694 USE_GL_FUNC(glGetQueryObjectuiv) /* OpenGL 1.5 */
2695 USE_GL_FUNC(glGetShaderInfoLog) /* OpenGL 2.0 */
2696 USE_GL_FUNC(glGetShaderiv) /* OpenGL 2.0 */
2697 USE_GL_FUNC(glGetShaderSource) /* OpenGL 2.0 */
2698 USE_GL_FUNC(glGetStringi) /* OpenGL 3.0 */
2699 USE_GL_FUNC(glGetTextureLevelParameteriv) /* OpenGL 4.5 */
2700 USE_GL_FUNC(glGetTextureParameteriv) /* OpenGL 4.5 */
2701 USE_GL_FUNC(glGetUniformfv) /* OpenGL 2.0 */
2702 USE_GL_FUNC(glGetUniformiv) /* OpenGL 2.0 */
2703 USE_GL_FUNC(glGetUniformLocation) /* OpenGL 2.0 */
2704 USE_GL_FUNC(glIsEnabledi) /* OpenGL 3.0 */
2705 USE_GL_FUNC(glLinkProgram) /* OpenGL 2.0 */
2706 USE_GL_FUNC(glMapBuffer) /* OpenGL 1.5 */
2707 USE_GL_FUNC(glMinSampleShading) /* OpenGL 4.0 */
2708 USE_GL_FUNC(glPointParameteri) /* OpenGL 1.4 */
2709 USE_GL_FUNC(glPointParameteriv) /* OpenGL 1.4 */
2710 USE_GL_FUNC(glShaderSource) /* OpenGL 2.0 */
2711 USE_GL_FUNC(glStencilFuncSeparate) /* OpenGL 2.0 */
2712 USE_GL_FUNC(glStencilOpSeparate) /* OpenGL 2.0 */
2713 USE_GL_FUNC(glTexBuffer) /* OpenGL 3.1 */
2714 USE_GL_FUNC(glTexImage3D) /* OpenGL 1.2 */
2715 USE_GL_FUNC(glTexSubImage3D) /* OpenGL 1.2 */
2716 USE_GL_FUNC(glTransformFeedbackVaryings) /* OpenGL 3.0 */
2717 USE_GL_FUNC(glUniform1f) /* OpenGL 2.0 */
2718 USE_GL_FUNC(glUniform1fv) /* OpenGL 2.0 */
2719 USE_GL_FUNC(glUniform1i) /* OpenGL 2.0 */
2720 USE_GL_FUNC(glUniform1iv) /* OpenGL 2.0 */
2721 USE_GL_FUNC(glUniform2f) /* OpenGL 2.0 */
2722 USE_GL_FUNC(glUniform2fv) /* OpenGL 2.0 */
2723 USE_GL_FUNC(glUniform2i) /* OpenGL 2.0 */
2724 USE_GL_FUNC(glUniform2iv) /* OpenGL 2.0 */
2725 USE_GL_FUNC(glUniform3f) /* OpenGL 2.0 */
2726 USE_GL_FUNC(glUniform3fv) /* OpenGL 2.0 */
2727 USE_GL_FUNC(glUniform3i) /* OpenGL 2.0 */
2728 USE_GL_FUNC(glUniform3iv) /* OpenGL 2.0 */
2729 USE_GL_FUNC(glUniform4f) /* OpenGL 2.0 */
2730 USE_GL_FUNC(glUniform4fv) /* OpenGL 2.0 */
2731 USE_GL_FUNC(glUniform4i) /* OpenGL 2.0 */
2732 USE_GL_FUNC(glUniform4iv) /* OpenGL 2.0 */
2733 USE_GL_FUNC(glUniformMatrix2fv) /* OpenGL 2.0 */
2734 USE_GL_FUNC(glUniformMatrix3fv) /* OpenGL 2.0 */
2735 USE_GL_FUNC(glUniformMatrix4fv) /* OpenGL 2.0 */
2736 USE_GL_FUNC(glUnmapBuffer) /* OpenGL 1.5 */
2737 USE_GL_FUNC(glUseProgram) /* OpenGL 2.0 */
2738 USE_GL_FUNC(glValidateProgram) /* OpenGL 2.0 */
2739 USE_GL_FUNC(glVertexAttrib1f) /* OpenGL 2.0 */
2740 USE_GL_FUNC(glVertexAttrib1fv) /* OpenGL 2.0 */
2741 USE_GL_FUNC(glVertexAttrib2f) /* OpenGL 2.0 */
2742 USE_GL_FUNC(glVertexAttrib2fv) /* OpenGL 2.0 */
2743 USE_GL_FUNC(glVertexAttrib3f) /* OpenGL 2.0 */
2744 USE_GL_FUNC(glVertexAttrib3fv) /* OpenGL 2.0 */
2745 USE_GL_FUNC(glVertexAttrib4f) /* OpenGL 2.0 */
2746 USE_GL_FUNC(glVertexAttrib4fv) /* OpenGL 2.0 */
2747 USE_GL_FUNC(glVertexAttrib4Nsv) /* OpenGL 2.0 */
2748 USE_GL_FUNC(glVertexAttrib4Nub) /* OpenGL 2.0 */
2749 USE_GL_FUNC(glVertexAttrib4Nubv) /* OpenGL 2.0 */
2750 USE_GL_FUNC(glVertexAttrib4Nusv) /* OpenGL 2.0 */
2751 USE_GL_FUNC(glVertexAttrib4sv) /* OpenGL 2.0 */
2752 USE_GL_FUNC(glVertexAttrib4ubv) /* OpenGL 2.0 */
2753 USE_GL_FUNC(glVertexAttribDivisor) /* OpenGL 3.3 */
2754 USE_GL_FUNC(glVertexAttribIPointer) /* OpenGL 3.0 */
2755 USE_GL_FUNC(glVertexAttribPointer) /* OpenGL 2.0 */
2756 #undef USE_GL_FUNC
2758 #ifndef USE_WIN32_OPENGL
2759 /* hack: use the functions directly from the TEB table to bypass the thunks */
2760 /* note that we still need the above wglGetProcAddress calls to initialize the table */
2761 gl_info->gl_ops.ext = ((struct opengl_funcs *)NtCurrentTeb()->glTable)->ext;
2762 #endif
2764 #define MAP_GL_FUNCTION(core_func, ext_func) \
2765 do \
2767 if (!gl_info->gl_ops.ext.p_##core_func) \
2768 gl_info->gl_ops.ext.p_##core_func = gl_info->gl_ops.ext.p_##ext_func; \
2769 } while (0)
2770 #define MAP_GL_FUNCTION_CAST(core_func, ext_func) \
2771 do \
2773 if (!gl_info->gl_ops.ext.p_##core_func) \
2774 gl_info->gl_ops.ext.p_##core_func = (void *)gl_info->gl_ops.ext.p_##ext_func; \
2775 } while (0)
2777 MAP_GL_FUNCTION(glActiveTexture, glActiveTextureARB);
2778 MAP_GL_FUNCTION(glAttachShader, glAttachObjectARB);
2779 MAP_GL_FUNCTION(glBeginQuery, glBeginQueryARB);
2780 MAP_GL_FUNCTION(glBindAttribLocation, glBindAttribLocationARB);
2781 MAP_GL_FUNCTION(glBindBuffer, glBindBufferARB);
2782 MAP_GL_FUNCTION(glBindFragDataLocation, glBindFragDataLocationEXT);
2783 MAP_GL_FUNCTION(glBlendColor, glBlendColorEXT);
2784 MAP_GL_FUNCTION(glBlendEquation, glBlendEquationEXT);
2785 MAP_GL_FUNCTION(glBlendEquationi, glBlendEquationiARB);
2786 MAP_GL_FUNCTION(glBlendEquationSeparate, glBlendEquationSeparateEXT);
2787 MAP_GL_FUNCTION(glBlendEquationSeparatei, glBlendEquationSeparateiARB);
2788 MAP_GL_FUNCTION(glBlendFunci, glBlendFunciARB);
2789 MAP_GL_FUNCTION(glBlendFuncSeparate, glBlendFuncSeparateEXT);
2790 MAP_GL_FUNCTION(glBlendFuncSeparatei, glBlendFuncSeparateiARB);
2791 MAP_GL_FUNCTION(glBufferData, glBufferDataARB);
2792 MAP_GL_FUNCTION(glBufferSubData, glBufferSubDataARB);
2793 MAP_GL_FUNCTION(glColorMaski, glColorMaskIndexedEXT);
2794 MAP_GL_FUNCTION(glCompileShader, glCompileShaderARB);
2795 MAP_GL_FUNCTION(glCompressedTexImage2D, glCompressedTexImage2DARB);
2796 MAP_GL_FUNCTION(glCompressedTexImage3D, glCompressedTexImage3DARB);
2797 MAP_GL_FUNCTION(glCompressedTexSubImage2D, glCompressedTexSubImage2DARB);
2798 MAP_GL_FUNCTION(glCompressedTexSubImage3D, glCompressedTexSubImage3DARB);
2799 MAP_GL_FUNCTION(glCreateProgram, glCreateProgramObjectARB);
2800 MAP_GL_FUNCTION(glCreateShader, glCreateShaderObjectARB);
2801 MAP_GL_FUNCTION(glDebugMessageCallback, glDebugMessageCallbackARB);
2802 MAP_GL_FUNCTION(glDebugMessageControl, glDebugMessageControlARB);
2803 MAP_GL_FUNCTION(glDebugMessageInsert, glDebugMessageInsertARB);
2804 MAP_GL_FUNCTION(glDeleteBuffers, glDeleteBuffersARB);
2805 MAP_GL_FUNCTION(glDeleteProgram, glDeleteObjectARB);
2806 MAP_GL_FUNCTION(glDeleteQueries, glDeleteQueriesARB);
2807 MAP_GL_FUNCTION(glDeleteShader, glDeleteObjectARB);
2808 MAP_GL_FUNCTION(glDetachShader, glDetachObjectARB);
2809 MAP_GL_FUNCTION(glDisablei, glDisableIndexedEXT);
2810 MAP_GL_FUNCTION(glDisableVertexAttribArray, glDisableVertexAttribArrayARB);
2811 MAP_GL_FUNCTION(glDrawArraysInstanced, glDrawArraysInstancedARB);
2812 MAP_GL_FUNCTION(glDrawBuffers, glDrawBuffersARB);
2813 MAP_GL_FUNCTION(glDrawElementsInstanced, glDrawElementsInstancedARB);
2814 MAP_GL_FUNCTION(glEnablei, glEnableIndexedEXT);
2815 MAP_GL_FUNCTION(glEnableVertexAttribArray, glEnableVertexAttribArrayARB);
2816 MAP_GL_FUNCTION(glEndQuery, glEndQueryARB);
2817 MAP_GL_FUNCTION(glFramebufferTexture, glFramebufferTextureARB);
2818 MAP_GL_FUNCTION(glGenBuffers, glGenBuffersARB);
2819 MAP_GL_FUNCTION(glGenQueries, glGenQueriesARB);
2820 MAP_GL_FUNCTION(glGetActiveUniform, glGetActiveUniformARB);
2821 MAP_GL_FUNCTION(glGetAttachedShaders, glGetAttachedObjectsARB);
2822 MAP_GL_FUNCTION(glGetAttribLocation, glGetAttribLocationARB);
2823 MAP_GL_FUNCTION(glGetBooleani_v, glGetBooleanIndexedvEXT);
2824 MAP_GL_FUNCTION(glGetBufferSubData, glGetBufferSubDataARB);
2825 MAP_GL_FUNCTION(glGetCompressedTexImage, glGetCompressedTexImageARB);
2826 MAP_GL_FUNCTION(glGetDebugMessageLog, glGetDebugMessageLogARB);
2827 MAP_GL_FUNCTION(glGetIntegeri_v, glGetIntegerIndexedvEXT);
2828 MAP_GL_FUNCTION(glGetProgramInfoLog, glGetInfoLogARB);
2829 MAP_GL_FUNCTION(glGetProgramiv, glGetObjectParameterivARB);
2830 MAP_GL_FUNCTION(glGetQueryiv, glGetQueryivARB);
2831 MAP_GL_FUNCTION(glGetQueryObjectuiv, glGetQueryObjectuivARB);
2832 MAP_GL_FUNCTION(glGetShaderInfoLog, glGetInfoLogARB);
2833 MAP_GL_FUNCTION(glGetShaderiv, glGetObjectParameterivARB);
2834 MAP_GL_FUNCTION(glGetShaderSource, glGetShaderSourceARB);
2835 MAP_GL_FUNCTION(glGetUniformfv, glGetUniformfvARB);
2836 MAP_GL_FUNCTION(glGetUniformiv, glGetUniformivARB);
2837 MAP_GL_FUNCTION(glGetUniformLocation, glGetUniformLocationARB);
2838 MAP_GL_FUNCTION(glIsEnabledi, glIsEnabledIndexedEXT);
2839 MAP_GL_FUNCTION(glLinkProgram, glLinkProgramARB);
2840 MAP_GL_FUNCTION(glMapBuffer, glMapBufferARB);
2841 MAP_GL_FUNCTION(glMinSampleShading, glMinSampleShadingARB);
2842 MAP_GL_FUNCTION(glPolygonOffsetClamp, glPolygonOffsetClampEXT);
2843 MAP_GL_FUNCTION_CAST(glShaderSource, glShaderSourceARB);
2844 MAP_GL_FUNCTION(glTexBuffer, glTexBufferARB);
2845 MAP_GL_FUNCTION_CAST(glTexImage3D, glTexImage3DEXT);
2846 MAP_GL_FUNCTION(glTexSubImage3D, glTexSubImage3DEXT);
2847 MAP_GL_FUNCTION(glUniform1f, glUniform1fARB);
2848 MAP_GL_FUNCTION(glUniform1fv, glUniform1fvARB);
2849 MAP_GL_FUNCTION(glUniform1i, glUniform1iARB);
2850 MAP_GL_FUNCTION(glUniform1iv, glUniform1ivARB);
2851 MAP_GL_FUNCTION(glUniform2f, glUniform2fARB);
2852 MAP_GL_FUNCTION(glUniform2fv, glUniform2fvARB);
2853 MAP_GL_FUNCTION(glUniform2i, glUniform2iARB);
2854 MAP_GL_FUNCTION(glUniform2iv, glUniform2ivARB);
2855 MAP_GL_FUNCTION(glUniform3f, glUniform3fARB);
2856 MAP_GL_FUNCTION(glUniform3fv, glUniform3fvARB);
2857 MAP_GL_FUNCTION(glUniform3i, glUniform3iARB);
2858 MAP_GL_FUNCTION(glUniform3iv, glUniform3ivARB);
2859 MAP_GL_FUNCTION(glUniform4f, glUniform4fARB);
2860 MAP_GL_FUNCTION(glUniform4fv, glUniform4fvARB);
2861 MAP_GL_FUNCTION(glUniform4i, glUniform4iARB);
2862 MAP_GL_FUNCTION(glUniform4iv, glUniform4ivARB);
2863 MAP_GL_FUNCTION(glUniformMatrix2fv, glUniformMatrix2fvARB);
2864 MAP_GL_FUNCTION(glUniformMatrix3fv, glUniformMatrix3fvARB);
2865 MAP_GL_FUNCTION(glUniformMatrix4fv, glUniformMatrix4fvARB);
2866 MAP_GL_FUNCTION(glUnmapBuffer, glUnmapBufferARB);
2867 MAP_GL_FUNCTION(glUseProgram, glUseProgramObjectARB);
2868 MAP_GL_FUNCTION(glValidateProgram, glValidateProgramARB);
2869 MAP_GL_FUNCTION(glVertexAttrib1f, glVertexAttrib1fARB);
2870 MAP_GL_FUNCTION(glVertexAttrib1fv, glVertexAttrib1fvARB);
2871 MAP_GL_FUNCTION(glVertexAttrib2f, glVertexAttrib2fARB);
2872 MAP_GL_FUNCTION(glVertexAttrib2fv, glVertexAttrib2fvARB);
2873 MAP_GL_FUNCTION(glVertexAttrib3f, glVertexAttrib3fARB);
2874 MAP_GL_FUNCTION(glVertexAttrib3fv, glVertexAttrib3fvARB);
2875 MAP_GL_FUNCTION(glVertexAttrib4f, glVertexAttrib4fARB);
2876 MAP_GL_FUNCTION(glVertexAttrib4fv, glVertexAttrib4fvARB);
2877 MAP_GL_FUNCTION(glVertexAttrib4Nsv, glVertexAttrib4NsvARB);
2878 MAP_GL_FUNCTION(glVertexAttrib4Nub, glVertexAttrib4NubARB);
2879 MAP_GL_FUNCTION(glVertexAttrib4Nubv, glVertexAttrib4NubvARB);
2880 MAP_GL_FUNCTION(glVertexAttrib4Nusv, glVertexAttrib4NusvARB);
2881 MAP_GL_FUNCTION(glVertexAttrib4sv, glVertexAttrib4svARB);
2882 MAP_GL_FUNCTION(glVertexAttrib4ubv, glVertexAttrib4ubvARB);
2883 MAP_GL_FUNCTION(glVertexAttribDivisor, glVertexAttribDivisorARB);
2884 MAP_GL_FUNCTION(glVertexAttribIPointer, glVertexAttribIPointerEXT);
2885 MAP_GL_FUNCTION(glVertexAttribPointer, glVertexAttribPointerARB);
2886 #undef MAP_GL_FUNCTION
2887 #undef MAP_GL_FUNCTION_CAST
2890 static void wined3d_adapter_init_limits(struct wined3d_gl_info *gl_info)
2892 unsigned int i, sampler_count;
2893 GLint gl_max;
2895 gl_info->limits.buffers = 1;
2896 gl_info->limits.textures = 0;
2897 gl_info->limits.texture_coords = 0;
2898 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
2900 gl_info->limits.uniform_blocks[i] = 0;
2901 gl_info->limits.samplers[i] = 0;
2903 gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = 1;
2904 gl_info->limits.combined_samplers = gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL];
2905 gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
2906 gl_info->limits.vertex_attribs = 16;
2907 gl_info->limits.texture_buffer_offset_alignment = 1;
2908 gl_info->limits.glsl_vs_float_constants = 0;
2909 gl_info->limits.glsl_ps_float_constants = 0;
2910 gl_info->limits.arb_vs_float_constants = 0;
2911 gl_info->limits.arb_vs_native_constants = 0;
2912 gl_info->limits.arb_vs_instructions = 0;
2913 gl_info->limits.arb_vs_temps = 0;
2914 gl_info->limits.arb_ps_float_constants = 0;
2915 gl_info->limits.arb_ps_local_constants = 0;
2916 gl_info->limits.arb_ps_instructions = 0;
2917 gl_info->limits.arb_ps_temps = 0;
2919 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_CLIP_DISTANCES, &gl_max);
2920 gl_info->limits.user_clip_distances = min(WINED3D_MAX_CLIP_DISTANCES, gl_max);
2921 TRACE("Clip plane support - max planes %d.\n", gl_max);
2923 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2925 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
2926 gl_info->limits.lights = gl_max;
2927 TRACE("Light support - max lights %d.\n", gl_max);
2930 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
2931 gl_info->limits.texture_size = gl_max;
2932 TRACE("Maximum texture size support - max texture size %d.\n", gl_max);
2934 if (gl_info->supported[ARB_MAP_BUFFER_ALIGNMENT])
2936 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MIN_MAP_BUFFER_ALIGNMENT, &gl_max);
2937 TRACE("Minimum buffer map alignment: %d.\n", gl_max);
2939 else
2941 WARN_(d3d_perf)("Driver doesn't guarantee a minimum buffer map alignment.\n");
2943 if (gl_info->supported[NV_REGISTER_COMBINERS])
2945 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
2946 gl_info->limits.general_combiners = gl_max;
2947 TRACE("Max general combiners: %d.\n", gl_max);
2949 if (gl_info->supported[ARB_DRAW_BUFFERS] && wined3d_settings.offscreen_rendering_mode == ORM_FBO)
2951 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
2952 gl_info->limits.buffers = min(WINED3D_MAX_RENDER_TARGETS, gl_max);
2953 TRACE("Max draw buffers: %u.\n", gl_max);
2955 if (gl_info->supported[ARB_MULTITEXTURE])
2957 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2959 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
2960 gl_info->limits.textures = min(WINED3D_MAX_TEXTURES, gl_max);
2961 TRACE("Max textures: %d.\n", gl_info->limits.textures);
2963 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
2965 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &gl_max);
2966 gl_info->limits.texture_coords = min(WINED3D_MAX_TEXTURES, gl_max);
2968 else
2970 gl_info->limits.texture_coords = gl_info->limits.textures;
2972 TRACE("Max texture coords: %d.\n", gl_info->limits.texture_coords);
2975 if (gl_info->supported[ARB_FRAGMENT_PROGRAM] || gl_info->supported[ARB_FRAGMENT_SHADER])
2977 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &gl_max);
2978 gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = gl_max;
2980 else
2982 gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] = gl_info->limits.textures;
2984 TRACE("Max fragment samplers: %d.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL]);
2986 if (gl_info->supported[ARB_VERTEX_SHADER])
2988 unsigned int vertex_sampler_count;
2990 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
2991 vertex_sampler_count = gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX] = gl_max;
2992 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
2993 gl_info->limits.combined_samplers = gl_max;
2994 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &gl_max);
2995 gl_info->limits.vertex_attribs = gl_max;
2997 /* Loading GLSL sampler uniforms is much simpler if we can assume
2998 * that the sampler setup is known at shader link time. In a
2999 * vertex shader + pixel shader combination this isn't an issue
3000 * because then the sampler setup only depends on the two shaders.
3001 * If a pixel shader is used with fixed-function vertex processing
3002 * we're fine too because fixed-function vertex processing doesn't
3003 * use any samplers. If fixed-function fragment processing is used
3004 * we have to make sure that all vertex sampler setups are valid
3005 * together with all possible fixed-function fragment processing
3006 * setups. This is true if vsamplers + WINED3D_MAX_TEXTURES <= max_samplers.
3007 * This is true on all Direct3D 9 cards that support vertex
3008 * texture fetch (GeForce 6 and GeForce 7 cards). Direct3D 9
3009 * Radeon cards do not support vertex texture fetch. Direct3D 10
3010 * cards have 128 samplers, and Direct3D 9 is limited to 8
3011 * fixed-function texture stages and 4 vertex samplers.
3012 * Direct3D 10 does not have a fixed-function pipeline anymore.
3014 * So this is just a check to check that our assumption holds
3015 * true. If not, write a warning and reduce the number of vertex
3016 * samplers or probably disable vertex texture fetch. */
3017 if (vertex_sampler_count && gl_info->limits.combined_samplers < 12
3018 && WINED3D_MAX_TEXTURES + vertex_sampler_count > gl_info->limits.combined_samplers)
3020 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers.\n",
3021 vertex_sampler_count, gl_info->limits.combined_samplers);
3022 FIXME("Expected vertex samplers + WINED3D_MAX_TEXTURES(=8) > combined_samplers.\n");
3023 if (gl_info->limits.combined_samplers > WINED3D_MAX_TEXTURES)
3024 vertex_sampler_count = gl_info->limits.combined_samplers - WINED3D_MAX_TEXTURES;
3025 else
3026 vertex_sampler_count = 0;
3027 gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX] = vertex_sampler_count;
3030 else
3032 gl_info->limits.combined_samplers = gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL];
3034 TRACE("Max vertex samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_VERTEX]);
3035 TRACE("Max combined samplers: %u.\n", gl_info->limits.combined_samplers);
3036 TRACE("Max vertex attributes: %u.\n", gl_info->limits.vertex_attribs);
3038 else
3040 gl_info->limits.textures = 1;
3041 gl_info->limits.texture_coords = 1;
3044 if (gl_info->supported[EXT_TEXTURE3D])
3046 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
3047 gl_info->limits.texture3d_size = gl_max;
3048 TRACE("Max texture3D size: %d.\n", gl_info->limits.texture3d_size);
3050 if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
3052 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY, &gl_max);
3053 gl_info->limits.anisotropy = gl_max;
3054 TRACE("Max anisotropy: %d.\n", gl_info->limits.anisotropy);
3056 if (gl_info->supported[ARB_FRAGMENT_PROGRAM])
3058 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
3059 gl_info->limits.arb_ps_float_constants = gl_max;
3060 TRACE("Max ARB_FRAGMENT_PROGRAM float constants: %d.\n", gl_info->limits.arb_ps_float_constants);
3061 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
3062 gl_info->limits.arb_ps_native_constants = gl_max;
3063 TRACE("Max ARB_FRAGMENT_PROGRAM native float constants: %d.\n",
3064 gl_info->limits.arb_ps_native_constants);
3065 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
3066 gl_info->limits.arb_ps_temps = gl_max;
3067 TRACE("Max ARB_FRAGMENT_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_ps_temps);
3068 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
3069 gl_info->limits.arb_ps_instructions = gl_max;
3070 TRACE("Max ARB_FRAGMENT_PROGRAM native instructions: %d.\n", gl_info->limits.arb_ps_instructions);
3071 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB, &gl_max));
3072 gl_info->limits.arb_ps_local_constants = gl_max;
3073 TRACE("Max ARB_FRAGMENT_PROGRAM local parameters: %d.\n", gl_info->limits.arb_ps_instructions);
3075 if (gl_info->supported[ARB_VERTEX_PROGRAM])
3077 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
3078 gl_info->limits.arb_vs_float_constants = gl_max;
3079 TRACE("Max ARB_VERTEX_PROGRAM float constants: %d.\n", gl_info->limits.arb_vs_float_constants);
3080 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB, &gl_max));
3081 gl_info->limits.arb_vs_native_constants = gl_max;
3082 TRACE("Max ARB_VERTEX_PROGRAM native float constants: %d.\n",
3083 gl_info->limits.arb_vs_native_constants);
3084 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
3085 gl_info->limits.arb_vs_temps = gl_max;
3086 TRACE("Max ARB_VERTEX_PROGRAM native temporaries: %d.\n", gl_info->limits.arb_vs_temps);
3087 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
3088 gl_info->limits.arb_vs_instructions = gl_max;
3089 TRACE("Max ARB_VERTEX_PROGRAM native instructions: %d.\n", gl_info->limits.arb_vs_instructions);
3091 if (gl_info->supported[ARB_VERTEX_SHADER])
3093 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
3094 gl_info->limits.glsl_vs_float_constants = gl_max / 4;
3095 TRACE("Max ARB_VERTEX_SHADER float constants: %u.\n", gl_info->limits.glsl_vs_float_constants);
3097 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
3099 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_UNIFORM_BLOCKS, &gl_max);
3100 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX] = min(gl_max, WINED3D_MAX_CBS);
3101 TRACE("Max vertex uniform blocks: %u (%d).\n",
3102 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_VERTEX], gl_max);
3105 if (gl_info->supported[ARB_TESSELLATION_SHADER])
3107 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, &gl_max);
3108 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_HULL] = min(gl_max, WINED3D_MAX_CBS);
3109 TRACE("Max hull uniform blocks: %u (%d).\n",
3110 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_HULL], gl_max);
3111 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS, &gl_max);
3112 gl_info->limits.samplers[WINED3D_SHADER_TYPE_HULL] = gl_max;
3113 TRACE("Max hull samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_HULL]);
3115 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, &gl_max);
3116 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_DOMAIN] = min(gl_max, WINED3D_MAX_CBS);
3117 TRACE("Max domain uniform blocks: %u (%d).\n",
3118 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_DOMAIN], gl_max);
3119 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS, &gl_max);
3120 gl_info->limits.samplers[WINED3D_SHADER_TYPE_DOMAIN] = gl_max;
3121 TRACE("Max domain samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_DOMAIN]);
3123 if (gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
3125 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_UNIFORM_BLOCKS, &gl_max);
3126 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY] = min(gl_max, WINED3D_MAX_CBS);
3127 TRACE("Max geometry uniform blocks: %u (%d).\n",
3128 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_GEOMETRY], gl_max);
3129 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, &gl_max);
3130 gl_info->limits.samplers[WINED3D_SHADER_TYPE_GEOMETRY] = gl_max;
3131 TRACE("Max geometry samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_GEOMETRY]);
3133 if (gl_info->supported[ARB_FRAGMENT_SHADER])
3135 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
3136 gl_info->limits.glsl_ps_float_constants = gl_max / 4;
3137 TRACE("Max ARB_FRAGMENT_SHADER float constants: %u.\n", gl_info->limits.glsl_ps_float_constants);
3138 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3140 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
3141 gl_info->limits.glsl_varyings = gl_max;
3143 else
3145 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_INPUT_COMPONENTS, &gl_max);
3146 gl_info->limits.glsl_varyings = gl_max - 4;
3148 TRACE("Max GLSL varyings: %u (%u 4 component varyings).\n", gl_info->limits.glsl_varyings,
3149 gl_info->limits.glsl_varyings / 4);
3151 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
3153 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_BLOCKS, &gl_max);
3154 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL] = min(gl_max, WINED3D_MAX_CBS);
3155 TRACE("Max fragment uniform blocks: %u (%d).\n",
3156 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_PIXEL], gl_max);
3159 if (gl_info->supported[ARB_COMPUTE_SHADER])
3161 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMPUTE_UNIFORM_BLOCKS, &gl_max);
3162 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_COMPUTE] = min(gl_max, WINED3D_MAX_CBS);
3163 TRACE("Max compute uniform blocks: %u (%d).\n",
3164 gl_info->limits.uniform_blocks[WINED3D_SHADER_TYPE_COMPUTE], gl_max);
3165 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, &gl_max);
3166 gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE] = gl_max;
3167 TRACE("Max compute samplers: %u.\n", gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE]);
3169 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
3171 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_UNIFORM_BLOCKS, &gl_max);
3172 TRACE("Max combined uniform blocks: %d.\n", gl_max);
3173 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &gl_max);
3174 TRACE("Max uniform buffer bindings: %d.\n", gl_max);
3176 if (gl_info->supported[ARB_TEXTURE_BUFFER_RANGE])
3178 gl_info->gl_ops.gl.p_glGetIntegerv(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, &gl_max);
3179 gl_info->limits.texture_buffer_offset_alignment = gl_max;
3180 TRACE("Minimum required texture buffer offset alignment %d.\n", gl_max);
3182 if (gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS])
3184 GLint max_fragment_buffers, max_combined_buffers, max_bindings;
3185 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS, &max_fragment_buffers);
3186 TRACE("Max fragment atomic counter buffers: %d.\n", max_fragment_buffers);
3187 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS, &max_combined_buffers);
3188 TRACE("Max combined atomic counter buffers: %d.\n", max_combined_buffers);
3189 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, &max_bindings);
3190 TRACE("Max atomic counter buffer bindings: %d.\n", max_bindings);
3191 if (max_fragment_buffers < MAX_UNORDERED_ACCESS_VIEWS
3192 || max_combined_buffers < MAX_UNORDERED_ACCESS_VIEWS
3193 || max_bindings < MAX_UNORDERED_ACCESS_VIEWS)
3195 WARN("Disabling ARB_shader_atomic_counters.\n");
3196 gl_info->supported[ARB_SHADER_ATOMIC_COUNTERS] = FALSE;
3199 if (gl_info->supported[ARB_TRANSFORM_FEEDBACK3])
3201 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_VERTEX_STREAMS, &gl_max);
3202 TRACE("Max vertex streams: %d.\n", gl_max);
3205 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT])
3206 gl_info->gl_ops.gl.p_glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->limits.shininess);
3207 else
3208 gl_info->limits.shininess = 128.0f;
3210 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
3212 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_SAMPLES, &gl_max);
3213 gl_info->limits.samples = gl_max;
3216 if (gl_info->supported[ARB_FRAMEBUFFER_NO_ATTACHMENTS])
3218 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAMEBUFFER_WIDTH, &gl_max);
3219 gl_info->limits.framebuffer_width = gl_max;
3220 gl_info->gl_ops.gl.p_glGetIntegerv(GL_MAX_FRAMEBUFFER_HEIGHT, &gl_max);
3221 gl_info->limits.framebuffer_height = gl_max;
3223 else
3225 gl_info->limits.framebuffer_width = gl_info->limits.texture_size;
3226 gl_info->limits.framebuffer_height = gl_info->limits.texture_size;
3229 gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL] =
3230 min(gl_info->limits.samplers[WINED3D_SHADER_TYPE_PIXEL], MAX_GL_FRAGMENT_SAMPLERS);
3231 sampler_count = 0;
3232 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
3233 sampler_count += gl_info->limits.samplers[i];
3234 if (gl_info->supported[WINED3D_GL_VERSION_3_2] && gl_info->limits.combined_samplers < sampler_count)
3236 /* The minimum value for GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS in OpenGL
3237 * 3.2 is 48 (16 per stage). When tessellation shaders are supported
3238 * the minimum value is increased to 80. */
3239 WARN("Graphics pipeline sampler count %u is greater than combined sampler count %u.\n",
3240 sampler_count, gl_info->limits.combined_samplers);
3241 for (i = 0; i < WINED3D_SHADER_TYPE_GRAPHICS_COUNT; ++i)
3242 gl_info->limits.samplers[i] = min(gl_info->limits.samplers[i], 16);
3245 /* A majority of OpenGL implementations allow us to statically partition
3246 * the set of texture bindings into six separate sets. */
3247 gl_info->limits.graphics_samplers = gl_info->limits.combined_samplers;
3248 sampler_count = 0;
3249 for (i = 0; i < WINED3D_SHADER_TYPE_COUNT; ++i)
3250 sampler_count += gl_info->limits.samplers[i];
3251 if (gl_info->limits.combined_samplers >= sampler_count)
3252 gl_info->limits.graphics_samplers -= gl_info->limits.samplers[WINED3D_SHADER_TYPE_COMPUTE];
3255 /* Context activation is done by the caller. */
3256 static BOOL wined3d_adapter_init_gl_caps(struct wined3d_adapter *adapter,
3257 struct wined3d_caps_gl_ctx *caps_gl_ctx, unsigned int wined3d_creation_flags)
3259 static const struct
3261 enum wined3d_gl_extension extension;
3262 DWORD min_gl_version;
3264 core_extensions[] =
3266 {EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2)},
3267 {ARB_MULTISAMPLE, MAKEDWORD_VERSION(1, 3)},
3268 {ARB_MULTITEXTURE, MAKEDWORD_VERSION(1, 3)},
3269 {ARB_TEXTURE_BORDER_CLAMP, MAKEDWORD_VERSION(1, 3)},
3270 {ARB_TEXTURE_COMPRESSION, MAKEDWORD_VERSION(1, 3)},
3271 {ARB_TEXTURE_CUBE_MAP, MAKEDWORD_VERSION(1, 3)},
3272 {ARB_DEPTH_TEXTURE, MAKEDWORD_VERSION(1, 4)},
3273 {ARB_POINT_PARAMETERS, MAKEDWORD_VERSION(1, 4)},
3274 {ARB_SHADOW, MAKEDWORD_VERSION(1, 4)},
3275 {ARB_TEXTURE_MIRRORED_REPEAT, MAKEDWORD_VERSION(1, 4)},
3276 {EXT_BLEND_COLOR, MAKEDWORD_VERSION(1, 4)},
3277 {EXT_BLEND_FUNC_SEPARATE, MAKEDWORD_VERSION(1, 4)},
3278 {EXT_BLEND_MINMAX, MAKEDWORD_VERSION(1, 4)},
3279 {EXT_BLEND_SUBTRACT, MAKEDWORD_VERSION(1, 4)},
3280 {EXT_STENCIL_WRAP, MAKEDWORD_VERSION(1, 4)},
3281 {NV_POINT_SPRITE, MAKEDWORD_VERSION(1, 4)},
3282 {ARB_OCCLUSION_QUERY, MAKEDWORD_VERSION(1, 5)},
3283 {ARB_VERTEX_BUFFER_OBJECT, MAKEDWORD_VERSION(1, 5)},
3284 {ARB_DRAW_BUFFERS, MAKEDWORD_VERSION(2, 0)},
3285 {ARB_FRAGMENT_SHADER, MAKEDWORD_VERSION(2, 0)},
3286 {ARB_SHADING_LANGUAGE_100, MAKEDWORD_VERSION(2, 0)},
3287 {ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0)},
3288 {ARB_VERTEX_SHADER, MAKEDWORD_VERSION(2, 0)},
3289 {EXT_BLEND_EQUATION_SEPARATE, MAKEDWORD_VERSION(2, 0)},
3290 {ARB_PIXEL_BUFFER_OBJECT, MAKEDWORD_VERSION(2, 1)},
3291 {EXT_TEXTURE_SRGB, MAKEDWORD_VERSION(2, 1)},
3292 {ARB_COLOR_BUFFER_FLOAT, MAKEDWORD_VERSION(3, 0)},
3293 {ARB_DEPTH_BUFFER_FLOAT, MAKEDWORD_VERSION(3, 0)},
3294 {ARB_FRAMEBUFFER_OBJECT, MAKEDWORD_VERSION(3, 0)},
3295 {ARB_FRAMEBUFFER_SRGB, MAKEDWORD_VERSION(3, 0)},
3296 {ARB_HALF_FLOAT_PIXEL, MAKEDWORD_VERSION(3, 0)},
3297 {ARB_HALF_FLOAT_VERTEX, MAKEDWORD_VERSION(3, 0)},
3298 {ARB_MAP_BUFFER_RANGE, MAKEDWORD_VERSION(3, 0)},
3299 {ARB_TEXTURE_COMPRESSION_RGTC, MAKEDWORD_VERSION(3, 0)},
3300 {ARB_TEXTURE_FLOAT, MAKEDWORD_VERSION(3, 0)},
3301 {ARB_TEXTURE_RG, MAKEDWORD_VERSION(3, 0)},
3302 {EXT_DRAW_BUFFERS2, MAKEDWORD_VERSION(3, 0)},
3303 {EXT_PACKED_FLOAT, MAKEDWORD_VERSION(3, 0)},
3304 {EXT_TEXTURE_ARRAY, MAKEDWORD_VERSION(3, 0)},
3305 {EXT_TEXTURE_INTEGER, MAKEDWORD_VERSION(3, 0)},
3306 {EXT_TEXTURE_SHARED_EXPONENT, MAKEDWORD_VERSION(3, 0)},
3307 /* We don't want to enable EXT_GPU_SHADER4: even though similar
3308 * functionality is available in core GL 3.0 / GLSL 1.30, it's different
3309 * enough that reusing the same flag for the new features hurts more
3310 * than it helps. */
3311 /* EXT_framebuffer_object, EXT_framebuffer_blit,
3312 * EXT_framebuffer_multisample and EXT_packed_depth_stencil
3313 * are integrated into ARB_framebuffer_object. */
3315 {ARB_COPY_BUFFER, MAKEDWORD_VERSION(3, 1)},
3316 {ARB_DRAW_INSTANCED, MAKEDWORD_VERSION(3, 1)},
3317 {ARB_TEXTURE_BUFFER_OBJECT, MAKEDWORD_VERSION(3, 1)},
3318 {ARB_UNIFORM_BUFFER_OBJECT, MAKEDWORD_VERSION(3, 1)},
3319 {EXT_TEXTURE_SNORM, MAKEDWORD_VERSION(3, 1)},
3320 /* We don't need or want GL_ARB_texture_rectangle (core in 3.1). */
3322 {ARB_DEPTH_CLAMP, MAKEDWORD_VERSION(3, 2)},
3323 {ARB_DRAW_ELEMENTS_BASE_VERTEX, MAKEDWORD_VERSION(3, 2)},
3324 /* ARB_geometry_shader4 exposes a somewhat different API compared to 3.2
3325 * core geometry shaders so it's not really correct to expose the
3326 * extension for core-only support. */
3327 {ARB_FRAGMENT_COORD_CONVENTIONS, MAKEDWORD_VERSION(3, 2)},
3328 {ARB_PROVOKING_VERTEX, MAKEDWORD_VERSION(3, 2)},
3329 {ARB_SEAMLESS_CUBE_MAP, MAKEDWORD_VERSION(3, 2)},
3330 {ARB_SYNC, MAKEDWORD_VERSION(3, 2)},
3331 {ARB_TEXTURE_MULTISAMPLE, MAKEDWORD_VERSION(3, 2)},
3332 {ARB_VERTEX_ARRAY_BGRA, MAKEDWORD_VERSION(3, 2)},
3334 {ARB_BLEND_FUNC_EXTENDED, MAKEDWORD_VERSION(3, 3)},
3335 {ARB_EXPLICIT_ATTRIB_LOCATION, MAKEDWORD_VERSION(3, 3)},
3336 {ARB_INSTANCED_ARRAYS, MAKEDWORD_VERSION(3, 3)},
3337 {ARB_SAMPLER_OBJECTS, MAKEDWORD_VERSION(3, 3)},
3338 {ARB_SHADER_BIT_ENCODING, MAKEDWORD_VERSION(3, 3)},
3339 {ARB_TEXTURE_RGB10_A2UI, MAKEDWORD_VERSION(3, 3)},
3340 {ARB_TEXTURE_SWIZZLE, MAKEDWORD_VERSION(3, 3)},
3341 {ARB_TIMER_QUERY, MAKEDWORD_VERSION(3, 3)},
3342 {ARB_VERTEX_TYPE_2_10_10_10_REV, MAKEDWORD_VERSION(3, 3)},
3344 {ARB_DRAW_BUFFERS_BLEND, MAKEDWORD_VERSION(4, 0)},
3345 {ARB_DRAW_INDIRECT, MAKEDWORD_VERSION(4, 0)},
3346 {ARB_GPU_SHADER5, MAKEDWORD_VERSION(4, 0)},
3347 {ARB_SAMPLE_SHADING, MAKEDWORD_VERSION(4, 0)},
3348 {ARB_TESSELLATION_SHADER, MAKEDWORD_VERSION(4, 0)},
3349 {ARB_TEXTURE_CUBE_MAP_ARRAY, MAKEDWORD_VERSION(4, 0)},
3350 {ARB_TEXTURE_GATHER, MAKEDWORD_VERSION(4, 0)},
3351 {ARB_TRANSFORM_FEEDBACK2, MAKEDWORD_VERSION(4, 0)},
3352 {ARB_TRANSFORM_FEEDBACK3, MAKEDWORD_VERSION(4, 0)},
3354 {ARB_ES2_COMPATIBILITY, MAKEDWORD_VERSION(4, 1)},
3355 {ARB_VIEWPORT_ARRAY, MAKEDWORD_VERSION(4, 1)},
3357 {ARB_BASE_INSTANCE, MAKEDWORD_VERSION(4, 2)},
3358 {ARB_CONSERVATIVE_DEPTH, MAKEDWORD_VERSION(4, 2)},
3359 {ARB_INTERNALFORMAT_QUERY, MAKEDWORD_VERSION(4, 2)},
3360 {ARB_MAP_BUFFER_ALIGNMENT, MAKEDWORD_VERSION(4, 2)},
3361 {ARB_SHADER_ATOMIC_COUNTERS, MAKEDWORD_VERSION(4, 2)},
3362 {ARB_SHADER_IMAGE_LOAD_STORE, MAKEDWORD_VERSION(4, 2)},
3363 {ARB_SHADING_LANGUAGE_420PACK, MAKEDWORD_VERSION(4, 2)},
3364 {ARB_SHADING_LANGUAGE_PACKING, MAKEDWORD_VERSION(4, 2)},
3365 {ARB_TEXTURE_COMPRESSION_BPTC, MAKEDWORD_VERSION(4, 2)},
3366 {ARB_TEXTURE_STORAGE, MAKEDWORD_VERSION(4, 2)},
3368 {ARB_CLEAR_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 3)},
3369 {ARB_COMPUTE_SHADER, MAKEDWORD_VERSION(4, 3)},
3370 {ARB_COPY_IMAGE, MAKEDWORD_VERSION(4, 3)},
3371 {ARB_DEBUG_OUTPUT, MAKEDWORD_VERSION(4, 3)},
3372 {ARB_ES3_COMPATIBILITY, MAKEDWORD_VERSION(4, 3)},
3373 {ARB_FRAGMENT_LAYER_VIEWPORT, MAKEDWORD_VERSION(4, 3)},
3374 {ARB_FRAMEBUFFER_NO_ATTACHMENTS, MAKEDWORD_VERSION(4, 3)},
3375 {ARB_INTERNALFORMAT_QUERY2, MAKEDWORD_VERSION(4, 3)},
3376 {ARB_SHADER_IMAGE_SIZE, MAKEDWORD_VERSION(4, 3)},
3377 {ARB_SHADER_STORAGE_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 3)},
3378 {ARB_STENCIL_TEXTURING, MAKEDWORD_VERSION(4, 3)},
3379 {ARB_TEXTURE_BUFFER_RANGE, MAKEDWORD_VERSION(4, 3)},
3380 {ARB_TEXTURE_QUERY_LEVELS, MAKEDWORD_VERSION(4, 3)},
3381 {ARB_TEXTURE_STORAGE_MULTISAMPLE, MAKEDWORD_VERSION(4, 3)},
3382 {ARB_TEXTURE_VIEW, MAKEDWORD_VERSION(4, 3)},
3384 {ARB_BUFFER_STORAGE, MAKEDWORD_VERSION(4, 4)},
3385 {ARB_CLEAR_TEXTURE, MAKEDWORD_VERSION(4, 4)},
3386 {ARB_QUERY_BUFFER_OBJECT, MAKEDWORD_VERSION(4, 4)},
3387 {ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE, MAKEDWORD_VERSION(4, 4)},
3388 {ARB_VERTEX_TYPE_10F_11F_11F_REV, MAKEDWORD_VERSION(4, 4)},
3390 {ARB_CLIP_CONTROL, MAKEDWORD_VERSION(4, 5)},
3391 {ARB_CULL_DISTANCE, MAKEDWORD_VERSION(4, 5)},
3392 {ARB_DERIVATIVE_CONTROL, MAKEDWORD_VERSION(4, 5)},
3393 {ARB_SHADER_TEXTURE_IMAGE_SAMPLES, MAKEDWORD_VERSION(4, 5)},
3394 {ARB_TEXTURE_BARRIER, MAKEDWORD_VERSION(4, 5)},
3396 {ARB_PIPELINE_STATISTICS_QUERY, MAKEDWORD_VERSION(4, 6)},
3397 {ARB_POLYGON_OFFSET_CLAMP, MAKEDWORD_VERSION(4, 6)},
3398 {ARB_TEXTURE_FILTER_ANISOTROPIC, MAKEDWORD_VERSION(4, 6)},
3400 const char *gl_vendor_str, *gl_renderer_str, *gl_version_str;
3401 struct wined3d_gl_info *gl_info = &adapter->gl_info;
3402 DWORD gl_version, gl_ext_emul_mask;
3403 const char *WGL_Extensions = NULL;
3404 enum wined3d_gl_vendor gl_vendor;
3405 GLint context_profile = 0;
3406 unsigned int i, j;
3407 HDC hdc;
3409 TRACE("adapter %p.\n", adapter);
3411 gl_renderer_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_RENDERER);
3412 TRACE("GL_RENDERER: %s.\n", debugstr_a(gl_renderer_str));
3413 if (!gl_renderer_str)
3415 ERR("Received a NULL GL_RENDERER.\n");
3416 return FALSE;
3419 gl_vendor_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VENDOR);
3420 TRACE("GL_VENDOR: %s.\n", debugstr_a(gl_vendor_str));
3421 if (!gl_vendor_str)
3423 ERR("Received a NULL GL_VENDOR.\n");
3424 return FALSE;
3427 /* Parse the GL_VERSION field into major and minor information */
3428 gl_version_str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_VERSION);
3429 TRACE("GL_VERSION: %s.\n", debugstr_a(gl_version_str));
3430 if (!gl_version_str)
3432 ERR("Received a NULL GL_VERSION.\n");
3433 return FALSE;
3435 gl_version = wined3d_parse_gl_version(gl_version_str);
3437 load_gl_funcs(gl_info);
3439 memset(gl_info->supported, 0, sizeof(gl_info->supported));
3440 gl_info->supported[WINED3D_GL_EXT_NONE] = TRUE;
3442 if (gl_version >= MAKEDWORD_VERSION(3, 2))
3444 gl_info->gl_ops.gl.p_glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &context_profile);
3445 checkGLcall("Querying context profile");
3447 if (context_profile & GL_CONTEXT_CORE_PROFILE_BIT)
3448 TRACE("Got a core profile context.\n");
3449 else
3450 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] = TRUE;
3452 TRACE("GL extensions reported:\n");
3453 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3455 const char *gl_extensions = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_EXTENSIONS);
3457 if (!gl_extensions)
3459 ERR("Received a NULL GL_EXTENSIONS.\n");
3460 return FALSE;
3462 parse_extension_string(gl_info, gl_extensions, gl_extension_map, ARRAY_SIZE(gl_extension_map));
3464 else
3466 enumerate_gl_extensions(gl_info, gl_extension_map, ARRAY_SIZE(gl_extension_map));
3469 hdc = wglGetCurrentDC();
3470 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox. */
3471 if (GL_EXTCALL(wglGetExtensionsStringARB))
3472 WGL_Extensions = (const char *)GL_EXTCALL(wglGetExtensionsStringARB(hdc));
3473 if (!WGL_Extensions)
3474 WARN("WGL extensions not supported.\n");
3475 else
3476 parse_extension_string(gl_info, WGL_Extensions, wgl_extension_map, ARRAY_SIZE(wgl_extension_map));
3478 for (i = 0; i < ARRAY_SIZE(core_extensions); ++i)
3480 if (!gl_info->supported[core_extensions[i].extension]
3481 && gl_version >= core_extensions[i].min_gl_version)
3483 for (j = 0; j < ARRAY_SIZE(gl_extension_map); ++j)
3484 if (gl_extension_map[j].extension == core_extensions[i].extension)
3485 break;
3487 if (j < ARRAY_SIZE(gl_extension_map))
3489 TRACE("GL CORE: %s support.\n", gl_extension_map[j].extension_string);
3490 gl_info->supported[core_extensions[i].extension] = TRUE;
3492 else
3494 FIXME("GL extension %u not in the GL extensions map.\n", core_extensions[i].extension);
3499 if (gl_info->supported[EXT_BLEND_MINMAX] || gl_info->supported[EXT_BLEND_SUBTRACT])
3500 gl_info->supported[WINED3D_GL_BLEND_EQUATION] = TRUE;
3502 if (gl_version >= MAKEDWORD_VERSION(2, 0))
3504 gl_info->supported[WINED3D_GL_VERSION_2_0] = TRUE;
3505 /* We want to use the core APIs for two-sided stencil in GL 2.0. */
3506 gl_info->supported[EXT_STENCIL_TWO_SIDE] = FALSE;
3508 if (gl_version >= MAKEDWORD_VERSION(3, 2))
3509 gl_info->supported[WINED3D_GL_VERSION_3_2] = TRUE;
3511 /* All the points are actually point sprites in core contexts, the APIs from
3512 * ARB_point_sprite are not supported anymore. */
3513 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3514 gl_info->supported[ARB_POINT_SPRITE] = FALSE;
3516 if (gl_info->supported[APPLE_FENCE])
3518 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
3519 * The apple extension interacts with some other apple exts. Disable the NV
3520 * extension if the apple one is support to prevent confusion in other parts
3521 * of the code. */
3522 gl_info->supported[NV_FENCE] = FALSE;
3524 if (gl_info->supported[APPLE_FLOAT_PIXELS])
3526 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
3528 * The enums are the same:
3529 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881a
3530 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881b
3531 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
3532 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
3533 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140b
3535 if (!gl_info->supported[ARB_TEXTURE_FLOAT])
3537 TRACE(" IMPLIED: GL_ARB_texture_float support (by GL_APPLE_float_pixels).\n");
3538 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
3540 if (!gl_info->supported[ARB_HALF_FLOAT_PIXEL])
3542 TRACE(" IMPLIED: GL_ARB_half_float_pixel support (by GL_APPLE_float_pixels).\n");
3543 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
3546 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
3548 /* GL_ARB_map_buffer_range and GL_APPLE_flush_buffer_range provide the same
3549 * functionality. Prefer the ARB extension */
3550 gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] = FALSE;
3552 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
3554 TRACE(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support.\n");
3555 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
3557 if (!gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC])
3559 TRACE(" IMPLIED: EXT_texture_compression_rgtc support (by ARB_texture_compression_rgtc).\n");
3560 gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC] = TRUE;
3562 if (!gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && gl_info->supported[EXT_TEXTURE_COMPRESSION_RGTC])
3564 TRACE(" IMPLIED: ARB_texture_compression_rgtc support (by EXT_texture_compression_rgtc).\n");
3565 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = TRUE;
3567 if (gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] && !gl_info->supported[ARB_TEXTURE_RG])
3569 TRACE("ARB_texture_rg not supported, disabling ARB_texture_compression_rgtc.\n");
3570 gl_info->supported[ARB_TEXTURE_COMPRESSION_RGTC] = FALSE;
3572 if (gl_info->supported[NV_TEXTURE_SHADER2])
3574 if (gl_info->supported[NV_REGISTER_COMBINERS])
3576 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
3577 * are supported. The nv extensions provide the same functionality as the
3578 * ATI one, and a bit more(signed pixelformats). */
3579 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
3582 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO])
3584 /* If we have full NP2 texture support, disable
3585 * GL_ARB_texture_rectangle because we will never use it.
3586 * This saves a few redundant glDisable calls. */
3587 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
3589 if (gl_info->supported[ATI_FRAGMENT_SHADER])
3591 /* Disable NV_register_combiners and fragment shader if this is supported.
3592 * generally the NV extensions are preferred over the ATI ones, and this
3593 * extension is disabled if register_combiners and texture_shader2 are both
3594 * supported. So we reach this place only if we have incomplete NV dxlevel 8
3595 * fragment processing support. */
3596 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
3597 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
3598 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
3599 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
3601 if (gl_info->supported[NV_HALF_FLOAT])
3603 /* GL_ARB_half_float_vertex is a subset of GL_NV_half_float. */
3604 gl_info->supported[ARB_HALF_FLOAT_VERTEX] = TRUE;
3606 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB] && !gl_info->supported[EXT_TEXTURE_SRGB_DECODE])
3608 /* Current wined3d sRGB infrastructure requires EXT_texture_sRGB_decode
3609 * for GL_ARB_framebuffer_sRGB support (without EXT_texture_sRGB_decode
3610 * we never render to sRGB surfaces). */
3611 TRACE("EXT_texture_sRGB_decode is not supported, disabling ARB_framebuffer_sRGB.\n");
3612 gl_info->supported[ARB_FRAMEBUFFER_SRGB] = FALSE;
3614 if (gl_info->supported[ARB_OCCLUSION_QUERY])
3616 GLint counter_bits;
3618 GL_EXTCALL(glGetQueryiv(GL_SAMPLES_PASSED, GL_QUERY_COUNTER_BITS, &counter_bits));
3619 TRACE("Occlusion query counter has %d bits.\n", counter_bits);
3620 if (!counter_bits)
3621 gl_info->supported[ARB_OCCLUSION_QUERY] = FALSE;
3623 if (gl_info->supported[ARB_TIMER_QUERY])
3625 GLint counter_bits;
3627 GL_EXTCALL(glGetQueryiv(GL_TIMESTAMP, GL_QUERY_COUNTER_BITS, &counter_bits));
3628 TRACE("Timestamp query counter has %d bits.\n", counter_bits);
3629 if (!counter_bits)
3630 gl_info->supported[ARB_TIMER_QUERY] = FALSE;
3632 if (gl_version >= MAKEDWORD_VERSION(3, 0))
3634 GLint counter_bits;
3636 gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = TRUE;
3638 GL_EXTCALL(glGetQueryiv(GL_PRIMITIVES_GENERATED, GL_QUERY_COUNTER_BITS, &counter_bits));
3639 TRACE("Primitives query counter has %d bits.\n", counter_bits);
3640 if (!counter_bits)
3641 gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = FALSE;
3643 GL_EXTCALL(glGetQueryiv(GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, GL_QUERY_COUNTER_BITS, &counter_bits));
3644 TRACE("Transform feedback primitives query counter has %d bits.\n", counter_bits);
3645 if (!counter_bits)
3646 gl_info->supported[WINED3D_GL_PRIMITIVE_QUERY] = FALSE;
3648 if (gl_info->supported[ARB_VIEWPORT_ARRAY])
3650 GLint subpixel_bits;
3652 gl_info->gl_ops.gl.p_glGetIntegerv(GL_VIEWPORT_SUBPIXEL_BITS, &subpixel_bits);
3653 TRACE("Viewport supports %d subpixel bits.\n", subpixel_bits);
3654 if (subpixel_bits < 8 && gl_info->supported[ARB_CLIP_CONTROL])
3656 TRACE("Disabling ARB_clip_control because viewport subpixel bits < 8.\n");
3657 gl_info->supported[ARB_CLIP_CONTROL] = FALSE;
3659 gl_info->limits.viewport_subpixel_bits = subpixel_bits;
3661 if (gl_info->supported[ARB_CLIP_CONTROL] && !gl_info->supported[ARB_VIEWPORT_ARRAY])
3663 /* When using ARB_clip_control we need the float viewport parameters
3664 * introduced by ARB_viewport_array to take care of the shifted pixel
3665 * coordinates. */
3666 TRACE("Disabling ARB_clip_control because ARB_viewport_array is not supported.\n");
3667 gl_info->supported[ARB_CLIP_CONTROL] = FALSE;
3669 if (gl_info->supported[ARB_STENCIL_TEXTURING] && !gl_info->supported[ARB_TEXTURE_SWIZZLE])
3671 /* The stencil value needs to be placed in the green channel. */
3672 TRACE("Disabling ARB_stencil_texturing because ARB_texture_swizzle is not supported.\n");
3673 gl_info->supported[ARB_STENCIL_TEXTURING] = FALSE;
3675 if (!gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] && gl_info->supported[EXT_TEXTURE_MIRROR_CLAMP])
3677 TRACE(" IMPLIED: ATI_texture_mirror_once support (by EXT_texture_mirror_clamp).\n");
3678 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE;
3680 if (!gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] && gl_info->supported[ATI_TEXTURE_MIRROR_ONCE])
3682 TRACE(" IMPLIED: ARB_texture_mirror_clamp_to_edge support (by ATI_texture_mirror_once).\n");
3683 gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] = TRUE;
3685 if (gl_info->supported[ARB_TEXTURE_STORAGE] && gl_info->supported[APPLE_YCBCR_422])
3687 /* AFAIK APPLE_ycbcr_422 is only available in legacy contexts so we shouldn't ever hit this. */
3688 ERR("Disabling APPLE_ycbcr_422 because of ARB_texture_storage.\n");
3689 gl_info->supported[APPLE_YCBCR_422] = FALSE;
3691 if (gl_info->supported[ARB_DRAW_INDIRECT] && !gl_info->supported[ARB_BASE_INSTANCE])
3693 /* If ARB_base_instance is not supported the baseInstance field
3694 * in indirect draw parameters must be 0 or behavior is undefined.
3696 WARN("Disabling ARB_draw_indirect because ARB_base_instance is not supported.\n");
3697 gl_info->supported[ARB_DRAW_INDIRECT] = FALSE;
3699 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE] && !wined3d_settings.multisample_textures)
3700 gl_info->supported[ARB_TEXTURE_MULTISAMPLE] = FALSE;
3701 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE] && !gl_info->supported[ARB_TEXTURE_STORAGE_MULTISAMPLE])
3703 WARN("Disabling ARB_texture_multisample because immutable storage is not supported.\n");
3704 gl_info->supported[ARB_TEXTURE_MULTISAMPLE] = FALSE;
3706 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] && !gl_info->supported[EXT_PACKED_DEPTH_STENCIL])
3708 TRACE(" IMPLIED: GL_EXT_packed_depth_stencil (by GL_ARB_framebuffer_object).\n");
3709 gl_info->supported[EXT_PACKED_DEPTH_STENCIL] = TRUE;
3712 wined3d_adapter_init_limits(gl_info);
3714 if (gl_info->supported[ARB_VERTEX_PROGRAM] && test_arb_vs_offset_limit(gl_info))
3715 gl_info->quirks |= WINED3D_QUIRK_ARB_VS_OFFSET_LIMIT;
3717 if (gl_info->supported[ARB_SHADING_LANGUAGE_100])
3719 const char *str = (const char *)gl_info->gl_ops.gl.p_glGetString(GL_SHADING_LANGUAGE_VERSION_ARB);
3720 unsigned int major, minor;
3722 TRACE("GLSL version string: %s.\n", debugstr_a(str));
3724 /* The format of the GLSL version string is "major.minor[.release] [vendor info]". */
3725 sscanf(str, "%u.%u", &major, &minor);
3726 gl_info->glsl_version = MAKEDWORD_VERSION(major, minor);
3727 if (gl_info->glsl_version > MAKEDWORD_VERSION(1, 30) && gl_version < MAKEDWORD_VERSION(3, 0))
3729 WARN("OpenGL version %u.%u too low, limiting GLSL version to 1.30.\n",
3730 gl_version >> 16, gl_version & 0xffff);
3731 gl_info->glsl_version = MAKEDWORD_VERSION(1, 30);
3733 if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30))
3734 gl_info->supported[WINED3D_GLSL_130] = TRUE;
3737 checkGLcall("extension detection");
3739 adapter->shader_backend = select_shader_backend(gl_info);
3740 adapter->vertex_pipe = select_vertex_implementation(gl_info, adapter->shader_backend);
3741 adapter->fragment_pipe = select_fragment_implementation(gl_info, adapter->shader_backend);
3743 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT])
3745 gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbuffer;
3746 gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbuffer;
3747 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffers;
3748 gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffers;
3749 gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorage;
3750 gl_info->fbo_ops.glRenderbufferStorageMultisample = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisample;
3751 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameteriv;
3752 gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebuffer;
3753 gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebuffer;
3754 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffers;
3755 gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffers;
3756 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatus;
3757 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1D;
3758 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2D;
3759 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3D;
3760 gl_info->fbo_ops.glFramebufferTextureLayer = gl_info->gl_ops.ext.p_glFramebufferTextureLayer;
3761 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbuffer;
3762 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
3763 = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameteriv;
3764 gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebuffer;
3765 gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmap;
3766 gl_info->fbo_ops.glFramebufferTexture = gl_info->gl_ops.ext.p_glFramebufferTexture;
3768 else
3770 if (gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
3772 gl_info->fbo_ops.glIsRenderbuffer = gl_info->gl_ops.ext.p_glIsRenderbufferEXT;
3773 gl_info->fbo_ops.glBindRenderbuffer = gl_info->gl_ops.ext.p_glBindRenderbufferEXT;
3774 gl_info->fbo_ops.glDeleteRenderbuffers = gl_info->gl_ops.ext.p_glDeleteRenderbuffersEXT;
3775 gl_info->fbo_ops.glGenRenderbuffers = gl_info->gl_ops.ext.p_glGenRenderbuffersEXT;
3776 gl_info->fbo_ops.glRenderbufferStorage = gl_info->gl_ops.ext.p_glRenderbufferStorageEXT;
3777 gl_info->fbo_ops.glGetRenderbufferParameteriv = gl_info->gl_ops.ext.p_glGetRenderbufferParameterivEXT;
3778 gl_info->fbo_ops.glIsFramebuffer = gl_info->gl_ops.ext.p_glIsFramebufferEXT;
3779 gl_info->fbo_ops.glBindFramebuffer = gl_info->gl_ops.ext.p_glBindFramebufferEXT;
3780 gl_info->fbo_ops.glDeleteFramebuffers = gl_info->gl_ops.ext.p_glDeleteFramebuffersEXT;
3781 gl_info->fbo_ops.glGenFramebuffers = gl_info->gl_ops.ext.p_glGenFramebuffersEXT;
3782 gl_info->fbo_ops.glCheckFramebufferStatus = gl_info->gl_ops.ext.p_glCheckFramebufferStatusEXT;
3783 gl_info->fbo_ops.glFramebufferTexture1D = gl_info->gl_ops.ext.p_glFramebufferTexture1DEXT;
3784 gl_info->fbo_ops.glFramebufferTexture2D = gl_info->gl_ops.ext.p_glFramebufferTexture2DEXT;
3785 gl_info->fbo_ops.glFramebufferTexture3D = gl_info->gl_ops.ext.p_glFramebufferTexture3DEXT;
3786 gl_info->fbo_ops.glFramebufferRenderbuffer = gl_info->gl_ops.ext.p_glFramebufferRenderbufferEXT;
3787 gl_info->fbo_ops.glGetFramebufferAttachmentParameteriv
3788 = gl_info->gl_ops.ext.p_glGetFramebufferAttachmentParameterivEXT;
3789 gl_info->fbo_ops.glGenerateMipmap = gl_info->gl_ops.ext.p_glGenerateMipmapEXT;
3791 else if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
3793 WARN_(d3d_perf)("Framebuffer objects not supported, falling back to backbuffer offscreen rendering mode.\n");
3794 wined3d_settings.offscreen_rendering_mode = ORM_BACKBUFFER;
3797 if (gl_info->supported[ARB_GEOMETRY_SHADER4])
3799 gl_info->fbo_ops.glFramebufferTexture = gl_info->gl_ops.ext.p_glFramebufferTextureARB;
3800 gl_info->fbo_ops.glFramebufferTextureLayer = gl_info->gl_ops.ext.p_glFramebufferTextureLayerARB;
3802 if (gl_info->supported[EXT_FRAMEBUFFER_BLIT])
3804 gl_info->fbo_ops.glBlitFramebuffer = gl_info->gl_ops.ext.p_glBlitFramebufferEXT;
3806 if (gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE])
3808 gl_info->fbo_ops.glRenderbufferStorageMultisample
3809 = gl_info->gl_ops.ext.p_glRenderbufferStorageMultisampleEXT;
3813 gl_info->wrap_lookup[WINED3D_TADDRESS_WRAP - WINED3D_TADDRESS_WRAP] = GL_REPEAT;
3814 gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR - WINED3D_TADDRESS_WRAP] =
3815 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
3816 gl_info->wrap_lookup[WINED3D_TADDRESS_CLAMP - WINED3D_TADDRESS_WRAP] = GL_CLAMP_TO_EDGE;
3817 gl_info->wrap_lookup[WINED3D_TADDRESS_BORDER - WINED3D_TADDRESS_WRAP] =
3818 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
3819 gl_info->wrap_lookup[WINED3D_TADDRESS_MIRROR_ONCE - WINED3D_TADDRESS_WRAP] =
3820 gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE] ? GL_MIRROR_CLAMP_TO_EDGE : GL_REPEAT;
3822 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
3824 GLuint vao;
3826 GL_EXTCALL(glGenVertexArrays(1, &vao));
3827 GL_EXTCALL(glBindVertexArray(vao));
3828 checkGLcall("creating VAO");
3831 gl_vendor = wined3d_guess_gl_vendor(gl_info, gl_vendor_str, gl_renderer_str, gl_version_str);
3832 TRACE("Guessed GL vendor %#x.\n", gl_vendor);
3834 if (!(caps_gl_ctx->gpu_description = query_gpu_description(gl_info, &caps_gl_ctx->vram_bytes)))
3836 enum wined3d_feature_level feature_level;
3837 struct fragment_caps fragment_caps;
3838 enum wined3d_pci_vendor vendor;
3839 enum wined3d_pci_device device;
3840 struct shader_caps shader_caps;
3842 adapter->shader_backend->shader_get_caps(adapter, &shader_caps);
3843 adapter->fragment_pipe->get_caps(adapter, &fragment_caps);
3844 feature_level = feature_level_from_caps(gl_info, &shader_caps, &fragment_caps);
3846 vendor = wined3d_guess_card_vendor(gl_vendor_str, gl_renderer_str);
3847 TRACE("Guessed vendor PCI ID 0x%04x.\n", vendor);
3849 device = wined3d_guess_card(feature_level, gl_renderer_str, &gl_vendor, &vendor);
3850 TRACE("Guessed device PCI ID 0x%04x.\n", device);
3852 if (!(caps_gl_ctx->gpu_description = wined3d_get_gpu_description(vendor, device)))
3854 ERR("Card %04x:%04x not found in driver DB.\n", vendor, device);
3855 return FALSE;
3858 fixup_extensions(gl_info, caps_gl_ctx, gl_renderer_str, gl_vendor);
3860 adapter->vram_bytes_used = 0;
3861 TRACE("Emulating 0x%s bytes of video ram.\n", wine_dbgstr_longlong(caps_gl_ctx->vram_bytes));
3863 if (gl_info->supported[EXT_MEMORY_OBJECT])
3865 GLint device_count = 0;
3867 gl_info->gl_ops.gl.p_glGetIntegerv(GL_NUM_DEVICE_UUIDS_EXT, &device_count);
3868 if (device_count > 0)
3870 if (device_count > 1)
3871 FIXME("A set of %d devices is not supported.\n", device_count);
3873 GL_EXTCALL(glGetUnsignedBytevEXT(GL_DRIVER_UUID_EXT, (GLubyte *)&adapter->driver_uuid));
3874 GL_EXTCALL(glGetUnsignedBytei_vEXT(GL_DEVICE_UUID_EXT, 0, (GLubyte *)&adapter->device_uuid));
3876 TRACE("Driver UUID: %s, device UUID %s.\n",
3877 debugstr_guid(&adapter->driver_uuid), debugstr_guid(&adapter->device_uuid));
3879 else
3881 WARN("Unexpected device count %d.\n", device_count);
3885 gl_ext_emul_mask = adapter->vertex_pipe->vp_get_emul_mask(gl_info)
3886 | adapter->fragment_pipe->get_emul_mask(gl_info);
3887 if (gl_ext_emul_mask & GL_EXT_EMUL_ARB_MULTITEXTURE)
3888 install_gl_compat_wrapper(gl_info, ARB_MULTITEXTURE);
3889 if (gl_ext_emul_mask & GL_EXT_EMUL_EXT_FOG_COORD)
3890 install_gl_compat_wrapper(gl_info, EXT_FOG_COORD);
3892 return TRUE;
3895 static void WINE_GLAPI invalid_func(const void *data)
3897 ERR("Invalid vertex attribute function called.\n");
3898 DebugBreak();
3901 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
3903 ERR("Invalid texcoord function called.\n");
3904 DebugBreak();
3907 static void WINE_GLAPI invalid_generic_attrib_func(GLuint idx, const void *data)
3909 ERR("Invalid attribute function called.\n");
3910 DebugBreak();
3913 /* Helper functions for providing vertex data to OpenGL. The arrays are
3914 * initialised based on the extension detection and are used in
3915 * draw_primitive_immediate_mode(). */
3916 static void WINE_GLAPI position_d3dcolor(const void *data)
3918 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
3919 DWORD pos = *((const DWORD *)data);
3921 FIXME("Add a test for fixed function position from d3dcolor type.\n");
3922 gl_info->gl_ops.gl.p_glVertex4s(D3DCOLOR_B_R(pos),
3923 D3DCOLOR_B_G(pos),
3924 D3DCOLOR_B_B(pos),
3925 D3DCOLOR_B_A(pos));
3928 static void WINE_GLAPI position_float4(const void *data)
3930 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
3931 const GLfloat *pos = data;
3933 if (pos[3] != 0.0f && pos[3] != 1.0f)
3935 float w = 1.0f / pos[3];
3937 gl_info->gl_ops.gl.p_glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3939 else
3941 gl_info->gl_ops.gl.p_glVertex3fv(pos);
3945 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
3947 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
3948 DWORD diffuseColor = *((const DWORD *)data);
3950 gl_info->gl_ops.gl.p_glColor4ub(D3DCOLOR_B_R(diffuseColor),
3951 D3DCOLOR_B_G(diffuseColor),
3952 D3DCOLOR_B_B(diffuseColor),
3953 D3DCOLOR_B_A(diffuseColor));
3956 static void WINE_GLAPI specular_d3dcolor(const void *data)
3958 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
3959 DWORD specularColor = *((const DWORD *)data);
3960 GLubyte d[] =
3962 D3DCOLOR_B_R(specularColor),
3963 D3DCOLOR_B_G(specularColor),
3964 D3DCOLOR_B_B(specularColor)
3967 gl_info->gl_ops.ext.p_glSecondaryColor3ubvEXT(d);
3970 static void WINE_GLAPI warn_no_specular_func(const void *data)
3972 WARN("GL_EXT_secondary_color not supported.\n");
3975 static void WINE_GLAPI generic_d3dcolor(GLuint idx, const void *data)
3977 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
3978 DWORD color = *((const DWORD *)data);
3980 gl_info->gl_ops.ext.p_glVertexAttrib4Nub(idx,
3981 D3DCOLOR_B_R(color), D3DCOLOR_B_G(color),
3982 D3DCOLOR_B_B(color), D3DCOLOR_B_A(color));
3985 static void WINE_GLAPI generic_short2n(GLuint idx, const void *data)
3987 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
3988 const GLshort s[] = {((const GLshort *)data)[0], ((const GLshort *)data)[1], 0, 1};
3990 gl_info->gl_ops.ext.p_glVertexAttrib4Nsv(idx, s);
3993 static void WINE_GLAPI generic_ushort2n(GLuint idx, const void *data)
3995 const GLushort s[] = {((const GLushort *)data)[0], ((const GLushort *)data)[1], 0, 1};
3996 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
3998 gl_info->gl_ops.ext.p_glVertexAttrib4Nusv(idx, s);
4001 static void WINE_GLAPI generic_float16_2(GLuint idx, const void *data)
4003 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
4004 float x = float_16_to_32(((const unsigned short *)data) + 0);
4005 float y = float_16_to_32(((const unsigned short *)data) + 1);
4007 gl_info->gl_ops.ext.p_glVertexAttrib2f(idx, x, y);
4010 static void WINE_GLAPI generic_float16_4(GLuint idx, const void *data)
4012 const struct wined3d_gl_info *gl_info = wined3d_context_gl_get_current()->gl_info;
4013 float x = float_16_to_32(((const unsigned short *)data) + 0);
4014 float y = float_16_to_32(((const unsigned short *)data) + 1);
4015 float z = float_16_to_32(((const unsigned short *)data) + 2);
4016 float w = float_16_to_32(((const unsigned short *)data) + 3);
4018 gl_info->gl_ops.ext.p_glVertexAttrib4f(idx, x, y, z, w);
4021 static void wined3d_adapter_init_ffp_attrib_ops(struct wined3d_adapter *adapter)
4023 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4024 struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
4025 struct wined3d_ffp_attrib_ops *ops = &d3d_info->ffp_attrib_ops;
4026 unsigned int i;
4028 for (i = 0; i < WINED3D_FFP_EMIT_COUNT; ++i)
4030 ops->position[i] = invalid_func;
4031 ops->diffuse[i] = invalid_func;
4032 ops->specular[i] = invalid_func;
4033 ops->normal[i] = invalid_func;
4034 ops->texcoord[i] = invalid_texcoord_func;
4035 ops->generic[i] = invalid_generic_attrib_func;
4038 ops->position[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex3fv;
4039 if (!d3d_info->xyzrhw)
4040 ops->position[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4041 else
4042 ops->position[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex4fv;
4043 ops->position[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4044 ops->position[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex2sv;
4046 ops->diffuse[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor3fv;
4047 ops->diffuse[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4fv;
4048 ops->diffuse[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4049 ops->diffuse[WINED3D_FFP_EMIT_UBYTE4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4ubv;
4050 ops->diffuse[WINED3D_FFP_EMIT_SHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4sv;
4051 ops->diffuse[WINED3D_FFP_EMIT_USHORT4N] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4usv;
4053 /* No 4 component entry points here. */
4054 if (gl_info->supported[EXT_SECONDARY_COLOR])
4055 ops->specular[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)GL_EXTCALL(glSecondaryColor3fvEXT);
4056 else
4057 ops->specular[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4058 if (gl_info->supported[EXT_SECONDARY_COLOR])
4059 ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4060 else
4061 ops->specular[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4063 /* Only 3 component entry points here. Test how others behave. Float4
4064 * normals are used by one of our tests, trying to pass it to the pixel
4065 * shader, which fails on Windows. */
4066 ops->normal[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
4067 /* Just ignore the 4th value. */
4068 ops->normal[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
4070 ops->texcoord[WINED3D_FFP_EMIT_FLOAT1] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord1fvARB;
4071 ops->texcoord[WINED3D_FFP_EMIT_FLOAT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2fvARB;
4072 ops->texcoord[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord3fvARB;
4073 ops->texcoord[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4fvARB;
4074 ops->texcoord[WINED3D_FFP_EMIT_SHORT2] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2svARB;
4075 ops->texcoord[WINED3D_FFP_EMIT_SHORT4] = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4svARB;
4076 if (gl_info->supported[NV_HALF_FLOAT])
4078 /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT. */
4079 ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_2] =
4080 (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2hvNV;
4081 ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_4] =
4082 (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4hvNV;
4085 ops->generic[WINED3D_FFP_EMIT_FLOAT1] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib1fv;
4086 ops->generic[WINED3D_FFP_EMIT_FLOAT2] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2fv;
4087 ops->generic[WINED3D_FFP_EMIT_FLOAT3] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib3fv;
4088 ops->generic[WINED3D_FFP_EMIT_FLOAT4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4fv;
4089 if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
4090 ops->generic[WINED3D_FFP_EMIT_D3DCOLOR] = generic_d3dcolor;
4091 else
4092 ops->generic[WINED3D_FFP_EMIT_D3DCOLOR] =
4093 (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nubv;
4094 ops->generic[WINED3D_FFP_EMIT_UBYTE4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4ubv;
4095 ops->generic[WINED3D_FFP_EMIT_SHORT2] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2sv;
4096 ops->generic[WINED3D_FFP_EMIT_SHORT4] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4sv;
4097 ops->generic[WINED3D_FFP_EMIT_UBYTE4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nubv;
4098 ops->generic[WINED3D_FFP_EMIT_SHORT2N] = generic_short2n;
4099 ops->generic[WINED3D_FFP_EMIT_SHORT4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nsv;
4100 ops->generic[WINED3D_FFP_EMIT_USHORT2N] = generic_ushort2n;
4101 ops->generic[WINED3D_FFP_EMIT_USHORT4N] = (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4Nusv;
4102 if (gl_info->supported[NV_HALF_FLOAT] && gl_info->supported[NV_VERTEX_PROGRAM])
4104 ops->generic[WINED3D_FFP_EMIT_FLOAT16_2] =
4105 (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib2hvNV;
4106 ops->generic[WINED3D_FFP_EMIT_FLOAT16_4] =
4107 (wined3d_generic_attrib_func)gl_info->gl_ops.ext.p_glVertexAttrib4hvNV;
4109 else
4111 ops->generic[WINED3D_FFP_EMIT_FLOAT16_2] = generic_float16_2;
4112 ops->generic[WINED3D_FFP_EMIT_FLOAT16_4] = generic_float16_4;
4116 static void wined3d_adapter_init_fb_cfgs(struct wined3d_adapter_gl *adapter_gl, HDC dc)
4118 const struct wined3d_gl_info *gl_info = &adapter_gl->a.gl_info;
4119 int i;
4121 if (gl_info->supported[WGL_ARB_PIXEL_FORMAT])
4123 UINT attrib_count = 0;
4124 GLint cfg_count;
4125 int attribs[12];
4126 int values[12];
4127 int attribute;
4129 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4130 GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, 0, 0, 1, &attribute, &cfg_count));
4132 adapter_gl->pixel_formats = heap_calloc(cfg_count, sizeof(*adapter_gl->pixel_formats));
4133 attribs[attrib_count++] = WGL_RED_BITS_ARB;
4134 attribs[attrib_count++] = WGL_GREEN_BITS_ARB;
4135 attribs[attrib_count++] = WGL_BLUE_BITS_ARB;
4136 attribs[attrib_count++] = WGL_ALPHA_BITS_ARB;
4137 attribs[attrib_count++] = WGL_COLOR_BITS_ARB;
4138 attribs[attrib_count++] = WGL_DEPTH_BITS_ARB;
4139 attribs[attrib_count++] = WGL_STENCIL_BITS_ARB;
4140 attribs[attrib_count++] = WGL_DRAW_TO_WINDOW_ARB;
4141 attribs[attrib_count++] = WGL_PIXEL_TYPE_ARB;
4142 attribs[attrib_count++] = WGL_DOUBLE_BUFFER_ARB;
4143 attribs[attrib_count++] = WGL_AUX_BUFFERS_ARB;
4144 attribs[attrib_count++] = WGL_SWAP_METHOD_ARB;
4146 for (i = 0, adapter_gl->pixel_format_count = 0; i < cfg_count; ++i)
4148 struct wined3d_pixel_format *cfg = &adapter_gl->pixel_formats[adapter_gl->pixel_format_count];
4149 int format_id = i + 1;
4151 if (!GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, attrib_count, attribs, values)))
4152 continue;
4154 cfg->iPixelFormat = format_id;
4155 cfg->redSize = values[0];
4156 cfg->greenSize = values[1];
4157 cfg->blueSize = values[2];
4158 cfg->alphaSize = values[3];
4159 cfg->colorSize = values[4];
4160 cfg->depthSize = values[5];
4161 cfg->stencilSize = values[6];
4162 cfg->windowDrawable = values[7];
4163 cfg->iPixelType = values[8];
4164 cfg->doubleBuffer = values[9];
4165 cfg->auxBuffers = values[10];
4166 cfg->swap_method = values[11];
4168 cfg->numSamples = 0;
4169 /* Check multisample support. */
4170 if (gl_info->supported[ARB_MULTISAMPLE])
4172 int attribs[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4173 int values[2];
4175 if (GL_EXTCALL(wglGetPixelFormatAttribivARB(dc, format_id, 0, 2, attribs, values)))
4177 /* values[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether
4178 * multisampling is supported. values[1] = number of
4179 * multisample buffers. */
4180 if (values[0])
4181 cfg->numSamples = values[1];
4185 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
4186 "depth=%d, stencil=%d, samples=%d, windowDrawable=%d\n",
4187 cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
4188 cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
4189 cfg->depthSize, cfg->stencilSize, cfg->numSamples, cfg->windowDrawable);
4191 ++adapter_gl->pixel_format_count;
4194 else
4196 int cfg_count;
4198 cfg_count = DescribePixelFormat(dc, 0, 0, 0);
4199 adapter_gl->pixel_formats = heap_calloc(cfg_count, sizeof(*adapter_gl->pixel_formats));
4201 for (i = 0, adapter_gl->pixel_format_count = 0; i < cfg_count; ++i)
4203 struct wined3d_pixel_format *cfg = &adapter_gl->pixel_formats[adapter_gl->pixel_format_count];
4204 PIXELFORMATDESCRIPTOR pfd;
4205 int format_id = i + 1;
4207 if (!DescribePixelFormat(dc, format_id, sizeof(pfd), &pfd))
4208 continue;
4210 /* We only want HW acceleration using an OpenGL ICD driver.
4211 * PFD_GENERIC_FORMAT = slow OpenGL 1.1 GDI software rendering.
4212 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD
4213 * driver (e.g. 3dfx minigl). */
4214 if (pfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4216 TRACE("Skipping format %d because it isn't ICD accelerated.\n", format_id);
4217 continue;
4220 cfg->iPixelFormat = format_id;
4221 cfg->redSize = pfd.cRedBits;
4222 cfg->greenSize = pfd.cGreenBits;
4223 cfg->blueSize = pfd.cBlueBits;
4224 cfg->alphaSize = pfd.cAlphaBits;
4225 cfg->colorSize = pfd.cColorBits;
4226 cfg->depthSize = pfd.cDepthBits;
4227 cfg->stencilSize = pfd.cStencilBits;
4228 cfg->windowDrawable = (pfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4229 cfg->iPixelType = (pfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4230 cfg->doubleBuffer = (pfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4231 cfg->auxBuffers = pfd.cAuxBuffers;
4232 cfg->swap_method = WGL_SWAP_UNDEFINED_ARB;
4233 cfg->numSamples = 0;
4235 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, "
4236 "depth=%d, stencil=%d, windowDrawable=%d\n",
4237 cfg->iPixelFormat, cfg->iPixelType, cfg->doubleBuffer,
4238 cfg->redSize, cfg->greenSize, cfg->blueSize, cfg->alphaSize,
4239 cfg->depthSize, cfg->stencilSize, cfg->windowDrawable);
4241 ++adapter_gl->pixel_format_count;
4246 static void adapter_gl_destroy(struct wined3d_adapter *adapter)
4248 struct wined3d_adapter_gl *adapter_gl = wined3d_adapter_gl(adapter);
4250 heap_free(adapter_gl->pixel_formats);
4251 wined3d_adapter_cleanup(adapter);
4252 heap_free(adapter_gl);
4255 static HRESULT adapter_gl_create_device(struct wined3d *wined3d, const struct wined3d_adapter *adapter,
4256 enum wined3d_device_type device_type, HWND focus_window, unsigned int flags, BYTE surface_alignment,
4257 const enum wined3d_feature_level *levels, unsigned int level_count,
4258 struct wined3d_device_parent *device_parent, struct wined3d_device **device)
4260 struct wined3d_device_gl *device_gl;
4261 HRESULT hr;
4263 if (!(device_gl = heap_alloc_zero(sizeof(*device_gl))))
4264 return E_OUTOFMEMORY;
4266 device_gl->current_fence_id = 1;
4268 if (FAILED(hr = wined3d_device_init(&device_gl->d, wined3d, adapter->ordinal, device_type, focus_window,
4269 flags, surface_alignment, levels, level_count, adapter->gl_info.supported, device_parent)))
4271 WARN("Failed to initialize device, hr %#x.\n", hr);
4272 heap_free(device_gl);
4273 return hr;
4276 wined3d_lock_init(&device_gl->allocator_cs, "wined3d_device_gl.allocator_cs");
4278 *device = &device_gl->d;
4279 return WINED3D_OK;
4282 static void adapter_gl_destroy_device(struct wined3d_device *device)
4284 struct wined3d_device_gl *device_gl = wined3d_device_gl(device);
4286 wined3d_device_cleanup(&device_gl->d);
4287 wined3d_lock_cleanup(&device_gl->allocator_cs);
4289 heap_free(device_gl->retired_blocks);
4290 heap_free(device_gl);
4293 static struct wined3d_context *adapter_gl_acquire_context(struct wined3d_device *device,
4294 struct wined3d_texture *texture, unsigned int sub_resource_idx)
4296 return wined3d_context_gl_acquire(device, texture, sub_resource_idx);
4299 static void adapter_gl_release_context(struct wined3d_context *context)
4301 return wined3d_context_gl_release(wined3d_context_gl(context));
4304 static void adapter_gl_get_wined3d_caps(const struct wined3d_adapter *adapter, struct wined3d_caps *caps)
4306 const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
4307 const struct wined3d_gl_info *gl_info = &adapter->gl_info;
4309 caps->ddraw_caps.dds_caps |= WINEDDSCAPS_BACKBUFFER
4310 | WINEDDSCAPS_COMPLEX
4311 | WINEDDSCAPS_FRONTBUFFER
4312 | WINEDDSCAPS_3DDEVICE
4313 | WINEDDSCAPS_VIDEOMEMORY
4314 | WINEDDSCAPS_OWNDC
4315 | WINEDDSCAPS_LOCALVIDMEM
4316 | WINEDDSCAPS_NONLOCALVIDMEM;
4318 caps->ddraw_caps.caps |= WINEDDCAPS_3D;
4320 if (gl_info->supported[ARB_FRAMEBUFFER_OBJECT] || gl_info->supported[EXT_FRAMEBUFFER_OBJECT])
4321 caps->Caps2 |= WINED3DCAPS2_CANGENMIPMAP;
4323 if (gl_info->supported[WINED3D_GL_BLEND_EQUATION])
4324 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_BLENDOP;
4325 if (gl_info->supported[EXT_BLEND_EQUATION_SEPARATE] && gl_info->supported[EXT_BLEND_FUNC_SEPARATE])
4326 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
4327 if (gl_info->supported[EXT_DRAW_BUFFERS2])
4328 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS;
4329 if (gl_info->supported[ARB_FRAMEBUFFER_SRGB])
4330 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_POSTBLENDSRGBCONVERT;
4331 if (~gl_info->quirks & WINED3D_QUIRK_NO_INDEPENDENT_BIT_DEPTHS)
4332 caps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS;
4334 if (gl_info->supported[ARB_SAMPLER_OBJECTS] || gl_info->supported[EXT_TEXTURE_LOD_BIAS])
4335 caps->RasterCaps |= WINED3DPRASTERCAPS_MIPMAPLODBIAS;
4337 if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
4339 caps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY;
4341 caps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC
4342 | WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4345 if (gl_info->supported[ARB_BLEND_FUNC_EXTENDED])
4346 caps->DestBlendCaps |= WINED3DPBLENDCAPS_SRCALPHASAT;
4348 if (gl_info->supported[EXT_BLEND_COLOR])
4350 caps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4351 caps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
4354 if (gl_info->supported[EXT_TEXTURE3D])
4356 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP
4357 | WINED3DPTEXTURECAPS_MIPVOLUMEMAP;
4358 if (!d3d_info->texture_npot)
4359 caps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
4361 caps->VolumeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFLINEAR
4362 | WINED3DPTFILTERCAPS_MAGFPOINT
4363 | WINED3DPTFILTERCAPS_MINFLINEAR
4364 | WINED3DPTFILTERCAPS_MINFPOINT
4365 | WINED3DPTFILTERCAPS_MIPFLINEAR
4366 | WINED3DPTFILTERCAPS_MIPFPOINT
4367 | WINED3DPTFILTERCAPS_LINEAR
4368 | WINED3DPTFILTERCAPS_LINEARMIPLINEAR
4369 | WINED3DPTFILTERCAPS_LINEARMIPNEAREST
4370 | WINED3DPTFILTERCAPS_MIPLINEAR
4371 | WINED3DPTFILTERCAPS_MIPNEAREST
4372 | WINED3DPTFILTERCAPS_NEAREST;
4374 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_INDEPENDENTUV
4375 | WINED3DPTADDRESSCAPS_CLAMP
4376 | WINED3DPTADDRESSCAPS_WRAP;
4378 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4380 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4382 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4384 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4386 if (gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE])
4388 caps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4391 caps->MaxVolumeExtent = gl_info->limits.texture3d_size;
4394 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP])
4396 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP
4397 | WINED3DPTEXTURECAPS_MIPCUBEMAP;
4398 if (!d3d_info->texture_npot)
4399 caps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP_POW2;
4401 caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFLINEAR
4402 | WINED3DPTFILTERCAPS_MAGFPOINT
4403 | WINED3DPTFILTERCAPS_MINFLINEAR
4404 | WINED3DPTFILTERCAPS_MINFPOINT
4405 | WINED3DPTFILTERCAPS_MIPFLINEAR
4406 | WINED3DPTFILTERCAPS_MIPFPOINT
4407 | WINED3DPTFILTERCAPS_LINEAR
4408 | WINED3DPTFILTERCAPS_LINEARMIPLINEAR
4409 | WINED3DPTFILTERCAPS_LINEARMIPNEAREST
4410 | WINED3DPTFILTERCAPS_MIPLINEAR
4411 | WINED3DPTFILTERCAPS_MIPNEAREST
4412 | WINED3DPTFILTERCAPS_NEAREST;
4414 if (gl_info->supported[ARB_TEXTURE_FILTER_ANISOTROPIC])
4416 caps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC
4417 | WINED3DPTFILTERCAPS_MINFANISOTROPIC;
4421 if (gl_info->supported[ARB_TEXTURE_BORDER_CLAMP])
4423 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
4425 if (gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT])
4427 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
4429 if (gl_info->supported[ARB_TEXTURE_MIRROR_CLAMP_TO_EDGE])
4431 caps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
4434 if (gl_info->supported[EXT_STENCIL_WRAP])
4436 caps->StencilCaps |= WINED3DSTENCILCAPS_DECR
4437 | WINED3DSTENCILCAPS_INCR;
4440 if (gl_info->supported[WINED3D_GL_VERSION_2_0]
4441 || gl_info->supported[EXT_STENCIL_TWO_SIDE]
4442 || gl_info->supported[ATI_SEPARATE_STENCIL])
4444 caps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
4447 caps->MaxAnisotropy = gl_info->limits.anisotropy;
4449 if (caps->VertexShaderVersion >= 3)
4451 caps->MaxVertexShader30InstructionSlots
4452 = max(caps->MaxVertexShader30InstructionSlots, gl_info->limits.arb_vs_instructions);
4454 if (caps->VertexShaderVersion >= 2)
4456 caps->VS20Caps.temp_count = max(caps->VS20Caps.temp_count, gl_info->limits.arb_vs_temps);
4458 if (gl_info->supported[ARB_HALF_FLOAT_VERTEX])
4459 caps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 | WINED3DDTCAPS_FLOAT16_4;
4462 if (caps->PixelShaderVersion >= 3)
4464 caps->MaxPixelShader30InstructionSlots
4465 = max(caps->MaxPixelShader30InstructionSlots, gl_info->limits.arb_ps_instructions);
4467 if (caps->PixelShaderVersion >= 2)
4469 caps->PS20Caps.temp_count = max(caps->PS20Caps.temp_count, gl_info->limits.arb_ps_temps);
4473 static BOOL wined3d_check_pixel_format_color(const struct wined3d_pixel_format *cfg,
4474 const struct wined3d_format *format)
4476 /* Float formats need FBOs. If FBOs are used this function isn't called */
4477 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
4478 return FALSE;
4480 /* Probably a RGBA_float or color index mode. */
4481 if (cfg->iPixelType != WGL_TYPE_RGBA_ARB)
4482 return FALSE;
4484 if (cfg->redSize < format->red_size
4485 || cfg->greenSize < format->green_size
4486 || cfg->blueSize < format->blue_size
4487 || cfg->alphaSize < format->alpha_size)
4488 return FALSE;
4490 return TRUE;
4493 static BOOL wined3d_check_pixel_format_depth(const struct wined3d_pixel_format *cfg,
4494 const struct wined3d_format *format)
4496 BOOL lockable = FALSE;
4498 /* Float formats need FBOs. If FBOs are used this function isn't called */
4499 if (format->flags[WINED3D_GL_RES_TYPE_TEX_2D] & WINED3DFMT_FLAG_FLOAT)
4500 return FALSE;
4502 if ((format->id == WINED3DFMT_D16_LOCKABLE) || (format->id == WINED3DFMT_D32_FLOAT))
4503 lockable = TRUE;
4505 /* On some modern cards like the Geforce8/9, GLX doesn't offer some
4506 * depth/stencil formats which D3D9 reports. We can safely report
4507 * "compatible" formats (e.g. D24 can be used for D16) as long as we
4508 * aren't dealing with a lockable format. This also helps D3D <= 7 as they
4509 * expect D16 which isn't offered without this on Geforce8 cards. */
4510 if (!(cfg->depthSize == format->depth_size || (!lockable && cfg->depthSize > format->depth_size)))
4511 return FALSE;
4513 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also
4514 * need a format without stencil. We can allow a mismatch if the format
4515 * doesn't have any stencil bits. If it does have stencil bits the size
4516 * must match, or stencil wrapping would break. */
4517 if (format->stencil_size && cfg->stencilSize != format->stencil_size)
4518 return FALSE;
4520 return TRUE;
4523 static BOOL adapter_gl_check_format(const struct wined3d_adapter *adapter,
4524 const struct wined3d_format *adapter_format, const struct wined3d_format *rt_format,
4525 const struct wined3d_format *ds_format)
4527 const struct wined3d_adapter_gl *adapter_gl = wined3d_adapter_gl_const(adapter);
4528 unsigned int i;
4530 if (wined3d_settings.offscreen_rendering_mode != ORM_BACKBUFFER)
4531 return TRUE;
4533 if (adapter_format && rt_format)
4535 /* In backbuffer mode the front and backbuffer share the same WGL
4536 * pixelformat. The format must match in RGB, alpha is allowed to be
4537 * different. (Only the backbuffer can have alpha.) */
4538 if (adapter_format->red_size != rt_format->red_size
4539 || adapter_format->green_size != rt_format->green_size
4540 || adapter_format->blue_size != rt_format->blue_size)
4542 TRACE("Render target format %s doesn't match with adapter format %s.\n",
4543 debug_d3dformat(rt_format->id), debug_d3dformat(adapter_format->id));
4544 return FALSE;
4548 for (i = 0; i < adapter_gl->pixel_format_count; ++i)
4550 const struct wined3d_pixel_format *cfg = &adapter_gl->pixel_formats[i];
4552 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
4553 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
4554 if (adapter_format && rt_format && !cfg->windowDrawable)
4555 continue;
4557 if ((!adapter_format || wined3d_check_pixel_format_color(cfg, adapter_format))
4558 && (!rt_format || wined3d_check_pixel_format_color(cfg, rt_format))
4559 && (!ds_format || wined3d_check_pixel_format_depth(cfg, ds_format)))
4561 TRACE("Pixel format %d is compatible.\n", cfg->iPixelFormat);
4562 return TRUE;
4566 return FALSE;
4569 static HRESULT adapter_gl_init_3d(struct wined3d_device *device)
4571 TRACE("device %p.\n", device);
4573 wined3d_cs_init_object(device->cs, wined3d_device_gl_create_primary_opengl_context_cs, wined3d_device_gl(device));
4574 wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
4575 if (!wined3d_swapchain_gl(device->swapchains[0])->context_count)
4576 return E_FAIL;
4578 return WINED3D_OK;
4581 static void adapter_gl_uninit_3d(struct wined3d_device *device)
4583 TRACE("device %p.\n", device);
4585 wined3d_device_destroy_default_samplers(device);
4586 wined3d_cs_destroy_object(device->cs, wined3d_device_gl_delete_opengl_contexts_cs, wined3d_device_gl(device));
4587 wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
4590 static void *adapter_gl_map_bo_address(struct wined3d_context *context,
4591 const struct wined3d_bo_address *data, size_t size, uint32_t map_flags)
4593 return wined3d_context_gl_map_bo_address(wined3d_context_gl(context), data, size, map_flags);
4596 static void adapter_gl_unmap_bo_address(struct wined3d_context *context,
4597 const struct wined3d_bo_address *data, unsigned int range_count, const struct wined3d_range *ranges)
4599 wined3d_context_gl_unmap_bo_address(wined3d_context_gl(context), data, range_count, ranges);
4602 static void adapter_gl_copy_bo_address(struct wined3d_context *context,
4603 const struct wined3d_bo_address *dst, const struct wined3d_bo_address *src,
4604 unsigned int range_count, const struct wined3d_range *ranges)
4606 wined3d_context_gl_copy_bo_address(wined3d_context_gl(context), dst, src, range_count, ranges);
4609 static void adapter_gl_flush_bo_address(struct wined3d_context *context,
4610 const struct wined3d_const_bo_address *data, size_t size)
4612 wined3d_context_gl_flush_bo_address(wined3d_context_gl(context), data, size);
4615 static bool adapter_gl_alloc_bo(struct wined3d_device *device, struct wined3d_resource *resource,
4616 unsigned int sub_resource_idx, struct wined3d_bo_address *addr)
4618 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
4619 struct wined3d_device_gl *device_gl = wined3d_device_gl(device);
4620 struct wined3d_bo_gl *bo_gl;
4621 GLenum binding, usage;
4622 bool coherent = true;
4623 GLbitfield flags;
4624 GLsizeiptr size;
4626 wined3d_not_from_cs(device->cs);
4627 assert(device->context_count);
4629 if (resource->type == WINED3D_RTYPE_BUFFER)
4631 size = resource->size;
4632 binding = wined3d_buffer_gl_binding_from_bind_flags(gl_info, resource->bind_flags);
4633 usage = GL_STATIC_DRAW;
4634 flags = wined3d_resource_gl_storage_flags(resource);
4635 if (resource->usage & WINED3DUSAGE_DYNAMIC)
4637 usage = GL_STREAM_DRAW;
4638 coherent = false;
4641 else
4643 struct wined3d_texture *texture = texture_from_resource(resource);
4645 size = texture->sub_resources[sub_resource_idx].size;
4646 binding = GL_PIXEL_UNPACK_BUFFER;
4647 usage = GL_STREAM_DRAW;
4648 flags = GL_MAP_READ_BIT | GL_MAP_WRITE_BIT | GL_CLIENT_STORAGE_BIT;
4651 if (!(bo_gl = heap_alloc(sizeof(*bo_gl))))
4652 return false;
4654 if (!(wined3d_device_gl_create_bo(device_gl, NULL, size, binding, usage, coherent, flags, bo_gl)))
4656 WARN("Failed to create OpenGL buffer.\n");
4657 heap_free(bo_gl);
4658 return false;
4661 if (bo_gl->memory)
4663 struct wined3d_allocator_chunk_gl *chunk = wined3d_allocator_chunk_gl(bo_gl->memory->chunk);
4665 wined3d_allocator_chunk_gl_lock(chunk);
4667 if ((bo_gl->b.map_ptr = chunk->c.map_ptr))
4668 ++chunk->c.map_count;
4670 wined3d_allocator_chunk_gl_unlock(chunk);
4673 addr->buffer_object = &bo_gl->b;
4674 addr->addr = NULL;
4676 if (!bo_gl->b.map_ptr)
4678 WARN_(d3d_perf)("BO %p (chunk %p) is not persistently mapped.\n",
4679 bo_gl, bo_gl->memory ? bo_gl->memory->chunk : NULL);
4680 wined3d_cs_map_bo_address(device->cs, addr, resource->size, WINED3D_MAP_WRITE | WINED3D_MAP_DISCARD);
4683 return true;
4686 static void adapter_gl_destroy_bo(struct wined3d_context *context, struct wined3d_bo *bo)
4688 wined3d_context_gl_destroy_bo(wined3d_context_gl(context), wined3d_bo_gl(bo));
4691 static HRESULT adapter_gl_create_swapchain(struct wined3d_device *device,
4692 struct wined3d_swapchain_desc *desc, struct wined3d_swapchain_state_parent *state_parent,
4693 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_swapchain **swapchain)
4695 struct wined3d_swapchain_gl *swapchain_gl;
4696 HRESULT hr;
4698 TRACE("device %p, desc %p, state_parent %p, parent %p, parent_ops %p, swapchain %p.\n",
4699 device, desc, state_parent, parent, parent_ops, swapchain);
4701 if (!(swapchain_gl = heap_alloc_zero(sizeof(*swapchain_gl))))
4702 return E_OUTOFMEMORY;
4704 if (FAILED(hr = wined3d_swapchain_gl_init(swapchain_gl, device, desc, state_parent, parent, parent_ops)))
4706 WARN("Failed to initialise swapchain, hr %#x.\n", hr);
4707 heap_free(swapchain_gl);
4708 return hr;
4711 TRACE("Created swapchain %p.\n", swapchain_gl);
4712 *swapchain = &swapchain_gl->s;
4714 return hr;
4717 static void adapter_gl_destroy_swapchain(struct wined3d_swapchain *swapchain)
4719 struct wined3d_swapchain_gl *swapchain_gl = wined3d_swapchain_gl(swapchain);
4721 wined3d_swapchain_gl_cleanup(swapchain_gl);
4722 heap_free(swapchain_gl);
4725 static HRESULT adapter_gl_create_buffer(struct wined3d_device *device,
4726 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
4727 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
4729 struct wined3d_buffer_gl *buffer_gl;
4730 HRESULT hr;
4732 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
4733 device, desc, data, parent, parent_ops, buffer);
4735 if (!(buffer_gl = heap_alloc_zero(sizeof(*buffer_gl))))
4736 return E_OUTOFMEMORY;
4738 if (FAILED(hr = wined3d_buffer_gl_init(buffer_gl, device, desc, data, parent, parent_ops)))
4740 WARN("Failed to initialise buffer, hr %#x.\n", hr);
4741 heap_free(buffer_gl);
4742 return hr;
4745 TRACE("Created buffer %p.\n", buffer_gl);
4746 *buffer = &buffer_gl->b;
4748 return hr;
4751 static void adapter_gl_destroy_buffer(struct wined3d_buffer *buffer)
4753 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer);
4754 struct wined3d_device *device = buffer_gl->b.resource.device;
4755 unsigned int swapchain_count = device->swapchain_count;
4757 TRACE("buffer_gl %p.\n", buffer_gl);
4759 /* Take a reference to the device, in case releasing the buffer would
4760 * cause the device to be destroyed. However, swapchain resources don't
4761 * take a reference to the device, and we wouldn't want to increment the
4762 * refcount on a device that's in the process of being destroyed. */
4763 if (swapchain_count)
4764 wined3d_device_incref(device);
4765 wined3d_buffer_cleanup(&buffer_gl->b);
4766 wined3d_cs_destroy_object(device->cs, heap_free, buffer_gl);
4767 if (swapchain_count)
4768 wined3d_device_decref(device);
4771 static HRESULT adapter_gl_create_texture(struct wined3d_device *device,
4772 const struct wined3d_resource_desc *desc, unsigned int layer_count, unsigned int level_count,
4773 uint32_t flags, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_texture **texture)
4775 struct wined3d_texture_gl *texture_gl;
4776 HRESULT hr;
4778 TRACE("device %p, desc %p, layer_count %u, level_count %u, flags %#x, parent %p, parent_ops %p, texture %p.\n",
4779 device, desc, layer_count, level_count, flags, parent, parent_ops, texture);
4781 if (!(texture_gl = wined3d_texture_allocate_object_memory(sizeof(*texture_gl), level_count, layer_count)))
4782 return E_OUTOFMEMORY;
4784 if (FAILED(hr = wined3d_texture_gl_init(texture_gl, device, desc,
4785 layer_count, level_count, flags, parent, parent_ops)))
4787 WARN("Failed to initialise texture, hr %#x.\n", hr);
4788 heap_free(texture_gl);
4789 return hr;
4792 TRACE("Created texture %p.\n", texture_gl);
4793 *texture = &texture_gl->t;
4795 return hr;
4798 static void adapter_gl_destroy_texture(struct wined3d_texture *texture)
4800 struct wined3d_texture_gl *texture_gl = wined3d_texture_gl(texture);
4801 struct wined3d_device *device = texture_gl->t.resource.device;
4802 unsigned int swapchain_count = device->swapchain_count;
4804 TRACE("texture_gl %p.\n", texture_gl);
4806 /* Take a reference to the device, in case releasing the texture would
4807 * cause the device to be destroyed. However, swapchain resources don't
4808 * take a reference to the device, and we wouldn't want to increment the
4809 * refcount on a device that's in the process of being destroyed. */
4810 if (swapchain_count)
4811 wined3d_device_incref(device);
4813 wined3d_texture_sub_resources_destroyed(texture);
4814 texture->resource.parent_ops->wined3d_object_destroyed(texture->resource.parent);
4816 wined3d_texture_cleanup(&texture_gl->t);
4817 wined3d_cs_destroy_object(device->cs, heap_free, texture_gl);
4819 if (swapchain_count)
4820 wined3d_device_decref(device);
4823 static HRESULT adapter_gl_create_rendertarget_view(const struct wined3d_view_desc *desc,
4824 struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
4825 struct wined3d_rendertarget_view **view)
4827 struct wined3d_rendertarget_view_gl *view_gl;
4828 HRESULT hr;
4830 TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n",
4831 wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view);
4833 if (!(view_gl = heap_alloc_zero(sizeof(*view_gl))))
4834 return E_OUTOFMEMORY;
4836 if (FAILED(hr = wined3d_rendertarget_view_gl_init(view_gl, desc, resource, parent, parent_ops)))
4838 WARN("Failed to initialise view, hr %#x.\n", hr);
4839 heap_free(view_gl);
4840 return hr;
4843 TRACE("Created render target view %p.\n", view_gl);
4844 *view = &view_gl->v;
4846 return hr;
4849 struct wined3d_view_gl_destroy_ctx
4851 struct wined3d_device *device;
4852 const struct wined3d_gl_view *gl_view;
4853 struct wined3d_bo_user *bo_user;
4854 struct wined3d_bo_gl *counter_bo;
4855 void *object;
4856 struct wined3d_view_gl_destroy_ctx *free;
4859 static void wined3d_view_gl_destroy_object(void *object)
4861 struct wined3d_view_gl_destroy_ctx *ctx = object;
4862 const struct wined3d_gl_info *gl_info;
4863 struct wined3d_context *context;
4864 struct wined3d_device *device;
4865 GLuint counter_id;
4867 TRACE("ctx %p.\n", ctx);
4869 device = ctx->device;
4871 counter_id = ctx->counter_bo ? ctx->counter_bo->id : 0;
4872 if (ctx->gl_view->name || counter_id)
4874 context = context_acquire(device, NULL, 0);
4875 gl_info = wined3d_context_gl(context)->gl_info;
4876 if (ctx->gl_view->name)
4878 context_gl_resource_released(device, ctx->gl_view->name, FALSE);
4879 gl_info->gl_ops.gl.p_glDeleteTextures(1, &ctx->gl_view->name);
4881 if (counter_id)
4882 wined3d_context_gl_destroy_bo(wined3d_context_gl(context), ctx->counter_bo);
4883 checkGLcall("delete resources");
4884 context_release(context);
4886 if (ctx->bo_user)
4887 list_remove(&ctx->bo_user->entry);
4889 heap_free(ctx->object);
4890 heap_free(ctx->free);
4893 static void wined3d_view_gl_destroy(struct wined3d_device *device, const struct wined3d_gl_view *gl_view,
4894 struct wined3d_bo_user *bo_user, struct wined3d_bo_gl *counter_bo, void *object)
4896 struct wined3d_view_gl_destroy_ctx *ctx, c;
4898 if (!(ctx = heap_alloc(sizeof(*ctx))))
4899 ctx = &c;
4900 ctx->device = device;
4901 ctx->gl_view = gl_view;
4902 ctx->bo_user = bo_user;
4903 ctx->counter_bo = counter_bo;
4904 ctx->object = object;
4905 ctx->free = ctx != &c ? ctx : NULL;
4907 wined3d_cs_destroy_object(device->cs, wined3d_view_gl_destroy_object, ctx);
4908 if (ctx == &c)
4909 wined3d_cs_finish(device->cs, WINED3D_CS_QUEUE_DEFAULT);
4912 static void adapter_gl_destroy_rendertarget_view(struct wined3d_rendertarget_view *view)
4914 struct wined3d_rendertarget_view_gl *view_gl = wined3d_rendertarget_view_gl(view);
4915 struct wined3d_resource *resource = view_gl->v.resource;
4917 TRACE("view_gl %p.\n", view_gl);
4919 /* Take a reference to the resource, in case releasing the resource
4920 * would cause the device to be destroyed. */
4921 wined3d_resource_incref(resource);
4922 wined3d_rendertarget_view_cleanup(&view_gl->v);
4923 wined3d_view_gl_destroy(resource->device, &view_gl->gl_view, NULL, NULL, view_gl);
4924 wined3d_resource_decref(resource);
4927 static HRESULT adapter_gl_create_shader_resource_view(const struct wined3d_view_desc *desc,
4928 struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
4929 struct wined3d_shader_resource_view **view)
4931 struct wined3d_shader_resource_view_gl *view_gl;
4932 HRESULT hr;
4934 TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n",
4935 wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view);
4937 if (!(view_gl = heap_alloc_zero(sizeof(*view_gl))))
4938 return E_OUTOFMEMORY;
4940 if (FAILED(hr = wined3d_shader_resource_view_gl_init(view_gl, desc, resource, parent, parent_ops)))
4942 WARN("Failed to initialise view, hr %#x.\n", hr);
4943 heap_free(view_gl);
4944 return hr;
4947 TRACE("Created shader resource view %p.\n", view_gl);
4948 *view = &view_gl->v;
4950 return hr;
4953 static void adapter_gl_destroy_shader_resource_view(struct wined3d_shader_resource_view *view)
4955 struct wined3d_shader_resource_view_gl *view_gl = wined3d_shader_resource_view_gl(view);
4956 struct wined3d_resource *resource = view_gl->v.resource;
4958 TRACE("view_gl %p.\n", view_gl);
4960 /* Take a reference to the resource. There are two reasons for this:
4961 * - Releasing the resource could in turn cause the device to be
4962 * destroyed, but we still need the device for
4963 * wined3d_view_vk_destroy().
4964 * - We shouldn't free buffer resources until after we've removed the
4965 * view from its bo_user list. */
4966 wined3d_resource_incref(resource);
4967 wined3d_shader_resource_view_cleanup(&view_gl->v);
4968 wined3d_view_gl_destroy(resource->device, &view_gl->gl_view, &view_gl->bo_user, NULL, view_gl);
4969 wined3d_resource_decref(resource);
4972 static HRESULT adapter_gl_create_unordered_access_view(const struct wined3d_view_desc *desc,
4973 struct wined3d_resource *resource, void *parent, const struct wined3d_parent_ops *parent_ops,
4974 struct wined3d_unordered_access_view **view)
4976 struct wined3d_unordered_access_view_gl *view_gl;
4977 HRESULT hr;
4979 TRACE("desc %s, resource %p, parent %p, parent_ops %p, view %p.\n",
4980 wined3d_debug_view_desc(desc, resource), resource, parent, parent_ops, view);
4982 if (!(view_gl = heap_alloc_zero(sizeof(*view_gl))))
4983 return E_OUTOFMEMORY;
4985 if (FAILED(hr = wined3d_unordered_access_view_gl_init(view_gl, desc, resource, parent, parent_ops)))
4987 WARN("Failed to initialise view, hr %#x.\n", hr);
4988 heap_free(view_gl);
4989 return hr;
4992 TRACE("Created unordered access view %p.\n", view_gl);
4993 *view = &view_gl->v;
4995 return hr;
4998 static void adapter_gl_destroy_unordered_access_view(struct wined3d_unordered_access_view *view)
5000 struct wined3d_unordered_access_view_gl *view_gl = wined3d_unordered_access_view_gl(view);
5001 struct wined3d_resource *resource = view_gl->v.resource;
5003 TRACE("view_gl %p.\n", view_gl);
5005 /* Take a reference to the resource. There are two reasons for this:
5006 * - Releasing the resource could in turn cause the device to be
5007 * destroyed, but we still need the device for
5008 * wined3d_view_vk_destroy().
5009 * - We shouldn't free buffer resources until after we've removed the
5010 * view from its bo_user list. */
5011 wined3d_resource_incref(resource);
5012 wined3d_unordered_access_view_cleanup(&view_gl->v);
5013 wined3d_view_gl_destroy(resource->device, &view_gl->gl_view, &view_gl->bo_user, &view_gl->counter_bo, view_gl);
5014 wined3d_resource_decref(resource);
5017 static HRESULT adapter_gl_create_sampler(struct wined3d_device *device, const struct wined3d_sampler_desc *desc,
5018 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_sampler **sampler)
5020 struct wined3d_sampler_gl *sampler_gl;
5022 TRACE("device %p, desc %p, parent %p, parent_ops %p, sampler %p.\n",
5023 device, desc, parent, parent_ops, sampler);
5025 if (!(sampler_gl = heap_alloc_zero(sizeof(*sampler_gl))))
5026 return E_OUTOFMEMORY;
5028 wined3d_sampler_gl_init(sampler_gl, device, desc, parent, parent_ops);
5030 TRACE("Created sampler %p.\n", sampler_gl);
5031 *sampler = &sampler_gl->s;
5033 return WINED3D_OK;
5036 static void wined3d_sampler_gl_destroy_object(void *object)
5038 struct wined3d_sampler_gl *sampler_gl = object;
5039 const struct wined3d_gl_info *gl_info;
5040 struct wined3d_context *context;
5042 TRACE("sampler_gl %p.\n", sampler_gl);
5044 if (sampler_gl->name)
5046 context = context_acquire(sampler_gl->s.device, NULL, 0);
5047 gl_info = wined3d_context_gl(context)->gl_info;
5048 GL_EXTCALL(glDeleteSamplers(1, &sampler_gl->name));
5049 context_release(context);
5052 heap_free(sampler_gl);
5055 static void adapter_gl_destroy_sampler(struct wined3d_sampler *sampler)
5057 struct wined3d_sampler_gl *sampler_gl = wined3d_sampler_gl(sampler);
5059 TRACE("sampler_gl %p.\n", sampler_gl);
5061 wined3d_cs_destroy_object(sampler->device->cs, wined3d_sampler_gl_destroy_object, sampler_gl);
5064 static HRESULT adapter_gl_create_query(struct wined3d_device *device, enum wined3d_query_type type,
5065 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_query **query)
5067 TRACE("device %p, type %#x, parent %p, parent_ops %p, query %p.\n",
5068 device, type, parent, parent_ops, query);
5070 return wined3d_query_gl_create(device, type, parent, parent_ops, query);
5073 static void wined3d_query_gl_destroy_object(void *object)
5075 struct wined3d_query *query = object;
5077 TRACE("query %p.\n", query);
5079 if (query->buffer_object)
5081 struct wined3d_context *context;
5083 context = context_acquire(query->device, NULL, 0);
5084 wined3d_query_gl_destroy_buffer_object(wined3d_context_gl(context), query);
5085 context_release(context);
5088 /* Queries are specific to the GL context that created them. Not
5089 * deleting the query will obviously leak it, but that's still better
5090 * than potentially deleting a different query with the same id in this
5091 * context, and (still) leaking the actual query. */
5092 query->query_ops->query_destroy(query);
5095 static void adapter_gl_destroy_query(struct wined3d_query *query)
5097 TRACE("query %p.\n", query);
5099 wined3d_cs_destroy_object(query->device->cs, wined3d_query_gl_destroy_object, query);
5102 static void adapter_gl_flush_context(struct wined3d_context *context)
5104 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
5106 TRACE("context_gl %p.\n", context_gl);
5108 if (context_gl->valid)
5109 context_gl->gl_info->gl_ops.gl.p_glFlush();
5112 static void adapter_gl_clear_uav(struct wined3d_context *context,
5113 struct wined3d_unordered_access_view *view, const struct wined3d_uvec4 *clear_value, bool fp)
5115 TRACE("context %p, view %p, clear_value %s.\n", context, view, debug_uvec4(clear_value));
5117 wined3d_unordered_access_view_gl_clear(wined3d_unordered_access_view_gl(view),
5118 clear_value, wined3d_context_gl(context), fp);
5121 static void adapter_gl_generate_mipmap(struct wined3d_context *context, struct wined3d_shader_resource_view *view)
5123 TRACE("context %p, view %p.\n", context, view);
5125 wined3d_shader_resource_view_gl_generate_mipmap(wined3d_shader_resource_view_gl(view),
5126 wined3d_context_gl(context));
5129 static const struct wined3d_adapter_ops wined3d_adapter_gl_ops =
5131 .adapter_destroy = adapter_gl_destroy,
5132 .adapter_create_device = adapter_gl_create_device,
5133 .adapter_destroy_device = adapter_gl_destroy_device,
5134 .adapter_acquire_context = adapter_gl_acquire_context,
5135 .adapter_release_context = adapter_gl_release_context,
5136 .adapter_get_wined3d_caps = adapter_gl_get_wined3d_caps,
5137 .adapter_check_format = adapter_gl_check_format,
5138 .adapter_init_3d = adapter_gl_init_3d,
5139 .adapter_uninit_3d = adapter_gl_uninit_3d,
5140 .adapter_map_bo_address = adapter_gl_map_bo_address,
5141 .adapter_unmap_bo_address = adapter_gl_unmap_bo_address,
5142 .adapter_copy_bo_address = adapter_gl_copy_bo_address,
5143 .adapter_flush_bo_address = adapter_gl_flush_bo_address,
5144 .adapter_alloc_bo = adapter_gl_alloc_bo,
5145 .adapter_destroy_bo = adapter_gl_destroy_bo,
5146 .adapter_create_swapchain = adapter_gl_create_swapchain,
5147 .adapter_destroy_swapchain = adapter_gl_destroy_swapchain,
5148 .adapter_create_buffer = adapter_gl_create_buffer,
5149 .adapter_destroy_buffer = adapter_gl_destroy_buffer,
5150 .adapter_create_texture = adapter_gl_create_texture,
5151 .adapter_destroy_texture = adapter_gl_destroy_texture,
5152 .adapter_create_rendertarget_view = adapter_gl_create_rendertarget_view,
5153 .adapter_destroy_rendertarget_view = adapter_gl_destroy_rendertarget_view,
5154 .adapter_create_shader_resource_view = adapter_gl_create_shader_resource_view,
5155 .adapter_destroy_shader_resource_view = adapter_gl_destroy_shader_resource_view,
5156 .adapter_create_unordered_access_view = adapter_gl_create_unordered_access_view,
5157 .adapter_destroy_unordered_access_view = adapter_gl_destroy_unordered_access_view,
5158 .adapter_create_sampler = adapter_gl_create_sampler,
5159 .adapter_destroy_sampler = adapter_gl_destroy_sampler,
5160 .adapter_create_query = adapter_gl_create_query,
5161 .adapter_destroy_query = adapter_gl_destroy_query,
5162 .adapter_flush_context = adapter_gl_flush_context,
5163 .adapter_draw_primitive = draw_primitive,
5164 .adapter_dispatch_compute = dispatch_compute,
5165 .adapter_clear_uav = adapter_gl_clear_uav,
5166 .adapter_generate_mipmap = adapter_gl_generate_mipmap,
5169 static void wined3d_adapter_gl_init_d3d_info(struct wined3d_adapter_gl *adapter_gl, uint32_t wined3d_creation_flags)
5171 const struct wined3d_gl_info *gl_info = &adapter_gl->a.gl_info;
5172 struct wined3d_d3d_info *d3d_info = &adapter_gl->a.d3d_info;
5173 struct wined3d_vertex_caps vertex_caps;
5174 struct fragment_caps fragment_caps;
5175 struct shader_caps shader_caps;
5176 GLfloat f[2];
5178 adapter_gl->a.shader_backend->shader_get_caps(&adapter_gl->a, &shader_caps);
5179 adapter_gl->a.vertex_pipe->vp_get_caps(&adapter_gl->a, &vertex_caps);
5180 adapter_gl->a.misc_state_template = misc_state_template_gl;
5181 adapter_gl->a.fragment_pipe->get_caps(&adapter_gl->a, &fragment_caps);
5183 d3d_info->limits.vs_version = shader_caps.vs_version;
5184 d3d_info->limits.hs_version = shader_caps.hs_version;
5185 d3d_info->limits.ds_version = shader_caps.ds_version;
5186 d3d_info->limits.gs_version = shader_caps.gs_version;
5187 d3d_info->limits.ps_version = shader_caps.ps_version;
5188 d3d_info->limits.cs_version = shader_caps.cs_version;
5189 d3d_info->limits.vs_uniform_count = shader_caps.vs_uniform_count;
5190 d3d_info->limits.ps_uniform_count = shader_caps.ps_uniform_count;
5191 d3d_info->limits.varying_count = shader_caps.varying_count;
5192 d3d_info->limits.ffp_textures = fragment_caps.MaxSimultaneousTextures;
5193 d3d_info->limits.ffp_blend_stages = fragment_caps.MaxTextureBlendStages;
5194 TRACE("Max texture stages: %u.\n", d3d_info->limits.ffp_blend_stages);
5195 d3d_info->limits.ffp_vertex_blend_matrices = vertex_caps.max_vertex_blend_matrices;
5196 d3d_info->limits.active_light_count = vertex_caps.max_active_lights;
5198 d3d_info->limits.max_rt_count = gl_info->limits.buffers;
5199 d3d_info->limits.max_clip_distances = gl_info->limits.user_clip_distances;
5200 d3d_info->limits.texture_size = gl_info->limits.texture_size;
5202 gl_info->gl_ops.gl.p_glGetFloatv(gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
5203 ? GL_ALIASED_POINT_SIZE_RANGE : GL_POINT_SIZE_RANGE, f);
5204 d3d_info->limits.pointsize_max = f[1];
5205 TRACE("Maximum point size support - max point size %.8e.\n", f[1]);
5207 d3d_info->wined3d_creation_flags = wined3d_creation_flags;
5208 d3d_info->xyzrhw = vertex_caps.xyzrhw;
5209 d3d_info->emulated_flatshading = vertex_caps.emulated_flatshading;
5210 d3d_info->ffp_generic_attributes = vertex_caps.ffp_generic_attributes;
5211 d3d_info->ffp_alpha_test = !!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
5212 d3d_info->vs_clipping = shader_caps.wined3d_caps & WINED3D_SHADER_CAP_VS_CLIPPING;
5213 d3d_info->shader_color_key = !!(fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_COLOR_KEY);
5214 d3d_info->shader_double_precision = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_DOUBLE_PRECISION);
5215 d3d_info->shader_output_interpolation = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION);
5216 d3d_info->frag_coord_correction = !!gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS];
5217 d3d_info->viewport_array_index_any_shader = !!gl_info->supported[ARB_SHADER_VIEWPORT_LAYER_ARRAY];
5218 d3d_info->texture_npot = !!gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO];
5219 d3d_info->texture_npot_conditional = gl_info->supported[WINED3D_GL_NORMALIZED_TEXRECT]
5220 || gl_info->supported[ARB_TEXTURE_RECTANGLE];
5221 d3d_info->draw_base_vertex_offset = !!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX];
5222 d3d_info->vertex_bgra = !!gl_info->supported[ARB_VERTEX_ARRAY_BGRA];
5223 d3d_info->texture_swizzle = !!gl_info->supported[ARB_TEXTURE_SWIZZLE];
5224 d3d_info->srgb_read_control = !!gl_info->supported[EXT_TEXTURE_SRGB_DECODE];
5225 d3d_info->srgb_write_control = !!gl_info->supported[ARB_FRAMEBUFFER_SRGB];
5226 d3d_info->clip_control = !!gl_info->supported[ARB_CLIP_CONTROL];
5227 d3d_info->full_ffp_varyings = !!(shader_caps.wined3d_caps & WINED3D_SHADER_CAP_FULL_FFP_VARYINGS);
5228 d3d_info->scaled_resolve = !!gl_info->supported[EXT_FRAMEBUFFER_MULTISAMPLE_BLIT_SCALED];
5229 d3d_info->pbo = !!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT];
5230 d3d_info->subpixel_viewport = gl_info->limits.viewport_subpixel_bits >= 8;
5231 d3d_info->feature_level = feature_level_from_caps(gl_info, &shader_caps, &fragment_caps);
5232 d3d_info->filling_convention_offset = gl_info->filling_convention_offset;
5234 if (gl_info->supported[ARB_TEXTURE_MULTISAMPLE])
5235 d3d_info->multisample_draw_location = WINED3D_LOCATION_TEXTURE_RGB;
5236 else
5237 d3d_info->multisample_draw_location = WINED3D_LOCATION_RB_MULTISAMPLE;
5240 static float wined3d_adapter_find_fill_offset(struct wined3d_caps_gl_ctx *ctx)
5242 static const float test_array[] =
5244 0.0f,
5245 -1.0f / 1024.0f,
5246 -1.0f / 512.0f,
5247 -1.0f / 256.0f,
5248 -1.0f / 128.0f,
5249 -1.0f / 64.0f
5251 unsigned int upper = ARRAY_SIZE(test_array), lower = 0, test;
5252 float value;
5254 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO)
5255 goto end;
5257 while (upper != lower)
5259 test = (upper + lower) / 2;
5260 value = test_array[test];
5261 TRACE("Good %u lower %u, test %u.\n", upper, lower, test);
5262 if (wined3d_caps_gl_ctx_test_filling_convention(ctx, value))
5263 upper = test;
5264 else
5265 lower = test + 1;
5268 if (upper < ARRAY_SIZE(test_array))
5270 value = test_array[upper];
5271 if (value)
5272 WARN("Using a filling convention fixup offset of -1/%f.\n", -1.0f / value);
5273 else
5274 TRACE("No need for a filling convention offset.\n");
5276 return value;
5279 FIXME("Did not find a way to get the filling convention we want.\n");
5281 end:
5282 /* This value was used unconditionally before the dynamic test function was
5283 * introduced. */
5284 return -1.0f / 64.0f;
5287 static BOOL wined3d_adapter_gl_init(struct wined3d_adapter_gl *adapter_gl,
5288 unsigned int ordinal, unsigned int wined3d_creation_flags)
5290 static const DWORD supported_gl_versions[] =
5292 MAKEDWORD_VERSION(4, 4),
5293 MAKEDWORD_VERSION(3, 2),
5294 MAKEDWORD_VERSION(1, 0),
5296 struct wined3d_driver_info *driver_info = &adapter_gl->a.driver_info;
5297 struct wined3d_gl_info *gl_info = &adapter_gl->a.gl_info;
5298 struct wined3d_caps_gl_ctx caps_gl_ctx = {0};
5299 LUID primary_luid, *luid = NULL;
5300 unsigned int i;
5302 TRACE("adapter_gl %p, ordinal %u, wined3d_creation_flags %#x.\n",
5303 adapter_gl, ordinal, wined3d_creation_flags);
5305 if (ordinal == 0 && wined3d_get_primary_adapter_luid(&primary_luid))
5306 luid = &primary_luid;
5308 if (!wined3d_adapter_init(&adapter_gl->a, ordinal, luid, &wined3d_adapter_gl_ops))
5309 return FALSE;
5311 /* Dynamically load all GL core functions */
5312 #ifdef USE_WIN32_OPENGL
5314 HMODULE mod_gl = GetModuleHandleA("opengl32.dll");
5315 #define USE_GL_FUNC(f) gl_info->gl_ops.gl.p_##f = (void *)GetProcAddress(mod_gl, #f);
5316 ALL_WGL_FUNCS
5317 #undef USE_GL_FUNC
5318 gl_info->gl_ops.wgl.p_wglSwapBuffers = (void *)GetProcAddress(mod_gl, "wglSwapBuffers");
5319 gl_info->gl_ops.wgl.p_wglGetPixelFormat = (void *)GetProcAddress(mod_gl, "wglGetPixelFormat");
5321 #else
5322 /* To bypass the opengl32 thunks retrieve functions from the WGL driver instead of opengl32 */
5324 HDC hdc = GetDC( 0 );
5325 const struct opengl_funcs *wgl_driver = __wine_get_wgl_driver( hdc, WINE_WGL_DRIVER_VERSION );
5326 ReleaseDC( 0, hdc );
5327 if (!wgl_driver || wgl_driver == (void *)-1) return FALSE;
5328 gl_info->gl_ops.wgl = wgl_driver->wgl;
5329 gl_info->gl_ops.gl = wgl_driver->gl;
5331 #endif
5333 gl_info->p_glEnableWINE = gl_info->gl_ops.gl.p_glEnable;
5334 gl_info->p_glDisableWINE = gl_info->gl_ops.gl.p_glDisable;
5336 if (!wined3d_caps_gl_ctx_create(&adapter_gl->a, &caps_gl_ctx))
5338 ERR("Failed to get a GL context for adapter %p.\n", adapter_gl);
5339 return FALSE;
5342 for (i = 0; i < ARRAY_SIZE(supported_gl_versions); ++i)
5344 if (supported_gl_versions[i] <= wined3d_settings.max_gl_version)
5345 break;
5347 if (i == ARRAY_SIZE(supported_gl_versions))
5349 ERR_(winediag)("Requested invalid GL version %u.%u.\n",
5350 wined3d_settings.max_gl_version >> 16, wined3d_settings.max_gl_version & 0xffff);
5351 i = ARRAY_SIZE(supported_gl_versions) - 1;
5354 for (; i < ARRAY_SIZE(supported_gl_versions); ++i)
5356 gl_info->selected_gl_version = supported_gl_versions[i];
5358 if (wined3d_caps_gl_ctx_create_attribs(&caps_gl_ctx, gl_info))
5359 break;
5361 WARN("Couldn't create an OpenGL %u.%u context, trying fallback to a lower version.\n",
5362 supported_gl_versions[i] >> 16, supported_gl_versions[i] & 0xffff);
5365 if (!wined3d_adapter_init_gl_caps(&adapter_gl->a, &caps_gl_ctx, wined3d_creation_flags))
5367 ERR("Failed to initialize GL caps for adapter %p.\n", adapter_gl);
5368 wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
5369 return FALSE;
5372 gl_info->filling_convention_offset = wined3d_adapter_find_fill_offset(&caps_gl_ctx);
5374 wined3d_adapter_gl_init_d3d_info(adapter_gl, wined3d_creation_flags);
5376 if (!adapter_gl->a.d3d_info.shader_color_key)
5378 /* We do not want to deal with re-creating immutable texture storage
5379 * for colour-keying emulation. */
5380 WARN("Disabling ARB_texture_storage because fragment pipe doesn't support colour-keying.\n");
5381 gl_info->supported[ARB_TEXTURE_STORAGE] = FALSE;
5384 if (!wined3d_driver_info_init(driver_info, caps_gl_ctx.gpu_description, adapter_gl->a.d3d_info.feature_level,
5385 caps_gl_ctx.vram_bytes, 0))
5387 wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
5388 return FALSE;
5390 TRACE("Reporting (fake) driver version 0x%08x-0x%08x.\n",
5391 driver_info->version_high, driver_info->version_low);
5393 if (wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER)
5394 ERR_(winediag)("You are using the backbuffer for offscreen rendering. "
5395 "This is unsupported, and will be removed in a future version.\n");
5397 wined3d_adapter_init_fb_cfgs(adapter_gl, caps_gl_ctx.dc);
5398 /* We haven't found any suitable formats. This should only happen in
5399 * case of GDI software rendering, which is pretty useless anyway. */
5400 if (!adapter_gl->pixel_format_count)
5402 WARN("No suitable pixel formats found.\n");
5403 wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
5404 heap_free(adapter_gl->pixel_formats);
5405 return FALSE;
5408 if (!wined3d_adapter_gl_init_format_info(&adapter_gl->a, &caps_gl_ctx))
5410 ERR("Failed to initialize GL format info.\n");
5411 wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
5412 heap_free(adapter_gl->pixel_formats);
5413 return FALSE;
5416 wined3d_caps_gl_ctx_destroy(&caps_gl_ctx);
5418 wined3d_adapter_init_ffp_attrib_ops(&adapter_gl->a);
5420 return TRUE;
5423 struct wined3d_adapter *wined3d_adapter_gl_create(unsigned int ordinal, unsigned int wined3d_creation_flags)
5425 struct wined3d_adapter_gl *adapter;
5427 if (!(adapter = heap_alloc_zero(sizeof(*adapter))))
5428 return NULL;
5430 if (!wined3d_adapter_gl_init(adapter, ordinal, wined3d_creation_flags))
5432 heap_free(adapter);
5433 return NULL;
5436 TRACE("Created adapter %p.\n", adapter);
5438 return &adapter->a;