wined3d: Silence some format spam.
[wine.git] / dlls / wined3d / directx.c
blobd26940600f0a505177473b35965906644b029012
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 /* The d3d device ID */
40 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
42 /* Extension detection */
43 static const struct {
44 const char *extension_string;
45 GL_SupportedExt extension;
46 DWORD version;
47 } EXTENSION_MAP[] = {
48 /* APPLE */
49 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
50 {"GL_APPLE_fence", APPLE_FENCE, 0 },
51 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
52 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
53 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
55 /* ATI */
56 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
57 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
58 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
59 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
60 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
61 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
63 /* ARB */
64 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
65 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
66 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
67 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
68 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
69 {"GL_ARB_imaging", ARB_IMAGING, 0 },
70 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
71 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
72 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
73 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
74 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
75 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
76 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
77 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
78 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
79 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
80 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
81 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
82 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
83 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
84 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
85 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
86 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
87 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
88 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
89 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
90 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
92 /* EXT */
93 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
94 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
95 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
96 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
97 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
98 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
99 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
100 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
101 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
102 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
103 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
104 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
105 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
106 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
107 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
108 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
109 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
110 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
111 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
112 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
113 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
114 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
115 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
116 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
118 /* NV */
119 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
120 {"GL_NV_fence", NV_FENCE, 0 },
121 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
122 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
123 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
124 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
125 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
126 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
127 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
128 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
129 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
130 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
131 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
132 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
133 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
134 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
135 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
136 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
137 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
139 /* SGI */
140 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
143 /**********************************************************
144 * Utility functions follow
145 **********************************************************/
147 /* Adapters */
148 static int numAdapters = 0;
149 static struct WineD3DAdapter Adapters[1];
151 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat);
152 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
153 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType);
154 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType);
156 /* lookup tables */
157 int minLookup[MAX_LOOKUPS];
158 int maxLookup[MAX_LOOKUPS];
159 DWORD *stateLookup[MAX_LOOKUPS];
161 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
162 DWORD minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1] = {
163 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
164 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
165 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
166 {GL_NEAREST, GL_NEAREST, GL_NEAREST},
169 DWORD magLookup[WINED3DTEXF_ANISOTROPIC + 1];
170 DWORD magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] = {
171 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
174 /* drawStridedSlow attributes */
175 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
176 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
177 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
178 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
179 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
182 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
183 * i.e., there is no GL Context - Get a default rendering context to enable the
184 * function query some info from GL.
187 static int wined3d_fake_gl_context_ref = 0;
188 static BOOL wined3d_fake_gl_context_foreign;
189 static BOOL wined3d_fake_gl_context_available = FALSE;
190 static HDC wined3d_fake_gl_context_hdc = NULL;
191 static HWND wined3d_fake_gl_context_hwnd = NULL;
193 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
194 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
196 0, 0, &wined3d_fake_gl_context_cs,
197 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
198 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
199 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
201 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
203 static void WineD3D_ReleaseFakeGLContext(void) {
204 HGLRC glCtx;
206 EnterCriticalSection(&wined3d_fake_gl_context_cs);
208 if(!wined3d_fake_gl_context_available) {
209 TRACE_(d3d_caps)("context not available\n");
210 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
211 return;
214 glCtx = pwglGetCurrentContext();
216 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
217 if (0 == (--wined3d_fake_gl_context_ref) ) {
218 if(!wined3d_fake_gl_context_foreign && glCtx) {
219 TRACE_(d3d_caps)("destroying fake GL context\n");
220 pwglMakeCurrent(NULL, NULL);
221 pwglDeleteContext(glCtx);
223 if(wined3d_fake_gl_context_hdc)
224 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
225 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
226 if(wined3d_fake_gl_context_hwnd)
227 DestroyWindow(wined3d_fake_gl_context_hwnd);
228 wined3d_fake_gl_context_hwnd = NULL;
229 wined3d_fake_gl_context_available = FALSE;
231 assert(wined3d_fake_gl_context_ref >= 0);
233 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
236 static BOOL WineD3D_CreateFakeGLContext(void) {
237 HGLRC glCtx = NULL;
239 EnterCriticalSection(&wined3d_fake_gl_context_cs);
241 TRACE("getting context...\n");
242 if(wined3d_fake_gl_context_ref > 0) goto ret;
243 assert(0 == wined3d_fake_gl_context_ref);
245 wined3d_fake_gl_context_foreign = TRUE;
247 glCtx = pwglGetCurrentContext();
248 if (!glCtx) {
249 PIXELFORMATDESCRIPTOR pfd;
250 int iPixelFormat;
252 wined3d_fake_gl_context_foreign = FALSE;
254 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
255 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
256 if(!wined3d_fake_gl_context_hwnd) {
257 ERR("HWND creation failed!\n");
258 goto fail;
260 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
261 if(!wined3d_fake_gl_context_hdc) {
262 ERR("GetDC failed!\n");
263 goto fail;
266 /* PixelFormat selection */
267 ZeroMemory(&pfd, sizeof(pfd));
268 pfd.nSize = sizeof(pfd);
269 pfd.nVersion = 1;
270 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
271 pfd.iPixelType = PFD_TYPE_RGBA;
272 pfd.cColorBits = 32;
273 pfd.iLayerType = PFD_MAIN_PLANE;
275 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
276 if(!iPixelFormat) {
277 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
278 ERR("Can't find a suitable iPixelFormat\n");
279 goto fail;
281 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
282 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
284 /* Create a GL context */
285 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
286 if (!glCtx) {
287 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
288 goto fail;
291 /* Make it the current GL context */
292 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
293 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
294 goto fail;
298 ret:
299 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
300 wined3d_fake_gl_context_ref++;
301 wined3d_fake_gl_context_available = TRUE;
302 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
303 return TRUE;
304 fail:
305 if(wined3d_fake_gl_context_hdc)
306 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
307 wined3d_fake_gl_context_hdc = NULL;
308 if(wined3d_fake_gl_context_hwnd)
309 DestroyWindow(wined3d_fake_gl_context_hwnd);
310 wined3d_fake_gl_context_hwnd = NULL;
311 if(glCtx) pwglDeleteContext(glCtx);
312 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
313 return FALSE;
316 /* Adjust the amount of used texture memory */
317 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
318 UINT Adapter = D3DDevice->adapterNo;
320 Adapters[Adapter].UsedTextureRam += glram;
321 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
322 return Adapters[Adapter].UsedTextureRam;
325 /**********************************************************
326 * IUnknown parts follows
327 **********************************************************/
329 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
331 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
333 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
334 if (IsEqualGUID(riid, &IID_IUnknown)
335 || IsEqualGUID(riid, &IID_IWineD3DBase)
336 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
337 IUnknown_AddRef(iface);
338 *ppobj = This;
339 return S_OK;
341 *ppobj = NULL;
342 return E_NOINTERFACE;
345 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
346 IWineD3DImpl *This = (IWineD3DImpl *)iface;
347 ULONG refCount = InterlockedIncrement(&This->ref);
349 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
350 return refCount;
353 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
354 IWineD3DImpl *This = (IWineD3DImpl *)iface;
355 ULONG ref;
356 TRACE("(%p) : Releasing from %d\n", This, This->ref);
357 ref = InterlockedDecrement(&This->ref);
358 if (ref == 0) {
359 HeapFree(GetProcessHeap(), 0, This);
362 return ref;
365 /* Set the shader type for this device, depending on the given capabilities,
366 * the device type, and the user preferences in wined3d_settings */
368 void select_shader_mode(
369 WineD3D_GL_Info *gl_info,
370 WINED3DDEVTYPE DeviceType,
371 int* ps_selected,
372 int* vs_selected) {
374 if (wined3d_settings.vs_mode == VS_NONE) {
375 *vs_selected = SHADER_NONE;
376 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
377 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
378 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
379 * shaders only on this card. */
380 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
381 *vs_selected = SHADER_ARB;
382 else
383 *vs_selected = SHADER_GLSL;
384 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
385 *vs_selected = SHADER_ARB;
386 } else {
387 *vs_selected = SHADER_NONE;
390 if (wined3d_settings.ps_mode == PS_NONE) {
391 *ps_selected = SHADER_NONE;
392 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
393 *ps_selected = SHADER_GLSL;
394 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
395 *ps_selected = SHADER_ARB;
396 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
397 *ps_selected = SHADER_ATI;
398 } else {
399 *ps_selected = SHADER_NONE;
403 /** Select the number of report maximum shader constants based on the selected shader modes */
404 static void select_shader_max_constants(
405 int ps_selected_mode,
406 int vs_selected_mode,
407 WineD3D_GL_Info *gl_info) {
409 switch (vs_selected_mode) {
410 case SHADER_GLSL:
411 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
412 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
413 break;
414 case SHADER_ARB:
415 /* We have to subtract any other PARAMs that we might use in our shader programs.
416 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
417 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
418 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
419 break;
420 default:
421 gl_info->max_vshader_constantsF = 0;
422 break;
425 switch (ps_selected_mode) {
426 case SHADER_GLSL:
427 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
428 * In theory the texbem instruction may need one more shader constant too. But lets assume
429 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
430 * and lets not take away a uniform needlessly from all other shaders.
432 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
433 break;
434 case SHADER_ARB:
435 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
436 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
438 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
439 break;
440 default:
441 gl_info->max_pshader_constantsF = 0;
442 break;
446 /**********************************************************
447 * IWineD3D parts follows
448 **********************************************************/
450 #define GLINFO_LOCATION (*gl_info)
451 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
452 GLuint prog;
453 BOOL ret = FALSE;
454 const char *testcode =
455 "!!ARBvp1.0\n"
456 "PARAM C[66] = { program.env[0..65] };\n"
457 "ADDRESS A0;"
458 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
459 "ARL A0.x, zero.x;\n"
460 "MOV result.position, C[A0.x + 65];\n"
461 "END\n";
463 while(glGetError());
464 GL_EXTCALL(glGenProgramsARB(1, &prog));
465 if(!prog) {
466 ERR("Failed to create an ARB offset limit test program\n");
468 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
469 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
470 strlen(testcode), testcode));
471 if(glGetError() != 0) {
472 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
473 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
474 ret = TRUE;
475 } else TRACE("OpenGL implementation allows offsets > 63\n");
477 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
478 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
479 checkGLcall("ARB vp offset limit test cleanup\n");
481 return ret;
484 static DWORD ver_for_ext(GL_SupportedExt ext)
486 unsigned int i;
487 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
488 if(EXTENSION_MAP[i].extension == ext) {
489 return EXTENSION_MAP[i].version;
492 return 0;
495 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
496 const char *GL_Extensions = NULL;
497 const char *WGL_Extensions = NULL;
498 const char *gl_string = NULL;
499 const char *gl_string_cursor = NULL;
500 GLint gl_max;
501 GLfloat gl_floatv[2];
502 int major = 1, minor = 0;
503 BOOL return_value = TRUE;
504 unsigned i;
505 HDC hdc;
506 unsigned int vidmem=0;
508 TRACE_(d3d_caps)("(%p)\n", gl_info);
510 ENTER_GL();
512 gl_string = (const char *) glGetString(GL_RENDERER);
513 if (NULL == gl_string)
514 gl_string = "None";
515 strcpy(gl_info->gl_renderer, gl_string);
517 gl_string = (const char *) glGetString(GL_VENDOR);
518 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
519 if (gl_string != NULL) {
520 /* Fill in the GL vendor */
521 if (strstr(gl_string, "NVIDIA")) {
522 gl_info->gl_vendor = VENDOR_NVIDIA;
523 } else if (strstr(gl_string, "ATI")) {
524 gl_info->gl_vendor = VENDOR_ATI;
525 } else if (strstr(gl_string, "Intel(R)") ||
526 strstr(gl_info->gl_renderer, "Intel(R)") ||
527 strstr(gl_string, "Intel Inc.")) {
528 gl_info->gl_vendor = VENDOR_INTEL;
529 } else if (strstr(gl_string, "Mesa")) {
530 gl_info->gl_vendor = VENDOR_MESA;
531 } else {
532 gl_info->gl_vendor = VENDOR_WINE;
534 } else {
535 gl_info->gl_vendor = VENDOR_WINE;
539 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
541 /* Parse the GL_VERSION field into major and minor information */
542 gl_string = (const char *) glGetString(GL_VERSION);
543 if (gl_string != NULL) {
545 /* First, parse the generic opengl version. This is supposed not to be convoluted with
546 * driver specific information
548 gl_string_cursor = gl_string;
549 major = atoi(gl_string_cursor);
550 if(major <= 0) {
551 ERR("Invalid opengl major version: %d\n", major);
553 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
554 ++gl_string_cursor;
556 if (*gl_string_cursor++ != '.') {
557 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
559 minor = atoi(gl_string_cursor);
560 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
561 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
563 /* Now parse the driver specific string which we'll report to the app */
564 switch (gl_info->gl_vendor) {
565 case VENDOR_NVIDIA:
566 gl_string_cursor = strstr(gl_string, "NVIDIA");
567 if (!gl_string_cursor) {
568 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
569 break;
572 gl_string_cursor = strstr(gl_string_cursor, " ");
573 if (!gl_string_cursor) {
574 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
575 break;
578 while (*gl_string_cursor == ' ') {
579 ++gl_string_cursor;
582 if (!*gl_string_cursor) {
583 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
584 break;
587 major = atoi(gl_string_cursor);
588 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
589 ++gl_string_cursor;
592 if (*gl_string_cursor++ != '.') {
593 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
594 break;
597 minor = atoi(gl_string_cursor);
598 minor = major*100+minor;
599 major = 10;
601 break;
603 case VENDOR_ATI:
604 major = minor = 0;
605 gl_string_cursor = strchr(gl_string, '-');
606 if (gl_string_cursor) {
607 int error = 0;
608 gl_string_cursor++;
610 /* Check if version number is of the form x.y.z */
611 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
612 error = 1;
613 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
614 error = 1;
615 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
616 error = 1;
617 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
618 error = 1;
620 /* Mark version number as malformed */
621 if (error)
622 gl_string_cursor = 0;
625 if (!gl_string_cursor)
626 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
627 else {
628 major = *gl_string_cursor - '0';
629 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
631 break;
633 case VENDOR_INTEL:
634 /* Apple and Mesa version strings look differently, but both provide intel drivers */
635 if(strstr(gl_string, "APPLE")) {
636 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
637 * We only need the first part, and use the APPLE as identification
638 * "1.2 APPLE-1.4.56"
640 gl_string_cursor = gl_string;
641 major = atoi(gl_string_cursor);
642 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
643 ++gl_string_cursor;
646 if (*gl_string_cursor++ != '.') {
647 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
648 break;
651 minor = atoi(gl_string_cursor);
652 break;
655 case VENDOR_MESA:
656 gl_string_cursor = strstr(gl_string, "Mesa");
657 gl_string_cursor = strstr(gl_string_cursor, " ");
658 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
659 if (*gl_string_cursor) {
660 char tmp[16];
661 int cursor = 0;
663 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
664 tmp[cursor++] = *gl_string_cursor;
665 ++gl_string_cursor;
667 tmp[cursor] = 0;
668 major = atoi(tmp);
670 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
671 ++gl_string_cursor;
673 cursor = 0;
674 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
675 tmp[cursor++] = *gl_string_cursor;
676 ++gl_string_cursor;
678 tmp[cursor] = 0;
679 minor = atoi(tmp);
681 break;
683 default:
684 major = 0;
685 minor = 9;
687 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
688 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
689 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
690 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
691 } else {
692 FIXME("OpenGL driver did not return version information\n");
693 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
694 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
697 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
700 * Initialize openGL extension related variables
701 * with Default values
703 memset(gl_info->supported, 0, sizeof(gl_info->supported));
704 gl_info->max_buffers = 1;
705 gl_info->max_textures = 1;
706 gl_info->max_texture_stages = 1;
707 gl_info->max_fragment_samplers = 1;
708 gl_info->max_vertex_samplers = 0;
709 gl_info->max_combined_samplers = 0;
710 gl_info->max_sampler_stages = 1;
711 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
712 gl_info->ps_arb_max_temps = 0;
713 gl_info->ps_arb_max_instructions = 0;
714 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
715 gl_info->vs_arb_max_temps = 0;
716 gl_info->vs_arb_max_instructions = 0;
717 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
718 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
719 gl_info->vs_glsl_constantsF = 0;
720 gl_info->ps_glsl_constantsF = 0;
721 gl_info->vs_arb_constantsF = 0;
722 gl_info->ps_arb_constantsF = 0;
724 /* Retrieve opengl defaults */
725 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
726 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
727 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
729 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
730 gl_info->max_lights = gl_max;
731 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
733 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
734 gl_info->max_texture_size = gl_max;
735 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
737 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
738 gl_info->max_pointsizemin = gl_floatv[0];
739 gl_info->max_pointsize = gl_floatv[1];
740 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
742 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
743 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
744 TRACE_(d3d_caps)("GL_Extensions reported:\n");
746 if (NULL == GL_Extensions) {
747 ERR(" GL_Extensions returns NULL\n");
748 } else {
749 while (*GL_Extensions != 0x00) {
750 const char *Start;
751 char ThisExtn[256];
752 size_t len;
754 while (isspace(*GL_Extensions)) GL_Extensions++;
755 Start = GL_Extensions;
756 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
757 GL_Extensions++;
760 len = GL_Extensions - Start;
761 if (len == 0 || len >= sizeof(ThisExtn))
762 continue;
764 memcpy(ThisExtn, Start, len);
765 ThisExtn[len] = '\0';
766 TRACE_(d3d_caps)("- %s\n", ThisExtn);
768 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
769 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
770 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
771 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
772 break;
777 LEAVE_GL();
779 /* Now work out what GL support this card really has */
780 #define USE_GL_FUNC(type, pfn, ext, replace) { \
781 DWORD ver = ver_for_ext(ext); \
782 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
783 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
784 else gl_info->pfn = NULL; \
786 GL_EXT_FUNCS_GEN;
787 #undef USE_GL_FUNC
789 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
790 WGL_EXT_FUNCS_GEN;
791 #undef USE_GL_FUNC
793 ENTER_GL();
794 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
795 * loading the functions, otherwise the code above will load the extension entry points instead of the
796 * core functions, which may not work
798 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
799 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
800 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
801 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
802 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
806 if (gl_info->supported[APPLE_FENCE]) {
807 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
808 * The apple extension interacts with some other apple exts. Disable the NV
809 * extension if the apple one is support to prevent confusion in other parts
810 * of the code
812 gl_info->supported[NV_FENCE] = FALSE;
814 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
815 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
817 * The enums are the same:
818 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
819 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
820 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
821 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
822 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
824 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
825 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
826 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
828 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
829 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
830 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
833 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
834 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
835 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
837 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
838 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
839 * Won't occur in any real world situation though
841 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
842 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
843 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
844 * are supported. The nv extensions provide the same functionality as the
845 * ATI one, and a bit more(signed pixelformats)
847 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
850 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
851 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
852 gl_info->max_buffers = gl_max;
853 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
855 if (gl_info->supported[ARB_MULTITEXTURE]) {
856 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
857 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
858 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
860 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
861 GLint tmp;
862 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
863 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
864 } else {
865 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
867 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
869 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
870 GLint tmp;
871 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
872 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
873 } else {
874 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
876 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
878 if (gl_info->supported[ARB_VERTEX_SHADER]) {
879 GLint tmp;
880 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
881 gl_info->max_vertex_samplers = tmp;
882 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
883 gl_info->max_combined_samplers = tmp;
885 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
886 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
887 * an issue because then the sampler setup only depends on the two shaders. If a pixel
888 * shader is used with fixed function vertex processing we're fine too because fixed function
889 * vertex processing doesn't use any samplers. If fixed function fragment processing is
890 * used we have to make sure that all vertex sampler setups are valid together with all
891 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
892 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
893 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
894 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
895 * a fixed function pipeline anymore.
897 * So this is just a check to check that our assumption holds true. If not, write a warning
898 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
900 if(gl_info->max_vertex_samplers &&
901 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
902 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
903 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
904 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
905 if( gl_info->max_combined_samplers > MAX_TEXTURES )
906 gl_info->max_vertex_samplers =
907 gl_info->max_combined_samplers - MAX_TEXTURES;
908 else
909 gl_info->max_vertex_samplers = 0;
911 } else {
912 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
914 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
915 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
917 if (gl_info->supported[ARB_VERTEX_BLEND]) {
918 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
919 gl_info->max_blends = gl_max;
920 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
922 if (gl_info->supported[EXT_TEXTURE3D]) {
923 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
924 gl_info->max_texture3d_size = gl_max;
925 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
927 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
928 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
929 gl_info->max_anisotropy = gl_max;
930 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
932 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
933 gl_info->ps_arb_version = PS_VERSION_11;
934 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
935 gl_info->ps_arb_constantsF = gl_max;
936 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
937 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
938 gl_info->ps_arb_max_temps = gl_max;
939 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
940 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
941 gl_info->ps_arb_max_instructions = gl_max;
942 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
944 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
945 gl_info->vs_arb_version = VS_VERSION_11;
946 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
947 gl_info->vs_arb_constantsF = gl_max;
948 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
949 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
950 gl_info->vs_arb_max_temps = gl_max;
951 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
952 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
953 gl_info->vs_arb_max_instructions = gl_max;
954 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
956 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
958 if (gl_info->supported[ARB_VERTEX_SHADER]) {
959 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
960 gl_info->vs_glsl_constantsF = gl_max / 4;
961 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
963 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
964 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
965 gl_info->ps_glsl_constantsF = gl_max / 4;
966 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
967 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
968 gl_info->max_glsl_varyings = gl_max;
969 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
971 if (gl_info->supported[EXT_VERTEX_SHADER]) {
972 gl_info->vs_ati_version = VS_VERSION_11;
974 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
975 gl_info->vs_nv_version = VS_VERSION_30;
976 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
977 gl_info->vs_nv_version = VS_VERSION_20;
978 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
979 gl_info->vs_nv_version = VS_VERSION_11;
980 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
981 gl_info->vs_nv_version = VS_VERSION_10;
983 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
984 gl_info->ps_nv_version = PS_VERSION_30;
985 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
986 gl_info->ps_nv_version = PS_VERSION_20;
988 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
989 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
990 } else {
991 gl_info->max_shininess = 128.0;
993 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
994 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
995 * This saves a few redundant glDisable calls
997 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
999 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
1000 /* Disable NV_register_combiners and fragment shader if this is supported.
1001 * generally the NV extensions are preferred over the ATI ones, and this
1002 * extension is disabled if register_combiners and texture_shader2 are both
1003 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1004 * fragment processing support
1006 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1007 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1008 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1009 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1010 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1014 checkGLcall("extension detection\n");
1016 /* In some cases the number of texture stages can be larger than the number
1017 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1018 * shaders), but 8 texture stages (register combiners). */
1019 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1021 /* We can only use ORM_FBO when the hardware supports it. */
1022 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1023 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1024 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1027 /* MRTs are currently only supported when FBOs are used. */
1028 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1029 gl_info->max_buffers = 1;
1032 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1033 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1034 * in case of the latest videocards in the number of pixel/vertex pipelines.
1036 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1037 * rendering. Various games use this information to get a rough estimation of the features of the card
1038 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1039 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1040 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1041 * not the PCI id.
1043 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1044 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1045 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1046 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1047 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1048 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1049 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1050 * is limited.
1052 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1053 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1054 * similar 3d features.
1056 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1057 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1058 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1059 * won't pass we return a default card. This way is better than maintaining a full card database as even
1060 * without a full database we can return a card with similar features. Second the size of the database
1061 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1062 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1063 * to distinguishes between different models from that family.
1065 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1066 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1067 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1068 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1069 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1070 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1071 * memory behind our backs if really needed.
1072 * Note that the amount of video memory can be overruled using a registry setting.
1074 switch (gl_info->gl_vendor) {
1075 case VENDOR_NVIDIA:
1076 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1077 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1079 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1080 /* Geforce9 - highend */
1081 if(strstr(gl_info->gl_renderer, "9800")) {
1082 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1083 vidmem = 512;
1085 /* Geforce9 - midend */
1086 else if(strstr(gl_info->gl_renderer, "9600")) {
1087 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1088 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1090 /* Geforce8 - highend */
1091 if (strstr(gl_info->gl_renderer, "8800")) {
1092 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1093 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1095 /* Geforce8 - midend mobile */
1096 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1097 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1098 vidmem = 512;
1100 /* Geforce8 - midend */
1101 else if(strstr(gl_info->gl_renderer, "8600") ||
1102 strstr(gl_info->gl_renderer, "8700"))
1104 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1105 vidmem = 256;
1107 /* Geforce8 - lowend */
1108 else if(strstr(gl_info->gl_renderer, "8300") ||
1109 strstr(gl_info->gl_renderer, "8400") ||
1110 strstr(gl_info->gl_renderer, "8500"))
1112 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1113 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1115 /* Geforce7 - highend */
1116 else if(strstr(gl_info->gl_renderer, "7800") ||
1117 strstr(gl_info->gl_renderer, "7900") ||
1118 strstr(gl_info->gl_renderer, "7950") ||
1119 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1120 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1122 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1123 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1125 /* Geforce7 midend */
1126 else if(strstr(gl_info->gl_renderer, "7600") ||
1127 strstr(gl_info->gl_renderer, "7700")) {
1128 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1129 vidmem = 256; /* The 7600 uses 256-512MB */
1130 /* Geforce7 lower medium */
1131 } else if(strstr(gl_info->gl_renderer, "7400")) {
1132 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1133 vidmem = 256; /* The 7400 uses 256-512MB */
1135 /* Geforce7 lowend */
1136 else if(strstr(gl_info->gl_renderer, "7300")) {
1137 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1138 vidmem = 256; /* Mac Pros with this card have 256 MB */
1140 /* Geforce6 highend */
1141 else if(strstr(gl_info->gl_renderer, "6800"))
1143 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1144 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1146 /* Geforce6 - midend */
1147 else if(strstr(gl_info->gl_renderer, "6600") ||
1148 strstr(gl_info->gl_renderer, "6610") ||
1149 strstr(gl_info->gl_renderer, "6700"))
1151 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1152 vidmem = 128; /* A 6600GT has 128-256MB */
1154 /* Geforce6/7 lowend */
1155 else {
1156 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1157 vidmem = 64; /* */
1159 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1160 /* GeforceFX - highend */
1161 if (strstr(gl_info->gl_renderer, "5800") ||
1162 strstr(gl_info->gl_renderer, "5900") ||
1163 strstr(gl_info->gl_renderer, "5950") ||
1164 strstr(gl_info->gl_renderer, "Quadro FX"))
1166 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1167 vidmem = 256; /* 5800-5900 cards use 256MB */
1169 /* GeforceFX - midend */
1170 else if(strstr(gl_info->gl_renderer, "5600") ||
1171 strstr(gl_info->gl_renderer, "5650") ||
1172 strstr(gl_info->gl_renderer, "5700") ||
1173 strstr(gl_info->gl_renderer, "5750"))
1175 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1176 vidmem = 128; /* A 5600 uses 128-256MB */
1178 /* GeforceFX - lowend */
1179 else {
1180 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1181 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1183 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1184 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1185 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1186 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1188 else {
1189 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1190 vidmem = 64; /* Geforce3 cards have 64-128MB */
1192 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1193 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1194 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1195 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1197 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1198 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1199 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1201 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1202 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1203 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1205 else {
1206 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1207 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1209 } else {
1210 if (strstr(gl_info->gl_renderer, "TNT2")) {
1211 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1212 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1214 else {
1215 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1216 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1219 break;
1220 case VENDOR_ATI:
1221 if(WINE_D3D9_CAPABLE(gl_info)) {
1222 /* Radeon R6xx HD2900/HD3800 - highend */
1223 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1224 strstr(gl_info->gl_renderer, "HD 3870") ||
1225 strstr(gl_info->gl_renderer, "HD 3850"))
1227 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1228 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1230 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1231 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1232 strstr(gl_info->gl_renderer, "HD 3830") ||
1233 strstr(gl_info->gl_renderer, "HD 3690") ||
1234 strstr(gl_info->gl_renderer, "HD 3650"))
1236 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1237 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1239 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1240 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1241 strstr(gl_info->gl_renderer, "HD 2400") ||
1242 strstr(gl_info->gl_renderer, "HD 3470") ||
1243 strstr(gl_info->gl_renderer, "HD 3450") ||
1244 strstr(gl_info->gl_renderer, "HD 3430"))
1246 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1247 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1249 /* Radeon R6xx/R7xx integrated */
1250 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1251 strstr(gl_info->gl_renderer, "HD 3200") ||
1252 strstr(gl_info->gl_renderer, "HD 3300"))
1254 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1255 vidmem = 128; /* 128MB */
1257 /* Radeon R5xx */
1258 else if (strstr(gl_info->gl_renderer, "X1600") ||
1259 strstr(gl_info->gl_renderer, "X1650") ||
1260 strstr(gl_info->gl_renderer, "X1800") ||
1261 strstr(gl_info->gl_renderer, "X1900") ||
1262 strstr(gl_info->gl_renderer, "X1950"))
1264 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1265 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1267 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1268 else if(strstr(gl_info->gl_renderer, "X700") ||
1269 strstr(gl_info->gl_renderer, "X800") ||
1270 strstr(gl_info->gl_renderer, "X850") ||
1271 strstr(gl_info->gl_renderer, "X1300") ||
1272 strstr(gl_info->gl_renderer, "X1400") ||
1273 strstr(gl_info->gl_renderer, "X1450") ||
1274 strstr(gl_info->gl_renderer, "X1550"))
1276 gl_info->gl_card = CARD_ATI_RADEON_X700;
1277 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1279 /* Radeon R3xx */
1280 else {
1281 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1282 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1284 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1285 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1286 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1287 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1288 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1289 vidmem = 32; /* There are models with up to 64MB */
1290 } else {
1291 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1292 vidmem = 16; /* There are 16-32MB models */
1294 break;
1295 case VENDOR_INTEL:
1296 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1297 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1298 gl_info->gl_card = CARD_INTEL_I945GM;
1299 vidmem = 64;
1300 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1301 gl_info->gl_card = CARD_INTEL_I915GM;
1302 } else if (strstr(gl_info->gl_renderer, "915G")) {
1303 gl_info->gl_card = CARD_INTEL_I915G;
1304 } else if (strstr(gl_info->gl_renderer, "865G")) {
1305 gl_info->gl_card = CARD_INTEL_I865G;
1306 } else if (strstr(gl_info->gl_renderer, "855G")) {
1307 gl_info->gl_card = CARD_INTEL_I855G;
1308 } else if (strstr(gl_info->gl_renderer, "830G")) {
1309 gl_info->gl_card = CARD_INTEL_I830G;
1310 } else {
1311 gl_info->gl_card = CARD_INTEL_I915G;
1313 break;
1314 case VENDOR_MESA:
1315 case VENDOR_WINE:
1316 default:
1317 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1318 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1319 * them a good generic choice.
1321 gl_info->gl_vendor = VENDOR_NVIDIA;
1322 if(WINE_D3D9_CAPABLE(gl_info))
1323 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1324 else if(WINE_D3D8_CAPABLE(gl_info))
1325 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1326 else if(WINE_D3D7_CAPABLE(gl_info))
1327 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1328 else if(WINE_D3D6_CAPABLE(gl_info))
1329 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1330 else
1331 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1333 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1335 /* If we have an estimate use it, else default to 64MB; */
1336 if(vidmem)
1337 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1338 else
1339 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1341 /* Load all the lookup tables
1342 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1343 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1344 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1346 for (i = 0; i < MAX_LOOKUPS; i++) {
1347 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1350 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1351 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1352 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1353 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1354 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1355 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1356 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1357 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1358 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1359 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1361 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1362 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1363 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1364 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1365 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1368 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1369 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1370 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1371 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1372 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1373 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1374 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1375 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1376 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1377 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1378 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1379 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1380 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1382 /* TODO: config lookups */
1384 /* Make sure there's an active HDC else the WGL extensions will fail */
1385 hdc = pwglGetCurrentDC();
1386 if (hdc) {
1387 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1388 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1390 if (NULL == WGL_Extensions) {
1391 ERR(" WGL_Extensions returns NULL\n");
1392 } else {
1393 while (*WGL_Extensions != 0x00) {
1394 const char *Start;
1395 char ThisExtn[256];
1396 size_t len;
1398 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1399 Start = WGL_Extensions;
1400 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1401 WGL_Extensions++;
1404 len = WGL_Extensions - Start;
1405 if (len == 0 || len >= sizeof(ThisExtn))
1406 continue;
1408 memcpy(ThisExtn, Start, len);
1409 ThisExtn[len] = '\0';
1410 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1412 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1413 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1414 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1416 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1417 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1418 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1423 LEAVE_GL();
1425 return return_value;
1427 #undef GLINFO_LOCATION
1429 /**********************************************************
1430 * IWineD3D implementation follows
1431 **********************************************************/
1433 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1434 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1436 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1437 return numAdapters;
1440 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1441 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1442 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1443 return WINED3D_OK;
1446 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1447 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1449 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1451 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1452 return NULL;
1455 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1458 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1459 of the same bpp but different resolutions */
1461 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1462 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1463 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1464 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1466 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1467 return 0;
1470 /* TODO: Store modes per adapter and read it from the adapter structure */
1471 if (Adapter == 0) { /* Display */
1472 int i = 0;
1473 int j = 0;
1475 if (!DEBUG_SINGLE_MODE) {
1476 DEVMODEW DevModeW;
1478 ZeroMemory(&DevModeW, sizeof(DevModeW));
1479 DevModeW.dmSize = sizeof(DevModeW);
1480 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1481 j++;
1482 switch (Format)
1484 case WINED3DFMT_UNKNOWN:
1485 /* This is for D3D8, do not enumerate P8 here */
1486 if (DevModeW.dmBitsPerPel == 32 ||
1487 DevModeW.dmBitsPerPel == 16) i++;
1488 break;
1489 case WINED3DFMT_X8R8G8B8:
1490 if (DevModeW.dmBitsPerPel == 32) i++;
1491 break;
1492 case WINED3DFMT_R5G6B5:
1493 if (DevModeW.dmBitsPerPel == 16) i++;
1494 break;
1495 case WINED3DFMT_P8:
1496 if (DevModeW.dmBitsPerPel == 8) i++;
1497 break;
1498 default:
1499 /* Skip other modes as they do not match the requested format */
1500 break;
1503 } else {
1504 i = 1;
1505 j = 1;
1508 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1509 return i;
1510 } else {
1511 FIXME_(d3d_caps)("Adapter not primary display\n");
1513 return 0;
1516 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1517 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1518 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1519 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1521 /* Validate the parameters as much as possible */
1522 if (NULL == pMode ||
1523 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1524 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1525 return WINED3DERR_INVALIDCALL;
1528 /* TODO: Store modes per adapter and read it from the adapter structure */
1529 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1530 DEVMODEW DevModeW;
1531 int ModeIdx = 0;
1532 int i = 0;
1533 int j = 0;
1535 ZeroMemory(&DevModeW, sizeof(DevModeW));
1536 DevModeW.dmSize = sizeof(DevModeW);
1538 /* If we are filtering to a specific format (D3D9), then need to skip
1539 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1540 just count through the ones with valid bit depths */
1541 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1542 switch (Format)
1544 case WINED3DFMT_UNKNOWN:
1545 /* This is D3D8. Do not enumerate P8 here */
1546 if (DevModeW.dmBitsPerPel == 32 ||
1547 DevModeW.dmBitsPerPel == 16) i++;
1548 break;
1549 case WINED3DFMT_X8R8G8B8:
1550 if (DevModeW.dmBitsPerPel == 32) i++;
1551 break;
1552 case WINED3DFMT_R5G6B5:
1553 if (DevModeW.dmBitsPerPel == 16) i++;
1554 break;
1555 case WINED3DFMT_P8:
1556 if (DevModeW.dmBitsPerPel == 8) i++;
1557 break;
1558 default:
1559 /* Modes that don't match what we support can get an early-out */
1560 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1561 return WINED3DERR_INVALIDCALL;
1565 if (i == 0) {
1566 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1567 return WINED3DERR_INVALIDCALL;
1569 ModeIdx = j - 1;
1571 /* Now get the display mode via the calculated index */
1572 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1573 pMode->Width = DevModeW.dmPelsWidth;
1574 pMode->Height = DevModeW.dmPelsHeight;
1575 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1576 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1577 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1579 if (Format == WINED3DFMT_UNKNOWN) {
1580 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1581 } else {
1582 pMode->Format = Format;
1584 } else {
1585 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1586 return WINED3DERR_INVALIDCALL;
1589 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1590 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1591 DevModeW.dmBitsPerPel);
1593 } else if (DEBUG_SINGLE_MODE) {
1594 /* Return one setting of the format requested */
1595 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1596 pMode->Width = 800;
1597 pMode->Height = 600;
1598 pMode->RefreshRate = 60;
1599 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1600 } else {
1601 FIXME_(d3d_caps)("Adapter not primary display\n");
1604 return WINED3D_OK;
1607 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1608 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1609 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1611 if (NULL == pMode ||
1612 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1613 return WINED3DERR_INVALIDCALL;
1616 if (Adapter == 0) { /* Display */
1617 int bpp = 0;
1618 DEVMODEW DevModeW;
1620 ZeroMemory(&DevModeW, sizeof(DevModeW));
1621 DevModeW.dmSize = sizeof(DevModeW);
1623 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1624 pMode->Width = DevModeW.dmPelsWidth;
1625 pMode->Height = DevModeW.dmPelsHeight;
1626 bpp = DevModeW.dmBitsPerPel;
1627 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1628 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1630 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1633 pMode->Format = pixelformat_for_depth(bpp);
1634 } else {
1635 FIXME_(d3d_caps)("Adapter not primary display\n");
1638 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1639 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1640 return WINED3D_OK;
1643 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1644 and fields being inserted in the middle, a new structure is used in place */
1645 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1646 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1647 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1649 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1651 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1652 return WINED3DERR_INVALIDCALL;
1655 /* Return the information requested */
1656 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1657 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1658 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1660 /* Note dx8 doesn't supply a DeviceName */
1661 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1662 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1663 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1664 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1665 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1666 *(pIdentifier->SubSysId) = 0;
1667 *(pIdentifier->Revision) = 0;
1668 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1670 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1671 *(pIdentifier->WHQLLevel) = 0;
1672 } else {
1673 *(pIdentifier->WHQLLevel) = 1;
1676 return WINED3D_OK;
1679 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1680 short redSize, greenSize, blueSize, alphaSize, colorBits;
1682 if(!cfg)
1683 return FALSE;
1685 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1686 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1687 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1688 return FALSE;
1691 if(cfg->redSize < redSize)
1692 return FALSE;
1694 if(cfg->greenSize < greenSize)
1695 return FALSE;
1697 if(cfg->blueSize < blueSize)
1698 return FALSE;
1700 if(cfg->alphaSize < alphaSize)
1701 return FALSE;
1703 return TRUE;
1704 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1705 if(Format == WINED3DFMT_R16F)
1706 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1707 if(Format == WINED3DFMT_G16R16F)
1708 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1709 if(Format == WINED3DFMT_A16B16G16R16F)
1710 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1711 if(Format == WINED3DFMT_R32F)
1712 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1713 if(Format == WINED3DFMT_G32R32F)
1714 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1715 if(Format == WINED3DFMT_A32B32G32R32F)
1716 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1717 } else {
1718 /* Probably a color index mode */
1719 return FALSE;
1722 return FALSE;
1725 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1726 short depthSize, stencilSize;
1727 BOOL lockable = FALSE;
1729 if(!cfg)
1730 return FALSE;
1732 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1733 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1734 return FALSE;
1737 if((Format == WINED3DFMT_D16_LOCKABLE) || (Format == WINED3DFMT_D32F_LOCKABLE))
1738 lockable = TRUE;
1740 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1741 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1742 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1743 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1744 return FALSE;
1746 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1747 * allow more stencil bits than requested. */
1748 if(cfg->stencilSize < stencilSize)
1749 return FALSE;
1751 return TRUE;
1754 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1755 WINED3DFORMAT AdapterFormat,
1756 WINED3DFORMAT RenderTargetFormat,
1757 WINED3DFORMAT DepthStencilFormat) {
1758 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1759 int nCfgs;
1760 WineD3D_PixelFormat *cfgs;
1761 int it;
1763 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1764 This, Adapter,
1765 DeviceType, debug_d3ddevicetype(DeviceType),
1766 AdapterFormat, debug_d3dformat(AdapterFormat),
1767 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1768 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1770 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1771 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1772 return WINED3DERR_INVALIDCALL;
1775 cfgs = Adapters[Adapter].cfgs;
1776 nCfgs = Adapters[Adapter].nCfgs;
1777 for (it = 0; it < nCfgs; ++it) {
1778 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1779 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1780 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1781 return WINED3D_OK;
1785 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1787 return WINED3DERR_NOTAVAILABLE;
1790 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1791 WINED3DFORMAT SurfaceFormat,
1792 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1794 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1795 const GlPixelFormatDesc *glDesc;
1796 const StaticPixelFormatDesc *desc;
1798 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1799 This,
1800 Adapter,
1801 DeviceType, debug_d3ddevicetype(DeviceType),
1802 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1803 Windowed,
1804 MultiSampleType,
1805 pQualityLevels);
1807 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1808 return WINED3DERR_INVALIDCALL;
1811 /* TODO: handle Windowed, add more quality levels */
1813 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1815 /* By default multisampling is disabled right now as it causes issues
1816 * on some Nvidia driver versions and it doesn't work well in combination
1817 * with FBOs yet. */
1818 if(!wined3d_settings.allow_multisampling)
1819 return WINED3DERR_NOTAVAILABLE;
1821 desc = getFormatDescEntry(SurfaceFormat, &Adapters[Adapter].gl_info, &glDesc);
1822 if(!desc || !glDesc) {
1823 return WINED3DERR_INVALIDCALL;
1826 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1827 int i, nCfgs;
1828 WineD3D_PixelFormat *cfgs;
1830 cfgs = Adapters[Adapter].cfgs;
1831 nCfgs = Adapters[Adapter].nCfgs;
1832 for(i=0; i<nCfgs; i++) {
1833 if(cfgs[i].numSamples != MultiSampleType)
1834 continue;
1836 if(!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[i], SurfaceFormat))
1837 continue;
1839 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1841 if(pQualityLevels)
1842 *pQualityLevels = 1; /* Guess at a value! */
1843 return WINED3D_OK;
1846 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1847 short redSize, greenSize, blueSize, alphaSize, colorBits;
1848 int i, nCfgs;
1849 WineD3D_PixelFormat *cfgs;
1851 if(!getColorBits(SurfaceFormat, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1852 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1853 return WINED3DERR_NOTAVAILABLE;
1856 cfgs = Adapters[Adapter].cfgs;
1857 nCfgs = Adapters[Adapter].nCfgs;
1858 for(i=0; i<nCfgs; i++) {
1859 if(cfgs[i].numSamples != MultiSampleType)
1860 continue;
1861 if(cfgs[i].redSize != redSize)
1862 continue;
1863 if(cfgs[i].greenSize != greenSize)
1864 continue;
1865 if(cfgs[i].blueSize != blueSize)
1866 continue;
1867 if(cfgs[i].alphaSize != alphaSize)
1868 continue;
1870 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1872 if(pQualityLevels)
1873 *pQualityLevels = 1; /* Guess at a value! */
1874 return WINED3D_OK;
1877 return WINED3DERR_NOTAVAILABLE;
1880 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1881 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1883 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1884 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1885 UINT nmodes;
1887 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1888 This,
1889 Adapter,
1890 DeviceType, debug_d3ddevicetype(DeviceType),
1891 DisplayFormat, debug_d3dformat(DisplayFormat),
1892 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1893 Windowed);
1895 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1896 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1897 return WINED3DERR_INVALIDCALL;
1900 /* The task of this function is to check whether a certain display / backbuffer format
1901 * combination is available on the given adapter. In fullscreen mode microsoft specified
1902 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1903 * and display format should match exactly.
1904 * In windowed mode format conversion can occur and this depends on the driver. When format
1905 * conversion is done, this function should nevertheless fail and applications need to use
1906 * CheckDeviceFormatConversion.
1907 * At the moment we assume that fullscreen and windowed have the same capabilities */
1909 /* There are only 4 display formats */
1910 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1911 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1912 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1913 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1915 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1916 return WINED3DERR_NOTAVAILABLE;
1919 /* If the requested DisplayFormat is not available, don't continue */
1920 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
1921 if(!nmodes) {
1922 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
1923 return WINED3DERR_NOTAVAILABLE;
1926 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
1927 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
1928 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
1929 return WINED3DERR_NOTAVAILABLE;
1932 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
1933 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
1934 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1935 return WINED3DERR_NOTAVAILABLE;
1938 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
1939 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
1940 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1941 return WINED3DERR_NOTAVAILABLE;
1944 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
1945 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
1946 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1947 return WINED3DERR_NOTAVAILABLE;
1950 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
1951 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
1952 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1953 return WINED3DERR_NOTAVAILABLE;
1956 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
1957 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat);
1958 if(FAILED(hr))
1959 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
1961 return hr;
1965 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1966 /* Check if we support bumpmapping for a format */
1967 static BOOL CheckBumpMapCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
1969 const struct fragment_pipeline *fp;
1970 const GlPixelFormatDesc *glDesc;
1972 switch(CheckFormat) {
1973 case WINED3DFMT_V8U8:
1974 case WINED3DFMT_V16U16:
1975 case WINED3DFMT_L6V5U5:
1976 case WINED3DFMT_X8L8V8U8:
1977 case WINED3DFMT_Q8W8V8U8:
1978 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
1979 if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
1980 /* We have a GL extension giving native support */
1981 TRACE_(d3d_caps)("[OK]\n");
1982 return TRUE;
1985 /* No native support: Ask the fixed function pipeline implementation if it
1986 * can deal with the conversion
1988 fp = select_fragment_implementation(Adapter, DeviceType);
1989 if(fp->conv_supported(CheckFormat)) {
1990 TRACE_(d3d_caps)("[OK]\n");
1991 return TRUE;
1992 } else {
1993 TRACE_(d3d_caps)("[FAILED]\n");
1994 return FALSE;
1997 default:
1998 TRACE_(d3d_caps)("[FAILED]\n");
1999 return FALSE;
2003 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2004 static BOOL CheckDepthStencilCapability(UINT Adapter, WINED3DFORMAT DisplayFormat, WINED3DFORMAT DepthStencilFormat)
2006 int it=0;
2007 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2008 const GlPixelFormatDesc *glDesc;
2009 const StaticPixelFormatDesc *desc = getFormatDescEntry(DepthStencilFormat, &GLINFO_LOCATION, &glDesc);
2011 /* Fail if we weren't able to get a description of the format */
2012 if(!desc || !glDesc)
2013 return FALSE;
2015 /* Only allow depth/stencil formats */
2016 if(!(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)))
2017 return FALSE;
2019 /* Walk through all WGL pixel formats to find a match */
2020 cfgs = Adapters[Adapter].cfgs;
2021 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2022 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
2023 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
2024 return TRUE;
2029 return FALSE;
2032 static BOOL CheckFilterCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2034 const GlPixelFormatDesc *glDesc;
2035 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2037 /* Fail if we weren't able to get a description of the format */
2038 if(!desc || !glDesc)
2039 return FALSE;
2041 /* The flags entry of a format contains the filtering capability */
2042 if(glDesc->Flags & WINED3DFMT_FLAG_FILTERING)
2043 return TRUE;
2045 return FALSE;
2048 /* Check the render target capabilities of a format */
2049 static BOOL CheckRenderTargetCapability(WINED3DFORMAT AdapterFormat, WINED3DFORMAT CheckFormat)
2051 UINT Adapter = 0;
2052 const GlPixelFormatDesc *glDesc;
2053 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2055 /* Fail if we weren't able to get a description of the format */
2056 if(!desc || !glDesc)
2057 return FALSE;
2059 /* Filter out non-RT formats */
2060 if(!(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET))
2061 return FALSE;
2063 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2064 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2065 int it;
2066 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2067 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2069 getColorBits(AdapterFormat, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2070 getColorBits(CheckFormat, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2072 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2073 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2074 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2075 TRACE_(d3d_caps)("[FAILED]\n");
2076 return FALSE;
2079 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2080 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2081 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2082 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2083 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2084 return TRUE;
2087 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2088 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2089 WineD3D_PixelFormat *cfgs = Adapters[Adapter].cfgs;
2090 int it;
2092 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2093 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
2094 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], CheckFormat)) {
2095 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n", cfgs[it].iPixelFormat, debug_d3dformat(CheckFormat));
2096 return TRUE;
2099 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2100 /* For now return TRUE for FBOs until we have some proper checks.
2101 * Note that this function will only be called when the format is around for texturing. */
2102 return TRUE;
2104 return FALSE;
2107 static BOOL CheckSrgbReadCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2109 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2110 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2111 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2112 return FALSE;
2115 switch (CheckFormat) {
2116 case WINED3DFMT_A8R8G8B8:
2117 case WINED3DFMT_X8R8G8B8:
2118 case WINED3DFMT_A4R4G4B4:
2119 case WINED3DFMT_L8:
2120 case WINED3DFMT_A8L8:
2121 case WINED3DFMT_DXT1:
2122 case WINED3DFMT_DXT2:
2123 case WINED3DFMT_DXT3:
2124 case WINED3DFMT_DXT4:
2125 case WINED3DFMT_DXT5:
2126 TRACE_(d3d_caps)("[OK]\n");
2127 return TRUE;
2129 default:
2130 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
2131 return FALSE;
2133 return FALSE;
2136 static BOOL CheckSrgbWriteCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2138 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2139 * doing the color fixup in shaders.
2140 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2141 if((CheckFormat == WINED3DFMT_X8R8G8B8) || (CheckFormat == WINED3DFMT_A8R8G8B8)) {
2142 int vs_selected_mode;
2143 int ps_selected_mode;
2144 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2146 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2147 TRACE_(d3d_caps)("[OK]\n");
2148 return TRUE;
2152 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(CheckFormat));
2153 return FALSE;
2156 /* Check if a format support blending in combination with pixel shaders */
2157 static BOOL CheckPostPixelShaderBlendingCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2159 const GlPixelFormatDesc *glDesc;
2160 const StaticPixelFormatDesc *desc = getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2162 /* Fail if we weren't able to get a description of the format */
2163 if(!desc || !glDesc)
2164 return FALSE;
2166 /* The flags entry of a format contains the post pixel shader blending capability */
2167 if(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)
2168 return TRUE;
2170 return FALSE;
2173 static BOOL CheckWrapAndMipCapability(UINT Adapter, WINED3DFORMAT CheckFormat) {
2174 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2175 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2176 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2177 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2178 * capability anyway.
2180 * For now lets report this on all formats, but in the future we may want to
2181 * restrict it to some should games need that
2183 return TRUE;
2186 /* Check if a texture format is supported on the given adapter */
2187 static BOOL CheckTextureCapability(UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat)
2189 const shader_backend_t *shader_backend;
2190 const struct fragment_pipeline *fp;
2191 const GlPixelFormatDesc *glDesc;
2193 switch (CheckFormat) {
2195 /*****
2196 * supported: RGB(A) formats
2198 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2199 case WINED3DFMT_A8R8G8B8:
2200 case WINED3DFMT_X8R8G8B8:
2201 case WINED3DFMT_R5G6B5:
2202 case WINED3DFMT_X1R5G5B5:
2203 case WINED3DFMT_A1R5G5B5:
2204 case WINED3DFMT_A4R4G4B4:
2205 case WINED3DFMT_A8:
2206 case WINED3DFMT_X4R4G4B4:
2207 case WINED3DFMT_A8B8G8R8:
2208 case WINED3DFMT_X8B8G8R8:
2209 case WINED3DFMT_A2R10G10B10:
2210 case WINED3DFMT_A2B10G10R10:
2211 case WINED3DFMT_G16R16:
2212 TRACE_(d3d_caps)("[OK]\n");
2213 return TRUE;
2215 case WINED3DFMT_R3G3B2:
2216 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2217 return FALSE;
2219 /*****
2220 * supported: Palettized
2222 case WINED3DFMT_P8:
2223 TRACE_(d3d_caps)("[OK]\n");
2224 return TRUE;
2225 /* No Windows driver offers A8P8, so don't offer it either */
2226 case WINED3DFMT_A8P8:
2227 return FALSE;
2229 /*****
2230 * Supported: (Alpha)-Luminance
2232 case WINED3DFMT_L8:
2233 case WINED3DFMT_A8L8:
2234 case WINED3DFMT_L16:
2235 TRACE_(d3d_caps)("[OK]\n");
2236 return TRUE;
2238 /* Not supported on Windows, thus disabled */
2239 case WINED3DFMT_A4L4:
2240 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2241 return FALSE;
2243 /*****
2244 * Supported: Depth/Stencil formats
2246 case WINED3DFMT_D16_LOCKABLE:
2247 case WINED3DFMT_D16:
2248 case WINED3DFMT_D15S1:
2249 case WINED3DFMT_D24X8:
2250 case WINED3DFMT_D24X4S4:
2251 case WINED3DFMT_D24S8:
2252 case WINED3DFMT_D24FS8:
2253 case WINED3DFMT_D32:
2254 case WINED3DFMT_D32F_LOCKABLE:
2255 return TRUE;
2257 /*****
2258 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2259 * GL_NV_texture_shader). Emulated by shaders
2261 case WINED3DFMT_V8U8:
2262 case WINED3DFMT_X8L8V8U8:
2263 case WINED3DFMT_L6V5U5:
2264 case WINED3DFMT_Q8W8V8U8:
2265 case WINED3DFMT_V16U16:
2266 case WINED3DFMT_W11V11U10:
2267 getFormatDescEntry(CheckFormat, &GLINFO_LOCATION, &glDesc);
2268 if(glDesc->conversion_group == WINED3DFMT_UNKNOWN) {
2269 /* We have a GL extension giving native support */
2270 TRACE_(d3d_caps)("[OK]\n");
2271 return TRUE;
2274 /* No native support: Ask the fixed function pipeline implementation if it
2275 * can deal with the conversion
2277 shader_backend = select_shader_backend(Adapter, DeviceType);
2278 if(shader_backend->shader_conv_supported(CheckFormat)) {
2279 TRACE_(d3d_caps)("[OK]\n");
2280 return TRUE;
2281 } else {
2282 TRACE_(d3d_caps)("[FAILED]\n");
2283 return FALSE;
2286 case WINED3DFMT_DXT1:
2287 case WINED3DFMT_DXT2:
2288 case WINED3DFMT_DXT3:
2289 case WINED3DFMT_DXT4:
2290 case WINED3DFMT_DXT5:
2291 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2292 TRACE_(d3d_caps)("[OK]\n");
2293 return TRUE;
2295 TRACE_(d3d_caps)("[FAILED]\n");
2296 return FALSE;
2299 /*****
2300 * Odd formats - not supported
2302 case WINED3DFMT_VERTEXDATA:
2303 case WINED3DFMT_INDEX16:
2304 case WINED3DFMT_INDEX32:
2305 case WINED3DFMT_Q16W16V16U16:
2306 case WINED3DFMT_A2W10V10U10:
2307 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2308 return FALSE;
2310 /*****
2311 * WINED3DFMT_CxV8U8: Not supported right now
2313 case WINED3DFMT_CxV8U8:
2314 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2315 return FALSE;
2317 /* YUV formats */
2318 case WINED3DFMT_UYVY:
2319 case WINED3DFMT_YUY2:
2320 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2321 TRACE_(d3d_caps)("[OK]\n");
2322 return TRUE;
2324 TRACE_(d3d_caps)("[FAILED]\n");
2325 return FALSE;
2326 case WINED3DFMT_YV12:
2327 TRACE_(d3d_caps)("[FAILED]\n");
2328 return FALSE;
2330 /* Not supported */
2331 case WINED3DFMT_A16B16G16R16:
2332 case WINED3DFMT_A8R3G3B2:
2333 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2334 return FALSE;
2336 /* Floating point formats */
2337 case WINED3DFMT_R16F:
2338 case WINED3DFMT_A16B16G16R16F:
2339 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2340 TRACE_(d3d_caps)("[OK]\n");
2341 return TRUE;
2343 TRACE_(d3d_caps)("[FAILED]\n");
2344 return FALSE;
2346 case WINED3DFMT_R32F:
2347 case WINED3DFMT_A32B32G32R32F:
2348 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2349 TRACE_(d3d_caps)("[OK]\n");
2350 return TRUE;
2352 TRACE_(d3d_caps)("[FAILED]\n");
2353 return FALSE;
2355 case WINED3DFMT_G16R16F:
2356 case WINED3DFMT_G32R32F:
2357 TRACE_(d3d_caps)("[FAILED]\n");
2358 return FALSE;
2360 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2361 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2362 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2363 * We can do instancing with all shader versions, but we need vertex shaders.
2365 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2366 * to enable instancing. WineD3D doesn't need that and just ignores it.
2368 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2370 case WINEMAKEFOURCC('I','N','S','T'):
2371 TRACE("ATI Instancing check hack\n");
2372 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2373 TRACE_(d3d_caps)("[OK]\n");
2374 return TRUE;
2376 TRACE_(d3d_caps)("[FAILED]\n");
2377 return FALSE;
2379 /* Some weird FOURCC formats */
2380 case WINED3DFMT_R8G8_B8G8:
2381 case WINED3DFMT_G8R8_G8B8:
2382 case WINED3DFMT_MULTI2_ARGB8:
2383 TRACE_(d3d_caps)("[FAILED]\n");
2384 return FALSE;
2386 /* Vendor specific formats */
2387 case WINED3DFMT_ATI2N:
2388 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2389 shader_backend = select_shader_backend(Adapter, DeviceType);
2390 fp = select_fragment_implementation(Adapter, DeviceType);
2391 if(shader_backend->shader_conv_supported(CheckFormat) &&
2392 fp->conv_supported(CheckFormat)) {
2393 TRACE_(d3d_caps)("[OK]\n");
2394 return TRUE;
2397 TRACE_(d3d_caps)("[OK]\n");
2398 return TRUE;
2400 TRACE_(d3d_caps)("[FAILED]\n");
2401 return FALSE;
2403 case WINED3DFMT_NVHU:
2404 case WINED3DFMT_NVHS:
2405 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2406 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2407 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2408 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2409 * Applications have to deal with not having NVHS and NVHU.
2411 TRACE_(d3d_caps)("[FAILED]\n");
2412 return FALSE;
2414 case WINED3DFMT_UNKNOWN:
2415 return FALSE;
2417 default:
2418 ERR("Unhandled format=%s\n", debug_d3dformat(CheckFormat));
2419 break;
2421 return FALSE;
2424 static BOOL CheckSurfaceCapability(UINT Adapter, WINED3DFORMAT AdapterFormat, WINED3DDEVTYPE DeviceType, WINED3DFORMAT CheckFormat) {
2425 const struct blit_shader *blitter;
2427 /* All format that are supported for textures are supported for surfaces as well */
2428 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) return TRUE;
2429 /* All depth stencil formats are supported on surfaces */
2430 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) return TRUE;
2432 /* If opengl can't process the format natively, the blitter may be able to convert it */
2433 blitter = select_blit_implementation(Adapter, DeviceType);
2434 if(blitter->conv_supported(CheckFormat)) {
2435 TRACE_(d3d_caps)("[OK]\n");
2436 return TRUE;
2439 /* Reject other formats */
2440 TRACE_(d3d_caps)("[FAILED]\n");
2441 return FALSE;
2444 static BOOL CheckVertexTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
2446 if (!GL_LIMITS(vertex_samplers)) {
2447 TRACE_(d3d_caps)("[FAILED]\n");
2448 return FALSE;
2451 switch (CheckFormat) {
2452 case WINED3DFMT_A32B32G32R32F:
2453 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2454 TRACE_(d3d_caps)("[FAILED]\n");
2455 return FALSE;
2457 TRACE_(d3d_caps)("[OK]\n");
2458 return TRUE;
2460 default:
2461 TRACE_(d3d_caps)("[FAILED]\n");
2462 return FALSE;
2464 return FALSE;
2467 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2468 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
2469 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2470 DWORD UsageCaps = 0;
2472 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2473 This,
2474 Adapter,
2475 DeviceType, debug_d3ddevicetype(DeviceType),
2476 AdapterFormat, debug_d3dformat(AdapterFormat),
2477 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2478 RType, debug_d3dresourcetype(RType),
2479 CheckFormat, debug_d3dformat(CheckFormat));
2481 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2482 return WINED3DERR_INVALIDCALL;
2485 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2486 /* Cubetexture allows:
2487 * - D3DUSAGE_AUTOGENMIPMAP
2488 * - D3DUSAGE_DEPTHSTENCIL
2489 * - D3DUSAGE_DYNAMIC
2490 * - D3DUSAGE_NONSECURE (d3d9ex)
2491 * - D3DUSAGE_RENDERTARGET
2492 * - D3DUSAGE_SOFTWAREPROCESSING
2493 * - D3DUSAGE_QUERY_WRAPANDMIP
2495 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2496 /* Check if the texture format is around */
2497 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2498 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2499 /* Check for automatic mipmap generation support */
2500 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2501 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2502 } else {
2503 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2504 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2508 /* Always report dynamic locking */
2509 if(Usage & WINED3DUSAGE_DYNAMIC)
2510 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2512 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2513 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2514 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2515 } else {
2516 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2517 return WINED3DERR_NOTAVAILABLE;
2521 /* Always report software processing */
2522 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2523 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2525 /* Check QUERY_FILTER support */
2526 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2527 if(CheckFilterCapability(Adapter, CheckFormat)) {
2528 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2529 } else {
2530 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2531 return WINED3DERR_NOTAVAILABLE;
2535 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2536 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2537 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2538 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2539 } else {
2540 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2541 return WINED3DERR_NOTAVAILABLE;
2545 /* Check QUERY_SRGBREAD support */
2546 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2547 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2548 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2549 } else {
2550 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2551 return WINED3DERR_NOTAVAILABLE;
2555 /* Check QUERY_SRGBWRITE support */
2556 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2557 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2558 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2559 } else {
2560 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2561 return WINED3DERR_NOTAVAILABLE;
2565 /* Check QUERY_VERTEXTEXTURE support */
2566 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2567 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2568 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2569 } else {
2570 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2571 return WINED3DERR_NOTAVAILABLE;
2575 /* Check QUERY_WRAPANDMIP support */
2576 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2577 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2578 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2579 } else {
2580 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2581 return WINED3DERR_NOTAVAILABLE;
2584 } else {
2585 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2586 return WINED3DERR_NOTAVAILABLE;
2588 } else {
2589 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2590 return WINED3DERR_NOTAVAILABLE;
2592 } else if(RType == WINED3DRTYPE_SURFACE) {
2593 /* Surface allows:
2594 * - D3DUSAGE_DEPTHSTENCIL
2595 * - D3DUSAGE_NONSECURE (d3d9ex)
2596 * - D3DUSAGE_RENDERTARGET
2599 if(CheckSurfaceCapability(Adapter, AdapterFormat, DeviceType, CheckFormat)) {
2600 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2601 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2602 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2603 } else {
2604 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2605 return WINED3DERR_NOTAVAILABLE;
2609 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2610 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2611 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2612 } else {
2613 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2614 return WINED3DERR_NOTAVAILABLE;
2618 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2619 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2620 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2621 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2622 } else {
2623 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2624 return WINED3DERR_NOTAVAILABLE;
2627 } else {
2628 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2629 return WINED3DERR_NOTAVAILABLE;
2632 } else if(RType == WINED3DRTYPE_TEXTURE) {
2633 /* Texture allows:
2634 * - D3DUSAGE_AUTOGENMIPMAP
2635 * - D3DUSAGE_DEPTHSTENCIL
2636 * - D3DUSAGE_DMAP
2637 * - D3DUSAGE_DYNAMIC
2638 * - D3DUSAGE_NONSECURE (d3d9ex)
2639 * - D3DUSAGE_RENDERTARGET
2640 * - D3DUSAGE_SOFTWAREPROCESSING
2641 * - D3DUSAGE_TEXTAPI (d3d9ex)
2642 * - D3DUSAGE_QUERY_WRAPANDMIP
2645 /* Check if the texture format is around */
2646 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat)) {
2647 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2648 /* Check for automatic mipmap generation support */
2649 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2650 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2651 } else {
2652 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2653 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2657 /* Always report dynamic locking */
2658 if(Usage & WINED3DUSAGE_DYNAMIC)
2659 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2661 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2662 if(CheckRenderTargetCapability(AdapterFormat, CheckFormat)) {
2663 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2664 } else {
2665 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2666 return WINED3DERR_NOTAVAILABLE;
2670 /* Always report software processing */
2671 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2672 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2674 /* Check QUERY_FILTER support */
2675 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2676 if(CheckFilterCapability(Adapter, CheckFormat)) {
2677 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2678 } else {
2679 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2680 return WINED3DERR_NOTAVAILABLE;
2684 /* Check QUERY_LEGACYBUMPMAP support */
2685 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2686 if(CheckBumpMapCapability(Adapter, DeviceType, CheckFormat)) {
2687 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2688 } else {
2689 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2690 return WINED3DERR_NOTAVAILABLE;
2694 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2695 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2696 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2697 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2698 } else {
2699 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2700 return WINED3DERR_NOTAVAILABLE;
2704 /* Check QUERY_SRGBREAD support */
2705 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2706 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2707 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2708 } else {
2709 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2710 return WINED3DERR_NOTAVAILABLE;
2714 /* Check QUERY_SRGBWRITE support */
2715 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2716 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2717 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2718 } else {
2719 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2720 return WINED3DERR_NOTAVAILABLE;
2724 /* Check QUERY_VERTEXTEXTURE support */
2725 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2726 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2727 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2728 } else {
2729 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2730 return WINED3DERR_NOTAVAILABLE;
2734 /* Check QUERY_WRAPANDMIP support */
2735 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2736 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2737 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2738 } else {
2739 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2740 return WINED3DERR_NOTAVAILABLE;
2744 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2745 if(CheckDepthStencilCapability(Adapter, AdapterFormat, CheckFormat)) {
2746 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2747 } else {
2748 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2749 return WINED3DERR_NOTAVAILABLE;
2752 } else {
2753 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2754 return WINED3DERR_NOTAVAILABLE;
2756 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2757 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2758 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2760 * Volumetexture allows:
2761 * - D3DUSAGE_DYNAMIC
2762 * - D3DUSAGE_NONSECURE (d3d9ex)
2763 * - D3DUSAGE_SOFTWAREPROCESSING
2764 * - D3DUSAGE_QUERY_WRAPANDMIP
2767 /* Check volume texture and volume usage caps */
2768 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2769 if(CheckTextureCapability(Adapter, DeviceType, CheckFormat) == FALSE) {
2770 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2771 return WINED3DERR_NOTAVAILABLE;
2774 /* Always report dynamic locking */
2775 if(Usage & WINED3DUSAGE_DYNAMIC)
2776 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2778 /* Always report software processing */
2779 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2780 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2782 /* Check QUERY_FILTER support */
2783 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2784 if(CheckFilterCapability(Adapter, CheckFormat)) {
2785 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2786 } else {
2787 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2788 return WINED3DERR_NOTAVAILABLE;
2792 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2793 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2794 if(CheckPostPixelShaderBlendingCapability(Adapter, CheckFormat)) {
2795 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2796 } else {
2797 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2798 return WINED3DERR_NOTAVAILABLE;
2802 /* Check QUERY_SRGBREAD support */
2803 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2804 if(CheckSrgbReadCapability(Adapter, CheckFormat)) {
2805 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2806 } else {
2807 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2808 return WINED3DERR_NOTAVAILABLE;
2812 /* Check QUERY_SRGBWRITE support */
2813 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2814 if(CheckSrgbWriteCapability(Adapter, DeviceType, CheckFormat)) {
2815 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2816 } else {
2817 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2818 return WINED3DERR_NOTAVAILABLE;
2822 /* Check QUERY_VERTEXTEXTURE support */
2823 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2824 if(CheckVertexTextureCapability(Adapter, CheckFormat)) {
2825 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2826 } else {
2827 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2828 return WINED3DERR_NOTAVAILABLE;
2832 /* Check QUERY_WRAPANDMIP support */
2833 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2834 if(CheckWrapAndMipCapability(Adapter, CheckFormat)) {
2835 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2836 } else {
2837 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2838 return WINED3DERR_NOTAVAILABLE;
2841 } else {
2842 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2843 return WINED3DERR_NOTAVAILABLE;
2846 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2847 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2848 * app needing one of those formats, don't advertize them to avoid leading apps into
2849 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2850 * except of R32F.
2852 switch(CheckFormat) {
2853 case WINED3DFMT_P8:
2854 case WINED3DFMT_A4L4:
2855 case WINED3DFMT_R32F:
2856 case WINED3DFMT_R16F:
2857 case WINED3DFMT_X8L8V8U8:
2858 case WINED3DFMT_L6V5U5:
2859 case WINED3DFMT_G16R16:
2860 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2861 return WINED3DERR_NOTAVAILABLE;
2863 case WINED3DFMT_Q8W8V8U8:
2864 case WINED3DFMT_V16U16:
2865 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
2866 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2867 return WINED3DERR_NOTAVAILABLE;
2869 break;
2871 case WINED3DFMT_V8U8:
2872 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2873 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
2874 return WINED3DERR_NOTAVAILABLE;
2876 break;
2878 case WINED3DFMT_DXT1:
2879 case WINED3DFMT_DXT2:
2880 case WINED3DFMT_DXT3:
2881 case WINED3DFMT_DXT4:
2882 case WINED3DFMT_DXT5:
2883 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
2884 * compressed texture results in an error. While the D3D refrast does
2885 * support s3tc volumes, at least the nvidia windows driver does not, so
2886 * we're free not to support this format.
2888 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
2889 return WINED3DERR_NOTAVAILABLE;
2891 default:
2892 /* Do nothing, continue with checking the format below */
2893 break;
2895 } else if((RType == WINED3DRTYPE_INDEXBUFFER) || (RType == WINED3DRTYPE_VERTEXBUFFER)){
2896 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
2897 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
2898 return WINED3DERR_NOTAVAILABLE;
2901 /* This format is nothing special and it is supported perfectly.
2902 * However, ati and nvidia driver on windows do not mark this format as
2903 * supported (tested with the dxCapsViewer) and pretending to
2904 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
2905 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
2906 * Enable it on dx7. It will need additional checking on dx10 when we support it.
2908 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
2909 TRACE_(d3d_caps)("[FAILED]\n");
2910 return WINED3DERR_NOTAVAILABLE;
2913 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
2914 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
2915 * usage flags match. */
2916 if(UsageCaps == Usage) {
2917 return WINED3D_OK;
2918 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
2919 return WINED3DOK_NOAUTOGEN;
2920 } else {
2921 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
2922 return WINED3DERR_NOTAVAILABLE;
2926 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2927 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2928 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2930 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2931 This,
2932 Adapter,
2933 DeviceType, debug_d3ddevicetype(DeviceType),
2934 SourceFormat, debug_d3dformat(SourceFormat),
2935 TargetFormat, debug_d3dformat(TargetFormat));
2936 return WINED3D_OK;
2939 static const shader_backend_t *select_shader_backend(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2940 const shader_backend_t *ret;
2941 int vs_selected_mode;
2942 int ps_selected_mode;
2944 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2945 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
2946 ret = &glsl_shader_backend;
2947 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
2948 ret = &arb_program_shader_backend;
2949 } else {
2950 ret = &none_shader_backend;
2952 return ret;
2955 static const struct fragment_pipeline *select_fragment_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2956 int vs_selected_mode;
2957 int ps_selected_mode;
2959 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2960 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2961 return &arbfp_fragment_pipeline;
2962 } else if(ps_selected_mode == SHADER_ATI) {
2963 return &atifs_fragment_pipeline;
2964 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2965 return &nvts_fragment_pipeline;
2966 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2967 return &nvrc_fragment_pipeline;
2968 } else {
2969 return &ffp_fragment_pipeline;
2973 static const struct blit_shader *select_blit_implementation(UINT Adapter, WINED3DDEVTYPE DeviceType) {
2974 int vs_selected_mode;
2975 int ps_selected_mode;
2977 select_shader_mode(&GLINFO_LOCATION, DeviceType, &ps_selected_mode, &vs_selected_mode);
2978 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
2979 return &arbfp_blit;
2980 } else {
2981 return &ffp_blit;
2985 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2986 subset of a D3DCAPS9 structure. However, it has to come via a void *
2987 as the d3d8 interface cannot import the d3d9 header */
2988 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2990 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2991 int vs_selected_mode;
2992 int ps_selected_mode;
2993 struct shader_caps shader_caps;
2994 struct fragment_caps fragment_caps;
2995 const shader_backend_t *shader_backend;
2996 const struct fragment_pipeline *frag_pipeline = NULL;
2997 DWORD ckey_caps, blit_caps, fx_caps;
2999 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3001 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3002 return WINED3DERR_INVALIDCALL;
3005 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3007 /* This function should *not* be modifying GL caps
3008 * TODO: move the functionality where it belongs */
3009 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
3011 /* ------------------------------------------------
3012 The following fields apply to both d3d8 and d3d9
3013 ------------------------------------------------ */
3014 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3015 pCaps->AdapterOrdinal = Adapter;
3017 pCaps->Caps = 0;
3018 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3019 WINED3DCAPS2_FULLSCREENGAMMA |
3020 WINED3DCAPS2_DYNAMICTEXTURES;
3021 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3022 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3024 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
3025 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3026 WINED3DPRESENT_INTERVAL_ONE;
3028 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3029 WINED3DCURSORCAPS_LOWRES;
3031 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3032 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3033 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3034 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3035 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3036 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3037 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3038 WINED3DDEVCAPS_PUREDEVICE |
3039 WINED3DDEVCAPS_HWRASTERIZATION |
3040 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3041 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3042 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3043 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3044 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3045 WINED3DDEVCAPS_RTPATCHES;
3047 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3048 WINED3DPMISCCAPS_CULLCCW |
3049 WINED3DPMISCCAPS_CULLCW |
3050 WINED3DPMISCCAPS_COLORWRITEENABLE |
3051 WINED3DPMISCCAPS_CLIPTLVERTS |
3052 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3053 WINED3DPMISCCAPS_MASKZ |
3054 WINED3DPMISCCAPS_BLENDOP |
3055 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3056 /* TODO:
3057 WINED3DPMISCCAPS_NULLREFERENCE
3058 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3059 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3060 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3061 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3063 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3064 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3066 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3067 WINED3DPRASTERCAPS_PAT |
3068 WINED3DPRASTERCAPS_WFOG |
3069 WINED3DPRASTERCAPS_ZFOG |
3070 WINED3DPRASTERCAPS_FOGVERTEX |
3071 WINED3DPRASTERCAPS_FOGTABLE |
3072 WINED3DPRASTERCAPS_STIPPLE |
3073 WINED3DPRASTERCAPS_SUBPIXEL |
3074 WINED3DPRASTERCAPS_ZTEST |
3075 WINED3DPRASTERCAPS_SCISSORTEST |
3076 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3077 WINED3DPRASTERCAPS_DEPTHBIAS;
3079 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3080 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3081 WINED3DPRASTERCAPS_ZBIAS |
3082 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3084 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3085 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3087 /* FIXME Add:
3088 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3089 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3090 WINED3DPRASTERCAPS_ANTIALIASEDGES
3091 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3092 WINED3DPRASTERCAPS_WBUFFER */
3094 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3095 WINED3DPCMPCAPS_EQUAL |
3096 WINED3DPCMPCAPS_GREATER |
3097 WINED3DPCMPCAPS_GREATEREQUAL |
3098 WINED3DPCMPCAPS_LESS |
3099 WINED3DPCMPCAPS_LESSEQUAL |
3100 WINED3DPCMPCAPS_NEVER |
3101 WINED3DPCMPCAPS_NOTEQUAL;
3103 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3104 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3105 WINED3DPBLENDCAPS_DESTALPHA |
3106 WINED3DPBLENDCAPS_DESTCOLOR |
3107 WINED3DPBLENDCAPS_INVDESTALPHA |
3108 WINED3DPBLENDCAPS_INVDESTCOLOR |
3109 WINED3DPBLENDCAPS_INVSRCALPHA |
3110 WINED3DPBLENDCAPS_INVSRCCOLOR |
3111 WINED3DPBLENDCAPS_ONE |
3112 WINED3DPBLENDCAPS_SRCALPHA |
3113 WINED3DPBLENDCAPS_SRCALPHASAT |
3114 WINED3DPBLENDCAPS_SRCCOLOR |
3115 WINED3DPBLENDCAPS_ZERO;
3117 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3118 WINED3DPBLENDCAPS_DESTCOLOR |
3119 WINED3DPBLENDCAPS_INVDESTALPHA |
3120 WINED3DPBLENDCAPS_INVDESTCOLOR |
3121 WINED3DPBLENDCAPS_INVSRCALPHA |
3122 WINED3DPBLENDCAPS_INVSRCCOLOR |
3123 WINED3DPBLENDCAPS_ONE |
3124 WINED3DPBLENDCAPS_SRCALPHA |
3125 WINED3DPBLENDCAPS_SRCCOLOR |
3126 WINED3DPBLENDCAPS_ZERO;
3127 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3128 * according to the glBlendFunc manpage
3130 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3131 * legacy settings for srcblend only
3134 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3135 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3136 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3140 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3141 WINED3DPCMPCAPS_EQUAL |
3142 WINED3DPCMPCAPS_GREATER |
3143 WINED3DPCMPCAPS_GREATEREQUAL |
3144 WINED3DPCMPCAPS_LESS |
3145 WINED3DPCMPCAPS_LESSEQUAL |
3146 WINED3DPCMPCAPS_NEVER |
3147 WINED3DPCMPCAPS_NOTEQUAL;
3149 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3150 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3151 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3152 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3153 WINED3DPSHADECAPS_COLORFLATRGB |
3154 WINED3DPSHADECAPS_FOGFLAT |
3155 WINED3DPSHADECAPS_FOGGOURAUD |
3156 WINED3DPSHADECAPS_SPECULARFLATRGB;
3158 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3159 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3160 WINED3DPTEXTURECAPS_TRANSPARENCY |
3161 WINED3DPTEXTURECAPS_BORDER |
3162 WINED3DPTEXTURECAPS_MIPMAP |
3163 WINED3DPTEXTURECAPS_PROJECTED |
3164 WINED3DPTEXTURECAPS_PERSPECTIVE;
3166 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3167 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3168 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3171 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3172 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3173 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3174 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3177 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3178 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3179 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3180 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3184 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3185 WINED3DPTFILTERCAPS_MAGFPOINT |
3186 WINED3DPTFILTERCAPS_MINFLINEAR |
3187 WINED3DPTFILTERCAPS_MINFPOINT |
3188 WINED3DPTFILTERCAPS_MIPFLINEAR |
3189 WINED3DPTFILTERCAPS_MIPFPOINT |
3190 WINED3DPTFILTERCAPS_LINEAR |
3191 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3192 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3193 WINED3DPTFILTERCAPS_MIPLINEAR |
3194 WINED3DPTFILTERCAPS_MIPNEAREST |
3195 WINED3DPTFILTERCAPS_NEAREST;
3197 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3198 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3199 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3202 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3203 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3204 WINED3DPTFILTERCAPS_MAGFPOINT |
3205 WINED3DPTFILTERCAPS_MINFLINEAR |
3206 WINED3DPTFILTERCAPS_MINFPOINT |
3207 WINED3DPTFILTERCAPS_MIPFLINEAR |
3208 WINED3DPTFILTERCAPS_MIPFPOINT |
3209 WINED3DPTFILTERCAPS_LINEAR |
3210 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3211 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3212 WINED3DPTFILTERCAPS_MIPLINEAR |
3213 WINED3DPTFILTERCAPS_MIPNEAREST |
3214 WINED3DPTFILTERCAPS_NEAREST;
3216 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3217 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3218 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3220 } else
3221 pCaps->CubeTextureFilterCaps = 0;
3223 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3224 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3225 WINED3DPTFILTERCAPS_MAGFPOINT |
3226 WINED3DPTFILTERCAPS_MINFLINEAR |
3227 WINED3DPTFILTERCAPS_MINFPOINT |
3228 WINED3DPTFILTERCAPS_MIPFLINEAR |
3229 WINED3DPTFILTERCAPS_MIPFPOINT |
3230 WINED3DPTFILTERCAPS_LINEAR |
3231 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3232 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3233 WINED3DPTFILTERCAPS_MIPLINEAR |
3234 WINED3DPTFILTERCAPS_MIPNEAREST |
3235 WINED3DPTFILTERCAPS_NEAREST;
3236 } else
3237 pCaps->VolumeTextureFilterCaps = 0;
3239 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3240 WINED3DPTADDRESSCAPS_CLAMP |
3241 WINED3DPTADDRESSCAPS_WRAP;
3243 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3244 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3246 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3247 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3249 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3250 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3253 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3254 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3255 WINED3DPTADDRESSCAPS_CLAMP |
3256 WINED3DPTADDRESSCAPS_WRAP;
3257 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3258 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3260 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3261 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3263 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3264 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3266 } else
3267 pCaps->VolumeTextureAddressCaps = 0;
3269 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3270 WINED3DLINECAPS_ZTEST |
3271 WINED3DLINECAPS_BLEND |
3272 WINED3DLINECAPS_ALPHACMP |
3273 WINED3DLINECAPS_FOG;
3274 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3275 * idea how generating the smoothing alpha values works; the result is different
3278 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3279 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3281 if(GL_SUPPORT(EXT_TEXTURE3D))
3282 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3283 else
3284 pCaps->MaxVolumeExtent = 0;
3286 pCaps->MaxTextureRepeat = 32768;
3287 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3288 pCaps->MaxVertexW = 1.0;
3290 pCaps->GuardBandLeft = 0;
3291 pCaps->GuardBandTop = 0;
3292 pCaps->GuardBandRight = 0;
3293 pCaps->GuardBandBottom = 0;
3295 pCaps->ExtentsAdjust = 0;
3297 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3298 WINED3DSTENCILCAPS_INCRSAT |
3299 WINED3DSTENCILCAPS_INVERT |
3300 WINED3DSTENCILCAPS_KEEP |
3301 WINED3DSTENCILCAPS_REPLACE |
3302 WINED3DSTENCILCAPS_ZERO;
3303 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3304 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3305 WINED3DSTENCILCAPS_INCR;
3307 if ( This->dxVersion > 8 &&
3308 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3309 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3310 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3313 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3315 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3316 pCaps->MaxActiveLights = GL_LIMITS(lights);
3318 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3319 pCaps->MaxVertexBlendMatrixIndex = 0;
3321 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3322 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3325 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3326 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3327 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3328 WINED3DVTXPCAPS_LOCALVIEWER |
3329 WINED3DVTXPCAPS_VERTEXFOG |
3330 WINED3DVTXPCAPS_TEXGEN;
3331 /* FIXME: Add
3332 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3334 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3335 pCaps->MaxVertexIndex = 0xFFFFF;
3336 pCaps->MaxStreams = MAX_STREAMS;
3337 pCaps->MaxStreamStride = 1024;
3339 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3340 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3341 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3342 pCaps->MaxNpatchTessellationLevel = 0;
3343 pCaps->MasterAdapterOrdinal = 0;
3344 pCaps->AdapterOrdinalInGroup = 0;
3345 pCaps->NumberOfAdaptersInGroup = 1;
3347 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3349 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3350 WINED3DPTFILTERCAPS_MAGFPOINT |
3351 WINED3DPTFILTERCAPS_MINFLINEAR |
3352 WINED3DPTFILTERCAPS_MAGFLINEAR;
3353 pCaps->VertexTextureFilterCaps = 0;
3355 memset(&shader_caps, 0, sizeof(shader_caps));
3356 shader_backend = select_shader_backend(Adapter, DeviceType);
3357 shader_backend->shader_get_caps(DeviceType, &GLINFO_LOCATION, &shader_caps);
3359 memset(&fragment_caps, 0, sizeof(fragment_caps));
3360 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3361 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &fragment_caps);
3363 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3364 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3366 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3367 * Ignore shader model capabilities if disabled in config
3369 if(vs_selected_mode == SHADER_NONE) {
3370 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3371 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3372 pCaps->MaxVertexShaderConst = 0;
3373 } else {
3374 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3375 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3378 if(ps_selected_mode == SHADER_NONE) {
3379 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3380 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3381 pCaps->PixelShader1xMaxValue = 0.0;
3382 } else {
3383 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3384 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3387 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3388 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3389 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3391 pCaps->VS20Caps = shader_caps.VS20Caps;
3392 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3393 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3394 pCaps->PS20Caps = shader_caps.PS20Caps;
3395 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3396 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3398 /* The following caps are shader specific, but they are things we cannot detect, or which
3399 * are the same among all shader models. So to avoid code duplication set the shader version
3400 * specific, but otherwise constant caps here
3402 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3403 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3404 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3405 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3406 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3407 pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
3408 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3410 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3411 pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
3412 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3413 pCaps->VS20Caps.Caps = 0;
3414 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3415 pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
3416 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3418 pCaps->MaxVShaderInstructionsExecuted = 65535;
3419 pCaps->MaxVertexShader30InstructionSlots = 0;
3420 } else { /* VS 1.x */
3421 pCaps->VS20Caps.Caps = 0;
3422 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3423 pCaps->VS20Caps.NumTemps = 0;
3424 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3426 pCaps->MaxVShaderInstructionsExecuted = 0;
3427 pCaps->MaxVertexShader30InstructionSlots = 0;
3430 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3431 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3432 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3434 /* Caps is more or less undocumented on MSDN but it appears to be used for PS20Caps based on results from R9600/FX5900/Geforce6800 cards from Windows */
3435 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3436 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3437 WINED3DPS20CAPS_PREDICATION |
3438 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3439 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3440 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3441 pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
3442 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3443 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3445 pCaps->MaxPShaderInstructionsExecuted = 65535;
3446 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
3447 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3448 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3449 pCaps->PS20Caps.Caps = 0;
3450 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3451 pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
3452 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3453 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3455 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3456 pCaps->MaxPixelShader30InstructionSlots = 0;
3457 } else { /* PS 1.x */
3458 pCaps->PS20Caps.Caps = 0;
3459 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3460 pCaps->PS20Caps.NumTemps = 0;
3461 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3462 pCaps->PS20Caps.NumInstructionSlots = 0;
3464 pCaps->MaxPShaderInstructionsExecuted = 0;
3465 pCaps->MaxPixelShader30InstructionSlots = 0;
3468 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3469 /* OpenGL supports all the formats below, perhaps not always
3470 * without conversion, but it supports them.
3471 * Further GLSL doesn't seem to have an official unsigned type so
3472 * don't advertise it yet as I'm not sure how we handle it.
3473 * We might need to add some clamping in the shader engine to
3474 * support it.
3475 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3476 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3477 WINED3DDTCAPS_UBYTE4N |
3478 WINED3DDTCAPS_SHORT2N |
3479 WINED3DDTCAPS_SHORT4N;
3480 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3481 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3482 WINED3DDTCAPS_FLOAT16_4;
3484 } else
3485 pCaps->DeclTypes = 0;
3487 /* Set DirectDraw helper Caps */
3488 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3489 WINEDDCKEYCAPS_SRCBLT;
3490 fx_caps = WINEDDFXCAPS_BLTALPHA |
3491 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3492 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3493 WINEDDFXCAPS_BLTROTATION90 |
3494 WINEDDFXCAPS_BLTSHRINKX |
3495 WINEDDFXCAPS_BLTSHRINKXN |
3496 WINEDDFXCAPS_BLTSHRINKY |
3497 WINEDDFXCAPS_BLTSHRINKXN |
3498 WINEDDFXCAPS_BLTSTRETCHX |
3499 WINEDDFXCAPS_BLTSTRETCHXN |
3500 WINEDDFXCAPS_BLTSTRETCHY |
3501 WINEDDFXCAPS_BLTSTRETCHYN;
3502 blit_caps = WINEDDCAPS_BLT |
3503 WINEDDCAPS_BLTCOLORFILL |
3504 WINEDDCAPS_BLTDEPTHFILL |
3505 WINEDDCAPS_BLTSTRETCH |
3506 WINEDDCAPS_CANBLTSYSMEM |
3507 WINEDDCAPS_CANCLIP |
3508 WINEDDCAPS_CANCLIPSTRETCHED |
3509 WINEDDCAPS_COLORKEY |
3510 WINEDDCAPS_COLORKEYHWASSIST |
3511 WINEDDCAPS_ALIGNBOUNDARYSRC;
3513 /* Fill the ddraw caps structure */
3514 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3515 WINEDDCAPS_PALETTE |
3516 blit_caps;
3517 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3518 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3519 WINEDDCAPS2_PRIMARYGAMMA |
3520 WINEDDCAPS2_WIDESURFACES |
3521 WINEDDCAPS2_CANRENDERWINDOWED;
3522 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3523 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3524 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3525 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3526 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3527 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3528 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3529 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3530 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3532 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3533 WINEDDSCAPS_BACKBUFFER |
3534 WINEDDSCAPS_FLIP |
3535 WINEDDSCAPS_FRONTBUFFER |
3536 WINEDDSCAPS_OFFSCREENPLAIN |
3537 WINEDDSCAPS_PALETTE |
3538 WINEDDSCAPS_PRIMARYSURFACE |
3539 WINEDDSCAPS_SYSTEMMEMORY |
3540 WINEDDSCAPS_VIDEOMEMORY |
3541 WINEDDSCAPS_VISIBLE;
3542 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3544 /* Set D3D caps if OpenGL is available. */
3545 if(Adapters[Adapter].opengl) {
3546 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3547 WINEDDSCAPS_MIPMAP |
3548 WINEDDSCAPS_TEXTURE |
3549 WINEDDSCAPS_ZBUFFER;
3550 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3553 return WINED3D_OK;
3556 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3557 and fields being inserted in the middle, a new structure is used in place */
3558 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
3559 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
3560 IUnknown *parent) {
3562 IWineD3DDeviceImpl *object = NULL;
3563 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3564 WINED3DDISPLAYMODE mode;
3565 const struct fragment_pipeline *frag_pipeline = NULL;
3566 int i;
3567 struct fragment_caps ffp_caps;
3569 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3570 * number and create a device without a 3D adapter for 2D only operation.
3572 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3573 return WINED3DERR_INVALIDCALL;
3576 /* Create a WineD3DDevice object */
3577 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3578 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3579 TRACE("Created WineD3DDevice object @ %p\n", object);
3580 if (NULL == object) {
3581 return WINED3DERR_OUTOFVIDEOMEMORY;
3584 /* Set up initial COM information */
3585 object->lpVtbl = &IWineD3DDevice_Vtbl;
3586 object->ref = 1;
3587 object->wineD3D = iface;
3588 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
3589 IWineD3D_AddRef(object->wineD3D);
3590 object->parent = parent;
3591 list_init(&object->resources);
3592 list_init(&object->shaders);
3594 if(This->dxVersion == 7) {
3595 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3596 } else {
3597 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3599 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3601 /* Set the state up as invalid until the device is fully created */
3602 object->state = WINED3DERR_DRIVERINTERNALERROR;
3604 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3605 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3607 /* Save the creation parameters */
3608 object->createParms.AdapterOrdinal = Adapter;
3609 object->createParms.DeviceType = DeviceType;
3610 object->createParms.hFocusWindow = hFocusWindow;
3611 object->createParms.BehaviorFlags = BehaviourFlags;
3613 /* Initialize other useful values */
3614 object->adapterNo = Adapter;
3615 object->devType = DeviceType;
3617 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
3618 object->shader_backend = select_shader_backend(Adapter, DeviceType);
3620 memset(&ffp_caps, 0, sizeof(ffp_caps));
3621 frag_pipeline = select_fragment_implementation(Adapter, DeviceType);
3622 object->frag_pipe = frag_pipeline;
3623 frag_pipeline->get_caps(DeviceType, &GLINFO_LOCATION, &ffp_caps);
3624 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3625 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3626 compile_state_table(object->StateTable, object->multistate_funcs, &GLINFO_LOCATION,
3627 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3629 object->blitter = select_blit_implementation(Adapter, DeviceType);
3631 /* Prefer the vtable with functions optimized for single dirtifyable objects if the shader
3632 * model can deal with that. It is essentially the same, just with adjusted
3633 * Set*ShaderConstantF implementations
3635 if(object->shader_backend->shader_dirtifyable_constants((IWineD3DDevice *) object)) {
3636 object->lpVtbl = &IWineD3DDevice_DirtyConst_Vtbl;
3639 /* set the state of the device to valid */
3640 object->state = WINED3D_OK;
3642 /* Get the initial screen setup for ddraw */
3643 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3645 object->ddraw_width = mode.Width;
3646 object->ddraw_height = mode.Height;
3647 object->ddraw_format = mode.Format;
3649 for(i = 0; i < PATCHMAP_SIZE; i++) {
3650 list_init(&object->patches[i]);
3652 return WINED3D_OK;
3654 #undef GLINFO_LOCATION
3656 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3657 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3658 IUnknown_AddRef(This->parent);
3659 *pParent = This->parent;
3660 return WINED3D_OK;
3663 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3664 IUnknown* surfaceParent;
3665 TRACE("(%p) call back\n", pSurface);
3667 /* Now, release the parent, which will take care of cleaning up the surface for us */
3668 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3669 IUnknown_Release(surfaceParent);
3670 return IUnknown_Release(surfaceParent);
3673 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3674 IUnknown* volumeParent;
3675 TRACE("(%p) call back\n", pVolume);
3677 /* Now, release the parent, which will take care of cleaning up the volume for us */
3678 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3679 IUnknown_Release(volumeParent);
3680 return IUnknown_Release(volumeParent);
3683 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
3684 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3685 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3686 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3688 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3689 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3690 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3691 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3692 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3693 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3694 * DirectDraw, not OpenGL.
3696 if(gl_info->supported[APPLE_FENCE] &&
3697 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3698 gl_info->supported[APPLE_FLUSH_RENDER] &&
3699 gl_info->supported[APPLE_YCBCR_422]) {
3700 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3701 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3702 return TRUE;
3703 } else {
3704 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3705 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3706 return FALSE;
3710 #define GLINFO_LOCATION (*gl_info)
3711 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3712 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3713 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3714 * all the texture. This function detects this bug by its symptom and disables PBOs
3715 * if the test fails.
3717 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3718 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3719 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3720 * read back is compared to the original. If they are equal PBOs are assumed to work,
3721 * otherwise the PBO extension is disabled.
3723 GLuint texture, pbo;
3724 static const unsigned int pattern[] = {
3725 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3726 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3727 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3728 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3730 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3732 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3733 /* No PBO -> No point in testing them */
3734 return;
3737 while(glGetError());
3738 glGenTextures(1, &texture);
3739 glBindTexture(GL_TEXTURE_2D, texture);
3740 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3741 checkGLcall("Specifying the PBO test texture\n");
3743 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3744 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3745 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3746 checkGLcall("Specifying the PBO test pbo\n");
3748 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3749 checkGLcall("Loading the PBO test texture\n");
3751 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3752 glFinish(); /* just to be sure */
3754 memset(check, 0, sizeof(check));
3755 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3756 checkGLcall("Reading back the PBO test texture\n");
3758 glDeleteTextures(1, &texture);
3759 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3760 checkGLcall("PBO test cleanup\n");
3762 if(memcmp(check, pattern, sizeof(check)) != 0) {
3763 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3764 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3765 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3766 } else {
3767 TRACE_(d3d_caps)("PBO test successful\n");
3770 #undef GLINFO_LOCATION
3772 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3773 * reporting a driver version is moot because we are not the Windows driver, and we have different
3774 * bugs, features, etc.
3776 * If a card is not found in this table, the gl driver version is reported
3778 struct driver_version_information {
3779 WORD vendor; /* reported PCI card vendor ID */
3780 WORD card; /* reported PCI card device ID */
3781 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3782 WORD lopart_hi, lopart_lo; /* driver loword to report */
3785 static const struct driver_version_information driver_version_table[] = {
3786 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (177.x)*/
3787 /* GeforceFX support is up to 173.x, Geforce2MX/3/4 up to 96.x, TNT/Geforce1/2 up to 71.x */
3788 /* Note that version numbers >100 lets say 123.45 use >= x.y.11.2345 and not x.y.10.12345 */
3789 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 11, 7341 },
3790 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 11, 7341 },
3791 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 11, 7341 },
3792 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 11, 7341 },
3793 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 11, 7341 },
3794 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 11, 7341 },
3795 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 11, 7341 },
3796 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 11, 7341 },
3797 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 11, 7341 },
3798 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 11, 7341 },
3799 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 11, 7341 },
3800 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 11, 7341 },
3801 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 11, 7341 },
3802 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 11, 7341 },
3803 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, 7, 15, 11, 7341 },
3804 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, 7, 15, 11, 7341 },
3806 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3807 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
3808 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
3809 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
3810 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
3811 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
3812 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
3814 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
3817 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
3818 unsigned int i;
3819 BOOL apple = implementation_is_apple(gl_info);
3821 if(apple) {
3822 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
3823 * used it falls back to software. While the compiler can detect if the shader uses all declared
3824 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
3825 * using relative addressing falls back to software.
3827 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
3829 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
3830 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
3831 } else {
3832 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
3833 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
3834 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
3837 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
3838 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
3839 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
3840 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
3841 * according to the spec.
3843 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
3844 * makes the shader slower and eats instruction slots which should be available to the d3d app.
3846 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
3847 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
3848 * this workaround is activated on cards that do not need it, it won't break things, just affect
3849 * performance negatively.
3851 if(gl_info->gl_vendor == VENDOR_INTEL ||
3852 (gl_info->gl_vendor == VENDOR_ATI && gl_info->gl_card != CARD_ATI_RADEON_X1600)) {
3853 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
3854 gl_info->set_texcoord_w = TRUE;
3858 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
3859 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
3860 * If real NP2 textures are used, the driver falls back to software. We could just remove the
3861 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
3862 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
3863 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
3864 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
3866 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
3867 * has this extension promoted to core. The extension loading code sets this extension supported
3868 * due to that, so this code works on fglrx as well.
3870 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
3871 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
3872 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
3873 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
3874 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
3875 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3876 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
3880 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
3881 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
3882 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
3883 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
3884 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
3885 * We therefore completly remove ARB_tex_npot from the list of supported extensions.
3887 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
3888 * triggering the software fallback. There is not much we can do here apart from disabling the
3889 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
3890 * in IWineD3DImpl_FillGLCaps).
3891 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
3892 * post-processing effects in the game "Max Payne 2").
3893 * The behaviour can be verified through a simple test app attached in bugreport #14724.
3895 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_NVIDIA) {
3896 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
3897 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
3898 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
3899 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
3903 /* Find out if PBOs work as they are supposed to */
3904 test_pbo_functionality(gl_info);
3906 /* Fixup the driver version */
3907 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
3908 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
3909 gl_info->gl_card == driver_version_table[i].card) {
3910 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
3912 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
3913 driver_version_table[i].lopart_lo);
3914 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
3915 driver_version_table[i].hipart_lo);
3916 break;
3921 static void WINE_GLAPI invalid_func(void *data) {
3922 ERR("Invalid vertex attribute function called\n");
3923 DebugBreak();
3926 #define GLINFO_LOCATION (Adapters[0].gl_info)
3928 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
3929 * the extension detection and are used in drawStridedSlow
3931 static void WINE_GLAPI position_d3dcolor(void *data) {
3932 DWORD pos = *((DWORD *) data);
3934 FIXME("Add a test for fixed function position from d3dcolor type\n");
3935 glVertex4s(D3DCOLOR_B_R(pos),
3936 D3DCOLOR_B_G(pos),
3937 D3DCOLOR_B_B(pos),
3938 D3DCOLOR_B_A(pos));
3940 static void WINE_GLAPI position_float4(void *data) {
3941 GLfloat *pos = (float *) data;
3943 if (pos[3] < eps && pos[3] > -eps)
3944 glVertex3fv(pos);
3945 else {
3946 float w = 1.0 / pos[3];
3948 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3952 static void WINE_GLAPI diffuse_d3dcolor(void *data) {
3953 DWORD diffuseColor = *((DWORD *) data);
3955 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3956 D3DCOLOR_B_G(diffuseColor),
3957 D3DCOLOR_B_B(diffuseColor),
3958 D3DCOLOR_B_A(diffuseColor));
3961 static void WINE_GLAPI specular_d3dcolor(void *data) {
3962 DWORD specularColor = *((DWORD *) data);
3964 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3965 D3DCOLOR_B_G(specularColor),
3966 D3DCOLOR_B_B(specularColor));
3968 static void WINE_GLAPI warn_no_specular_func(void *data) {
3969 WARN("GL_EXT_secondary_color not supported\n");
3972 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3973 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3974 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3975 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3976 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3977 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3978 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3979 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3980 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3981 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3982 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3983 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3984 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3985 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3986 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3987 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3988 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3989 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3991 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3992 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3993 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3994 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3995 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3996 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3997 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3998 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3999 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
4000 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4001 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
4002 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4003 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
4004 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4005 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4006 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4007 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4009 /* No 4 component entry points here */
4010 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
4011 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
4012 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4013 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
4014 } else {
4015 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
4017 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
4018 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4019 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
4020 } else {
4021 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) warn_no_specular_func;
4023 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4024 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4025 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
4026 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4027 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4028 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4029 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4030 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4031 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4032 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4033 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4034 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4036 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4037 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4039 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
4040 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
4041 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
4042 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
4043 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
4044 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
4045 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
4046 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
4047 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
4048 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
4049 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
4050 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
4051 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
4052 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
4053 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
4054 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
4055 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
4058 #define PUSH1(att) attribs[nAttribs++] = (att);
4059 BOOL InitAdapters(void) {
4060 static HMODULE mod_gl, mod_win32gl;
4061 BOOL ret;
4062 int ps_selected_mode, vs_selected_mode;
4064 /* No need to hold any lock. The calling library makes sure only one thread calls
4065 * wined3d simultaneously
4067 if(numAdapters > 0) return Adapters[0].opengl;
4069 TRACE("Initializing adapters\n");
4071 if(!mod_gl) {
4072 #ifdef USE_WIN32_OPENGL
4073 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4074 mod_gl = LoadLibraryA("opengl32.dll");
4075 if(!mod_gl) {
4076 ERR("Can't load opengl32.dll!\n");
4077 goto nogl_adapter;
4079 mod_win32gl = mod_gl;
4080 #else
4081 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4082 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4083 mod_gl = GetModuleHandleA("gdi32.dll");
4084 mod_win32gl = LoadLibraryA("opengl32.dll");
4085 if(!mod_win32gl) {
4086 ERR("Can't load opengl32.dll!\n");
4087 goto nogl_adapter;
4089 #endif
4092 /* Load WGL core functions from opengl32.dll */
4093 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4094 WGL_FUNCS_GEN;
4095 #undef USE_WGL_FUNC
4097 if(!pwglGetProcAddress) {
4098 ERR("Unable to load wglGetProcAddress!\n");
4099 goto nogl_adapter;
4102 /* Dynamically load all GL core functions */
4103 GL_FUNCS_GEN;
4104 #undef USE_GL_FUNC
4106 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4107 * otherwise because we have to use winex11.drv's override
4109 glFinish = (void*)GetProcAddress(mod_win32gl, "glFinish");
4110 glFlush = (void*)GetProcAddress(mod_win32gl, "glFlush");
4112 /* For now only one default adapter */
4114 int iPixelFormat;
4115 int attribs[10];
4116 int values[10];
4117 int nAttribs = 0;
4118 int res;
4119 int i;
4120 WineD3D_PixelFormat *cfgs;
4121 int attribute;
4122 DISPLAY_DEVICEW DisplayDevice;
4123 HDC hdc;
4125 TRACE("Initializing default adapter\n");
4126 Adapters[0].num = 0;
4127 Adapters[0].monitorPoint.x = -1;
4128 Adapters[0].monitorPoint.y = -1;
4130 if (!WineD3D_CreateFakeGLContext()) {
4131 ERR("Failed to get a gl context for default adapter\n");
4132 WineD3D_ReleaseFakeGLContext();
4133 goto nogl_adapter;
4136 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
4137 if(!ret) {
4138 ERR("Failed to initialize gl caps for default adapter\n");
4139 WineD3D_ReleaseFakeGLContext();
4140 goto nogl_adapter;
4142 ret = initPixelFormats(&Adapters[0].gl_info);
4143 if(!ret) {
4144 ERR("Failed to init gl formats\n");
4145 WineD3D_ReleaseFakeGLContext();
4146 goto nogl_adapter;
4149 hdc = pwglGetCurrentDC();
4150 if(!hdc) {
4151 ERR("Failed to get gl HDC\n");
4152 WineD3D_ReleaseFakeGLContext();
4153 goto nogl_adapter;
4156 Adapters[0].driver = "Display";
4157 Adapters[0].description = "Direct3D HAL";
4159 /* Use the VideoRamSize registry setting when set */
4160 if(wined3d_settings.emulated_textureram)
4161 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4162 else
4163 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
4164 Adapters[0].UsedTextureRam = 0;
4165 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
4167 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4168 DisplayDevice.cb = sizeof(DisplayDevice);
4169 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4170 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4171 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
4173 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4174 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
4176 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
4177 cfgs = Adapters[0].cfgs;
4178 PUSH1(WGL_RED_BITS_ARB)
4179 PUSH1(WGL_GREEN_BITS_ARB)
4180 PUSH1(WGL_BLUE_BITS_ARB)
4181 PUSH1(WGL_ALPHA_BITS_ARB)
4182 PUSH1(WGL_DEPTH_BITS_ARB)
4183 PUSH1(WGL_STENCIL_BITS_ARB)
4184 PUSH1(WGL_DRAW_TO_WINDOW_ARB)
4185 PUSH1(WGL_PIXEL_TYPE_ARB)
4186 PUSH1(WGL_DOUBLE_BUFFER_ARB)
4187 PUSH1(WGL_AUX_BUFFERS_ARB)
4189 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
4190 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4192 if(!res)
4193 continue;
4195 /* Cache the pixel format */
4196 cfgs->iPixelFormat = iPixelFormat;
4197 cfgs->redSize = values[0];
4198 cfgs->greenSize = values[1];
4199 cfgs->blueSize = values[2];
4200 cfgs->alphaSize = values[3];
4201 cfgs->depthSize = values[4];
4202 cfgs->stencilSize = values[5];
4203 cfgs->windowDrawable = values[6];
4204 cfgs->iPixelType = values[7];
4205 cfgs->doubleBuffer = values[8];
4206 cfgs->auxBuffers = values[9];
4208 cfgs->pbufferDrawable = FALSE;
4209 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4210 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4211 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4212 int value;
4213 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4214 cfgs->pbufferDrawable = value;
4217 cfgs->numSamples = 0;
4218 /* Check multisample support */
4219 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4220 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4221 int value[2];
4222 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4223 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4224 * value[1] = number of multi sample buffers*/
4225 if(value[0])
4226 cfgs->numSamples = value[1];
4230 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4231 cfgs++;
4234 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4235 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4236 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4237 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4238 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4239 * driver is allowed to consume more bits EXCEPT for stencil bits.
4241 * Mark an adapter with this broken stencil behavior.
4243 Adapters[0].brokenStencil = TRUE;
4244 for(i=0, cfgs=Adapters[0].cfgs; i<Adapters[0].nCfgs; i++) {
4245 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4246 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4247 Adapters[0].brokenStencil = FALSE;
4248 break;
4252 fixup_extensions(&Adapters[0].gl_info);
4254 WineD3D_ReleaseFakeGLContext();
4256 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4257 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
4258 fillGLAttribFuncs(&Adapters[0].gl_info);
4259 init_type_lookup(&Adapters[0].gl_info);
4260 Adapters[0].opengl = TRUE;
4262 numAdapters = 1;
4263 TRACE("%d adapters successfully initialized\n", numAdapters);
4265 return TRUE;
4267 nogl_adapter:
4268 /* Initialize an adapter for ddraw-only memory counting */
4269 memset(Adapters, 0, sizeof(Adapters));
4270 Adapters[0].num = 0;
4271 Adapters[0].opengl = FALSE;
4272 Adapters[0].monitorPoint.x = -1;
4273 Adapters[0].monitorPoint.y = -1;
4275 Adapters[0].driver = "Display";
4276 Adapters[0].description = "WineD3D DirectDraw Emulation";
4277 if(wined3d_settings.emulated_textureram) {
4278 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4279 } else {
4280 Adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4283 numAdapters = 1;
4284 return FALSE;
4286 #undef PUSH1
4287 #undef GLINFO_LOCATION
4289 /**********************************************************
4290 * IWineD3D VTbl follows
4291 **********************************************************/
4293 const IWineD3DVtbl IWineD3D_Vtbl =
4295 /* IUnknown */
4296 IWineD3DImpl_QueryInterface,
4297 IWineD3DImpl_AddRef,
4298 IWineD3DImpl_Release,
4299 /* IWineD3D */
4300 IWineD3DImpl_GetParent,
4301 IWineD3DImpl_GetAdapterCount,
4302 IWineD3DImpl_RegisterSoftwareDevice,
4303 IWineD3DImpl_GetAdapterMonitor,
4304 IWineD3DImpl_GetAdapterModeCount,
4305 IWineD3DImpl_EnumAdapterModes,
4306 IWineD3DImpl_GetAdapterDisplayMode,
4307 IWineD3DImpl_GetAdapterIdentifier,
4308 IWineD3DImpl_CheckDeviceMultiSampleType,
4309 IWineD3DImpl_CheckDepthStencilMatch,
4310 IWineD3DImpl_CheckDeviceType,
4311 IWineD3DImpl_CheckDeviceFormat,
4312 IWineD3DImpl_CheckDeviceFormatConversion,
4313 IWineD3DImpl_GetDeviceCaps,
4314 IWineD3DImpl_CreateDevice