wined3d: Find possible fbconfis on dll load time, use them in CheckDepthStencilMatch.
[wine.git] / dlls / wined3d / directx.c
blob07e0dbe6a6338516b31ed7c80280054d35064a84
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
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 /* Compile time diagnostics: */
26 #ifndef DEBUG_SINGLE_MODE
27 /* Set to 1 to force only a single display mode to be exposed: */
28 #define DEBUG_SINGLE_MODE 0
29 #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 /**********************************************************
40 * Utility functions follow
41 **********************************************************/
43 /* x11drv GDI escapes */
44 #define X11DRV_ESCAPE 6789
45 enum x11drv_escape_codes
47 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
48 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
49 X11DRV_GET_FONT, /* get current X font for a DC */
52 /* retrieve the X display to use on a given DC */
53 static inline Display *get_display( HDC hdc )
55 Display *display;
56 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
58 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
59 sizeof(display), (LPSTR)&display )) display = NULL;
60 return display;
63 /* Adapters */
64 static int numAdapters = 0;
65 static struct WineD3DAdapter Adapters[1];
67 /* lookup tables */
68 int minLookup[MAX_LOOKUPS];
69 int maxLookup[MAX_LOOKUPS];
70 DWORD *stateLookup[MAX_LOOKUPS];
72 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
75 /**
76 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
77 * ie there is no GL Context - Get a default rendering context to enable the
78 * function query some info from GL
81 static int wined3d_fake_gl_context_ref = 0;
82 static BOOL wined3d_fake_gl_context_foreign;
83 static BOOL wined3d_fake_gl_context_available = FALSE;
84 static Display* wined3d_fake_gl_context_display = NULL;
86 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
87 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
89 0, 0, &wined3d_fake_gl_context_cs,
90 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
91 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
92 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
94 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
96 static void WineD3D_ReleaseFakeGLContext(void) {
97 GLXContext glCtx;
99 EnterCriticalSection(&wined3d_fake_gl_context_cs);
101 if(!wined3d_fake_gl_context_available) {
102 TRACE_(d3d_caps)("context not available\n");
103 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
104 return;
107 glCtx = glXGetCurrentContext();
109 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
110 if (0 == (--wined3d_fake_gl_context_ref) ) {
111 if(!wined3d_fake_gl_context_foreign && glCtx) {
112 TRACE_(d3d_caps)("destroying fake GL context\n");
113 glXMakeCurrent(wined3d_fake_gl_context_display, None, NULL);
114 glXDestroyContext(wined3d_fake_gl_context_display, glCtx);
116 wined3d_fake_gl_context_available = FALSE;
118 assert(wined3d_fake_gl_context_ref >= 0);
120 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
121 LEAVE_GL();
124 static BOOL WineD3D_CreateFakeGLContext(void) {
125 XVisualInfo* visInfo;
126 GLXContext glCtx;
128 ENTER_GL();
129 EnterCriticalSection(&wined3d_fake_gl_context_cs);
131 TRACE_(d3d_caps)("getting context...\n");
132 if(wined3d_fake_gl_context_ref > 0) goto ret;
133 assert(0 == wined3d_fake_gl_context_ref);
135 wined3d_fake_gl_context_foreign = TRUE;
137 if(!wined3d_fake_gl_context_display) {
138 HDC device_context = GetDC(0);
140 wined3d_fake_gl_context_display = get_display(device_context);
141 ReleaseDC(0, device_context);
144 visInfo = NULL;
145 glCtx = glXGetCurrentContext();
147 if (!glCtx) {
148 Drawable drawable;
149 XVisualInfo template;
150 Visual* visual;
151 int num;
152 XWindowAttributes win_attr;
154 wined3d_fake_gl_context_foreign = FALSE;
155 drawable = (Drawable) GetPropA(GetDesktopWindow(), "__wine_x11_whole_window");
157 TRACE_(d3d_caps)("Creating Fake GL Context\n");
159 /* Get the X visual */
160 if (XGetWindowAttributes(wined3d_fake_gl_context_display, drawable, &win_attr)) {
161 visual = win_attr.visual;
162 } else {
163 visual = DefaultVisual(wined3d_fake_gl_context_display, DefaultScreen(wined3d_fake_gl_context_display));
165 template.visualid = XVisualIDFromVisual(visual);
166 visInfo = XGetVisualInfo(wined3d_fake_gl_context_display, VisualIDMask, &template, &num);
167 if (!visInfo) {
168 WARN_(d3d_caps)("Error creating visual info for capabilities initialization\n");
169 goto fail;
172 /* Create a GL context */
173 glCtx = glXCreateContext(wined3d_fake_gl_context_display, visInfo, NULL, GL_TRUE);
174 if (!glCtx) {
175 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
176 goto fail;
179 /* Make it the current GL context */
180 if (!glXMakeCurrent(wined3d_fake_gl_context_display, drawable, glCtx)) {
181 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
182 goto fail;
185 XFree(visInfo);
189 ret:
190 TRACE_(d3d_caps)("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
191 wined3d_fake_gl_context_ref++;
192 wined3d_fake_gl_context_available = TRUE;
193 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
194 return TRUE;
195 fail:
196 if(visInfo) XFree(visInfo);
197 if(glCtx) glXDestroyContext(wined3d_fake_gl_context_display, glCtx);
198 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
199 LEAVE_GL();
200 return FALSE;
203 /**********************************************************
204 * IUnknown parts follows
205 **********************************************************/
207 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
209 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
211 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
212 if (IsEqualGUID(riid, &IID_IUnknown)
213 || IsEqualGUID(riid, &IID_IWineD3DBase)
214 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
215 IUnknown_AddRef(iface);
216 *ppobj = This;
217 return S_OK;
219 *ppobj = NULL;
220 return E_NOINTERFACE;
223 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
224 IWineD3DImpl *This = (IWineD3DImpl *)iface;
225 ULONG refCount = InterlockedIncrement(&This->ref);
227 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
228 return refCount;
231 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
232 IWineD3DImpl *This = (IWineD3DImpl *)iface;
233 ULONG ref;
234 TRACE("(%p) : Releasing from %d\n", This, This->ref);
235 ref = InterlockedDecrement(&This->ref);
236 if (ref == 0) {
237 HeapFree(GetProcessHeap(), 0, This);
240 return ref;
243 /* Set the shader type for this device, depending on the given capabilities,
244 * the device type, and the user preferences in wined3d_settings */
246 static void select_shader_mode(
247 WineD3D_GL_Info *gl_info,
248 WINED3DDEVTYPE DeviceType,
249 int* ps_selected,
250 int* vs_selected) {
252 if (wined3d_settings.vs_mode == VS_NONE) {
253 *vs_selected = SHADER_NONE;
254 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
255 *vs_selected = SHADER_GLSL;
256 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
257 *vs_selected = SHADER_ARB;
258 } else {
259 *vs_selected = SHADER_NONE;
262 if (wined3d_settings.ps_mode == PS_NONE) {
263 *ps_selected = SHADER_NONE;
264 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
265 *ps_selected = SHADER_GLSL;
266 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
267 *ps_selected = SHADER_ARB;
268 } else {
269 *ps_selected = SHADER_NONE;
273 /** Select the number of report maximum shader constants based on the selected shader modes */
274 static void select_shader_max_constants(
275 int ps_selected_mode,
276 int vs_selected_mode,
277 WineD3D_GL_Info *gl_info) {
279 switch (vs_selected_mode) {
280 case SHADER_GLSL:
281 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
282 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
283 break;
284 case SHADER_ARB:
285 /* We have to subtract any other PARAMs that we might use in our shader programs.
286 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
287 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
288 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
289 break;
290 default:
291 gl_info->max_vshader_constantsF = 0;
292 break;
295 switch (ps_selected_mode) {
296 case SHADER_GLSL:
297 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
298 * In theory the texbem instruction may need one more shader constant too. But lets assume
299 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
300 * and lets not take away a uniform needlessly from all other shaders.
302 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
303 break;
304 case SHADER_ARB:
305 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
306 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
308 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
309 break;
310 default:
311 gl_info->max_pshader_constantsF = 0;
312 break;
316 /**********************************************************
317 * IWineD3D parts follows
318 **********************************************************/
320 #define GLINFO_LOCATION (*gl_info)
321 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info, Display* display) {
322 const char *GL_Extensions = NULL;
323 const char *GLX_Extensions = NULL;
324 const char *gl_string = NULL;
325 const char *gl_string_cursor = NULL;
326 GLint gl_max;
327 GLfloat gl_floatv[2];
328 Bool test = 0;
329 int major, minor;
330 BOOL return_value = TRUE;
331 int i;
333 /* Make sure that we've got a context */
334 /* TODO: CreateFakeGLContext should really take a display as a parameter */
335 /* Only save the values obtained when a display is provided */
336 if (!WineD3D_CreateFakeGLContext() || wined3d_fake_gl_context_foreign)
337 return_value = FALSE;
339 TRACE_(d3d_caps)("(%p, %p)\n", gl_info, display);
341 gl_string = (const char *) glGetString(GL_RENDERER);
342 if (NULL == gl_string)
343 gl_string = "None";
344 strcpy(gl_info->gl_renderer, gl_string);
346 /* Fill in the GL info retrievable depending on the display */
347 if (NULL != display) {
348 test = glXQueryVersion(display, &major, &minor);
349 gl_info->glx_version = ((major & 0x0000FFFF) << 16) | (minor & 0x0000FFFF);
350 } else {
351 FIXME("Display must not be NULL, use glXGetCurrentDisplay or getAdapterDisplay()\n");
353 gl_string = (const char *) glGetString(GL_VENDOR);
355 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
356 if (gl_string != NULL) {
357 /* Fill in the GL vendor */
358 if (strstr(gl_string, "NVIDIA")) {
359 gl_info->gl_vendor = VENDOR_NVIDIA;
360 } else if (strstr(gl_string, "ATI")) {
361 gl_info->gl_vendor = VENDOR_ATI;
362 } else if (strstr(gl_string, "Intel(R)") ||
363 strstr(gl_info->gl_renderer, "Intel(R)")) {
364 gl_info->gl_vendor = VENDOR_INTEL;
365 } else if (strstr(gl_string, "Mesa")) {
366 gl_info->gl_vendor = VENDOR_MESA;
367 } else {
368 gl_info->gl_vendor = VENDOR_WINE;
370 } else {
371 gl_info->gl_vendor = VENDOR_WINE;
375 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
377 /* Parse the GL_VERSION field into major and minor information */
378 gl_string = (const char *) glGetString(GL_VERSION);
379 if (gl_string != NULL) {
381 switch (gl_info->gl_vendor) {
382 case VENDOR_NVIDIA:
383 gl_string_cursor = strstr(gl_string, "NVIDIA");
384 if (!gl_string_cursor) {
385 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
386 break;
389 gl_string_cursor = strstr(gl_string_cursor, " ");
390 if (!gl_string_cursor) {
391 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
392 break;
395 while (*gl_string_cursor == ' ') {
396 ++gl_string_cursor;
399 if (!*gl_string_cursor) {
400 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
401 break;
404 major = atoi(gl_string_cursor);
405 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
406 ++gl_string_cursor;
409 if (*gl_string_cursor++ != '.') {
410 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
411 break;
414 minor = atoi(gl_string_cursor);
415 minor = major*100+minor;
416 major = 10;
418 break;
420 case VENDOR_ATI:
421 major = minor = 0;
422 gl_string_cursor = strchr(gl_string, '-');
423 if (gl_string_cursor) {
424 int error = 0;
425 gl_string_cursor++;
427 /* Check if version number is of the form x.y.z */
428 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
429 error = 1;
430 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
431 error = 1;
432 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
433 error = 1;
434 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
435 error = 1;
437 /* Mark version number as malformed */
438 if (error)
439 gl_string_cursor = 0;
442 if (!gl_string_cursor)
443 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
444 else {
445 major = *gl_string_cursor - '0';
446 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
448 break;
450 case VENDOR_INTEL:
451 case VENDOR_MESA:
452 gl_string_cursor = strstr(gl_string, "Mesa");
453 gl_string_cursor = strstr(gl_string_cursor, " ");
454 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
455 if (*gl_string_cursor) {
456 char tmp[16];
457 int cursor = 0;
459 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
460 tmp[cursor++] = *gl_string_cursor;
461 ++gl_string_cursor;
463 tmp[cursor] = 0;
464 major = atoi(tmp);
466 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
467 ++gl_string_cursor;
469 cursor = 0;
470 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
471 tmp[cursor++] = *gl_string_cursor;
472 ++gl_string_cursor;
474 tmp[cursor] = 0;
475 minor = atoi(tmp);
477 break;
479 default:
480 major = 0;
481 minor = 9;
483 gl_info->gl_driver_version = MAKEDWORD_VERSION(major, minor);
484 TRACE_(d3d_caps)("found GL_VERSION (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->gl_driver_version);
487 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
490 * Initialize openGL extension related variables
491 * with Default values
493 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
494 gl_info->max_buffers = 1;
495 gl_info->max_textures = 1;
496 gl_info->max_texture_stages = 1;
497 gl_info->max_samplers = 1;
498 gl_info->max_sampler_stages = 1;
499 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
500 gl_info->ps_arb_max_temps = 0;
501 gl_info->ps_arb_max_instructions = 0;
502 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
503 gl_info->vs_arb_max_temps = 0;
504 gl_info->vs_arb_max_instructions = 0;
505 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
506 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
507 gl_info->vs_glsl_constantsF = 0;
508 gl_info->ps_glsl_constantsF = 0;
509 gl_info->vs_arb_constantsF = 0;
510 gl_info->ps_arb_constantsF = 0;
512 /* Now work out what GL support this card really has */
513 #define USE_GL_FUNC(type, pfn) gl_info->pfn = (type) glXGetProcAddressARB( (const GLubyte *) #pfn);
514 GL_EXT_FUNCS_GEN;
515 GLX_EXT_FUNCS_GEN;
516 #undef USE_GL_FUNC
518 /* Retrieve opengl defaults */
519 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
520 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
521 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
523 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
524 gl_info->max_lights = gl_max;
525 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
527 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
528 gl_info->max_texture_size = gl_max;
529 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
531 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
532 gl_info->max_pointsize = gl_floatv[1];
533 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
535 glGetIntegerv(GL_AUX_BUFFERS, &gl_max);
536 gl_info->max_aux_buffers = gl_max;
537 TRACE_(d3d_caps)("Offscreen rendering support - number of aux buffers=%d\n", gl_max);
539 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
540 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
541 TRACE_(d3d_caps)("GL_Extensions reported:\n");
543 if (NULL == GL_Extensions) {
544 ERR(" GL_Extensions returns NULL\n");
545 } else {
546 while (*GL_Extensions != 0x00) {
547 const char *Start = GL_Extensions;
548 char ThisExtn[256];
550 memset(ThisExtn, 0x00, sizeof(ThisExtn));
551 while (*GL_Extensions != ' ' && *GL_Extensions != 0x00) {
552 GL_Extensions++;
554 memcpy(ThisExtn, Start, (GL_Extensions - Start));
555 TRACE_(d3d_caps)("- %s\n", ThisExtn);
558 * ARB
560 if (strcmp(ThisExtn, "GL_ARB_draw_buffers") == 0) {
561 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
562 TRACE_(d3d_caps)(" FOUND: ARB_draw_buffers support - max buffers=%u\n", gl_max);
563 gl_info->supported[ARB_DRAW_BUFFERS] = TRUE;
564 gl_info->max_buffers = gl_max;
565 } else if (strcmp(ThisExtn, "GL_ARB_fragment_program") == 0) {
566 gl_info->ps_arb_version = PS_VERSION_11;
567 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - version=%02x\n", gl_info->ps_arb_version);
568 gl_info->supported[ARB_FRAGMENT_PROGRAM] = TRUE;
569 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &gl_max);
570 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - GL_MAX_TEXTURE_IMAGE_UNITS_ARB=%u\n", gl_max);
571 gl_info->max_samplers = min(MAX_SAMPLERS, gl_max);
572 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
573 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max float constants=%u\n", gl_max);
574 gl_info->ps_arb_constantsF = gl_max;
575 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_TEMPORARIES_ARB, &gl_max));
576 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max temporaries=%u\n", gl_max);
577 gl_info->ps_arb_max_temps = gl_max;
578 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &gl_max));
579 TRACE_(d3d_caps)(" FOUND: ARB Pixel Shader support - max instructions=%u\n", gl_max);
580 gl_info->ps_arb_max_instructions = gl_max;
581 } else if (strcmp(ThisExtn, "GL_ARB_fragment_shader") == 0) {
582 gl_info->supported[ARB_FRAGMENT_SHADER] = TRUE;
583 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
584 gl_max /= 4;
585 TRACE_(d3d_caps)(" FOUND: ARB_fragment_shader (GLSL) support - max float ps constants=%u\n", gl_max);
586 gl_info->ps_glsl_constantsF = gl_max;
587 } else if (strcmp(ThisExtn, "GL_ARB_imaging") == 0) {
588 TRACE_(d3d_caps)(" FOUND: ARB imaging support\n");
589 gl_info->supported[ARB_IMAGING] = TRUE;
590 } else if (strcmp(ThisExtn, "GL_ARB_multisample") == 0) {
591 TRACE_(d3d_caps)(" FOUND: ARB Multisample support\n");
592 gl_info->supported[ARB_MULTISAMPLE] = TRUE;
593 } else if (strcmp(ThisExtn, "GL_ARB_multitexture") == 0) {
594 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
595 TRACE_(d3d_caps)(" FOUND: ARB Multitexture support - GL_MAX_TEXTURE_UNITS_ARB=%u\n", gl_max);
596 gl_info->supported[ARB_MULTITEXTURE] = TRUE;
597 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
598 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
599 gl_info->max_samplers = max(gl_info->max_samplers, gl_max);
600 } else if (strcmp(ThisExtn, "GL_ARB_texture_cube_map") == 0) {
601 TRACE_(d3d_caps)(" FOUND: ARB Texture Cube Map support\n");
602 gl_info->supported[ARB_TEXTURE_CUBE_MAP] = TRUE;
603 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
604 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
605 } else if (strcmp(ThisExtn, "GL_ARB_texture_compression") == 0) {
606 TRACE_(d3d_caps)(" FOUND: ARB Texture Compression support\n");
607 gl_info->supported[ARB_TEXTURE_COMPRESSION] = TRUE;
608 } else if (strcmp(ThisExtn, "GL_ARB_texture_env_add") == 0) {
609 TRACE_(d3d_caps)(" FOUND: ARB Texture Env Add support\n");
610 gl_info->supported[ARB_TEXTURE_ENV_ADD] = TRUE;
611 } else if (strcmp(ThisExtn, "GL_ARB_texture_env_combine") == 0) {
612 TRACE_(d3d_caps)(" FOUND: ARB Texture Env combine support\n");
613 gl_info->supported[ARB_TEXTURE_ENV_COMBINE] = TRUE;
614 } else if (strcmp(ThisExtn, "GL_ARB_texture_env_dot3") == 0) {
615 TRACE_(d3d_caps)(" FOUND: ARB Dot3 support\n");
616 gl_info->supported[ARB_TEXTURE_ENV_DOT3] = TRUE;
617 } else if (strcmp(ThisExtn, "GL_ARB_texture_float") == 0) {
618 TRACE_(d3d_caps)(" FOUND: ARB Float texture support\n");
619 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
620 } else if (strcmp(ThisExtn, "GL_ARB_half_float_pixel") == 0) {
621 TRACE_(d3d_caps)(" FOUND: ARB Half-float pixel support\n");
622 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
623 } else if (strcmp(ThisExtn, "GL_ARB_texture_border_clamp") == 0) {
624 TRACE_(d3d_caps)(" FOUND: ARB Texture border clamp support\n");
625 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] = TRUE;
626 } else if (strcmp(ThisExtn, "GL_ARB_texture_mirrored_repeat") == 0) {
627 TRACE_(d3d_caps)(" FOUND: ARB Texture mirrored repeat support\n");
628 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] = TRUE;
629 } else if (strcmp(ThisExtn, "GL_ARB_texture_non_power_of_two") == 0) {
630 TRACE_(d3d_caps)(" FOUND: ARB NPOT texture support\n");
631 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = TRUE;
632 } else if (strcmp(ThisExtn, "GLX_ARB_multisample") == 0) {
633 TRACE_(d3d_caps)(" FOUND: ARB multisample support\n");
634 gl_info->supported[ARB_MULTISAMPLE] = TRUE;
635 } else if (strcmp(ThisExtn, "GL_ARB_pixel_buffer_object") == 0) {
636 TRACE_(d3d_caps)(" FOUND: ARB Pixel Buffer support\n");
637 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = TRUE;
638 } else if (strcmp(ThisExtn, "GL_ARB_point_sprite") == 0) {
639 TRACE_(d3d_caps)(" FOUND: ARB point sprite support\n");
640 gl_info->supported[ARB_POINT_SPRITE] = TRUE;
641 } else if (strstr(ThisExtn, "GL_ARB_vertex_program")) {
642 gl_info->vs_arb_version = VS_VERSION_11;
643 TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - version=%02x\n", gl_info->vs_arb_version);
644 gl_info->supported[ARB_VERTEX_PROGRAM] = TRUE;
645 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
646 TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - max float constants=%u\n", gl_max);
647 gl_info->vs_arb_constantsF = gl_max;
648 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_TEMPORARIES_ARB, &gl_max));
649 TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - max temporaries=%u\n", gl_max);
650 gl_info->vs_arb_max_temps = gl_max;
651 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &gl_max));
652 TRACE_(d3d_caps)(" FOUND: ARB Vertex Shader support - max instructions=%u\n", gl_max);
653 gl_info->vs_arb_max_instructions = gl_max;
654 } else if (strcmp(ThisExtn, "GL_ARB_vertex_shader") == 0) {
655 gl_info->supported[ARB_VERTEX_SHADER] = TRUE;
656 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
657 gl_max /= 4;
658 TRACE_(d3d_caps)(" FOUND: ARB_vertex_shader (GLSL) support - max float vs constants=%u\n", gl_max);
659 gl_info->vs_glsl_constantsF = gl_max;
660 } else if (strcmp(ThisExtn, "GL_ARB_vertex_blend") == 0) {
661 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
662 TRACE_(d3d_caps)(" FOUND: ARB Vertex Blend support GL_MAX_VERTEX_UNITS_ARB %d\n", gl_max);
663 gl_info->max_blends = gl_max;
664 gl_info->supported[ARB_VERTEX_BLEND] = TRUE;
665 } else if (strcmp(ThisExtn, "GL_ARB_vertex_buffer_object") == 0) {
666 TRACE_(d3d_caps)(" FOUND: ARB Vertex Buffer support\n");
667 gl_info->supported[ARB_VERTEX_BUFFER_OBJECT] = TRUE;
668 } else if (strcmp(ThisExtn, "GL_ARB_occlusion_query") == 0) {
669 TRACE_(d3d_caps)(" FOUND: ARB Occlusion Query support\n");
670 gl_info->supported[ARB_OCCLUSION_QUERY] = TRUE;
671 } else if (strcmp(ThisExtn, "GL_ARB_point_parameters") == 0) {
672 TRACE_(d3d_caps)(" FOUND: ARB Point parameters support\n");
673 gl_info->supported[ARB_POINT_PARAMETERS] = TRUE;
675 * EXT
677 } else if (strcmp(ThisExtn, "GL_EXT_fog_coord") == 0) {
678 TRACE_(d3d_caps)(" FOUND: EXT Fog coord support\n");
679 gl_info->supported[EXT_FOG_COORD] = TRUE;
680 } else if (strcmp(ThisExtn, "GL_EXT_framebuffer_object") == 0) {
681 TRACE_(d3d_caps)(" FOUND: EXT Frame Buffer Object support\n");
682 gl_info->supported[EXT_FRAMEBUFFER_OBJECT] = TRUE;
683 } else if (strcmp(ThisExtn, "GL_EXT_framebuffer_blit") == 0) {
684 TRACE_(d3d_caps)(" FOUND: EXT Frame Buffer Blit support\n");
685 gl_info->supported[EXT_FRAMEBUFFER_BLIT] = TRUE;
686 } else if (strcmp(ThisExtn, "GL_EXT_blend_minmax") == 0) {
687 TRACE_(d3d_caps)(" FOUND: EXT Blend minmax support\n");
688 gl_info->supported[EXT_BLEND_MINMAX] = TRUE;
689 } else if (strcmp(ThisExtn, "GL_EXT_paletted_texture") == 0) { /* handle paletted texture extensions */
690 TRACE_(d3d_caps)(" FOUND: EXT Paletted texture support\n");
691 gl_info->supported[EXT_PALETTED_TEXTURE] = TRUE;
692 } else if (strcmp(ThisExtn, "GL_EXT_point_parameters") == 0) {
693 TRACE_(d3d_caps)(" FOUND: EXT Point parameters support\n");
694 gl_info->supported[EXT_POINT_PARAMETERS] = TRUE;
695 } else if (strcmp(ThisExtn, "GL_EXT_secondary_color") == 0) {
696 TRACE_(d3d_caps)(" FOUND: EXT Secondary color support\n");
697 gl_info->supported[EXT_SECONDARY_COLOR] = TRUE;
698 } else if (strcmp(ThisExtn, "GL_EXT_stencil_two_side") == 0) {
699 TRACE_(d3d_caps)(" FOUND: EXT Stencil two side support\n");
700 gl_info->supported[EXT_STENCIL_TWO_SIDE] = TRUE;
701 } else if (strcmp(ThisExtn, "GL_EXT_stencil_wrap") == 0) {
702 TRACE_(d3d_caps)(" FOUND: EXT Stencil wrap support\n");
703 gl_info->supported[EXT_STENCIL_WRAP] = TRUE;
704 } else if (strcmp(ThisExtn, "GL_EXT_texture3D") == 0) {
705 TRACE_(d3d_caps)(" FOUND: EXT_texture3D support\n");
706 gl_info->supported[EXT_TEXTURE3D] = TRUE;
707 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
708 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_max);
709 gl_info->max_texture3d_size = gl_max;
710 } else if (strcmp(ThisExtn, "GL_EXT_texture_compression_s3tc") == 0) {
711 TRACE_(d3d_caps)(" FOUND: EXT Texture S3TC compression support\n");
712 gl_info->supported[EXT_TEXTURE_COMPRESSION_S3TC] = TRUE;
713 } else if (strcmp(ThisExtn, "GL_EXT_texture_env_add") == 0) {
714 TRACE_(d3d_caps)(" FOUND: EXT Texture Env Add support\n");
715 gl_info->supported[EXT_TEXTURE_ENV_ADD] = TRUE;
716 } else if (strcmp(ThisExtn, "GL_EXT_texture_env_combine") == 0) {
717 TRACE_(d3d_caps)(" FOUND: EXT Texture Env combine support\n");
718 gl_info->supported[EXT_TEXTURE_ENV_COMBINE] = TRUE;
719 } else if (strcmp(ThisExtn, "GL_EXT_texture_env_dot3") == 0) {
720 TRACE_(d3d_caps)(" FOUND: EXT Dot3 support\n");
721 gl_info->supported[EXT_TEXTURE_ENV_DOT3] = TRUE;
722 } else if (strcmp(ThisExtn, "GL_EXT_texture_sRGB") == 0) {
723 TRACE_(d3d_caps)(" FOUND: EXT sRGB support\n");
724 gl_info->supported[EXT_TEXTURE_SRGB] = TRUE;
725 } else if (strcmp(ThisExtn, "GL_EXT_texture_filter_anisotropic") == 0) {
726 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] = TRUE;
727 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
728 TRACE_(d3d_caps)(" FOUND: EXT Texture Anisotropic filter support. GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT %d\n", gl_max);
729 gl_info->max_anisotropy = gl_max;
730 } else if (strcmp(ThisExtn, "GL_EXT_texture_lod") == 0) {
731 TRACE_(d3d_caps)(" FOUND: EXT Texture LOD support\n");
732 gl_info->supported[EXT_TEXTURE_LOD] = TRUE;
733 } else if (strcmp(ThisExtn, "GL_EXT_texture_lod_bias") == 0) {
734 TRACE_(d3d_caps)(" FOUND: EXT Texture LOD bias support\n");
735 gl_info->supported[EXT_TEXTURE_LOD_BIAS] = TRUE;
736 } else if (strcmp(ThisExtn, "GL_EXT_vertex_weighting") == 0) {
737 TRACE_(d3d_caps)(" FOUND: EXT Vertex weighting support\n");
738 gl_info->supported[EXT_VERTEX_WEIGHTING] = TRUE;
741 * NVIDIA
743 } else if (strstr(ThisExtn, "GL_NV_fog_distance")) {
744 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Fog Distance support\n");
745 gl_info->supported[NV_FOG_DISTANCE] = TRUE;
746 } else if (strstr(ThisExtn, "GL_NV_fragment_program")) {
747 gl_info->ps_nv_version = (strcmp(ThisExtn, "GL_NV_fragment_program2") == 0) ? PS_VERSION_30 : PS_VERSION_20;
748 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Pixel Shader support - version=%02x\n", gl_info->ps_nv_version);
749 } else if (strcmp(ThisExtn, "GL_NV_register_combiners") == 0) {
750 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &gl_max);
751 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
752 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (1) support - GL_MAX_GENERAL_COMBINERS_NV=%d\n", gl_max);
753 gl_info->supported[NV_REGISTER_COMBINERS] = TRUE;
754 } else if (strcmp(ThisExtn, "GL_NV_register_combiners2") == 0) {
755 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Register combiners (2) support\n");
756 gl_info->supported[NV_REGISTER_COMBINERS2] = TRUE;
757 } else if (strcmp(ThisExtn, "GL_NV_texgen_reflection") == 0) {
758 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Gen Reflection support\n");
759 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
760 } else if (strcmp(ThisExtn, "GL_NV_texture_env_combine4") == 0) {
761 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Env combine (4) support\n");
762 gl_info->supported[NV_TEXTURE_ENV_COMBINE4] = TRUE;
763 } else if (strcmp(ThisExtn, "GL_NV_texture_shader") == 0) {
764 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (1) support\n");
765 gl_info->supported[NV_TEXTURE_SHADER] = TRUE;
766 } else if (strcmp(ThisExtn, "GL_NV_texture_shader2") == 0) {
767 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (2) support\n");
768 gl_info->supported[NV_TEXTURE_SHADER2] = TRUE;
769 /* Prevent both extensions to be used at the same time. I don't expect them to play nice together */
770 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
771 } else if (strcmp(ThisExtn, "GL_NV_texture_shader3") == 0) {
772 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Texture Shader (3) support\n");
773 gl_info->supported[NV_TEXTURE_SHADER3] = TRUE;
774 } else if (strcmp(ThisExtn, "GL_NV_occlusion_query") == 0) {
775 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Occlusion Query (3) support\n");
776 gl_info->supported[NV_OCCLUSION_QUERY] = TRUE;
777 } else if (strstr(ThisExtn, "GL_NV_vertex_program")) {
778 if(strcmp(ThisExtn, "GL_NV_vertex_program3") == 0)
779 gl_info->vs_nv_version = VS_VERSION_30;
780 else if(strcmp(ThisExtn, "GL_NV_vertex_program2") == 0)
781 gl_info->vs_nv_version = VS_VERSION_20;
782 else if(strcmp(ThisExtn, "GL_NV_vertex_program1_1") == 0)
783 gl_info->vs_nv_version = VS_VERSION_11;
784 else
785 gl_info->vs_nv_version = VS_VERSION_10;
786 TRACE_(d3d_caps)(" FOUND: NVIDIA (NV) Vertex Shader support - version=%02x\n", gl_info->vs_nv_version);
787 gl_info->supported[NV_VERTEX_PROGRAM] = TRUE;
788 } else if (strstr(ThisExtn, "GL_NV_fence")) {
789 if(!gl_info->supported[APPLE_FENCE]) {
790 gl_info->supported[NV_FENCE] = TRUE;
794 * ATI
796 /** TODO */
797 } else if (strcmp(ThisExtn, "GL_ATI_separate_stencil") == 0) {
798 TRACE_(d3d_caps)(" FOUND: ATI Separate stencil support\n");
799 gl_info->supported[ATI_SEPARATE_STENCIL] = TRUE;
800 } else if (strcmp(ThisExtn, "GL_ATI_texture_env_combine3") == 0) {
801 TRACE_(d3d_caps)(" FOUND: ATI Texture Env combine (3) support\n");
802 gl_info->supported[ATI_TEXTURE_ENV_COMBINE3] = TRUE;
803 } else if (strcmp(ThisExtn, "GL_ATI_texture_mirror_once") == 0) {
804 TRACE_(d3d_caps)(" FOUND: ATI Texture Mirror Once support\n");
805 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] = TRUE;
806 } else if (strcmp(ThisExtn, "GL_EXT_vertex_shader") == 0) {
807 gl_info->vs_ati_version = VS_VERSION_11;
808 TRACE_(d3d_caps)(" FOUND: ATI (EXT) Vertex Shader support - version=%02x\n", gl_info->vs_ati_version);
809 gl_info->supported[EXT_VERTEX_SHADER] = TRUE;
810 } else if (strcmp(ThisExtn, "GL_ATI_envmap_bumpmap") == 0) {
811 TRACE_(d3d_caps)(" FOUND: ATI Environment Bump Mapping support\n");
812 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
813 * Won't occur in any real world situation though
815 if(!gl_info->supported[NV_TEXTURE_SHADER2]) {
816 gl_info->supported[ATI_ENVMAP_BUMPMAP] = TRUE;
819 * Apple
821 } else if (strstr(ThisExtn, "GL_APPLE_fence")) {
822 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
823 * The apple extension interacts with some other apple exts. Disable the NV
824 * extension if the apple one is support to prevent confusion in other parts
825 * of the code
827 gl_info->supported[NV_FENCE] = FALSE;
828 gl_info->supported[APPLE_FENCE] = TRUE;
829 } else if (strstr(ThisExtn, "GL_APPLE_client_storage")) {
830 gl_info->supported[APPLE_CLIENT_STORAGE] = TRUE;
833 if (*GL_Extensions == ' ') GL_Extensions++;
836 checkGLcall("extension detection\n");
838 /* In some cases the number of texture stages can be larger than the number
839 * of samplers. The GF4 for example can use only 2 samplers (no fragment
840 * shaders), but 8 texture stages (register combiners). */
841 gl_info->max_sampler_stages = max(gl_info->max_samplers, gl_info->max_texture_stages);
843 /* We can only use ORM_FBO when the hardware supports it. */
844 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
845 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
846 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
849 /* MRTs are currently only supported when FBOs are used. */
850 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
851 gl_info->max_buffers = 1;
854 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
855 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
856 * in case of the latest videocards in the number of pixel/vertex pipelines.
858 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
859 * rendering. Various games use this information to get a rough estimation of the features of the card
860 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
861 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
862 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
863 * not the PCI id.
865 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
866 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
867 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
868 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
869 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
870 * is used for rendering which is not always the case). This would work but it is not very portable. Second
871 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
872 * is limited.
874 * As said most games only use the PCI id to get an indication of the capabilities of the card.
875 * It doesn't really matter if the given id is the correct one if we return the id of a card with
876 * similar 3d features.
878 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
879 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
880 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
881 * won't pass we return a default card. This way is better than maintaining a full card database as even
882 * without a full database we can return a card with similar features. Second the size of the database
883 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
884 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
885 * to distinguishes between different models from that family.
887 switch (gl_info->gl_vendor) {
888 case VENDOR_NVIDIA:
889 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
890 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
892 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
893 if (strstr(gl_info->gl_renderer, "7800") ||
894 strstr(gl_info->gl_renderer, "7900") ||
895 strstr(gl_info->gl_renderer, "7950") ||
896 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
897 strstr(gl_info->gl_renderer, "Quadro FX 5"))
898 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
899 else if(strstr(gl_info->gl_renderer, "6800") ||
900 strstr(gl_info->gl_renderer, "7600"))
901 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
902 else if(strstr(gl_info->gl_renderer, "6600") ||
903 strstr(gl_info->gl_renderer, "6610") ||
904 strstr(gl_info->gl_renderer, "6700"))
905 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
906 else
907 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400 */
908 } else if(WINE_D3D9_CAPABLE(gl_info)) {
909 if (strstr(gl_info->gl_renderer, "5800") ||
910 strstr(gl_info->gl_renderer, "5900") ||
911 strstr(gl_info->gl_renderer, "5950") ||
912 strstr(gl_info->gl_renderer, "Quadro FX"))
913 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
914 else if(strstr(gl_info->gl_renderer, "5600") ||
915 strstr(gl_info->gl_renderer, "5650") ||
916 strstr(gl_info->gl_renderer, "5700") ||
917 strstr(gl_info->gl_renderer, "5750"))
918 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
919 else
920 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
921 } else if(WINE_D3D8_CAPABLE(gl_info)) {
922 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4"))
923 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
924 else
925 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
926 } else if(WINE_D3D7_CAPABLE(gl_info)) {
927 if (strstr(gl_info->gl_renderer, "GeForce4 MX"))
928 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
929 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR"))
930 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
931 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2"))
932 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
933 else
934 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
935 } else {
936 if (strstr(gl_info->gl_renderer, "TNT2"))
937 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
938 else
939 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
941 break;
942 case VENDOR_ATI:
943 if(WINE_D3D9_CAPABLE(gl_info)) {
944 /* Radeon R5xx */
945 if (strstr(gl_info->gl_renderer, "X1600") ||
946 strstr(gl_info->gl_renderer, "X1800") ||
947 strstr(gl_info->gl_renderer, "X1900") ||
948 strstr(gl_info->gl_renderer, "X1950"))
949 gl_info->gl_card = CARD_ATI_RADEON_X1600;
950 /* Radeon R4xx + X1300/X1400 (lowend R5xx) */
951 else if(strstr(gl_info->gl_renderer, "X700") ||
952 strstr(gl_info->gl_renderer, "X800") ||
953 strstr(gl_info->gl_renderer, "X850") ||
954 strstr(gl_info->gl_renderer, "X1300") ||
955 strstr(gl_info->gl_renderer, "X1400"))
956 gl_info->gl_card = CARD_ATI_RADEON_X700;
957 /* Radeon R3xx */
958 else
959 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
960 } else if(WINE_D3D8_CAPABLE(gl_info)) {
961 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
962 } else if(WINE_D3D7_CAPABLE(gl_info)) {
963 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
964 } else
965 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
966 break;
967 case VENDOR_INTEL:
968 if (strstr(gl_info->gl_renderer, "915GM")) {
969 gl_info->gl_card = CARD_INTEL_I915GM;
970 } else if (strstr(gl_info->gl_renderer, "915G")) {
971 gl_info->gl_card = CARD_INTEL_I915G;
972 } else if (strstr(gl_info->gl_renderer, "865G")) {
973 gl_info->gl_card = CARD_INTEL_I865G;
974 } else if (strstr(gl_info->gl_renderer, "855G")) {
975 gl_info->gl_card = CARD_INTEL_I855G;
976 } else if (strstr(gl_info->gl_renderer, "830G")) {
977 gl_info->gl_card = CARD_INTEL_I830G;
978 } else {
979 gl_info->gl_card = CARD_INTEL_I915G;
981 break;
982 case VENDOR_MESA:
983 case VENDOR_WINE:
984 default:
985 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
986 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
987 * them a good generic choice.
989 gl_info->gl_vendor = VENDOR_NVIDIA;
990 if(WINE_D3D9_CAPABLE(gl_info))
991 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
992 else if(WINE_D3D8_CAPABLE(gl_info))
993 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
994 else if(WINE_D3D7_CAPABLE(gl_info))
995 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
996 else if(WINE_D3D6_CAPABLE(gl_info))
997 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
998 else
999 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1001 TRACE("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1003 /* Load all the lookup tables
1004 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1005 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1006 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1008 minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE;
1009 maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC;
1012 for (i = 0; i < MAX_LOOKUPS; i++) {
1013 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1016 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1017 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1018 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1019 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1020 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1021 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1022 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1023 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1024 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1025 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1027 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1028 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1029 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
1030 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
1031 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1034 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1035 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1036 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1037 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1038 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1039 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1040 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1041 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1042 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1043 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1044 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1045 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1046 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1048 /* TODO: config lookups */
1050 if (display != NULL) {
1051 GLX_Extensions = glXQueryExtensionsString(display, DefaultScreen(display));
1052 TRACE_(d3d_caps)("GLX_Extensions reported:\n");
1054 if (NULL == GLX_Extensions) {
1055 ERR(" GLX_Extensions returns NULL\n");
1056 } else {
1057 while (*GLX_Extensions != 0x00) {
1058 const char *Start = GLX_Extensions;
1059 char ThisExtn[256];
1061 memset(ThisExtn, 0x00, sizeof(ThisExtn));
1062 while (*GLX_Extensions != ' ' && *GLX_Extensions != 0x00) {
1063 GLX_Extensions++;
1065 memcpy(ThisExtn, Start, (GLX_Extensions - Start));
1066 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1067 if (*GLX_Extensions == ' ') GLX_Extensions++;
1073 WineD3D_ReleaseFakeGLContext();
1074 return return_value;
1076 #undef GLINFO_LOCATION
1078 /**********************************************************
1079 * IWineD3D implementation follows
1080 **********************************************************/
1082 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1083 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1085 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1086 return numAdapters;
1089 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1090 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1091 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1092 return WINED3D_OK;
1095 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1096 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1098 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1099 return NULL;
1102 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1103 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1106 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1107 of the same bpp but different resolutions */
1109 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1110 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1111 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1112 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1114 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1115 return 0;
1118 /* TODO: Store modes per adapter and read it from the adapter structure */
1119 if (Adapter == 0) { /* Display */
1120 int i = 0;
1121 int j = 0;
1123 if (!DEBUG_SINGLE_MODE) {
1124 DEVMODEW DevModeW;
1126 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1127 j++;
1128 switch (Format)
1130 case WINED3DFMT_UNKNOWN:
1131 /* This is for D3D8, do not enumerate P8 here */
1132 if (DevModeW.dmBitsPerPel == 32 ||
1133 DevModeW.dmBitsPerPel == 16) i++;
1134 break;
1135 case WINED3DFMT_X8R8G8B8:
1136 if (DevModeW.dmBitsPerPel == 32) i++;
1137 break;
1138 case WINED3DFMT_R5G6B5:
1139 if (DevModeW.dmBitsPerPel == 16) i++;
1140 break;
1141 case WINED3DFMT_P8:
1142 if (DevModeW.dmBitsPerPel == 8) i++;
1143 break;
1144 default:
1145 /* Skip other modes as they do not match the requested format */
1146 break;
1149 } else {
1150 i = 1;
1151 j = 1;
1154 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1155 return i;
1156 } else {
1157 FIXME_(d3d_caps)("Adapter not primary display\n");
1159 return 0;
1162 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1163 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1164 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1165 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1167 /* Validate the parameters as much as possible */
1168 if (NULL == pMode ||
1169 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1170 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1171 return WINED3DERR_INVALIDCALL;
1174 /* TODO: Store modes per adapter and read it from the adapter structure */
1175 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1176 DEVMODEW DevModeW;
1177 int ModeIdx = 0;
1178 int i = 0;
1179 int j = 0;
1181 /* If we are filtering to a specific format (D3D9), then need to skip
1182 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1183 just count through the ones with valid bit depths */
1184 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1185 switch (Format)
1187 case WINED3DFMT_UNKNOWN:
1188 /* This is D3D8. Do not enumerate P8 here */
1189 if (DevModeW.dmBitsPerPel == 32 ||
1190 DevModeW.dmBitsPerPel == 16) i++;
1191 break;
1192 case WINED3DFMT_X8R8G8B8:
1193 if (DevModeW.dmBitsPerPel == 32) i++;
1194 break;
1195 case WINED3DFMT_R5G6B5:
1196 if (DevModeW.dmBitsPerPel == 16) i++;
1197 break;
1198 case WINED3DFMT_P8:
1199 if (DevModeW.dmBitsPerPel == 8) i++;
1200 break;
1201 default:
1202 /* Modes that don't match what we support can get an early-out */
1203 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1204 return WINED3DERR_INVALIDCALL;
1208 if (i == 0) {
1209 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1210 return WINED3DERR_INVALIDCALL;
1212 ModeIdx = j - 1;
1214 /* Now get the display mode via the calculated index */
1215 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1216 pMode->Width = DevModeW.dmPelsWidth;
1217 pMode->Height = DevModeW.dmPelsHeight;
1218 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1219 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1220 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1222 if (Format == WINED3DFMT_UNKNOWN)
1224 switch (DevModeW.dmBitsPerPel)
1226 case 8:
1227 pMode->Format = WINED3DFMT_P8;
1228 break;
1229 case 16:
1230 pMode->Format = WINED3DFMT_R5G6B5;
1231 break;
1232 case 32:
1233 pMode->Format = WINED3DFMT_X8R8G8B8;
1234 break;
1235 default:
1236 pMode->Format = WINED3DFMT_UNKNOWN;
1237 ERR("Unhandled bit depth (%u) in mode list!\n", DevModeW.dmBitsPerPel);
1239 } else {
1240 pMode->Format = Format;
1242 } else {
1243 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1244 return WINED3DERR_INVALIDCALL;
1247 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1248 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1249 DevModeW.dmBitsPerPel);
1251 } else if (DEBUG_SINGLE_MODE) {
1252 /* Return one setting of the format requested */
1253 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1254 pMode->Width = 800;
1255 pMode->Height = 600;
1256 pMode->RefreshRate = 60;
1257 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1258 } else {
1259 FIXME_(d3d_caps)("Adapter not primary display\n");
1262 return WINED3D_OK;
1265 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1266 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1267 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1269 if (NULL == pMode ||
1270 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1271 return WINED3DERR_INVALIDCALL;
1274 if (Adapter == 0) { /* Display */
1275 int bpp = 0;
1276 DEVMODEW DevModeW;
1278 EnumDisplaySettingsExW(NULL, (DWORD)-1, &DevModeW, 0);
1279 pMode->Width = DevModeW.dmPelsWidth;
1280 pMode->Height = DevModeW.dmPelsHeight;
1281 bpp = DevModeW.dmBitsPerPel;
1282 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1283 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1285 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1288 switch (bpp) {
1289 case 8: pMode->Format = WINED3DFMT_R3G3B2; break;
1290 case 16: pMode->Format = WINED3DFMT_R5G6B5; break;
1291 case 24: pMode->Format = WINED3DFMT_X8R8G8B8; break; /* Robots needs 24bit to be X8R8G8B8 */
1292 case 32: pMode->Format = WINED3DFMT_X8R8G8B8; break; /* EVE online and the Fur demo need 32bit AdapterDisplatMode to return X8R8G8B8 */
1293 default: pMode->Format = WINED3DFMT_UNKNOWN;
1296 } else {
1297 FIXME_(d3d_caps)("Adapter not primary display\n");
1300 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1301 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1302 return WINED3D_OK;
1305 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1306 and fields being inserted in the middle, a new structure is used in place */
1307 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1308 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1309 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1311 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1313 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1314 return WINED3DERR_INVALIDCALL;
1317 /* Return the information requested */
1318 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1319 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1320 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1322 /* Note dx8 doesn't supply a DeviceName */
1323 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1324 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
1325 pIdentifier->DriverVersion->u.HighPart = MAKEDWORD_VERSION(6, 14);
1326 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.gl_driver_version;
1327 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1328 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1329 *(pIdentifier->SubSysId) = 0;
1330 *(pIdentifier->Revision) = 0;
1332 /*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
1333 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1334 *(pIdentifier->WHQLLevel) = 0;
1335 } else {
1336 *(pIdentifier->WHQLLevel) = 1;
1339 return WINED3D_OK;
1342 static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(Display *display, GLXFBConfig cfgs, WINED3DFORMAT Format) {
1343 #if 0 /* This code performs a strict test between the format and the current X11 buffer depth, which may give the best performance */
1344 int gl_test;
1345 int rb, gb, bb, ab, type, buf_sz;
1347 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_RED_SIZE, &rb);
1348 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_GREEN_SIZE, &gb);
1349 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_BLUE_SIZE, &bb);
1350 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_ALPHA_SIZE, &ab);
1351 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_RENDER_TYPE, &type);
1352 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_BUFFER_SIZE, &buf_sz);
1354 switch (Format) {
1355 case WINED3DFMT_X8R8G8B8:
1356 case WINED3DFMT_R8G8B8:
1357 if (8 == rb && 8 == gb && 8 == bb) return TRUE;
1358 break;
1359 case WINED3DFMT_A8R8G8B8:
1360 if (8 == rb && 8 == gb && 8 == bb && 8 == ab) return TRUE;
1361 break;
1362 case WINED3DFMT_A2R10G10B10:
1363 if (10 == rb && 10 == gb && 10 == bb && 2 == ab) return TRUE;
1364 break;
1365 case WINED3DFMT_X1R5G5B5:
1366 if (5 == rb && 5 == gb && 5 == bb) return TRUE;
1367 break;
1368 case WINED3DFMT_A1R5G5B5:
1369 if (5 == rb && 5 == gb && 5 == bb && 1 == ab) return TRUE;
1370 break;
1371 case WINED3DFMT_X4R4G4B4:
1372 if (16 == buf_sz && 4 == rb && 4 == gb && 4 == bb) return TRUE;
1373 break;
1374 case WINED3DFMT_R5G6B5:
1375 if (5 == rb && 6 == gb && 5 == bb) return TRUE;
1376 break;
1377 case WINED3DFMT_R3G3B2:
1378 if (3 == rb && 3 == gb && 2 == bb) return TRUE;
1379 break;
1380 case WINED3DFMT_A8P8:
1381 if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz && 8 == ab) return TRUE;
1382 break;
1383 case WINED3DFMT_P8:
1384 if (type & GLX_COLOR_INDEX_BIT && 8 == buf_sz) return TRUE;
1385 break;
1386 default:
1387 break;
1389 return FALSE;
1390 #else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */
1391 switch (Format) {
1392 case WINED3DFMT_X8R8G8B8:
1393 case WINED3DFMT_R8G8B8:
1394 case WINED3DFMT_A8R8G8B8:
1395 case WINED3DFMT_A2R10G10B10:
1396 case WINED3DFMT_X1R5G5B5:
1397 case WINED3DFMT_A1R5G5B5:
1398 case WINED3DFMT_R5G6B5:
1399 case WINED3DFMT_R3G3B2:
1400 case WINED3DFMT_A8P8:
1401 case WINED3DFMT_P8:
1402 return TRUE;
1403 default:
1404 break;
1406 return FALSE;
1407 #endif
1410 static BOOL IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(Display *display, GLXFBConfig cfgs, WINED3DFORMAT Format) {
1411 #if 0/* This code performs a strict test between the format and the current X11 buffer depth, which may give the best performance */
1412 int gl_test;
1413 int db, sb;
1415 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_DEPTH_SIZE, &db);
1416 gl_test = glXGetFBConfigAttrib(display, cfgs, GLX_STENCIL_SIZE, &sb);
1418 switch (Format) {
1419 case WINED3DFMT_D16:
1420 case WINED3DFMT_D16_LOCKABLE:
1421 if (16 == db) return TRUE;
1422 break;
1423 case WINED3DFMT_D32:
1424 if (32 == db) return TRUE;
1425 break;
1426 case WINED3DFMT_D15S1:
1427 if (15 == db) return TRUE;
1428 break;
1429 case WINED3DFMT_D24S8:
1430 if (24 == db && 8 == sb) return TRUE;
1431 break;
1432 case WINED3DFMT_D24FS8:
1433 if (24 == db && 8 == sb) return TRUE;
1434 break;
1435 case WINED3DFMT_D24X8:
1436 if (24 == db) return TRUE;
1437 break;
1438 case WINED3DFMT_D24X4S4:
1439 if (24 == db && 4 == sb) return TRUE;
1440 break;
1441 case WINED3DFMT_D32F_LOCKABLE:
1442 if (32 == db) return TRUE;
1443 break;
1444 default:
1445 break;
1447 return FALSE;
1448 #else /* Most of the time performance is less of an issue than compatibility, this code allows for most common opengl/d3d formats */
1449 switch (Format) {
1450 case WINED3DFMT_D16:
1451 case WINED3DFMT_D16_LOCKABLE:
1452 case WINED3DFMT_D32:
1453 case WINED3DFMT_D15S1:
1454 case WINED3DFMT_D24S8:
1455 case WINED3DFMT_D24FS8:
1456 case WINED3DFMT_D24X8:
1457 case WINED3DFMT_D24X4S4:
1458 case WINED3DFMT_D32F_LOCKABLE:
1459 return TRUE;
1460 default:
1461 break;
1463 return FALSE;
1464 #endif
1467 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1468 WINED3DFORMAT AdapterFormat,
1469 WINED3DFORMAT RenderTargetFormat,
1470 WINED3DFORMAT DepthStencilFormat) {
1471 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1472 int it;
1474 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1475 This, Adapter,
1476 DeviceType, debug_d3ddevicetype(DeviceType),
1477 AdapterFormat, debug_d3dformat(AdapterFormat),
1478 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1479 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1481 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1482 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1483 return WINED3DERR_INVALIDCALL;
1486 for (it = 0; it < Adapters[Adapter].nCfgs; ++it) {
1487 if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(Adapters[Adapter].display, Adapters[Adapter].cfgs[it], RenderTargetFormat)) {
1488 if (IWineD3DImpl_IsGLXFBConfigCompatibleWithDepthFmt(Adapters[Adapter].display, Adapters[Adapter].cfgs[it], DepthStencilFormat)) {
1489 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1490 return WINED3D_OK;
1494 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1496 return WINED3DERR_NOTAVAILABLE;
1499 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1500 WINED3DFORMAT SurfaceFormat,
1501 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1503 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1504 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1505 This,
1506 Adapter,
1507 DeviceType, debug_d3ddevicetype(DeviceType),
1508 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1509 Windowed,
1510 MultiSampleType,
1511 pQualityLevels);
1513 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1514 return WINED3DERR_INVALIDCALL;
1517 /* TODO: Store in Adapter structure */
1518 if (pQualityLevels != NULL) {
1519 static int s_single_shot = 0;
1520 if (!s_single_shot) {
1521 FIXME("Quality levels unsupported at present\n");
1522 s_single_shot = 1;
1524 *pQualityLevels = 1; /* Guess at a value! */
1527 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1528 return WINED3DERR_NOTAVAILABLE;
1531 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE CheckType,
1532 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1534 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1535 GLXFBConfig* cfgs = NULL;
1536 int nCfgs = 0;
1537 int it;
1538 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1540 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1541 This,
1542 Adapter,
1543 CheckType, debug_d3ddevicetype(CheckType),
1544 DisplayFormat, debug_d3dformat(DisplayFormat),
1545 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1546 Windowed);
1548 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1549 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1550 return WINED3DERR_INVALIDCALL;
1553 /* TODO: Store in adapter structure */
1554 if (WineD3D_CreateFakeGLContext()) {
1555 cfgs = glXGetFBConfigs(wined3d_fake_gl_context_display, DefaultScreen(wined3d_fake_gl_context_display), &nCfgs);
1556 for (it = 0; it < nCfgs; ++it) {
1557 if (IWineD3DImpl_IsGLXFBConfigCompatibleWithRenderFmt(wined3d_fake_gl_context_display, cfgs[it], DisplayFormat)) {
1558 hr = WINED3D_OK;
1559 TRACE_(d3d_caps)("OK\n");
1560 break ;
1563 if(cfgs) XFree(cfgs);
1564 if(hr != WINED3D_OK)
1565 ERR("unsupported format %s\n", debug_d3dformat(DisplayFormat));
1566 WineD3D_ReleaseFakeGLContext();
1569 if(hr != WINED3D_OK)
1570 TRACE_(d3d_caps)("returning something different from WINED3D_OK\n");
1572 return hr;
1575 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1576 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1577 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
1578 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1579 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
1580 This,
1581 Adapter,
1582 DeviceType, debug_d3ddevicetype(DeviceType),
1583 AdapterFormat, debug_d3dformat(AdapterFormat),
1584 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
1585 RType, debug_d3dresourcetype(RType),
1586 CheckFormat, debug_d3dformat(CheckFormat));
1588 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1589 return WINED3DERR_INVALIDCALL;
1592 /* TODO: Check support against more of the WINED3DUSAGE_QUERY_* constants
1593 * See http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/IDirect3D9__CheckDeviceFormat.asp
1594 * and http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/D3DUSAGE_QUERY.asp */
1595 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
1596 TRACE_(d3d_caps)("[FAILED]\n");
1597 return WINED3DERR_NOTAVAILABLE; /* Enable when fully supported */
1600 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
1601 switch (CheckFormat) {
1602 /* In theory we could do all formats, just fetch them accordingly should the buffer be locked.
1603 * Windows supports only those 3, and enumerating the other formats confuses applications
1605 case WINED3DFMT_D24S8:
1606 case WINED3DFMT_D24X8:
1607 case WINED3DFMT_D16:
1608 TRACE_(d3d_caps)("[OK]\n");
1609 return WINED3D_OK;
1610 case WINED3DFMT_D16_LOCKABLE:
1611 case WINED3DFMT_D24FS8:
1612 case WINED3DFMT_D32F_LOCKABLE:
1613 case WINED3DFMT_D24X4S4:
1614 case WINED3DFMT_D15S1:
1615 case WINED3DFMT_D32:
1616 TRACE_(d3d_caps)("[FAILED]. Disabled because not enumerated on windows\n");
1617 return WINED3DERR_NOTAVAILABLE;
1618 default:
1619 TRACE_(d3d_caps)("[FAILED]\n");
1620 return WINED3DERR_NOTAVAILABLE;
1622 } else if(Usage & WINED3DUSAGE_RENDERTARGET) {
1623 switch (CheckFormat) {
1624 case WINED3DFMT_R8G8B8:
1625 case WINED3DFMT_A8R8G8B8:
1626 case WINED3DFMT_X8R8G8B8:
1627 case WINED3DFMT_R5G6B5:
1628 case WINED3DFMT_X1R5G5B5:
1629 case WINED3DFMT_A1R5G5B5:
1630 case WINED3DFMT_A4R4G4B4:
1631 case WINED3DFMT_R3G3B2:
1632 case WINED3DFMT_X4R4G4B4:
1633 case WINED3DFMT_A8B8G8R8:
1634 case WINED3DFMT_X8B8G8R8:
1635 case WINED3DFMT_P8:
1636 TRACE_(d3d_caps)("[OK]\n");
1637 return WINED3D_OK;
1638 case WINED3DFMT_R16F:
1639 case WINED3DFMT_A16B16G16R16F:
1640 if (!GL_SUPPORT(ARB_HALF_FLOAT_PIXEL) || !GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1641 TRACE_(d3d_caps)("[FAILED]\n");
1642 return WINED3DERR_NOTAVAILABLE;
1644 TRACE_(d3d_caps)("[OK]\n");
1645 return WINED3D_OK;
1646 default:
1647 TRACE_(d3d_caps)("[FAILED]\n");
1648 return WINED3DERR_NOTAVAILABLE;
1650 } else if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
1651 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1652 switch (CheckFormat) {
1653 case WINED3DFMT_V8U8:
1654 TRACE_(d3d_caps)("[OK]\n");
1655 return WINED3D_OK;
1656 /* TODO: Other bump map formats */
1657 default:
1658 TRACE_(d3d_caps)("[FAILED]\n");
1659 return WINED3DERR_NOTAVAILABLE;
1662 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1663 switch (CheckFormat) {
1664 case WINED3DFMT_V8U8:
1665 TRACE_(d3d_caps)("[OK]\n");
1666 return WINED3D_OK;
1667 default:
1668 TRACE_(d3d_caps)("[FAILED]\n");
1669 return WINED3DERR_NOTAVAILABLE;
1672 TRACE_(d3d_caps)("[FAILED]\n");
1673 return WINED3DERR_NOTAVAILABLE;
1676 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
1677 switch (CheckFormat) {
1678 case WINED3DFMT_DXT1:
1679 case WINED3DFMT_DXT2:
1680 case WINED3DFMT_DXT3:
1681 case WINED3DFMT_DXT4:
1682 case WINED3DFMT_DXT5:
1683 TRACE_(d3d_caps)("[OK]\n");
1684 return WINED3D_OK;
1685 default:
1686 break; /* Avoid compiler warnings */
1690 /* Check for supported sRGB formats (Texture loading and framebuffer) */
1691 if (GL_SUPPORT(EXT_TEXTURE_SRGB) && (Usage & WINED3DUSAGE_QUERY_SRGBREAD)) {
1692 switch (CheckFormat) {
1693 case WINED3DFMT_A8R8G8B8:
1694 case WINED3DFMT_X8R8G8B8:
1695 case WINED3DFMT_L8:
1696 case WINED3DFMT_A8L8:
1697 case WINED3DFMT_DXT1:
1698 case WINED3DFMT_DXT2:
1699 case WINED3DFMT_DXT3:
1700 case WINED3DFMT_DXT4:
1701 case WINED3DFMT_DXT5:
1702 TRACE_(d3d_caps)("[OK]\n");
1703 return WINED3D_OK;
1705 default:
1706 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
1707 return WINED3DERR_NOTAVAILABLE;
1711 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1713 BOOL half_pixel_support = GL_SUPPORT(ARB_HALF_FLOAT_PIXEL);
1715 switch (CheckFormat) {
1716 case WINED3DFMT_R16F:
1717 case WINED3DFMT_A16B16G16R16F:
1718 if (!half_pixel_support) break;
1719 case WINED3DFMT_R32F:
1720 case WINED3DFMT_A32B32G32R32F:
1721 TRACE_(d3d_caps)("[OK]\n");
1722 return WINED3D_OK;
1723 default:
1724 break; /* Avoid compiler warnings */
1728 /* This format is nothing special and it is supported perfectly.
1729 * However, ati and nvidia driver on windows do not mark this format as
1730 * supported (tested with the dxCapsViewer) and pretending to
1731 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
1732 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
1733 * Enable it on dx7. It will need additional checking on dx10 when we support it.
1735 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
1736 TRACE_(d3d_caps)("[FAILED]\n");
1737 return WINED3DERR_NOTAVAILABLE;
1740 switch (CheckFormat) {
1742 /*****
1743 * supported: RGB(A) formats
1745 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
1746 case WINED3DFMT_A8R8G8B8:
1747 case WINED3DFMT_X8R8G8B8:
1748 case WINED3DFMT_R5G6B5:
1749 case WINED3DFMT_X1R5G5B5:
1750 case WINED3DFMT_A1R5G5B5:
1751 case WINED3DFMT_A4R4G4B4:
1752 case WINED3DFMT_R3G3B2:
1753 case WINED3DFMT_A8:
1754 case WINED3DFMT_A8R3G3B2:
1755 case WINED3DFMT_X4R4G4B4:
1756 case WINED3DFMT_A8B8G8R8:
1757 case WINED3DFMT_X8B8G8R8:
1758 case WINED3DFMT_A2R10G10B10:
1759 case WINED3DFMT_A2B10G10R10:
1760 TRACE_(d3d_caps)("[OK]\n");
1761 return WINED3D_OK;
1763 /*****
1764 * supported: Palettized
1766 case WINED3DFMT_P8:
1767 TRACE_(d3d_caps)("[OK]\n");
1768 return WINED3D_OK;
1770 /*****
1771 * Supported: (Alpha)-Luminance
1773 case WINED3DFMT_L8:
1774 case WINED3DFMT_A8L8:
1775 case WINED3DFMT_A4L4:
1776 TRACE_(d3d_caps)("[OK]\n");
1777 return WINED3D_OK;
1779 /*****
1780 * Not supported for now: Bump mapping formats
1781 * Enable some because games often fail when they are not available
1782 * and are still playable even without bump mapping
1784 case WINED3DFMT_V8U8:
1785 case WINED3DFMT_V16U16:
1786 case WINED3DFMT_L6V5U5:
1787 case WINED3DFMT_X8L8V8U8:
1788 case WINED3DFMT_Q8W8V8U8:
1789 case WINED3DFMT_W11V11U10:
1790 case WINED3DFMT_A2W10V10U10:
1791 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
1792 return WINED3D_OK;
1794 /*****
1795 * DXTN Formats: Handled above
1796 * WINED3DFMT_DXT1
1797 * WINED3DFMT_DXT2
1798 * WINED3DFMT_DXT3
1799 * WINED3DFMT_DXT4
1800 * WINED3DFMT_DXT5
1803 /*****
1804 * Odd formats - not supported
1806 case WINED3DFMT_VERTEXDATA:
1807 case WINED3DFMT_INDEX16:
1808 case WINED3DFMT_INDEX32:
1809 case WINED3DFMT_Q16W16V16U16:
1810 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1811 return WINED3DERR_NOTAVAILABLE;
1813 /*****
1814 * Float formats: Not supported right now
1816 case WINED3DFMT_G16R16F:
1817 case WINED3DFMT_G32R32F:
1818 case WINED3DFMT_CxV8U8:
1819 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1820 return WINED3DERR_NOTAVAILABLE;
1822 /* Not supported */
1823 case WINED3DFMT_G16R16:
1824 case WINED3DFMT_A16B16G16R16:
1825 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
1826 return WINED3DERR_NOTAVAILABLE;
1828 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
1829 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
1830 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
1831 * We can do instancing with all shader versions, but we need vertex shaders.
1833 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
1834 * to enable instancing. WineD3D doesn't need that and just ignores it.
1836 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
1838 case WINEMAKEFOURCC('I','N','S','T'):
1839 TRACE("ATI Instancing check hack\n");
1840 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
1841 TRACE_(d3d_caps)("[OK]\n");
1842 return WINED3D_OK;
1843 } else {
1844 TRACE_(d3d_caps)("[FAILED]\n");
1845 return WINED3DERR_NOTAVAILABLE;
1848 default:
1849 break;
1852 TRACE_(d3d_caps)("[FAILED]\n");
1853 return WINED3DERR_NOTAVAILABLE;
1856 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1857 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
1858 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1860 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
1861 This,
1862 Adapter,
1863 DeviceType, debug_d3ddevicetype(DeviceType),
1864 SourceFormat, debug_d3dformat(SourceFormat),
1865 TargetFormat, debug_d3dformat(TargetFormat));
1866 return WINED3D_OK;
1869 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
1870 subset of a D3DCAPS9 structure. However, it has to come via a void *
1871 as the d3d8 interface cannot import the d3d9 header */
1872 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
1874 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1875 int vs_selected_mode;
1876 int ps_selected_mode;
1878 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
1880 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1881 return WINED3DERR_INVALIDCALL;
1884 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
1886 /* This function should *not* be modifying GL caps
1887 * TODO: move the functionality where it belongs */
1888 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
1890 /* ------------------------------------------------
1891 The following fields apply to both d3d8 and d3d9
1892 ------------------------------------------------ */
1893 *pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
1894 *pCaps->AdapterOrdinal = Adapter;
1896 *pCaps->Caps = 0;
1897 *pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
1898 WINED3DCAPS2_FULLSCREENGAMMA |
1899 WINED3DCAPS2_DYNAMICTEXTURES;
1900 *pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
1901 *pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE;
1903 *pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
1904 WINED3DCURSORCAPS_LOWRES;
1906 *pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
1907 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
1908 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
1909 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
1910 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
1911 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
1912 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
1913 WINED3DDEVCAPS_PUREDEVICE |
1914 WINED3DDEVCAPS_HWRASTERIZATION |
1915 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
1916 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
1917 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
1918 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
1919 WINED3DDEVCAPS_DRAWPRIMITIVES2EX;
1921 *pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
1922 WINED3DPMISCCAPS_CULLCCW |
1923 WINED3DPMISCCAPS_CULLCW |
1924 WINED3DPMISCCAPS_COLORWRITEENABLE |
1925 WINED3DPMISCCAPS_CLIPTLVERTS |
1926 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
1927 WINED3DPMISCCAPS_MASKZ |
1928 WINED3DPMISCCAPS_BLENDOP;
1929 /* TODO:
1930 WINED3DPMISCCAPS_NULLREFERENCE
1931 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
1932 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
1933 WINED3DPMISCCAPS_SEPARATEALPHABLEND
1934 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
1935 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
1936 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
1938 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
1939 #if 0
1940 if (GL_SUPPORT(NV_REGISTER_COMBINERS))
1941 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
1942 if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
1943 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
1944 #endif
1946 *pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
1947 WINED3DPRASTERCAPS_PAT |
1948 WINED3DPRASTERCAPS_WFOG |
1949 WINED3DPRASTERCAPS_ZFOG |
1950 WINED3DPRASTERCAPS_FOGVERTEX |
1951 WINED3DPRASTERCAPS_FOGTABLE |
1952 WINED3DPRASTERCAPS_FOGRANGE |
1953 WINED3DPRASTERCAPS_STIPPLE |
1954 WINED3DPRASTERCAPS_SUBPIXEL |
1955 WINED3DPRASTERCAPS_ZTEST |
1956 WINED3DPRASTERCAPS_SCISSORTEST |
1957 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
1958 WINED3DPRASTERCAPS_DEPTHBIAS;
1960 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
1961 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
1962 WINED3DPRASTERCAPS_ZBIAS |
1963 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
1965 /* FIXME Add:
1966 WINED3DPRASTERCAPS_COLORPERSPECTIVE
1967 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
1968 WINED3DPRASTERCAPS_ANTIALIASEDGES
1969 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
1970 WINED3DPRASTERCAPS_WBUFFER */
1972 *pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
1973 WINED3DPCMPCAPS_EQUAL |
1974 WINED3DPCMPCAPS_GREATER |
1975 WINED3DPCMPCAPS_GREATEREQUAL |
1976 WINED3DPCMPCAPS_LESS |
1977 WINED3DPCMPCAPS_LESSEQUAL |
1978 WINED3DPCMPCAPS_NEVER |
1979 WINED3DPCMPCAPS_NOTEQUAL;
1981 *pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BLENDFACTOR |
1982 WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
1983 WINED3DPBLENDCAPS_BOTHSRCALPHA |
1984 WINED3DPBLENDCAPS_DESTALPHA |
1985 WINED3DPBLENDCAPS_DESTCOLOR |
1986 WINED3DPBLENDCAPS_INVDESTALPHA |
1987 WINED3DPBLENDCAPS_INVDESTCOLOR |
1988 WINED3DPBLENDCAPS_INVSRCALPHA |
1989 WINED3DPBLENDCAPS_INVSRCCOLOR |
1990 WINED3DPBLENDCAPS_ONE |
1991 WINED3DPBLENDCAPS_SRCALPHA |
1992 WINED3DPBLENDCAPS_SRCALPHASAT |
1993 WINED3DPBLENDCAPS_SRCCOLOR |
1994 WINED3DPBLENDCAPS_ZERO;
1996 *pCaps->DestBlendCaps = WINED3DPBLENDCAPS_BLENDFACTOR |
1997 WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
1998 WINED3DPBLENDCAPS_BOTHSRCALPHA |
1999 WINED3DPBLENDCAPS_DESTALPHA |
2000 WINED3DPBLENDCAPS_DESTCOLOR |
2001 WINED3DPBLENDCAPS_INVDESTALPHA |
2002 WINED3DPBLENDCAPS_INVDESTCOLOR |
2003 WINED3DPBLENDCAPS_INVSRCALPHA |
2004 WINED3DPBLENDCAPS_INVSRCCOLOR |
2005 WINED3DPBLENDCAPS_ONE |
2006 WINED3DPBLENDCAPS_SRCALPHA |
2007 WINED3DPBLENDCAPS_SRCALPHASAT |
2008 WINED3DPBLENDCAPS_SRCCOLOR |
2009 WINED3DPBLENDCAPS_ZERO;
2011 *pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2012 WINED3DPCMPCAPS_EQUAL |
2013 WINED3DPCMPCAPS_GREATER |
2014 WINED3DPCMPCAPS_GREATEREQUAL |
2015 WINED3DPCMPCAPS_LESS |
2016 WINED3DPCMPCAPS_LESSEQUAL |
2017 WINED3DPCMPCAPS_NEVER |
2018 WINED3DPCMPCAPS_NOTEQUAL;
2020 *pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
2021 WINED3DPSHADECAPS_COLORGOURAUDRGB |
2022 WINED3DPSHADECAPS_ALPHAFLATBLEND |
2023 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
2024 WINED3DPSHADECAPS_COLORFLATRGB |
2025 WINED3DPSHADECAPS_FOGFLAT |
2026 WINED3DPSHADECAPS_FOGGOURAUD |
2027 WINED3DPSHADECAPS_SPECULARFLATRGB;
2029 *pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
2030 WINED3DPTEXTURECAPS_ALPHAPALETTE |
2031 WINED3DPTEXTURECAPS_BORDER |
2032 WINED3DPTEXTURECAPS_MIPMAP |
2033 WINED3DPTEXTURECAPS_PROJECTED |
2034 WINED3DPTEXTURECAPS_PERSPECTIVE |
2035 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
2037 if( GL_SUPPORT(EXT_TEXTURE3D)) {
2038 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
2039 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
2040 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
2043 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2044 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
2045 WINED3DPTEXTURECAPS_MIPCUBEMAP |
2046 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
2050 *pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2051 WINED3DPTFILTERCAPS_MAGFPOINT |
2052 WINED3DPTFILTERCAPS_MINFLINEAR |
2053 WINED3DPTFILTERCAPS_MINFPOINT |
2054 WINED3DPTFILTERCAPS_MIPFLINEAR |
2055 WINED3DPTFILTERCAPS_MIPFPOINT |
2056 WINED3DPTFILTERCAPS_LINEAR |
2057 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2058 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2059 WINED3DPTFILTERCAPS_MIPLINEAR |
2060 WINED3DPTFILTERCAPS_MIPNEAREST |
2061 WINED3DPTFILTERCAPS_NEAREST;
2063 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2064 *pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2065 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2068 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2069 *pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2070 WINED3DPTFILTERCAPS_MAGFPOINT |
2071 WINED3DPTFILTERCAPS_MINFLINEAR |
2072 WINED3DPTFILTERCAPS_MINFPOINT |
2073 WINED3DPTFILTERCAPS_MIPFLINEAR |
2074 WINED3DPTFILTERCAPS_MIPFPOINT |
2075 WINED3DPTFILTERCAPS_LINEAR |
2076 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2077 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2078 WINED3DPTFILTERCAPS_MIPLINEAR |
2079 WINED3DPTFILTERCAPS_MIPNEAREST |
2080 WINED3DPTFILTERCAPS_NEAREST;
2082 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2083 *pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2084 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2086 } else
2087 *pCaps->CubeTextureFilterCaps = 0;
2089 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2090 *pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2091 WINED3DPTFILTERCAPS_MAGFPOINT |
2092 WINED3DPTFILTERCAPS_MINFLINEAR |
2093 WINED3DPTFILTERCAPS_MINFPOINT |
2094 WINED3DPTFILTERCAPS_MIPFLINEAR |
2095 WINED3DPTFILTERCAPS_MIPFPOINT |
2096 WINED3DPTFILTERCAPS_LINEAR |
2097 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2098 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2099 WINED3DPTFILTERCAPS_MIPLINEAR |
2100 WINED3DPTFILTERCAPS_MIPNEAREST |
2101 WINED3DPTFILTERCAPS_NEAREST;
2102 } else
2103 *pCaps->VolumeTextureFilterCaps = 0;
2105 *pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2106 WINED3DPTADDRESSCAPS_CLAMP |
2107 WINED3DPTADDRESSCAPS_WRAP;
2109 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2110 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2112 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2113 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2115 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2116 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2119 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2120 *pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2121 WINED3DPTADDRESSCAPS_CLAMP |
2122 WINED3DPTADDRESSCAPS_WRAP;
2123 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2124 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2126 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2127 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2129 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2130 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2132 } else
2133 *pCaps->VolumeTextureAddressCaps = 0;
2135 *pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
2136 WINED3DLINECAPS_ZTEST;
2137 /* FIXME: Add
2138 WINED3DLINECAPS_BLEND
2139 WINED3DLINECAPS_ALPHACMP
2140 WINED3DLINECAPS_FOG */
2142 *pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
2143 *pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
2145 if(GL_SUPPORT(EXT_TEXTURE3D))
2146 *pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
2147 else
2148 *pCaps->MaxVolumeExtent = 0;
2150 *pCaps->MaxTextureRepeat = 32768;
2151 *pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
2152 *pCaps->MaxVertexW = 1.0;
2154 *pCaps->GuardBandLeft = 0;
2155 *pCaps->GuardBandTop = 0;
2156 *pCaps->GuardBandRight = 0;
2157 *pCaps->GuardBandBottom = 0;
2159 *pCaps->ExtentsAdjust = 0;
2161 *pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
2162 WINED3DSTENCILCAPS_INCRSAT |
2163 WINED3DSTENCILCAPS_INVERT |
2164 WINED3DSTENCILCAPS_KEEP |
2165 WINED3DSTENCILCAPS_REPLACE |
2166 WINED3DSTENCILCAPS_ZERO;
2167 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
2168 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
2169 WINED3DSTENCILCAPS_INCR;
2171 if ( This->dxVersion > 8 &&
2172 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
2173 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
2174 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
2177 *pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
2179 *pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
2180 WINED3DTEXOPCAPS_ADDSIGNED |
2181 WINED3DTEXOPCAPS_ADDSIGNED2X |
2182 WINED3DTEXOPCAPS_MODULATE |
2183 WINED3DTEXOPCAPS_MODULATE2X |
2184 WINED3DTEXOPCAPS_MODULATE4X |
2185 WINED3DTEXOPCAPS_SELECTARG1 |
2186 WINED3DTEXOPCAPS_SELECTARG2 |
2187 WINED3DTEXOPCAPS_DISABLE;
2189 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
2190 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
2191 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2192 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2193 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2194 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2195 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2196 WINED3DTEXOPCAPS_LERP |
2197 WINED3DTEXOPCAPS_SUBTRACT;
2199 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
2200 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2201 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
2202 WINED3DTEXOPCAPS_MULTIPLYADD |
2203 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2204 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2205 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
2207 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
2208 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
2210 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2211 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2212 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
2215 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2216 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
2217 } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2218 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
2219 * not support 3D textures. This asks for trouble if an app uses both bump mapping
2220 * and 3D textures. It also allows us to keep the code simpler by having texture
2221 * shaders constantly enabled.
2223 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
2224 /* TODO: Luminance bump map? */
2226 #if 0
2227 /* FIXME: Add
2228 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
2229 WINED3DTEXOPCAPS_PREMODULATE */
2230 #endif
2232 *pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
2233 *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
2234 *pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
2235 *pCaps->MaxActiveLights = GL_LIMITS(lights);
2237 *pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
2238 *pCaps->MaxVertexBlendMatrixIndex = 0;
2240 *pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
2241 *pCaps->MaxPointSize = GL_LIMITS(pointsize);
2244 *pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
2245 WINED3DVTXPCAPS_MATERIALSOURCE7 |
2246 WINED3DVTXPCAPS_POSITIONALLIGHTS |
2247 WINED3DVTXPCAPS_LOCALVIEWER |
2248 WINED3DVTXPCAPS_VERTEXFOG |
2249 WINED3DVTXPCAPS_TEXGEN;
2250 /* FIXME: Add
2251 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
2253 *pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
2254 *pCaps->MaxVertexIndex = 0xFFFFF;
2255 *pCaps->MaxStreams = MAX_STREAMS;
2256 *pCaps->MaxStreamStride = 1024;
2258 if (vs_selected_mode == SHADER_GLSL) {
2259 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
2260 models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
2261 vs_nv_version which is based on NV_vertex_program. For Ati cards there's no easy way, so for
2262 now only support 2.0/3.0 detection on Nvidia GeforceFX cards and default to 3.0 for everything else */
2263 if(GLINFO_LOCATION.vs_nv_version == VS_VERSION_20)
2264 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
2265 else
2266 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
2267 TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (GLSL)\n");
2268 } else if (vs_selected_mode == SHADER_ARB) {
2269 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2270 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2271 } else {
2272 *pCaps->VertexShaderVersion = 0;
2273 TRACE_(d3d_caps)("Vertex shader functionality not available\n");
2276 *pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2278 if (ps_selected_mode == SHADER_GLSL) {
2279 /* See the comment about VS2.0/VS3.0 detection as we do the same here but then based on NV_fragment_program
2280 in case of GeforceFX cards. */
2281 if(GLINFO_LOCATION.ps_nv_version == PS_VERSION_20)
2282 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
2283 else
2284 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
2285 /* FIXME: The following line is card dependent. -1.0 to 1.0 is a safe default clamp range for now */
2286 *pCaps->PixelShader1xMaxValue = 1.0;
2287 TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (GLSL)\n");
2288 } else if (ps_selected_mode == SHADER_ARB) {
2289 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2290 *pCaps->PixelShader1xMaxValue = 1.0;
2291 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2292 } else {
2293 *pCaps->PixelShaderVersion = 0;
2294 *pCaps->PixelShader1xMaxValue = 0.0;
2295 TRACE_(d3d_caps)("Pixel shader functionality not available\n");
2298 /* ------------------------------------------------
2299 The following fields apply to d3d9 only
2300 ------------------------------------------------ */
2301 if (This->dxVersion > 8) {
2302 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
2303 *pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
2304 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
2305 *pCaps->MaxNpatchTessellationLevel = 0;
2306 *pCaps->MasterAdapterOrdinal = 0;
2307 *pCaps->AdapterOrdinalInGroup = 0;
2308 *pCaps->NumberOfAdaptersInGroup = 1;
2310 if(*pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
2311 /* OpenGL supports all the formats below, perhaps not always
2312 * without conversion, but it supports them.
2313 * Further GLSL doesn't seem to have an official unsigned type so
2314 * don't advertise it yet as I'm not sure how we handle it.
2315 * We might need to add some clamping in the shader engine to
2316 * support it.
2317 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
2318 *pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
2319 WINED3DDTCAPS_UBYTE4N |
2320 WINED3DDTCAPS_SHORT2N |
2321 WINED3DDTCAPS_SHORT4N |
2322 WINED3DDTCAPS_FLOAT16_2 |
2323 WINED3DDTCAPS_FLOAT16_4;
2325 } else
2326 *pCaps->DeclTypes = 0;
2328 *pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
2331 *pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
2332 WINED3DPTFILTERCAPS_MAGFPOINT |
2333 WINED3DPTFILTERCAPS_MINFLINEAR |
2334 WINED3DPTFILTERCAPS_MAGFLINEAR;
2335 *pCaps->VertexTextureFilterCaps = 0;
2337 if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
2338 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
2339 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
2340 *pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
2341 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
2342 *pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
2343 *pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
2345 *pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
2346 *pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
2347 } else if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
2348 *pCaps->VS20Caps.Caps = 0;
2349 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
2350 *pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
2351 *pCaps->VS20Caps.StaticFlowControlDepth = 1;
2353 *pCaps->MaxVShaderInstructionsExecuted = 65535;
2354 *pCaps->MaxVertexShader30InstructionSlots = 0;
2355 } else { /* VS 1.x */
2356 *pCaps->VS20Caps.Caps = 0;
2357 *pCaps->VS20Caps.DynamicFlowControlDepth = 0;
2358 *pCaps->VS20Caps.NumTemps = 0;
2359 *pCaps->VS20Caps.StaticFlowControlDepth = 0;
2361 *pCaps->MaxVShaderInstructionsExecuted = 0;
2362 *pCaps->MaxVertexShader30InstructionSlots = 0;
2365 if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
2366 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
2367 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
2369 /* 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 */
2370 *pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
2371 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
2372 WINED3DPS20CAPS_PREDICATION |
2373 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
2374 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
2375 *pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
2376 *pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
2377 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
2378 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
2380 *pCaps->MaxPShaderInstructionsExecuted = 65535;
2381 *pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
2382 } else if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
2383 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
2384 *pCaps->PS20Caps.Caps = 0;
2385 *pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
2386 *pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
2387 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minumum: 1 */
2388 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
2390 *pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
2391 *pCaps->MaxPixelShader30InstructionSlots = 0;
2392 } else { /* PS 1.x */
2393 *pCaps->PS20Caps.Caps = 0;
2394 *pCaps->PS20Caps.DynamicFlowControlDepth = 0;
2395 *pCaps->PS20Caps.NumTemps = 0;
2396 *pCaps->PS20Caps.StaticFlowControlDepth = 0;
2397 *pCaps->PS20Caps.NumInstructionSlots = 0;
2399 *pCaps->MaxPShaderInstructionsExecuted = 0;
2400 *pCaps->MaxPixelShader30InstructionSlots = 0;
2404 return WINED3D_OK;
2407 static unsigned int glsl_program_key_hash(void *key) {
2408 glsl_program_key_t *k = (glsl_program_key_t *)key;
2410 unsigned int hash = k->vshader | k->pshader << 16;
2411 hash += ~(hash << 15);
2412 hash ^= (hash >> 10);
2413 hash += (hash << 3);
2414 hash ^= (hash >> 6);
2415 hash += ~(hash << 11);
2416 hash ^= (hash >> 16);
2418 return hash;
2421 static BOOL glsl_program_key_compare(void *keya, void *keyb) {
2422 glsl_program_key_t *ka = (glsl_program_key_t *)keya;
2423 glsl_program_key_t *kb = (glsl_program_key_t *)keyb;
2425 return ka->vshader == kb->vshader && ka->pshader == kb->pshader;
2428 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
2429 and fields being inserted in the middle, a new structure is used in place */
2430 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
2431 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
2432 IUnknown *parent) {
2434 IWineD3DDeviceImpl *object = NULL;
2435 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2436 HDC hDC;
2437 HRESULT temp_result;
2439 /* Validate the adapter number */
2440 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2441 return WINED3DERR_INVALIDCALL;
2444 /* Create a WineD3DDevice object */
2445 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
2446 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
2447 TRACE("Created WineD3DDevice object @ %p\n", object);
2448 if (NULL == object) {
2449 return WINED3DERR_OUTOFVIDEOMEMORY;
2452 /* Set up initial COM information */
2453 object->lpVtbl = &IWineD3DDevice_Vtbl;
2454 object->ref = 1;
2455 object->wineD3D = iface;
2456 object->adapter = &Adapters[Adapter];
2457 IWineD3D_AddRef(object->wineD3D);
2458 object->parent = parent;
2460 /* Set the state up as invalid until the device is fully created */
2461 object->state = WINED3DERR_DRIVERINTERNALERROR;
2463 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
2464 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
2466 /* Save the creation parameters */
2467 object->createParms.AdapterOrdinal = Adapter;
2468 object->createParms.DeviceType = DeviceType;
2469 object->createParms.hFocusWindow = hFocusWindow;
2470 object->createParms.BehaviorFlags = BehaviourFlags;
2472 /* Initialize other useful values */
2473 object->adapterNo = Adapter;
2474 object->devType = DeviceType;
2476 TRACE("(%p) : Creating stateblock\n", This);
2477 /* Creating the startup stateBlock - Note Special Case: 0 => Don't fill in yet! */
2478 if (WINED3D_OK != IWineD3DDevice_CreateStateBlock((IWineD3DDevice *)object,
2479 WINED3DSBT_INIT,
2480 (IWineD3DStateBlock **)&object->stateBlock,
2481 NULL) || NULL == object->stateBlock) { /* Note: No parent needed for initial internal stateblock */
2482 WARN("Failed to create stateblock\n");
2483 goto create_device_error;
2485 TRACE("(%p) : Created stateblock (%p)\n", This, object->stateBlock);
2486 object->updateStateBlock = object->stateBlock;
2487 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)object->updateStateBlock);
2488 /* Setup surfaces for the backbuffer, frontbuffer and depthstencil buffer */
2490 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
2491 if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) {
2492 object->shader_backend = &glsl_shader_backend;
2493 object->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
2494 } else if (object->ps_selected_mode == SHADER_ARB || object->vs_selected_mode == SHADER_ARB) {
2495 object->shader_backend = &arb_program_shader_backend;
2496 } else {
2497 object->shader_backend = &none_shader_backend;
2500 /* This function should *not* be modifying GL caps
2501 * TODO: move the functionality where it belongs */
2502 select_shader_max_constants(object->ps_selected_mode, object->vs_selected_mode, &GLINFO_LOCATION);
2504 temp_result = allocate_shader_constants(object->updateStateBlock);
2505 if (WINED3D_OK != temp_result)
2506 return temp_result;
2508 object->render_targets = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
2509 object->fbo_color_attachments = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *) * GL_LIMITS(buffers));
2510 object->draw_buffers = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(GLenum) * GL_LIMITS(buffers));
2512 /* set the state of the device to valid */
2513 object->state = WINED3D_OK;
2515 /* Get the initial screen setup for ddraw */
2516 object->ddraw_width = GetSystemMetrics(SM_CXSCREEN);
2517 object->ddraw_height = GetSystemMetrics(SM_CYSCREEN);
2518 hDC = GetDC(0);
2519 object->ddraw_format = pixelformat_for_depth(GetDeviceCaps(hDC, BITSPIXEL) * GetDeviceCaps(hDC, PLANES));
2520 ReleaseDC(0, hDC);
2522 return WINED3D_OK;
2523 create_device_error:
2525 /* Set the device state to error */
2526 object->state = WINED3DERR_DRIVERINTERNALERROR;
2528 if (object->updateStateBlock != NULL) {
2529 IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->updateStateBlock);
2530 object->updateStateBlock = NULL;
2532 if (object->stateBlock != NULL) {
2533 IWineD3DStateBlock_Release((IWineD3DStateBlock *)object->stateBlock);
2534 object->stateBlock = NULL;
2536 if (object->render_targets[0] != NULL) {
2537 IWineD3DSurface_Release(object->render_targets[0]);
2538 object->render_targets[0] = NULL;
2540 if (object->stencilBufferTarget != NULL) {
2541 IWineD3DSurface_Release(object->stencilBufferTarget);
2542 object->stencilBufferTarget = NULL;
2544 HeapFree(GetProcessHeap(), 0, object);
2545 *ppReturnedDeviceInterface = NULL;
2546 return WINED3DERR_INVALIDCALL;
2549 #undef GLINFO_LOCATION
2551 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
2552 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2553 IUnknown_AddRef(This->parent);
2554 *pParent = This->parent;
2555 return WINED3D_OK;
2558 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
2559 IUnknown* surfaceParent;
2560 TRACE("(%p) call back\n", pSurface);
2562 /* Now, release the parent, which will take care of cleaning up the surface for us */
2563 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
2564 IUnknown_Release(surfaceParent);
2565 return IUnknown_Release(surfaceParent);
2568 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
2569 IUnknown* volumeParent;
2570 TRACE("(%p) call back\n", pVolume);
2572 /* Now, release the parent, which will take care of cleaning up the volume for us */
2573 IWineD3DVolume_GetParent(pVolume, &volumeParent);
2574 IUnknown_Release(volumeParent);
2575 return IUnknown_Release(volumeParent);
2578 BOOL InitAdapters(void) {
2579 HDC device_context;
2580 BOOL ret;
2582 /* No need to hold any lock. The calling library makes sure only one thread calls
2583 * wined3d simultaneously
2585 if(numAdapters > 0) return TRUE;
2587 TRACE("Initializing adapters\n");
2588 /* For now only one default adapter */
2590 TRACE("Initializing default adapter\n");
2591 Adapters[0].monitorPoint.x = -1;
2592 Adapters[0].monitorPoint.y = -1;
2594 device_context = GetDC(0);
2595 Adapters[0].display = get_display(device_context);
2596 ReleaseDC(0, device_context);
2598 ENTER_GL();
2599 if(WineD3D_CreateFakeGLContext()) {
2600 Adapters[0].cfgs = glXGetFBConfigs(Adapters[0].display, DefaultScreen(Adapters[0].display), &Adapters[0].nCfgs);
2601 WineD3D_ReleaseFakeGLContext();
2602 } else {
2603 ERR("Failed to create a fake opengl context to find fbconfigs formats\n");
2604 LEAVE_GL();
2605 return FALSE;
2607 LEAVE_GL();
2609 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info, Adapters[0].display);
2610 if(!ret) {
2611 ERR("Failed to initialize gl caps for default adapter\n");
2612 XFree(Adapters[0].cfgs);
2613 HeapFree(GetProcessHeap(), 0, Adapters);
2614 return FALSE;
2616 Adapters[0].driver = "Display";
2617 Adapters[0].description = "Direct3D HAL";
2619 numAdapters = 1;
2620 TRACE("%d adapters successfully initialized\n", numAdapters);
2622 return TRUE;
2626 /**********************************************************
2627 * IWineD3D VTbl follows
2628 **********************************************************/
2630 const IWineD3DVtbl IWineD3D_Vtbl =
2632 /* IUnknown */
2633 IWineD3DImpl_QueryInterface,
2634 IWineD3DImpl_AddRef,
2635 IWineD3DImpl_Release,
2636 /* IWineD3D */
2637 IWineD3DImpl_GetParent,
2638 IWineD3DImpl_GetAdapterCount,
2639 IWineD3DImpl_RegisterSoftwareDevice,
2640 IWineD3DImpl_GetAdapterMonitor,
2641 IWineD3DImpl_GetAdapterModeCount,
2642 IWineD3DImpl_EnumAdapterModes,
2643 IWineD3DImpl_GetAdapterDisplayMode,
2644 IWineD3DImpl_GetAdapterIdentifier,
2645 IWineD3DImpl_CheckDeviceMultiSampleType,
2646 IWineD3DImpl_CheckDepthStencilMatch,
2647 IWineD3DImpl_CheckDeviceType,
2648 IWineD3DImpl_CheckDeviceFormat,
2649 IWineD3DImpl_CheckDeviceFormatConversion,
2650 IWineD3DImpl_GetDeviceCaps,
2651 IWineD3DImpl_CreateDevice