push a18c97e3310ae68c9cf1d09430f25ca292f320eb
[wine/hacks.git] / dlls / wined3d / directx.c
blob3c9ea69dde263e88ab418f938c787daab4c25bfc
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 /* Extension detection */
40 static const struct {
41 const char *extension_string;
42 GL_SupportedExt extension;
43 DWORD version;
44 } EXTENSION_MAP[] = {
45 /* APPLE */
46 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
47 {"GL_APPLE_fence", APPLE_FENCE, 0 },
48 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
49 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
51 /* ATI */
52 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
53 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
54 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
55 {"GL_ATI_envmap_bumpmap", ATI_ENVMAP_BUMPMAP, 0 },
57 /* ARB */
58 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
59 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
60 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
61 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
62 {"GL_ARB_imaging", ARB_IMAGING, 0 },
63 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
64 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
65 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
66 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
67 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
68 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
69 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
70 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
71 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
72 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
73 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
74 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
75 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
76 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
77 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, 0 },
78 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
79 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
80 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
81 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
82 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
83 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
85 /* EXT */
86 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
87 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
88 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
89 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
90 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
91 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
92 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
93 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
94 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
95 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
96 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
97 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
98 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
99 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
100 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
101 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
102 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
103 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
104 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
105 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
106 {"GL_EXT_vertex_weighting", EXT_VERTEX_WEIGHTING, 0 },
108 /* NV */
109 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
110 {"GL_NV_fence", NV_FENCE, 0 },
111 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
112 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
113 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
114 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
115 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
116 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
117 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
118 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
119 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
120 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
121 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
122 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
123 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
124 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
125 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
126 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
128 /* SGI */
129 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
132 /**********************************************************
133 * Utility functions follow
134 **********************************************************/
136 /* Adapters */
137 static int numAdapters = 0;
138 static struct WineD3DAdapter Adapters[1];
140 /* lookup tables */
141 int minLookup[MAX_LOOKUPS];
142 int maxLookup[MAX_LOOKUPS];
143 DWORD *stateLookup[MAX_LOOKUPS];
145 DWORD minMipLookup[WINED3DTEXF_ANISOTROPIC + 1][WINED3DTEXF_LINEAR + 1];
147 /* drawStridedSlow attributes */
148 glAttribFunc position_funcs[WINED3DDECLTYPE_UNUSED];
149 glAttribFunc diffuse_funcs[WINED3DDECLTYPE_UNUSED];
150 glAttribFunc specular_funcs[WINED3DDECLTYPE_UNUSED];
151 glAttribFunc normal_funcs[WINED3DDECLTYPE_UNUSED];
152 glTexAttribFunc texcoord_funcs[WINED3DDECLTYPE_UNUSED];
155 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created
156 * ie there is no GL Context - Get a default rendering context to enable the
157 * function query some info from GL
160 static int wined3d_fake_gl_context_ref = 0;
161 static BOOL wined3d_fake_gl_context_foreign;
162 static BOOL wined3d_fake_gl_context_available = FALSE;
163 static HDC wined3d_fake_gl_context_hdc = NULL;
164 static HWND wined3d_fake_gl_context_hwnd = NULL;
166 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
167 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
169 0, 0, &wined3d_fake_gl_context_cs,
170 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
171 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
172 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
174 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
176 static void WineD3D_ReleaseFakeGLContext(void) {
177 HGLRC glCtx;
179 EnterCriticalSection(&wined3d_fake_gl_context_cs);
181 if(!wined3d_fake_gl_context_available) {
182 TRACE_(d3d_caps)("context not available\n");
183 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
184 return;
187 glCtx = pwglGetCurrentContext();
189 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
190 if (0 == (--wined3d_fake_gl_context_ref) ) {
191 if(!wined3d_fake_gl_context_foreign && glCtx) {
192 TRACE_(d3d_caps)("destroying fake GL context\n");
193 pwglMakeCurrent(NULL, NULL);
194 pwglDeleteContext(glCtx);
196 if(wined3d_fake_gl_context_hdc)
197 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
198 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
199 if(wined3d_fake_gl_context_hwnd)
200 DestroyWindow(wined3d_fake_gl_context_hwnd);
201 wined3d_fake_gl_context_hwnd = NULL;
202 wined3d_fake_gl_context_available = FALSE;
204 assert(wined3d_fake_gl_context_ref >= 0);
206 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
209 static BOOL WineD3D_CreateFakeGLContext(void) {
210 HGLRC glCtx = NULL;
212 EnterCriticalSection(&wined3d_fake_gl_context_cs);
214 TRACE("getting context...\n");
215 if(wined3d_fake_gl_context_ref > 0) goto ret;
216 assert(0 == wined3d_fake_gl_context_ref);
218 wined3d_fake_gl_context_foreign = TRUE;
220 glCtx = pwglGetCurrentContext();
221 if (!glCtx) {
222 PIXELFORMATDESCRIPTOR pfd;
223 int iPixelFormat;
225 wined3d_fake_gl_context_foreign = FALSE;
227 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
228 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
229 if(!wined3d_fake_gl_context_hwnd) {
230 ERR("HWND creation failed!\n");
231 goto fail;
233 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
234 if(!wined3d_fake_gl_context_hdc) {
235 ERR("GetDC failed!\n");
236 goto fail;
239 /* PixelFormat selection */
240 ZeroMemory(&pfd, sizeof(pfd));
241 pfd.nSize = sizeof(pfd);
242 pfd.nVersion = 1;
243 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
244 pfd.iPixelType = PFD_TYPE_RGBA;
245 pfd.cColorBits = 32;
246 pfd.iLayerType = PFD_MAIN_PLANE;
248 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
249 if(!iPixelFormat) {
250 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
251 ERR("Can't find a suitable iPixelFormat\n");
252 goto fail;
254 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
255 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
257 /* Create a GL context */
258 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
259 if (!glCtx) {
260 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
261 goto fail;
264 /* Make it the current GL context */
265 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
266 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
267 goto fail;
271 ret:
272 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
273 wined3d_fake_gl_context_ref++;
274 wined3d_fake_gl_context_available = TRUE;
275 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
276 return TRUE;
277 fail:
278 if(wined3d_fake_gl_context_hdc)
279 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
280 wined3d_fake_gl_context_hdc = NULL;
281 if(wined3d_fake_gl_context_hwnd)
282 DestroyWindow(wined3d_fake_gl_context_hwnd);
283 wined3d_fake_gl_context_hwnd = NULL;
284 if(glCtx) pwglDeleteContext(glCtx);
285 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
286 return FALSE;
289 /* Adjust the amount of used texture memory */
290 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
291 UINT Adapter = D3DDevice->adapterNo;
293 Adapters[Adapter].UsedTextureRam += glram;
294 TRACE("Adjusted gl ram by %ld to %d\n", glram, Adapters[Adapter].UsedTextureRam);
295 return Adapters[Adapter].UsedTextureRam;
298 /**********************************************************
299 * IUnknown parts follows
300 **********************************************************/
302 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
304 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
306 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
307 if (IsEqualGUID(riid, &IID_IUnknown)
308 || IsEqualGUID(riid, &IID_IWineD3DBase)
309 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
310 IUnknown_AddRef(iface);
311 *ppobj = This;
312 return S_OK;
314 *ppobj = NULL;
315 return E_NOINTERFACE;
318 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
319 IWineD3DImpl *This = (IWineD3DImpl *)iface;
320 ULONG refCount = InterlockedIncrement(&This->ref);
322 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
323 return refCount;
326 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
327 IWineD3DImpl *This = (IWineD3DImpl *)iface;
328 ULONG ref;
329 TRACE("(%p) : Releasing from %d\n", This, This->ref);
330 ref = InterlockedDecrement(&This->ref);
331 if (ref == 0) {
332 HeapFree(GetProcessHeap(), 0, This);
335 return ref;
338 /* Set the shader type for this device, depending on the given capabilities,
339 * the device type, and the user preferences in wined3d_settings */
341 static void select_shader_mode(
342 WineD3D_GL_Info *gl_info,
343 WINED3DDEVTYPE DeviceType,
344 int* ps_selected,
345 int* vs_selected) {
347 if (wined3d_settings.vs_mode == VS_NONE) {
348 *vs_selected = SHADER_NONE;
349 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
350 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
351 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
352 * shaders only on this card. */
353 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
354 *vs_selected = SHADER_ARB;
355 else
356 *vs_selected = SHADER_GLSL;
357 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
358 *vs_selected = SHADER_ARB;
359 } else {
360 *vs_selected = SHADER_NONE;
363 if (wined3d_settings.ps_mode == PS_NONE) {
364 *ps_selected = SHADER_NONE;
365 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
366 *ps_selected = SHADER_GLSL;
367 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
368 *ps_selected = SHADER_ARB;
369 } else {
370 *ps_selected = SHADER_NONE;
374 /** Select the number of report maximum shader constants based on the selected shader modes */
375 static void select_shader_max_constants(
376 int ps_selected_mode,
377 int vs_selected_mode,
378 WineD3D_GL_Info *gl_info) {
380 switch (vs_selected_mode) {
381 case SHADER_GLSL:
382 /* Subtract the other potential uniforms from the max available (bools, ints, and 1 row of projection matrix) */
383 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 1;
384 break;
385 case SHADER_ARB:
386 /* We have to subtract any other PARAMs that we might use in our shader programs.
387 * ATI seems to count 2 implicit PARAMs when we use fog and NVIDIA counts 1,
388 * and we reference one row of the PROJECTION matrix which counts as 1 PARAM. */
389 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF - 3;
390 break;
391 default:
392 gl_info->max_vshader_constantsF = 0;
393 break;
396 switch (ps_selected_mode) {
397 case SHADER_GLSL:
398 /* Subtract the other potential uniforms from the max available (bools & ints), and 2 states for fog.
399 * In theory the texbem instruction may need one more shader constant too. But lets assume
400 * that a sm <= 1.3 shader does not need all the uniforms provided by a glsl-capable card,
401 * and lets not take away a uniform needlessly from all other shaders.
403 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF - (MAX_CONST_B / 4) - MAX_CONST_I - 2;
404 break;
405 case SHADER_ARB:
406 /* The arb shader only loads the bump mapping environment matrix into the shader if it finds
407 * a free constant to do that, so only reduce the number of available constants by 2 for the fog states.
409 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF - 2;
410 break;
411 default:
412 gl_info->max_pshader_constantsF = 0;
413 break;
417 /**********************************************************
418 * IWineD3D parts follows
419 **********************************************************/
421 #define GLINFO_LOCATION (*gl_info)
422 static inline BOOL test_arb_vs_offset_limit(WineD3D_GL_Info *gl_info) {
423 GLuint prog;
424 BOOL ret = FALSE;
425 const char *testcode =
426 "!!ARBvp1.0\n"
427 "PARAM C[66] = { program.env[0..65] };\n"
428 "ADDRESS A0;"
429 "ARL A0.x, 0.0;\n"
430 "MOV result.position, C[A0.x + 65];\n"
431 "END\n";
433 while(glGetError());
434 GL_EXTCALL(glGenProgramsARB(1, &prog));
435 if(!prog) {
436 ERR("Failed to create an ARB offset limit test program\n");
438 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
439 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
440 strlen(testcode), testcode));
441 if(glGetError() != 0) {
442 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
443 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
444 ret = TRUE;
445 } else TRACE("OpenGL implementation allows offsets > 63\n");
447 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
448 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
449 checkGLcall("ARB vp offset limit test cleanup\n");
451 return ret;
454 static DWORD ver_for_ext(GL_SupportedExt ext)
456 unsigned int i;
457 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
458 if(EXTENSION_MAP[i].extension == ext) {
459 return EXTENSION_MAP[i].version;
462 return 0;
465 BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
466 const char *GL_Extensions = NULL;
467 const char *WGL_Extensions = NULL;
468 const char *gl_string = NULL;
469 const char *gl_string_cursor = NULL;
470 GLint gl_max;
471 GLfloat gl_floatv[2];
472 int major = 1, minor = 0;
473 BOOL return_value = TRUE;
474 unsigned i;
475 HDC hdc;
476 unsigned int vidmem=0;
478 TRACE_(d3d_caps)("(%p)\n", gl_info);
480 ENTER_GL();
482 gl_string = (const char *) glGetString(GL_RENDERER);
483 if (NULL == gl_string)
484 gl_string = "None";
485 strcpy(gl_info->gl_renderer, gl_string);
487 gl_string = (const char *) glGetString(GL_VENDOR);
488 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
489 if (gl_string != NULL) {
490 /* Fill in the GL vendor */
491 if (strstr(gl_string, "NVIDIA")) {
492 gl_info->gl_vendor = VENDOR_NVIDIA;
493 } else if (strstr(gl_string, "ATI")) {
494 gl_info->gl_vendor = VENDOR_ATI;
495 } else if (strstr(gl_string, "Intel(R)") ||
496 strstr(gl_info->gl_renderer, "Intel(R)") ||
497 strstr(gl_string, "Intel Inc.")) {
498 gl_info->gl_vendor = VENDOR_INTEL;
499 } else if (strstr(gl_string, "Mesa")) {
500 gl_info->gl_vendor = VENDOR_MESA;
501 } else {
502 gl_info->gl_vendor = VENDOR_WINE;
504 } else {
505 gl_info->gl_vendor = VENDOR_WINE;
509 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
511 /* Parse the GL_VERSION field into major and minor information */
512 gl_string = (const char *) glGetString(GL_VERSION);
513 if (gl_string != NULL) {
515 /* First, parse the generic opengl version. This is supposed not to be convoluted with
516 * driver specific information
518 gl_string_cursor = gl_string;
519 major = atoi(gl_string_cursor);
520 if(major <= 0) {
521 ERR("Invalid opengl major version: %d\n", major);
523 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
524 ++gl_string_cursor;
526 if (*gl_string_cursor++ != '.') {
527 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
529 minor = atoi(gl_string_cursor);
530 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
531 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
533 /* Now parse the driver specific string which we'll report to the app */
534 switch (gl_info->gl_vendor) {
535 case VENDOR_NVIDIA:
536 gl_string_cursor = strstr(gl_string, "NVIDIA");
537 if (!gl_string_cursor) {
538 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
539 break;
542 gl_string_cursor = strstr(gl_string_cursor, " ");
543 if (!gl_string_cursor) {
544 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
545 break;
548 while (*gl_string_cursor == ' ') {
549 ++gl_string_cursor;
552 if (!*gl_string_cursor) {
553 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
554 break;
557 major = atoi(gl_string_cursor);
558 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
559 ++gl_string_cursor;
562 if (*gl_string_cursor++ != '.') {
563 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
564 break;
567 minor = atoi(gl_string_cursor);
568 minor = major*100+minor;
569 major = 10;
571 break;
573 case VENDOR_ATI:
574 major = minor = 0;
575 gl_string_cursor = strchr(gl_string, '-');
576 if (gl_string_cursor) {
577 int error = 0;
578 gl_string_cursor++;
580 /* Check if version number is of the form x.y.z */
581 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
582 error = 1;
583 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
584 error = 1;
585 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
586 error = 1;
587 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
588 error = 1;
590 /* Mark version number as malformed */
591 if (error)
592 gl_string_cursor = 0;
595 if (!gl_string_cursor)
596 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
597 else {
598 major = *gl_string_cursor - '0';
599 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
601 break;
603 case VENDOR_INTEL:
604 /* Apple and Mesa version strings look differently, but both provide intel drivers */
605 if(strstr(gl_string, "APPLE")) {
606 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
607 * We only need the first part, and use the APPLE as identification
608 * "1.2 APPLE-1.4.56"
610 gl_string_cursor = gl_string;
611 major = atoi(gl_string_cursor);
612 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
613 ++gl_string_cursor;
616 if (*gl_string_cursor++ != '.') {
617 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
618 break;
621 minor = atoi(gl_string_cursor);
622 break;
625 case VENDOR_MESA:
626 gl_string_cursor = strstr(gl_string, "Mesa");
627 gl_string_cursor = strstr(gl_string_cursor, " ");
628 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
629 if (*gl_string_cursor) {
630 char tmp[16];
631 int cursor = 0;
633 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
634 tmp[cursor++] = *gl_string_cursor;
635 ++gl_string_cursor;
637 tmp[cursor] = 0;
638 major = atoi(tmp);
640 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
641 ++gl_string_cursor;
643 cursor = 0;
644 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
645 tmp[cursor++] = *gl_string_cursor;
646 ++gl_string_cursor;
648 tmp[cursor] = 0;
649 minor = atoi(tmp);
651 break;
653 default:
654 major = 0;
655 minor = 9;
657 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
658 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
659 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
660 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
661 } else {
662 FIXME("OpenGL driver did not return version information\n");
663 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
664 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
667 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
670 * Initialize openGL extension related variables
671 * with Default values
673 memset(&gl_info->supported, 0, sizeof(gl_info->supported));
674 gl_info->max_buffers = 1;
675 gl_info->max_textures = 1;
676 gl_info->max_texture_stages = 1;
677 gl_info->max_fragment_samplers = 1;
678 gl_info->max_vertex_samplers = 0;
679 gl_info->max_combined_samplers = 0;
680 gl_info->max_sampler_stages = 1;
681 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
682 gl_info->ps_arb_max_temps = 0;
683 gl_info->ps_arb_max_instructions = 0;
684 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
685 gl_info->vs_arb_max_temps = 0;
686 gl_info->vs_arb_max_instructions = 0;
687 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
688 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
689 gl_info->vs_glsl_constantsF = 0;
690 gl_info->ps_glsl_constantsF = 0;
691 gl_info->vs_arb_constantsF = 0;
692 gl_info->ps_arb_constantsF = 0;
694 /* Retrieve opengl defaults */
695 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
696 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
697 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
699 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
700 gl_info->max_lights = gl_max;
701 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
703 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
704 gl_info->max_texture_size = gl_max;
705 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
707 glGetFloatv(GL_POINT_SIZE_RANGE, gl_floatv);
708 gl_info->max_pointsizemin = gl_floatv[0];
709 gl_info->max_pointsize = gl_floatv[1];
710 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
712 glGetIntegerv(GL_AUX_BUFFERS, &gl_max);
713 gl_info->max_aux_buffers = gl_max;
714 TRACE_(d3d_caps)("Offscreen rendering support - number of aux buffers=%d\n", gl_max);
716 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
717 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
718 TRACE_(d3d_caps)("GL_Extensions reported:\n");
720 if (NULL == GL_Extensions) {
721 ERR(" GL_Extensions returns NULL\n");
722 } else {
723 while (*GL_Extensions != 0x00) {
724 const char *Start;
725 char ThisExtn[256];
726 size_t len;
728 while (isspace(*GL_Extensions)) GL_Extensions++;
729 Start = GL_Extensions;
730 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
731 GL_Extensions++;
734 len = GL_Extensions - Start;
735 if (len == 0 || len >= sizeof(ThisExtn))
736 continue;
738 memcpy(ThisExtn, Start, len);
739 ThisExtn[len] = '\0';
740 TRACE_(d3d_caps)("- %s\n", ThisExtn);
742 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
743 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
744 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
745 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
746 break;
750 /* Now work out what GL support this card really has */
751 #define USE_GL_FUNC(type, pfn, ext, replace) { \
752 DWORD ver = ver_for_ext(ext); \
753 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
754 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
755 else gl_info->pfn = NULL; \
757 GL_EXT_FUNCS_GEN;
758 #undef USE_GL_FUNC
760 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
761 WGL_EXT_FUNCS_GEN;
762 #undef USE_GL_FUNC
764 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
765 * loading the functions, otherwise the code above will load the extension entry points instead of the
766 * core functions, which may not work
768 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
769 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
770 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
771 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
772 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
776 if (gl_info->supported[APPLE_FENCE]) {
777 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
778 * The apple extension interacts with some other apple exts. Disable the NV
779 * extension if the apple one is support to prevent confusion in other parts
780 * of the code
782 gl_info->supported[NV_FENCE] = FALSE;
784 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
785 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
786 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
788 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
789 /* GL_ATI_envmap_bumpmap won't play nice with texture shaders, so disable it
790 * Won't occur in any real world situation though
792 gl_info->supported[ATI_ENVMAP_BUMPMAP] = FALSE;
794 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
795 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
796 gl_info->max_buffers = gl_max;
797 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
799 if (gl_info->supported[ARB_MULTITEXTURE]) {
800 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
801 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
802 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
804 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
805 GLint tmp;
806 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
807 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
808 } else {
809 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
811 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
813 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
814 GLint tmp;
815 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
816 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
817 } else {
818 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
820 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
822 if (gl_info->supported[ARB_VERTEX_SHADER]) {
823 GLint tmp;
824 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
825 gl_info->max_vertex_samplers = tmp;
826 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
827 gl_info->max_combined_samplers = tmp;
829 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
830 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
831 * an issue because then the sampler setup only depends on the two shaders. If a pixel
832 * shader is used with fixed function vertex processing we're fine too because fixed function
833 * vertex processing doesn't use any samplers. If fixed function fragment processing is
834 * used we have to make sure that all vertex sampler setups are valid together with all
835 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
836 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
837 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
838 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
839 * a fixed function pipeline anymore.
841 * So this is just a check to check that our assumption holds true. If not, write a warning
842 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
844 if(gl_info->max_vertex_samplers &&
845 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
846 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
847 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
848 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
849 if( gl_info->max_combined_samplers > MAX_TEXTURES )
850 gl_info->max_vertex_samplers =
851 gl_info->max_combined_samplers - MAX_TEXTURES;
852 else
853 gl_info->max_vertex_samplers = 0;
855 } else {
856 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
858 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
859 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
861 if (gl_info->supported[ARB_VERTEX_BLEND]) {
862 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
863 gl_info->max_blends = gl_max;
864 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
866 if (gl_info->supported[EXT_TEXTURE3D]) {
867 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
868 gl_info->max_texture3d_size = gl_max;
869 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
871 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
872 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
873 gl_info->max_anisotropy = gl_max;
874 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
876 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
877 gl_info->ps_arb_version = PS_VERSION_11;
878 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
879 gl_info->ps_arb_constantsF = gl_max;
880 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
881 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
882 gl_info->ps_arb_max_temps = gl_max;
883 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
884 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
885 gl_info->ps_arb_max_instructions = gl_max;
886 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
888 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
889 gl_info->vs_arb_version = VS_VERSION_11;
890 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
891 gl_info->vs_arb_constantsF = gl_max;
892 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
893 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
894 gl_info->vs_arb_max_temps = gl_max;
895 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
896 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
897 gl_info->vs_arb_max_instructions = gl_max;
898 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
900 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
902 if (gl_info->supported[ARB_VERTEX_SHADER]) {
903 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
904 gl_info->vs_glsl_constantsF = gl_max / 4;
905 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
907 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
908 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
909 gl_info->ps_glsl_constantsF = gl_max / 4;
910 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
911 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
912 gl_info->max_glsl_varyings = gl_max;
913 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
915 if (gl_info->supported[EXT_VERTEX_SHADER]) {
916 gl_info->vs_ati_version = VS_VERSION_11;
918 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
919 gl_info->vs_nv_version = VS_VERSION_30;
920 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
921 gl_info->vs_nv_version = VS_VERSION_20;
922 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
923 gl_info->vs_nv_version = VS_VERSION_11;
924 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
925 gl_info->vs_nv_version = VS_VERSION_10;
927 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
928 gl_info->ps_nv_version = PS_VERSION_30;
929 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
930 gl_info->ps_nv_version = PS_VERSION_20;
932 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
933 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
934 * This saves a few redundant glDisable calls
936 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
940 checkGLcall("extension detection\n");
942 /* In some cases the number of texture stages can be larger than the number
943 * of samplers. The GF4 for example can use only 2 samplers (no fragment
944 * shaders), but 8 texture stages (register combiners). */
945 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
947 /* We can only use ORM_FBO when the hardware supports it. */
948 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
949 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
950 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
953 /* MRTs are currently only supported when FBOs are used. */
954 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
955 gl_info->max_buffers = 1;
958 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
959 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
960 * in case of the latest videocards in the number of pixel/vertex pipelines.
962 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
963 * rendering. Various games use this information to get a rough estimation of the features of the card
964 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
965 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
966 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
967 * not the PCI id.
969 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
970 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
971 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
972 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
973 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
974 * is used for rendering which is not always the case). This would work but it is not very portable. Second
975 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
976 * is limited.
978 * As said most games only use the PCI id to get an indication of the capabilities of the card.
979 * It doesn't really matter if the given id is the correct one if we return the id of a card with
980 * similar 3d features.
982 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
983 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
984 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
985 * won't pass we return a default card. This way is better than maintaining a full card database as even
986 * without a full database we can return a card with similar features. Second the size of the database
987 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
988 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
989 * to distinguishes between different models from that family.
991 * The code also selects a default amount of video memory which we will use for an estimation of the amount
992 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
993 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
994 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
995 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
996 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
997 * memory behind our backs if really needed.
998 * Note that the amount of video memory can be overruled using a registry setting.
1000 switch (gl_info->gl_vendor) {
1001 case VENDOR_NVIDIA:
1002 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1003 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1005 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1006 /* Geforce8 - highend */
1007 if (strstr(gl_info->gl_renderer, "8800")) {
1008 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1009 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1011 /* Geforce8 - midend mobile */
1012 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1013 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1014 vidmem = 512;
1016 /* Geforce8 - midend */
1017 else if(strstr(gl_info->gl_renderer, "8600") ||
1018 strstr(gl_info->gl_renderer, "8700"))
1020 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1021 vidmem = 256;
1023 /* Geforce8 - lowend */
1024 else if(strstr(gl_info->gl_renderer, "8300") ||
1025 strstr(gl_info->gl_renderer, "8400") ||
1026 strstr(gl_info->gl_renderer, "8500"))
1028 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1029 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1031 /* Geforce7 - highend */
1032 else if(strstr(gl_info->gl_renderer, "7800") ||
1033 strstr(gl_info->gl_renderer, "7900") ||
1034 strstr(gl_info->gl_renderer, "7950") ||
1035 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1036 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1038 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1039 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1041 /* Geforce7 midend */
1042 else if(strstr(gl_info->gl_renderer, "7600") ||
1043 strstr(gl_info->gl_renderer, "7700")) {
1044 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1045 vidmem = 256; /* The 7600 uses 256-512MB */
1046 /* Geforce7 lower medium */
1047 } else if(strstr(gl_info->gl_renderer, "7400")) {
1048 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1049 vidmem = 256; /* The 7400 uses 256-512MB */
1051 /* Geforce7 lowend */
1052 else if(strstr(gl_info->gl_renderer, "7300")) {
1053 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1054 vidmem = 256; /* Mac Pros with this card have 256 MB */
1056 /* Geforce6 highend */
1057 else if(strstr(gl_info->gl_renderer, "6800"))
1059 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1060 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1062 /* Geforce6 - midend */
1063 else if(strstr(gl_info->gl_renderer, "6600") ||
1064 strstr(gl_info->gl_renderer, "6610") ||
1065 strstr(gl_info->gl_renderer, "6700"))
1067 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1068 vidmem = 128; /* A 6600GT has 128-256MB */
1070 /* Geforce6/7 lowend */
1071 else {
1072 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1073 vidmem = 64; /* */
1075 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1076 /* GeforceFX - highend */
1077 if (strstr(gl_info->gl_renderer, "5800") ||
1078 strstr(gl_info->gl_renderer, "5900") ||
1079 strstr(gl_info->gl_renderer, "5950") ||
1080 strstr(gl_info->gl_renderer, "Quadro FX"))
1082 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1083 vidmem = 256; /* 5800-5900 cards use 256MB */
1085 /* GeforceFX - midend */
1086 else if(strstr(gl_info->gl_renderer, "5600") ||
1087 strstr(gl_info->gl_renderer, "5650") ||
1088 strstr(gl_info->gl_renderer, "5700") ||
1089 strstr(gl_info->gl_renderer, "5750"))
1091 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1092 vidmem = 128; /* A 5600 uses 128-256MB */
1094 /* GeforceFX - lowend */
1095 else {
1096 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1097 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1099 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1100 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1101 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1102 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1104 else {
1105 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1106 vidmem = 64; /* Geforce3 cards have 64-128MB */
1108 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1109 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1110 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1111 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1113 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1114 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1115 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1117 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1118 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1119 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1121 else {
1122 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1123 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1125 } else {
1126 if (strstr(gl_info->gl_renderer, "TNT2")) {
1127 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1128 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1130 else {
1131 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1132 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1135 break;
1136 case VENDOR_ATI:
1137 if(WINE_D3D9_CAPABLE(gl_info)) {
1138 /* Radeon R6xx HD2900 - highend */
1139 if (strstr(gl_info->gl_renderer, "HD 2900")) {
1140 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1141 vidmem = 512; /* HD2900 uses 512-1024MB */
1143 /* Radeon R6xx HD2600- midend */
1144 else if (strstr(gl_info->gl_renderer, "HD 2600")) {
1145 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1146 vidmem = 256; /* HD2600 uses 256-512MB */
1148 /* Radeon R6xx HD2300/HD2400 - lowend */
1149 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1150 strstr(gl_info->gl_renderer, "HD 2400"))
1152 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1153 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1155 /* Radeon R5xx */
1156 else if (strstr(gl_info->gl_renderer, "X1600") ||
1157 strstr(gl_info->gl_renderer, "X1650") ||
1158 strstr(gl_info->gl_renderer, "X1800") ||
1159 strstr(gl_info->gl_renderer, "X1900") ||
1160 strstr(gl_info->gl_renderer, "X1950"))
1162 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1163 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1165 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1166 else if(strstr(gl_info->gl_renderer, "X700") ||
1167 strstr(gl_info->gl_renderer, "X800") ||
1168 strstr(gl_info->gl_renderer, "X850") ||
1169 strstr(gl_info->gl_renderer, "X1300") ||
1170 strstr(gl_info->gl_renderer, "X1400") ||
1171 strstr(gl_info->gl_renderer, "X1450") ||
1172 strstr(gl_info->gl_renderer, "X1550"))
1174 gl_info->gl_card = CARD_ATI_RADEON_X700;
1175 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1177 /* Radeon R3xx */
1178 else {
1179 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1180 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1182 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1183 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1184 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1185 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1186 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1187 vidmem = 32; /* There are models with up to 64MB */
1188 } else {
1189 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1190 vidmem = 16; /* There are 16-32MB models */
1192 break;
1193 case VENDOR_INTEL:
1194 if (strstr(gl_info->gl_renderer, "GMA 950")) {
1195 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1196 gl_info->gl_card = CARD_INTEL_I945GM;
1197 vidmem = 64;
1198 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1199 gl_info->gl_card = CARD_INTEL_I915GM;
1200 } else if (strstr(gl_info->gl_renderer, "915G")) {
1201 gl_info->gl_card = CARD_INTEL_I915G;
1202 } else if (strstr(gl_info->gl_renderer, "865G")) {
1203 gl_info->gl_card = CARD_INTEL_I865G;
1204 } else if (strstr(gl_info->gl_renderer, "855G")) {
1205 gl_info->gl_card = CARD_INTEL_I855G;
1206 } else if (strstr(gl_info->gl_renderer, "830G")) {
1207 gl_info->gl_card = CARD_INTEL_I830G;
1208 } else {
1209 gl_info->gl_card = CARD_INTEL_I915G;
1211 break;
1212 case VENDOR_MESA:
1213 case VENDOR_WINE:
1214 default:
1215 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1216 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1217 * them a good generic choice.
1219 gl_info->gl_vendor = VENDOR_NVIDIA;
1220 if(WINE_D3D9_CAPABLE(gl_info))
1221 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1222 else if(WINE_D3D8_CAPABLE(gl_info))
1223 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1224 else if(WINE_D3D7_CAPABLE(gl_info))
1225 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1226 else if(WINE_D3D6_CAPABLE(gl_info))
1227 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1228 else
1229 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1231 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1233 /* If we have an estimate use it, else default to 64MB; */
1234 if(vidmem)
1235 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1236 else
1237 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1239 /* Load all the lookup tables
1240 TODO: It may be a good idea to make minLookup and maxLookup const and populate them in wined3d_private.h where they are declared */
1241 minLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_WRAP;
1242 maxLookup[WINELOOKUP_WARPPARAM] = WINED3DTADDRESS_MIRRORONCE;
1244 minLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_NONE;
1245 maxLookup[WINELOOKUP_MAGFILTER] = WINED3DTEXF_ANISOTROPIC;
1248 for (i = 0; i < MAX_LOOKUPS; i++) {
1249 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1252 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1253 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1254 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1255 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1256 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1257 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1258 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1259 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1260 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1261 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1263 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_NONE - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1264 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_POINT - minLookup[WINELOOKUP_MAGFILTER]] = GL_NEAREST;
1265 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_LINEAR - minLookup[WINELOOKUP_MAGFILTER]] = GL_LINEAR;
1266 stateLookup[WINELOOKUP_MAGFILTER][WINED3DTEXF_ANISOTROPIC - minLookup[WINELOOKUP_MAGFILTER]] =
1267 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1270 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_NONE] = GL_LINEAR;
1271 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_POINT] = GL_LINEAR;
1272 minMipLookup[WINED3DTEXF_NONE][WINED3DTEXF_LINEAR] = GL_LINEAR;
1273 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_NONE] = GL_NEAREST;
1274 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1275 minMipLookup[WINED3DTEXF_POINT][WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1276 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_NONE] = GL_LINEAR;
1277 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1278 minMipLookup[WINED3DTEXF_LINEAR][WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1279 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_NONE] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ?
1280 GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1281 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_POINT] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1282 minMipLookup[WINED3DTEXF_ANISOTROPIC][WINED3DTEXF_LINEAR] = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1284 /* TODO: config lookups */
1286 /* Make sure there's an active HDC else the WGL extensions will fail */
1287 hdc = pwglGetCurrentDC();
1288 if (hdc) {
1289 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1290 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1292 if (NULL == WGL_Extensions) {
1293 ERR(" WGL_Extensions returns NULL\n");
1294 } else {
1295 while (*WGL_Extensions != 0x00) {
1296 const char *Start;
1297 char ThisExtn[256];
1298 size_t len;
1300 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1301 Start = WGL_Extensions;
1302 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1303 WGL_Extensions++;
1306 len = WGL_Extensions - Start;
1307 if (len == 0 || len >= sizeof(ThisExtn))
1308 continue;
1310 memcpy(ThisExtn, Start, len);
1311 ThisExtn[len] = '\0';
1312 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1314 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1315 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1316 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1321 LEAVE_GL();
1323 return return_value;
1325 #undef GLINFO_LOCATION
1327 /**********************************************************
1328 * IWineD3D implementation follows
1329 **********************************************************/
1331 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1332 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1334 TRACE_(d3d_caps)("(%p): Reporting %d adapters\n", This, numAdapters);
1335 return numAdapters;
1338 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1339 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1340 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1341 return WINED3D_OK;
1344 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1345 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1347 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1348 return NULL;
1351 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1352 return MonitorFromPoint(Adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1355 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1356 of the same bpp but different resolutions */
1358 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1359 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1360 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1361 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1363 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1364 return 0;
1367 /* TODO: Store modes per adapter and read it from the adapter structure */
1368 if (Adapter == 0) { /* Display */
1369 int i = 0;
1370 int j = 0;
1372 if (!DEBUG_SINGLE_MODE) {
1373 DEVMODEW DevModeW;
1375 ZeroMemory(&DevModeW, sizeof(DevModeW));
1376 DevModeW.dmSize = sizeof(DevModeW);
1377 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1378 j++;
1379 switch (Format)
1381 case WINED3DFMT_UNKNOWN:
1382 /* This is for D3D8, do not enumerate P8 here */
1383 if (DevModeW.dmBitsPerPel == 32 ||
1384 DevModeW.dmBitsPerPel == 16) i++;
1385 break;
1386 case WINED3DFMT_X8R8G8B8:
1387 if (DevModeW.dmBitsPerPel == 32) i++;
1388 break;
1389 case WINED3DFMT_R5G6B5:
1390 if (DevModeW.dmBitsPerPel == 16) i++;
1391 break;
1392 case WINED3DFMT_P8:
1393 if (DevModeW.dmBitsPerPel == 8) i++;
1394 break;
1395 default:
1396 /* Skip other modes as they do not match the requested format */
1397 break;
1400 } else {
1401 i = 1;
1402 j = 1;
1405 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1406 return i;
1407 } else {
1408 FIXME_(d3d_caps)("Adapter not primary display\n");
1410 return 0;
1413 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1414 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1415 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1416 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1418 /* Validate the parameters as much as possible */
1419 if (NULL == pMode ||
1420 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1421 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1422 return WINED3DERR_INVALIDCALL;
1425 /* TODO: Store modes per adapter and read it from the adapter structure */
1426 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1427 DEVMODEW DevModeW;
1428 int ModeIdx = 0;
1429 int i = 0;
1430 int j = 0;
1432 ZeroMemory(&DevModeW, sizeof(DevModeW));
1433 DevModeW.dmSize = sizeof(DevModeW);
1435 /* If we are filtering to a specific format (D3D9), then need to skip
1436 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1437 just count through the ones with valid bit depths */
1438 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1439 switch (Format)
1441 case WINED3DFMT_UNKNOWN:
1442 /* This is D3D8. Do not enumerate P8 here */
1443 if (DevModeW.dmBitsPerPel == 32 ||
1444 DevModeW.dmBitsPerPel == 16) i++;
1445 break;
1446 case WINED3DFMT_X8R8G8B8:
1447 if (DevModeW.dmBitsPerPel == 32) i++;
1448 break;
1449 case WINED3DFMT_R5G6B5:
1450 if (DevModeW.dmBitsPerPel == 16) i++;
1451 break;
1452 case WINED3DFMT_P8:
1453 if (DevModeW.dmBitsPerPel == 8) i++;
1454 break;
1455 default:
1456 /* Modes that don't match what we support can get an early-out */
1457 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1458 return WINED3DERR_INVALIDCALL;
1462 if (i == 0) {
1463 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1464 return WINED3DERR_INVALIDCALL;
1466 ModeIdx = j - 1;
1468 /* Now get the display mode via the calculated index */
1469 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1470 pMode->Width = DevModeW.dmPelsWidth;
1471 pMode->Height = DevModeW.dmPelsHeight;
1472 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1473 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1474 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1476 if (Format == WINED3DFMT_UNKNOWN) {
1477 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1478 } else {
1479 pMode->Format = Format;
1481 } else {
1482 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1483 return WINED3DERR_INVALIDCALL;
1486 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1487 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1488 DevModeW.dmBitsPerPel);
1490 } else if (DEBUG_SINGLE_MODE) {
1491 /* Return one setting of the format requested */
1492 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1493 pMode->Width = 800;
1494 pMode->Height = 600;
1495 pMode->RefreshRate = 60;
1496 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1497 } else {
1498 FIXME_(d3d_caps)("Adapter not primary display\n");
1501 return WINED3D_OK;
1504 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1505 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1506 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1508 if (NULL == pMode ||
1509 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1510 return WINED3DERR_INVALIDCALL;
1513 if (Adapter == 0) { /* Display */
1514 int bpp = 0;
1515 DEVMODEW DevModeW;
1517 ZeroMemory(&DevModeW, sizeof(DevModeW));
1518 DevModeW.dmSize = sizeof(DevModeW);
1520 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1521 pMode->Width = DevModeW.dmPelsWidth;
1522 pMode->Height = DevModeW.dmPelsHeight;
1523 bpp = DevModeW.dmBitsPerPel;
1524 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1525 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1527 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1530 pMode->Format = pixelformat_for_depth(bpp);
1531 } else {
1532 FIXME_(d3d_caps)("Adapter not primary display\n");
1535 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1536 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1537 return WINED3D_OK;
1540 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1541 and fields being inserted in the middle, a new structure is used in place */
1542 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1543 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1544 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1546 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1548 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1549 return WINED3DERR_INVALIDCALL;
1552 /* Return the information requested */
1553 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1554 strcpy(pIdentifier->Driver, Adapters[Adapter].driver);
1555 strcpy(pIdentifier->Description, Adapters[Adapter].description);
1557 /* Note dx8 doesn't supply a DeviceName */
1558 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1559 pIdentifier->DriverVersion->u.HighPart = Adapters[Adapter].gl_info.driver_version_hipart;
1560 pIdentifier->DriverVersion->u.LowPart = Adapters[Adapter].gl_info.driver_version;
1561 *(pIdentifier->VendorId) = Adapters[Adapter].gl_info.gl_vendor;
1562 *(pIdentifier->DeviceId) = Adapters[Adapter].gl_info.gl_card;
1563 *(pIdentifier->SubSysId) = 0;
1564 *(pIdentifier->Revision) = 0;
1566 /*FIXME: memcpy(&pIdentifier->DeviceIdentifier, ??, sizeof(??GUID)); */
1567 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1568 *(pIdentifier->WHQLLevel) = 0;
1569 } else {
1570 *(pIdentifier->WHQLLevel) = 1;
1573 return WINED3D_OK;
1576 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1577 short redSize, greenSize, blueSize, alphaSize, colorBits;
1579 if(!cfg)
1580 return FALSE;
1582 if(!getColorBits(Format, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits)) {
1583 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1584 return FALSE;
1587 if(cfg->redSize < redSize)
1588 return FALSE;
1590 if(cfg->greenSize < greenSize)
1591 return FALSE;
1593 if(cfg->blueSize < blueSize)
1594 return FALSE;
1596 if(cfg->alphaSize < alphaSize)
1597 return FALSE;
1599 return TRUE;
1602 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_PixelFormat *cfg, WINED3DFORMAT Format) {
1603 short depthSize, stencilSize;
1605 if(!cfg)
1606 return FALSE;
1608 if(!getDepthStencilBits(Format, &depthSize, &stencilSize)) {
1609 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(Format));
1610 return FALSE;
1613 if(cfg->depthSize < depthSize)
1614 return FALSE;
1616 if(cfg->stencilSize < stencilSize)
1617 return FALSE;
1619 return TRUE;
1622 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1623 WINED3DFORMAT AdapterFormat,
1624 WINED3DFORMAT RenderTargetFormat,
1625 WINED3DFORMAT DepthStencilFormat) {
1626 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1627 int nCfgs;
1628 WineD3D_PixelFormat *cfgs;
1629 int it;
1631 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1632 This, Adapter,
1633 DeviceType, debug_d3ddevicetype(DeviceType),
1634 AdapterFormat, debug_d3dformat(AdapterFormat),
1635 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1636 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1638 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1639 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1640 return WINED3DERR_INVALIDCALL;
1643 cfgs = Adapters[Adapter].cfgs;
1644 nCfgs = Adapters[Adapter].nCfgs;
1645 for (it = 0; it < nCfgs; ++it) {
1646 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], RenderTargetFormat)) {
1647 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&cfgs[it], DepthStencilFormat)) {
1648 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1649 return WINED3D_OK;
1653 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1655 return WINED3DERR_NOTAVAILABLE;
1658 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1659 WINED3DFORMAT SurfaceFormat,
1660 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1662 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1663 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1664 This,
1665 Adapter,
1666 DeviceType, debug_d3ddevicetype(DeviceType),
1667 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1668 Windowed,
1669 MultiSampleType,
1670 pQualityLevels);
1672 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1673 return WINED3DERR_INVALIDCALL;
1676 /* TODO: Store in Adapter structure */
1677 if (pQualityLevels != NULL) {
1678 static int s_single_shot = 0;
1679 if (!s_single_shot) {
1680 FIXME("Quality levels unsupported at present\n");
1681 s_single_shot = 1;
1683 *pQualityLevels = 1; /* Guess at a value! */
1686 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1687 return WINED3DERR_NOTAVAILABLE;
1690 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE CheckType,
1691 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1693 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1694 int nCfgs = 0;
1695 WineD3D_PixelFormat *cfgs;
1696 int it;
1697 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1699 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1700 This,
1701 Adapter,
1702 CheckType, debug_d3ddevicetype(CheckType),
1703 DisplayFormat, debug_d3dformat(DisplayFormat),
1704 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1705 Windowed);
1707 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1708 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1709 return WINED3DERR_INVALIDCALL;
1712 cfgs = Adapters[Adapter].cfgs;
1713 nCfgs = Adapters[Adapter].nCfgs;
1714 for (it = 0; it < nCfgs; ++it) {
1715 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&cfgs[it], DisplayFormat)) {
1716 hr = WINED3D_OK;
1717 TRACE_(d3d_caps)("OK\n");
1718 break ;
1722 if(hr != WINED3D_OK)
1723 ERR("unsupported format %s\n", debug_d3dformat(DisplayFormat));
1725 if(hr != WINED3D_OK)
1726 TRACE_(d3d_caps)("returning something different from WINED3D_OK\n");
1728 return hr;
1731 #define GLINFO_LOCATION Adapters[Adapter].gl_info
1732 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1733 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat) {
1734 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1735 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
1736 This,
1737 Adapter,
1738 DeviceType, debug_d3ddevicetype(DeviceType),
1739 AdapterFormat, debug_d3dformat(AdapterFormat),
1740 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
1741 RType, debug_d3dresourcetype(RType),
1742 CheckFormat, debug_d3dformat(CheckFormat));
1744 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1745 return WINED3DERR_INVALIDCALL;
1748 if (Usage & WINED3DUSAGE_QUERY_FILTER) {
1749 switch (CheckFormat) {
1750 /* Filtering not supported */
1751 case WINED3DFMT_R32F:
1752 case WINED3DFMT_A32B32G32R32F:
1753 TRACE_(d3d_caps)("[FAILED]\n");
1754 return WINED3DERR_NOTAVAILABLE;
1755 default:
1756 break;
1760 if (Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
1761 if(!GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
1762 TRACE_(d3d_caps)("[FAILED] - No mipmap generation support\n");
1763 return WINED3DERR_NOTAVAILABLE;
1767 if(RType == WINED3DRTYPE_VOLUMETEXTURE) {
1768 if(!GL_SUPPORT(EXT_TEXTURE3D)) {
1769 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
1770 return WINED3DERR_NOTAVAILABLE;
1772 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
1773 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
1774 * app needing one of those formats, don't advertize them to avoid leading apps into
1775 * temptation. The windows drivers don't support most of those formats on volumes anyway,
1776 * except of R32F.
1778 switch(CheckFormat) {
1779 case WINED3DFMT_P8:
1780 case WINED3DFMT_A4L4:
1781 case WINED3DFMT_R32F:
1782 case WINED3DFMT_R16F:
1783 case WINED3DFMT_X8L8V8U8:
1784 case WINED3DFMT_L6V5U5:
1785 case WINED3DFMT_G16R16:
1786 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
1787 return WINED3DERR_NOTAVAILABLE;
1789 case WINED3DFMT_Q8W8V8U8:
1790 case WINED3DFMT_V16U16:
1791 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
1792 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
1793 return WINED3DERR_NOTAVAILABLE;
1795 break;
1797 case WINED3DFMT_V8U8:
1798 if(!GL_SUPPORT(NV_TEXTURE_SHADER) || !GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1799 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
1800 return WINED3DERR_NOTAVAILABLE;
1802 break;
1804 case WINED3DFMT_DXT1:
1805 case WINED3DFMT_DXT2:
1806 case WINED3DFMT_DXT3:
1807 case WINED3DFMT_DXT4:
1808 case WINED3DFMT_DXT5:
1809 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
1810 * compressed texture results in an error. While the D3D refrast does
1811 * support s3tc volumes, at least the nvidia windows driver does not, so
1812 * we're free not to support this format.
1814 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
1815 return WINED3DERR_NOTAVAILABLE;
1817 default:
1818 /* Do nothing, continue with checking the format below */
1819 break;
1822 /* TODO: Check support against more of the WINED3DUSAGE_QUERY_* constants
1823 * See http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/IDirect3D9__CheckDeviceFormat.asp
1824 * and http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/D3DUSAGE_QUERY.asp */
1825 if (Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
1826 if (!GL_LIMITS(vertex_samplers)) {
1827 TRACE_(d3d_caps)("[FAILED]\n");
1828 return WINED3DERR_NOTAVAILABLE;
1831 switch (CheckFormat) {
1832 case WINED3DFMT_A32B32G32R32F:
1833 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1834 TRACE_(d3d_caps)("[FAILED]\n");
1835 return WINED3DERR_NOTAVAILABLE;
1837 TRACE_(d3d_caps)("[OK]\n");
1838 return WINED3D_OK;
1840 default:
1841 TRACE_(d3d_caps)("[FAILED]\n");
1842 return WINED3DERR_NOTAVAILABLE;
1846 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
1847 switch (CheckFormat) {
1848 /* In theory we could do all formats, just fetch them accordingly should the buffer be locked.
1849 * Windows supports only those 3, and enumerating the other formats confuses applications
1851 case WINED3DFMT_D24S8:
1852 case WINED3DFMT_D24X8:
1853 case WINED3DFMT_D16:
1854 TRACE_(d3d_caps)("[OK]\n");
1855 return WINED3D_OK;
1856 case WINED3DFMT_D16_LOCKABLE:
1857 case WINED3DFMT_D24FS8:
1858 case WINED3DFMT_D32F_LOCKABLE:
1859 case WINED3DFMT_D24X4S4:
1860 case WINED3DFMT_D15S1:
1861 case WINED3DFMT_D32:
1862 TRACE_(d3d_caps)("[FAILED]. Disabled because not enumerated on windows\n");
1863 return WINED3DERR_NOTAVAILABLE;
1864 default:
1865 TRACE_(d3d_caps)("[FAILED]\n");
1866 return WINED3DERR_NOTAVAILABLE;
1868 } else if(Usage & WINED3DUSAGE_RENDERTARGET) {
1869 switch (CheckFormat) {
1870 case WINED3DFMT_R8G8B8:
1871 case WINED3DFMT_A8R8G8B8:
1872 case WINED3DFMT_X8R8G8B8:
1873 case WINED3DFMT_R5G6B5:
1874 case WINED3DFMT_X1R5G5B5:
1875 case WINED3DFMT_A1R5G5B5:
1876 case WINED3DFMT_A4R4G4B4:
1877 case WINED3DFMT_R3G3B2:
1878 case WINED3DFMT_X4R4G4B4:
1879 case WINED3DFMT_A8B8G8R8:
1880 case WINED3DFMT_X8B8G8R8:
1881 case WINED3DFMT_P8:
1882 case WINED3DFMT_G16R16:
1883 TRACE_(d3d_caps)("[OK]\n");
1884 return WINED3D_OK;
1885 case WINED3DFMT_R16F:
1886 case WINED3DFMT_A16B16G16R16F:
1887 if (!GL_SUPPORT(ARB_HALF_FLOAT_PIXEL) || !GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1888 TRACE_(d3d_caps)("[FAILED]\n");
1889 return WINED3DERR_NOTAVAILABLE;
1891 TRACE_(d3d_caps)("[OK]\n");
1892 return WINED3D_OK;
1893 case WINED3DFMT_A32B32G32R32F:
1894 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
1895 TRACE_(d3d_caps)("[FAILED]\n");
1896 return WINED3DERR_NOTAVAILABLE;
1898 TRACE_(d3d_caps)("[OK]\n");
1899 return WINED3D_OK;
1900 default:
1901 TRACE_(d3d_caps)("[FAILED]\n");
1902 return WINED3DERR_NOTAVAILABLE;
1904 } else if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
1905 if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
1906 switch (CheckFormat) {
1907 case WINED3DFMT_V8U8:
1908 TRACE_(d3d_caps)("[OK]\n");
1909 return WINED3D_OK;
1910 /* TODO: Other bump map formats */
1911 default:
1912 TRACE_(d3d_caps)("[FAILED]\n");
1913 return WINED3DERR_NOTAVAILABLE;
1916 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
1917 switch (CheckFormat) {
1918 case WINED3DFMT_V8U8:
1919 TRACE_(d3d_caps)("[OK]\n");
1920 return WINED3D_OK;
1921 default:
1922 TRACE_(d3d_caps)("[FAILED]\n");
1923 return WINED3DERR_NOTAVAILABLE;
1926 TRACE_(d3d_caps)("[FAILED]\n");
1927 return WINED3DERR_NOTAVAILABLE;
1930 /* Check for supported sRGB formats (Texture loading and framebuffer) */
1931 if (Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
1932 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
1933 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
1936 switch (CheckFormat) {
1937 case WINED3DFMT_A8R8G8B8:
1938 case WINED3DFMT_X8R8G8B8:
1939 case WINED3DFMT_A4R4G4B4:
1940 case WINED3DFMT_L8:
1941 case WINED3DFMT_A8L8:
1942 case WINED3DFMT_DXT1:
1943 case WINED3DFMT_DXT2:
1944 case WINED3DFMT_DXT3:
1945 case WINED3DFMT_DXT4:
1946 case WINED3DFMT_DXT5:
1947 TRACE_(d3d_caps)("[OK]\n");
1948 break; /* Continue with checking other flags */
1950 default:
1951 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(CheckFormat));
1952 return WINED3DERR_NOTAVAILABLE;
1956 /* This format is nothing special and it is supported perfectly.
1957 * However, ati and nvidia driver on windows do not mark this format as
1958 * supported (tested with the dxCapsViewer) and pretending to
1959 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
1960 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
1961 * Enable it on dx7. It will need additional checking on dx10 when we support it.
1963 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
1964 TRACE_(d3d_caps)("[FAILED]\n");
1965 return WINED3DERR_NOTAVAILABLE;
1968 switch (CheckFormat) {
1970 /*****
1971 * supported: RGB(A) formats
1973 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
1974 case WINED3DFMT_A8R8G8B8:
1975 case WINED3DFMT_X8R8G8B8:
1976 case WINED3DFMT_R5G6B5:
1977 case WINED3DFMT_X1R5G5B5:
1978 case WINED3DFMT_A1R5G5B5:
1979 case WINED3DFMT_A4R4G4B4:
1980 case WINED3DFMT_R3G3B2:
1981 case WINED3DFMT_A8:
1982 case WINED3DFMT_X4R4G4B4:
1983 case WINED3DFMT_A8B8G8R8:
1984 case WINED3DFMT_X8B8G8R8:
1985 case WINED3DFMT_A2R10G10B10:
1986 case WINED3DFMT_A2B10G10R10:
1987 case WINED3DFMT_G16R16:
1988 TRACE_(d3d_caps)("[OK]\n");
1989 return WINED3D_OK;
1991 /*****
1992 * supported: Palettized
1994 case WINED3DFMT_P8:
1995 TRACE_(d3d_caps)("[OK]\n");
1996 return WINED3D_OK;
1998 /*****
1999 * Supported: (Alpha)-Luminance
2001 case WINED3DFMT_L8:
2002 case WINED3DFMT_A8L8:
2003 case WINED3DFMT_A4L4:
2004 TRACE_(d3d_caps)("[OK]\n");
2005 return WINED3D_OK;
2007 /*****
2008 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2009 * GL_NV_texture_shader), but advertized to make apps happy.
2010 * Enable some because games often fail when they are not available
2011 * and are still playable even without bump mapping
2013 case WINED3DFMT_V8U8:
2014 case WINED3DFMT_V16U16:
2015 case WINED3DFMT_L6V5U5:
2016 case WINED3DFMT_X8L8V8U8:
2017 case WINED3DFMT_Q8W8V8U8:
2018 WARN_(d3d_caps)("[Not supported, but pretended to do]\n");
2019 return WINED3D_OK;
2021 /* Those are not advertized by the nvidia windows driver, and not
2022 * supported natively by GL_NV_texture_shader or GL_ATI_envmap_bumpmap.
2023 * WINED3DFMT_A2W10V10U10 could be loaded into shaders using the unsigned
2024 * ARGB format if needed
2026 case WINED3DFMT_W11V11U10:
2027 case WINED3DFMT_A2W10V10U10:
2028 WARN_(d3d_caps)("[FAILED]\n");
2029 return WINED3DERR_NOTAVAILABLE;
2031 case WINED3DFMT_DXT1:
2032 case WINED3DFMT_DXT2:
2033 case WINED3DFMT_DXT3:
2034 case WINED3DFMT_DXT4:
2035 case WINED3DFMT_DXT5:
2036 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2037 TRACE_(d3d_caps)("[OK]\n");
2038 return WINED3D_OK;
2039 } else {
2040 TRACE_(d3d_caps)("[FAILED]\n");
2041 return WINED3DERR_NOTAVAILABLE;
2045 /*****
2046 * Odd formats - not supported
2048 case WINED3DFMT_VERTEXDATA:
2049 case WINED3DFMT_INDEX16:
2050 case WINED3DFMT_INDEX32:
2051 case WINED3DFMT_Q16W16V16U16:
2052 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2053 return WINED3DERR_NOTAVAILABLE;
2055 /*****
2056 * WINED3DFMT_CxV8U8: Not supported right now
2058 case WINED3DFMT_CxV8U8:
2059 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2060 return WINED3DERR_NOTAVAILABLE;
2062 /* Not supported */
2063 case WINED3DFMT_A16B16G16R16:
2064 case WINED3DFMT_A8R3G3B2:
2065 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2066 return WINED3DERR_NOTAVAILABLE;
2068 /* Floating point formats */
2069 case WINED3DFMT_R16F:
2070 case WINED3DFMT_A16B16G16R16F:
2071 if(GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2072 TRACE_(d3d_caps)("[OK]\n");
2073 return WINED3D_OK;
2074 } else {
2075 TRACE_(d3d_caps)("[FAILED]\n");
2076 return WINED3DERR_NOTAVAILABLE;
2078 case WINED3DFMT_R32F:
2079 case WINED3DFMT_A32B32G32R32F:
2080 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2081 TRACE_(d3d_caps)("[OK]\n");
2082 return WINED3D_OK;
2083 } else {
2084 TRACE_(d3d_caps)("[FAILED]\n");
2085 return WINED3DERR_NOTAVAILABLE;
2088 case WINED3DFMT_G16R16F:
2089 case WINED3DFMT_G32R32F:
2090 TRACE_(d3d_caps)("[FAILED]\n");
2091 return WINED3DERR_NOTAVAILABLE;
2093 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2094 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2095 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2096 * We can do instancing with all shader versions, but we need vertex shaders.
2098 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2099 * to enable instancing. WineD3D doesn't need that and just ignores it.
2101 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2103 case WINEMAKEFOURCC('I','N','S','T'):
2104 TRACE("ATI Instancing check hack\n");
2105 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2106 TRACE_(d3d_caps)("[OK]\n");
2107 return WINED3D_OK;
2108 } else {
2109 TRACE_(d3d_caps)("[FAILED]\n");
2110 return WINED3DERR_NOTAVAILABLE;
2113 default:
2114 break;
2117 TRACE_(d3d_caps)("[FAILED]\n");
2118 return WINED3DERR_NOTAVAILABLE;
2121 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2122 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
2123 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2125 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
2126 This,
2127 Adapter,
2128 DeviceType, debug_d3ddevicetype(DeviceType),
2129 SourceFormat, debug_d3dformat(SourceFormat),
2130 TargetFormat, debug_d3dformat(TargetFormat));
2131 return WINED3D_OK;
2134 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
2135 subset of a D3DCAPS9 structure. However, it has to come via a void *
2136 as the d3d8 interface cannot import the d3d9 header */
2137 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
2139 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2140 int vs_selected_mode;
2141 int ps_selected_mode;
2143 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
2145 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2146 return WINED3DERR_INVALIDCALL;
2149 select_shader_mode(&Adapters[Adapter].gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2151 /* This function should *not* be modifying GL caps
2152 * TODO: move the functionality where it belongs */
2153 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[Adapter].gl_info);
2155 /* ------------------------------------------------
2156 The following fields apply to both d3d8 and d3d9
2157 ------------------------------------------------ */
2158 *pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
2159 *pCaps->AdapterOrdinal = Adapter;
2161 *pCaps->Caps = 0;
2162 *pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
2163 WINED3DCAPS2_FULLSCREENGAMMA |
2164 WINED3DCAPS2_DYNAMICTEXTURES;
2165 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2166 *pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
2168 *pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD;
2169 *pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
2170 WINED3DPRESENT_INTERVAL_ONE;
2172 *pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
2173 WINED3DCURSORCAPS_LOWRES;
2175 *pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
2176 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
2177 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
2178 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
2179 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
2180 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
2181 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
2182 WINED3DDEVCAPS_PUREDEVICE |
2183 WINED3DDEVCAPS_HWRASTERIZATION |
2184 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
2185 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
2186 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
2187 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
2188 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
2189 WINED3DDEVCAPS_RTPATCHES;
2191 *pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
2192 WINED3DPMISCCAPS_CULLCCW |
2193 WINED3DPMISCCAPS_CULLCW |
2194 WINED3DPMISCCAPS_COLORWRITEENABLE |
2195 WINED3DPMISCCAPS_CLIPTLVERTS |
2196 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
2197 WINED3DPMISCCAPS_MASKZ |
2198 WINED3DPMISCCAPS_BLENDOP;
2199 /* TODO:
2200 WINED3DPMISCCAPS_NULLREFERENCE
2201 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
2202 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
2203 WINED3DPMISCCAPS_SEPARATEALPHABLEND
2204 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
2205 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING
2206 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
2208 /* The caps below can be supported but aren't handled yet in utils.c 'd3dta_to_combiner_input', disable them until support is fixed */
2209 #if 0
2210 if (GL_SUPPORT(NV_REGISTER_COMBINERS))
2211 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_TSSARGTEMP;
2212 if (GL_SUPPORT(NV_REGISTER_COMBINERS2))
2213 *pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_PERSTAGECONSTANT;
2214 #endif
2216 *pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
2217 WINED3DPRASTERCAPS_PAT |
2218 WINED3DPRASTERCAPS_WFOG |
2219 WINED3DPRASTERCAPS_ZFOG |
2220 WINED3DPRASTERCAPS_FOGVERTEX |
2221 WINED3DPRASTERCAPS_FOGTABLE |
2222 WINED3DPRASTERCAPS_STIPPLE |
2223 WINED3DPRASTERCAPS_SUBPIXEL |
2224 WINED3DPRASTERCAPS_ZTEST |
2225 WINED3DPRASTERCAPS_SCISSORTEST |
2226 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
2227 WINED3DPRASTERCAPS_DEPTHBIAS;
2229 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2230 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
2231 WINED3DPRASTERCAPS_ZBIAS |
2232 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
2234 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
2235 *pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
2237 /* FIXME Add:
2238 WINED3DPRASTERCAPS_COLORPERSPECTIVE
2239 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
2240 WINED3DPRASTERCAPS_ANTIALIASEDGES
2241 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
2242 WINED3DPRASTERCAPS_WBUFFER */
2244 *pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2245 WINED3DPCMPCAPS_EQUAL |
2246 WINED3DPCMPCAPS_GREATER |
2247 WINED3DPCMPCAPS_GREATEREQUAL |
2248 WINED3DPCMPCAPS_LESS |
2249 WINED3DPCMPCAPS_LESSEQUAL |
2250 WINED3DPCMPCAPS_NEVER |
2251 WINED3DPCMPCAPS_NOTEQUAL;
2253 *pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
2254 WINED3DPBLENDCAPS_BOTHSRCALPHA |
2255 WINED3DPBLENDCAPS_DESTALPHA |
2256 WINED3DPBLENDCAPS_DESTCOLOR |
2257 WINED3DPBLENDCAPS_INVDESTALPHA |
2258 WINED3DPBLENDCAPS_INVDESTCOLOR |
2259 WINED3DPBLENDCAPS_INVSRCALPHA |
2260 WINED3DPBLENDCAPS_INVSRCCOLOR |
2261 WINED3DPBLENDCAPS_ONE |
2262 WINED3DPBLENDCAPS_SRCALPHA |
2263 WINED3DPBLENDCAPS_SRCALPHASAT |
2264 WINED3DPBLENDCAPS_SRCCOLOR |
2265 WINED3DPBLENDCAPS_ZERO;
2267 *pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
2268 WINED3DPBLENDCAPS_DESTCOLOR |
2269 WINED3DPBLENDCAPS_INVDESTALPHA |
2270 WINED3DPBLENDCAPS_INVDESTCOLOR |
2271 WINED3DPBLENDCAPS_INVSRCALPHA |
2272 WINED3DPBLENDCAPS_INVSRCCOLOR |
2273 WINED3DPBLENDCAPS_ONE |
2274 WINED3DPBLENDCAPS_SRCALPHA |
2275 WINED3DPBLENDCAPS_SRCCOLOR |
2276 WINED3DPBLENDCAPS_ZERO;
2277 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
2278 * according to the glBlendFunc manpage
2280 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
2281 * legacy settings for srcblend only
2284 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
2285 *pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2286 *pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
2290 *pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
2291 WINED3DPCMPCAPS_EQUAL |
2292 WINED3DPCMPCAPS_GREATER |
2293 WINED3DPCMPCAPS_GREATEREQUAL |
2294 WINED3DPCMPCAPS_LESS |
2295 WINED3DPCMPCAPS_LESSEQUAL |
2296 WINED3DPCMPCAPS_NEVER |
2297 WINED3DPCMPCAPS_NOTEQUAL;
2299 *pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
2300 WINED3DPSHADECAPS_COLORGOURAUDRGB |
2301 WINED3DPSHADECAPS_ALPHAFLATBLEND |
2302 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
2303 WINED3DPSHADECAPS_COLORFLATRGB |
2304 WINED3DPSHADECAPS_FOGFLAT |
2305 WINED3DPSHADECAPS_FOGGOURAUD |
2306 WINED3DPSHADECAPS_SPECULARFLATRGB;
2308 *pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
2309 WINED3DPTEXTURECAPS_ALPHAPALETTE |
2310 WINED3DPTEXTURECAPS_BORDER |
2311 WINED3DPTEXTURECAPS_MIPMAP |
2312 WINED3DPTEXTURECAPS_PROJECTED |
2313 WINED3DPTEXTURECAPS_PERSPECTIVE;
2315 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
2316 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
2317 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
2320 if( GL_SUPPORT(EXT_TEXTURE3D)) {
2321 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
2322 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
2323 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
2326 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2327 *pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
2328 WINED3DPTEXTURECAPS_MIPCUBEMAP |
2329 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
2333 *pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2334 WINED3DPTFILTERCAPS_MAGFPOINT |
2335 WINED3DPTFILTERCAPS_MINFLINEAR |
2336 WINED3DPTFILTERCAPS_MINFPOINT |
2337 WINED3DPTFILTERCAPS_MIPFLINEAR |
2338 WINED3DPTFILTERCAPS_MIPFPOINT |
2339 WINED3DPTFILTERCAPS_LINEAR |
2340 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2341 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2342 WINED3DPTFILTERCAPS_MIPLINEAR |
2343 WINED3DPTFILTERCAPS_MIPNEAREST |
2344 WINED3DPTFILTERCAPS_NEAREST;
2346 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2347 *pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2348 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2351 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2352 *pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2353 WINED3DPTFILTERCAPS_MAGFPOINT |
2354 WINED3DPTFILTERCAPS_MINFLINEAR |
2355 WINED3DPTFILTERCAPS_MINFPOINT |
2356 WINED3DPTFILTERCAPS_MIPFLINEAR |
2357 WINED3DPTFILTERCAPS_MIPFPOINT |
2358 WINED3DPTFILTERCAPS_LINEAR |
2359 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2360 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2361 WINED3DPTFILTERCAPS_MIPLINEAR |
2362 WINED3DPTFILTERCAPS_MIPNEAREST |
2363 WINED3DPTFILTERCAPS_NEAREST;
2365 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
2366 *pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
2367 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
2369 } else
2370 *pCaps->CubeTextureFilterCaps = 0;
2372 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2373 *pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
2374 WINED3DPTFILTERCAPS_MAGFPOINT |
2375 WINED3DPTFILTERCAPS_MINFLINEAR |
2376 WINED3DPTFILTERCAPS_MINFPOINT |
2377 WINED3DPTFILTERCAPS_MIPFLINEAR |
2378 WINED3DPTFILTERCAPS_MIPFPOINT |
2379 WINED3DPTFILTERCAPS_LINEAR |
2380 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
2381 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
2382 WINED3DPTFILTERCAPS_MIPLINEAR |
2383 WINED3DPTFILTERCAPS_MIPNEAREST |
2384 WINED3DPTFILTERCAPS_NEAREST;
2385 } else
2386 *pCaps->VolumeTextureFilterCaps = 0;
2388 *pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2389 WINED3DPTADDRESSCAPS_CLAMP |
2390 WINED3DPTADDRESSCAPS_WRAP;
2392 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2393 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2395 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2396 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2398 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2399 *pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2402 if (GL_SUPPORT(EXT_TEXTURE3D)) {
2403 *pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
2404 WINED3DPTADDRESSCAPS_CLAMP |
2405 WINED3DPTADDRESSCAPS_WRAP;
2406 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
2407 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
2409 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
2410 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
2412 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
2413 *pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
2415 } else
2416 *pCaps->VolumeTextureAddressCaps = 0;
2418 *pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
2419 WINED3DLINECAPS_ZTEST;
2420 /* FIXME: Add
2421 WINED3DLINECAPS_BLEND
2422 WINED3DLINECAPS_ALPHACMP
2423 WINED3DLINECAPS_FOG */
2425 *pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
2426 *pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
2428 if(GL_SUPPORT(EXT_TEXTURE3D))
2429 *pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
2430 else
2431 *pCaps->MaxVolumeExtent = 0;
2433 *pCaps->MaxTextureRepeat = 32768;
2434 *pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
2435 *pCaps->MaxVertexW = 1.0;
2437 *pCaps->GuardBandLeft = 0;
2438 *pCaps->GuardBandTop = 0;
2439 *pCaps->GuardBandRight = 0;
2440 *pCaps->GuardBandBottom = 0;
2442 *pCaps->ExtentsAdjust = 0;
2444 *pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
2445 WINED3DSTENCILCAPS_INCRSAT |
2446 WINED3DSTENCILCAPS_INVERT |
2447 WINED3DSTENCILCAPS_KEEP |
2448 WINED3DSTENCILCAPS_REPLACE |
2449 WINED3DSTENCILCAPS_ZERO;
2450 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
2451 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
2452 WINED3DSTENCILCAPS_INCR;
2454 if ( This->dxVersion > 8 &&
2455 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
2456 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
2457 *pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
2460 *pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
2462 *pCaps->TextureOpCaps = WINED3DTEXOPCAPS_ADD |
2463 WINED3DTEXOPCAPS_ADDSIGNED |
2464 WINED3DTEXOPCAPS_ADDSIGNED2X |
2465 WINED3DTEXOPCAPS_MODULATE |
2466 WINED3DTEXOPCAPS_MODULATE2X |
2467 WINED3DTEXOPCAPS_MODULATE4X |
2468 WINED3DTEXOPCAPS_SELECTARG1 |
2469 WINED3DTEXOPCAPS_SELECTARG2 |
2470 WINED3DTEXOPCAPS_DISABLE;
2472 if (GL_SUPPORT(ARB_TEXTURE_ENV_COMBINE) ||
2473 GL_SUPPORT(EXT_TEXTURE_ENV_COMBINE) ||
2474 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2475 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA |
2476 WINED3DTEXOPCAPS_BLENDTEXTUREALPHA |
2477 WINED3DTEXOPCAPS_BLENDFACTORALPHA |
2478 WINED3DTEXOPCAPS_BLENDCURRENTALPHA |
2479 WINED3DTEXOPCAPS_LERP |
2480 WINED3DTEXOPCAPS_SUBTRACT;
2482 if (GL_SUPPORT(ATI_TEXTURE_ENV_COMBINE3) ||
2483 GL_SUPPORT(NV_TEXTURE_ENV_COMBINE4)) {
2484 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_ADDSMOOTH |
2485 WINED3DTEXOPCAPS_MULTIPLYADD |
2486 WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR |
2487 WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA |
2488 WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM;
2490 if (GL_SUPPORT(ARB_TEXTURE_ENV_DOT3))
2491 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_DOTPRODUCT3;
2493 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
2494 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR |
2495 WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA;
2498 if(GL_SUPPORT(ATI_ENVMAP_BUMPMAP)) {
2499 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
2500 } else if(GL_SUPPORT(NV_TEXTURE_SHADER2)) {
2501 /* Bump mapping is supported already in NV_TEXTURE_SHADER, but that extension does
2502 * not support 3D textures. This asks for trouble if an app uses both bump mapping
2503 * and 3D textures. It also allows us to keep the code simpler by having texture
2504 * shaders constantly enabled.
2506 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAP;
2507 /* TODO: Luminance bump map? */
2509 #if 0
2510 /* FIXME: Add
2511 *pCaps->TextureOpCaps |= WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
2512 WINED3DTEXOPCAPS_PREMODULATE */
2513 #endif
2515 *pCaps->MaxTextureBlendStages = GL_LIMITS(texture_stages);
2516 *pCaps->MaxSimultaneousTextures = GL_LIMITS(textures);
2517 *pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
2518 *pCaps->MaxActiveLights = GL_LIMITS(lights);
2520 *pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
2521 *pCaps->MaxVertexBlendMatrixIndex = 0;
2523 *pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
2524 *pCaps->MaxPointSize = GL_LIMITS(pointsize);
2527 *pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
2528 WINED3DVTXPCAPS_MATERIALSOURCE7 |
2529 WINED3DVTXPCAPS_POSITIONALLIGHTS |
2530 WINED3DVTXPCAPS_LOCALVIEWER |
2531 WINED3DVTXPCAPS_VERTEXFOG |
2532 WINED3DVTXPCAPS_TEXGEN;
2533 /* FIXME: Add
2534 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
2536 *pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
2537 *pCaps->MaxVertexIndex = 0xFFFFF;
2538 *pCaps->MaxStreams = MAX_STREAMS;
2539 *pCaps->MaxStreamStride = 1024;
2541 if (vs_selected_mode == SHADER_GLSL) {
2542 /* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
2543 * models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
2544 * vs_nv_version which is based on NV_vertex_program.
2545 * For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
2546 * using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
2547 * supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
2548 * of native instructions, so use that here. For more info see the pixel shader versioning code below. */
2549 if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
2550 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
2551 else
2552 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
2553 TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (*pCaps->VertexShaderVersion >> 8) & 0xff, *pCaps->VertexShaderVersion & 0xff);
2554 } else if (vs_selected_mode == SHADER_ARB) {
2555 *pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
2556 TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
2557 } else {
2558 *pCaps->VertexShaderVersion = 0;
2559 TRACE_(d3d_caps)("Vertex shader functionality not available\n");
2562 *pCaps->MaxVertexShaderConst = GL_LIMITS(vshader_constantsF);
2564 if (ps_selected_mode == SHADER_GLSL) {
2565 /* Older DX9-class videocards (GeforceFX / Radeon >9500/X*00) only support pixel shader 2.0/2.0a/2.0b.
2566 * In OpenGL the extensions related to GLSL abstract lowlevel GL info away which is needed
2567 * to distinguish between 2.0 and 3.0 (and 2.0a/2.0b). In case of Nvidia we use their fragment
2568 * program extensions. On other hardware including ATI GL_ARB_fragment_program offers the info
2569 * in max native instructions. Intel and others also offer the info in this extension but they
2570 * don't support GLSL (at least on Windows).
2572 * PS2.0 requires at least 96 instructions, 2.0a/2.0b go up to 512. Assume that if the number
2573 * of instructions is 512 or less we have to do with ps2.0 hardware.
2574 * NOTE: ps3.0 hardware requires 512 or more instructions but ati and nvidia offer 'enough' (1024 vs 4096) on their most basic ps3.0 hardware.
2576 if((GLINFO_LOCATION.ps_nv_version == PS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
2577 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(2,0);
2578 else
2579 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(3,0);
2580 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
2581 * Direct3D minimum requirement.
2583 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
2584 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
2586 * The problem is that the refrast clamps temporary results in the shader to
2587 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
2588 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
2589 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
2590 * offer a way to query this.
2592 *pCaps->PixelShader1xMaxValue = 8.0;
2593 TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (*pCaps->PixelShaderVersion >> 8) & 0xff, *pCaps->PixelShaderVersion & 0xff);
2594 } else if (ps_selected_mode == SHADER_ARB) {
2595 *pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
2596 *pCaps->PixelShader1xMaxValue = 8.0;
2597 TRACE_(d3d_caps)("Hardware pixel shader version 1.4 enabled (ARB_PROGRAM)\n");
2598 } else {
2599 *pCaps->PixelShaderVersion = 0;
2600 *pCaps->PixelShader1xMaxValue = 0.0;
2601 TRACE_(d3d_caps)("Pixel shader functionality not available\n");
2604 /* ------------------------------------------------
2605 The following fields apply to d3d9 only
2606 ------------------------------------------------ */
2607 if (This->dxVersion > 8) {
2608 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
2609 *pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET;
2610 /* TODO: VS3.0 needs at least D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET */
2611 *pCaps->MaxNpatchTessellationLevel = 0;
2612 *pCaps->MasterAdapterOrdinal = 0;
2613 *pCaps->AdapterOrdinalInGroup = 0;
2614 *pCaps->NumberOfAdaptersInGroup = 1;
2616 if(*pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
2617 /* OpenGL supports all the formats below, perhaps not always
2618 * without conversion, but it supports them.
2619 * Further GLSL doesn't seem to have an official unsigned type so
2620 * don't advertise it yet as I'm not sure how we handle it.
2621 * We might need to add some clamping in the shader engine to
2622 * support it.
2623 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
2624 *pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
2625 WINED3DDTCAPS_UBYTE4N |
2626 WINED3DDTCAPS_SHORT2N |
2627 WINED3DDTCAPS_SHORT4N;
2628 if (GL_SUPPORT(NV_HALF_FLOAT)) {
2629 *pCaps->DeclTypes |=
2630 WINED3DDTCAPS_FLOAT16_2 |
2631 WINED3DDTCAPS_FLOAT16_4;
2633 } else
2634 *pCaps->DeclTypes = 0;
2636 *pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
2639 *pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
2640 WINED3DPTFILTERCAPS_MAGFPOINT |
2641 WINED3DPTFILTERCAPS_MINFLINEAR |
2642 WINED3DPTFILTERCAPS_MAGFLINEAR;
2643 *pCaps->VertexTextureFilterCaps = 0;
2645 if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
2646 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
2647 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
2648 *pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
2649 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
2650 *pCaps->VS20Caps.NumTemps = max(32, GLINFO_LOCATION.vs_arb_max_temps);
2651 *pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
2653 *pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
2654 *pCaps->MaxVertexShader30InstructionSlots = max(512, GLINFO_LOCATION.vs_arb_max_instructions);
2655 } else if(*pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
2656 *pCaps->VS20Caps.Caps = 0;
2657 *pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
2658 *pCaps->VS20Caps.NumTemps = max(12, GLINFO_LOCATION.vs_arb_max_temps);
2659 *pCaps->VS20Caps.StaticFlowControlDepth = 1;
2661 *pCaps->MaxVShaderInstructionsExecuted = 65535;
2662 *pCaps->MaxVertexShader30InstructionSlots = 0;
2663 } else { /* VS 1.x */
2664 *pCaps->VS20Caps.Caps = 0;
2665 *pCaps->VS20Caps.DynamicFlowControlDepth = 0;
2666 *pCaps->VS20Caps.NumTemps = 0;
2667 *pCaps->VS20Caps.StaticFlowControlDepth = 0;
2669 *pCaps->MaxVShaderInstructionsExecuted = 0;
2670 *pCaps->MaxVertexShader30InstructionSlots = 0;
2673 if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
2674 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
2675 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
2677 /* 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 */
2678 *pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
2679 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
2680 WINED3DPS20CAPS_PREDICATION |
2681 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
2682 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
2683 *pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
2684 *pCaps->PS20Caps.NumTemps = max(32, GLINFO_LOCATION.ps_arb_max_temps);
2685 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
2686 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
2688 *pCaps->MaxPShaderInstructionsExecuted = 65535;
2689 *pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, GLINFO_LOCATION.ps_arb_max_instructions);
2690 } else if(*pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
2691 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
2692 *pCaps->PS20Caps.Caps = 0;
2693 *pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
2694 *pCaps->PS20Caps.NumTemps = max(12, GLINFO_LOCATION.ps_arb_max_temps);
2695 *pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
2696 *pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
2698 *pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
2699 *pCaps->MaxPixelShader30InstructionSlots = 0;
2700 } else { /* PS 1.x */
2701 *pCaps->PS20Caps.Caps = 0;
2702 *pCaps->PS20Caps.DynamicFlowControlDepth = 0;
2703 *pCaps->PS20Caps.NumTemps = 0;
2704 *pCaps->PS20Caps.StaticFlowControlDepth = 0;
2705 *pCaps->PS20Caps.NumInstructionSlots = 0;
2707 *pCaps->MaxPShaderInstructionsExecuted = 0;
2708 *pCaps->MaxPixelShader30InstructionSlots = 0;
2712 return WINED3D_OK;
2715 static unsigned int glsl_program_key_hash(void *key) {
2716 glsl_program_key_t *k = (glsl_program_key_t *)key;
2718 unsigned int hash = k->vshader | k->pshader << 16;
2719 hash += ~(hash << 15);
2720 hash ^= (hash >> 10);
2721 hash += (hash << 3);
2722 hash ^= (hash >> 6);
2723 hash += ~(hash << 11);
2724 hash ^= (hash >> 16);
2726 return hash;
2729 static BOOL glsl_program_key_compare(void *keya, void *keyb) {
2730 glsl_program_key_t *ka = (glsl_program_key_t *)keya;
2731 glsl_program_key_t *kb = (glsl_program_key_t *)keyb;
2733 return ka->vshader == kb->vshader && ka->pshader == kb->pshader;
2736 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
2737 and fields being inserted in the middle, a new structure is used in place */
2738 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, HWND hFocusWindow,
2739 DWORD BehaviourFlags, IWineD3DDevice** ppReturnedDeviceInterface,
2740 IUnknown *parent) {
2742 IWineD3DDeviceImpl *object = NULL;
2743 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2744 WINED3DDISPLAYMODE mode;
2745 int i;
2747 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
2748 * number and create a device without a 3D adapter for 2D only operation.
2750 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
2751 return WINED3DERR_INVALIDCALL;
2754 /* Create a WineD3DDevice object */
2755 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
2756 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
2757 TRACE("Created WineD3DDevice object @ %p\n", object);
2758 if (NULL == object) {
2759 return WINED3DERR_OUTOFVIDEOMEMORY;
2762 /* Set up initial COM information */
2763 object->lpVtbl = &IWineD3DDevice_Vtbl;
2764 object->ref = 1;
2765 object->wineD3D = iface;
2766 object->adapter = numAdapters ? &Adapters[Adapter] : NULL;
2767 IWineD3D_AddRef(object->wineD3D);
2768 object->parent = parent;
2769 list_init(&object->resources);
2770 list_init(&object->shaders);
2772 if(This->dxVersion == 7) {
2773 object->surface_alignment = 8;
2774 } else {
2775 object->surface_alignment = 4;
2777 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
2779 /* Set the state up as invalid until the device is fully created */
2780 object->state = WINED3DERR_DRIVERINTERNALERROR;
2782 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
2783 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
2785 /* Save the creation parameters */
2786 object->createParms.AdapterOrdinal = Adapter;
2787 object->createParms.DeviceType = DeviceType;
2788 object->createParms.hFocusWindow = hFocusWindow;
2789 object->createParms.BehaviorFlags = BehaviourFlags;
2791 /* Initialize other useful values */
2792 object->adapterNo = Adapter;
2793 object->devType = DeviceType;
2795 select_shader_mode(&GLINFO_LOCATION, DeviceType, &object->ps_selected_mode, &object->vs_selected_mode);
2796 if (object->ps_selected_mode == SHADER_GLSL || object->vs_selected_mode == SHADER_GLSL) {
2797 object->shader_backend = &glsl_shader_backend;
2798 object->glsl_program_lookup = hash_table_create(&glsl_program_key_hash, &glsl_program_key_compare);
2799 } else if (object->ps_selected_mode == SHADER_ARB || object->vs_selected_mode == SHADER_ARB) {
2800 object->shader_backend = &arb_program_shader_backend;
2801 } else {
2802 object->shader_backend = &none_shader_backend;
2805 /* set the state of the device to valid */
2806 object->state = WINED3D_OK;
2808 /* Get the initial screen setup for ddraw */
2809 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
2811 object->ddraw_width = mode.Width;
2812 object->ddraw_height = mode.Height;
2813 object->ddraw_format = mode.Format;
2815 for(i = 0; i < PATCHMAP_SIZE; i++) {
2816 list_init(&object->patches[i]);
2818 return WINED3D_OK;
2820 #undef GLINFO_LOCATION
2822 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
2823 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2824 IUnknown_AddRef(This->parent);
2825 *pParent = This->parent;
2826 return WINED3D_OK;
2829 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
2830 IUnknown* surfaceParent;
2831 TRACE("(%p) call back\n", pSurface);
2833 /* Now, release the parent, which will take care of cleaning up the surface for us */
2834 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
2835 IUnknown_Release(surfaceParent);
2836 return IUnknown_Release(surfaceParent);
2839 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
2840 IUnknown* volumeParent;
2841 TRACE("(%p) call back\n", pVolume);
2843 /* Now, release the parent, which will take care of cleaning up the volume for us */
2844 IWineD3DVolume_GetParent(pVolume, &volumeParent);
2845 IUnknown_Release(volumeParent);
2846 return IUnknown_Release(volumeParent);
2849 static BOOL implementation_is_apple(WineD3D_GL_Info *gl_info) {
2850 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
2851 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
2852 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
2854 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
2855 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
2856 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
2857 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
2858 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
2859 * the chance that other implementations support them is rather small since Win32 QuickTime uses
2860 * DirectDraw, not OpenGL.
2862 if(gl_info->supported[APPLE_FENCE] &&
2863 gl_info->supported[APPLE_CLIENT_STORAGE] &&
2864 gl_info->supported[APPLE_FLUSH_RENDER] &&
2865 gl_info->supported[APPLE_YCBCR_422]) {
2866 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
2867 TRACE_(d3d_caps)("Activating MacOS fixups\n");
2868 return TRUE;
2869 } else {
2870 TRACE_(d3d_caps)("Apple extensions are not supported\n");
2871 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
2872 return FALSE;
2876 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
2877 * reporting a driver version is moot because we are not the Windows driver, and we have different
2878 * bugs, features, etc.
2880 * If a card is not found in this table, the gl driver version is reported
2882 struct driver_version_information {
2883 WORD vendor; /* reported PCI card vendor ID */
2884 WORD card; /* reported PCI card device ID */
2885 WORD hipart_hi, hipart_lo; /* driver hiword to report */
2886 WORD lopart_hi, lopart_lo; /* driver loword to report */
2889 static const struct driver_version_information driver_version_table[] = {
2890 /* Nvidia drivers. Geforce FX and newer cards are supported by the current driver */
2891 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, 7, 15, 10, 16921 },
2892 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, 7, 15, 10, 16921 },
2893 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, 7, 15, 10, 16921 },
2894 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, 7, 15, 10, 16921 },
2895 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, 7, 15, 10, 16921 },
2896 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, 7, 15, 10, 16921 },
2897 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, 7, 15, 10, 16921 },
2898 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, 7, 15, 10, 16921 },
2899 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, 7, 15, 10, 16921 },
2900 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, 7, 15, 10, 16921 },
2901 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, 7, 15, 10, 16921 },
2902 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, 7, 15, 10, 16921 },
2903 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, 7, 15, 10, 16921 },
2904 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, 7, 15, 10, 16921 },
2906 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
2907 {VENDOR_ATI, CARD_ATI_RADEON_9500, 6, 14, 10, 6764 },
2908 {VENDOR_ATI, CARD_ATI_RADEON_X700, 6, 14, 10, 6764 },
2909 {VENDOR_ATI, CARD_ATI_RADEON_X1600, 6, 14, 10, 6764 },
2910 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, 6, 14, 10, 6764 },
2911 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, 6, 14, 10, 6764 },
2912 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, 6, 14, 10, 6764 },
2914 /* TODO: Add information about legacy nvidia and ATI hardware, Intel and other cards */
2917 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
2918 unsigned int i;
2919 BOOL apple = implementation_is_apple(gl_info);
2921 if(apple) {
2922 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
2923 * used it falls back to software. While the compiler can detect if the shader uses all declared
2924 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
2925 * using relative addressing falls back to software.
2927 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
2929 if(gl_info->vs_glsl_constantsF <= gl_info->vs_arb_constantsF) {
2930 FIXME("GLSL doesn't advertise more vertex shader uniforms than ARB. Driver fixup outdated?\n");
2931 } else {
2932 TRACE("Driver claims %u GLSL vs uniforms, replacing with %u ARB vp uniforms\n",
2933 gl_info->vs_glsl_constantsF, gl_info->vs_arb_constantsF);
2934 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
2937 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
2938 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
2939 * If real NP2 textures are used, the driver falls back to software. So remove the supported
2940 * flag for this extension
2942 if(gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] && gl_info->gl_vendor == VENDOR_ATI) {
2943 if(gl_info->gl_card == CARD_ATI_RADEON_X700 || gl_info->gl_card == CARD_ATI_RADEON_X1600 ||
2944 gl_info->gl_card == CARD_ATI_RADEON_9500 || gl_info->gl_card == CARD_ATI_RADEON_8500 ||
2945 gl_info->gl_card == CARD_ATI_RADEON_7200 || gl_info->gl_card == CARD_ATI_RAGE_128PRO) {
2946 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
2947 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
2948 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
2952 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
2953 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
2954 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
2955 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
2956 * according to the spec.
2958 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
2959 * makes the shader slower and eats instruction slots which should be available to the d3d app.
2961 if(gl_info->gl_vendor == VENDOR_INTEL) {
2962 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
2963 gl_info->set_texcoord_w = TRUE;
2967 /* Fixup the driver version */
2968 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
2969 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
2970 gl_info->gl_card == driver_version_table[i].card) {
2971 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
2973 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
2974 driver_version_table[i].lopart_lo);
2975 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
2976 driver_version_table[i].hipart_lo);
2977 break;
2982 void invalid_func(void *data) {
2983 ERR("Invalid vertex attribute function called\n");
2984 DebugBreak();
2987 #define GLINFO_LOCATION (Adapters[0].gl_info)
2989 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
2990 * the extension detection and are used in drawStridedSlow
2992 static void position_d3dcolor(void *data) {
2993 DWORD pos = *((DWORD *) data);
2995 FIXME("Add a test for fixed function position from d3dcolor type\n");
2996 glVertex4s(D3DCOLOR_B_R(pos),
2997 D3DCOLOR_B_G(pos),
2998 D3DCOLOR_B_B(pos),
2999 D3DCOLOR_B_A(pos));
3001 static void position_float4(void *data) {
3002 GLfloat *pos = (float *) data;
3004 if (pos[3] < eps && pos[3] > -eps)
3005 glVertex3fv(pos);
3006 else {
3007 float w = 1.0 / pos[3];
3009 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
3013 static void diffuse_d3dcolor(void *data) {
3014 DWORD diffuseColor = *((DWORD *) data);
3016 glColor4ub(D3DCOLOR_B_R(diffuseColor),
3017 D3DCOLOR_B_G(diffuseColor),
3018 D3DCOLOR_B_B(diffuseColor),
3019 D3DCOLOR_B_A(diffuseColor));
3022 static void specular_d3dcolor(void *data) {
3023 DWORD specularColor = *((DWORD *) data);
3025 GL_EXTCALL(glSecondaryColor3ubEXT)(D3DCOLOR_B_R(specularColor),
3026 D3DCOLOR_B_G(specularColor),
3027 D3DCOLOR_B_B(specularColor));
3029 static void warn_no_specular_func(void *data) {
3030 WARN("GL_EXT_secondary_color not supported\n");
3033 void fillGLAttribFuncs(WineD3D_GL_Info *gl_info) {
3034 position_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3035 position_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3036 position_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glVertex3fv;
3037 position_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) position_float4;
3038 position_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) position_d3dcolor;
3039 position_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3040 position_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3041 position_funcs[WINED3DDECLTYPE_SHORT4] = (void *) glVertex2sv;
3042 position_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3043 position_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3044 position_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3045 position_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3046 position_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3047 position_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3048 position_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3049 position_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3050 position_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3052 diffuse_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3053 diffuse_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3054 diffuse_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glColor3fv;
3055 diffuse_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glColor4fv;
3056 diffuse_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) diffuse_d3dcolor;
3057 diffuse_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3058 diffuse_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3059 diffuse_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3060 diffuse_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) glColor4ubv;
3061 diffuse_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3062 diffuse_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) glColor4sv;
3063 diffuse_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3064 diffuse_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) glColor4usv;
3065 diffuse_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3066 diffuse_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3067 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3068 diffuse_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3070 /* No 4 component entry points here */
3071 specular_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3072 specular_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3073 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3074 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) GL_EXTCALL(glSecondaryColor3fvEXT);
3075 } else {
3076 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3078 specular_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) invalid_func;
3079 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3080 specular_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) specular_d3dcolor;
3081 } else {
3082 specular_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) warn_no_specular_func;
3084 specular_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3085 specular_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3086 specular_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3087 specular_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3088 specular_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3089 specular_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3090 specular_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3091 specular_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3092 specular_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3093 specular_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3094 specular_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3095 specular_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3097 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
3098 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
3100 normal_funcs[WINED3DDECLTYPE_FLOAT1] = (void *) invalid_func;
3101 normal_funcs[WINED3DDECLTYPE_FLOAT2] = (void *) invalid_func;
3102 normal_funcs[WINED3DDECLTYPE_FLOAT3] = (void *) glNormal3fv;
3103 normal_funcs[WINED3DDECLTYPE_FLOAT4] = (void *) glNormal3fv; /* Just ignore the 4th value */
3104 normal_funcs[WINED3DDECLTYPE_D3DCOLOR] = (void *) invalid_func;
3105 normal_funcs[WINED3DDECLTYPE_UBYTE4] = (void *) invalid_func;
3106 normal_funcs[WINED3DDECLTYPE_SHORT2] = (void *) invalid_func;
3107 normal_funcs[WINED3DDECLTYPE_SHORT4] = (void *) invalid_func;
3108 normal_funcs[WINED3DDECLTYPE_UBYTE4N] = (void *) invalid_func;
3109 normal_funcs[WINED3DDECLTYPE_SHORT2N] = (void *) invalid_func;
3110 normal_funcs[WINED3DDECLTYPE_SHORT4N] = (void *) invalid_func;
3111 normal_funcs[WINED3DDECLTYPE_USHORT2N] = (void *) invalid_func;
3112 normal_funcs[WINED3DDECLTYPE_USHORT4N] = (void *) invalid_func;
3113 normal_funcs[WINED3DDECLTYPE_UDEC3] = (void *) invalid_func;
3114 normal_funcs[WINED3DDECLTYPE_DEC3N] = (void *) invalid_func;
3115 normal_funcs[WINED3DDECLTYPE_FLOAT16_2] = (void *) invalid_func;
3116 normal_funcs[WINED3DDECLTYPE_FLOAT16_4] = (void *) invalid_func;
3119 #define PUSH1(att) attribs[nAttribs++] = (att);
3120 BOOL InitAdapters(void) {
3121 static HMODULE mod_gl;
3122 BOOL ret;
3123 int ps_selected_mode, vs_selected_mode;
3125 /* No need to hold any lock. The calling library makes sure only one thread calls
3126 * wined3d simultaneously
3128 if(numAdapters > 0) return TRUE;
3130 TRACE("Initializing adapters\n");
3132 if(!mod_gl) {
3133 #ifdef USE_WIN32_OPENGL
3134 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
3135 mod_gl = LoadLibraryA("opengl32.dll");
3136 if(!mod_gl) {
3137 ERR("Can't load opengl32.dll!\n");
3138 return FALSE;
3140 #else
3141 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
3142 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
3143 mod_gl = GetModuleHandleA("gdi32.dll");
3144 #endif
3147 /* Load WGL core functions from opengl32.dll */
3148 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
3149 WGL_FUNCS_GEN;
3150 #undef USE_WGL_FUNC
3152 if(!pwglGetProcAddress) {
3153 ERR("Unable to load wglGetProcAddress!\n");
3154 return FALSE;
3157 /* Dynamically load all GL core functions */
3158 GL_FUNCS_GEN;
3159 #undef USE_GL_FUNC
3161 /* For now only one default adapter */
3163 int iPixelFormat;
3164 int attribs[8];
3165 int values[8];
3166 int nAttribs = 0;
3167 int res;
3168 WineD3D_PixelFormat *cfgs;
3169 int attribute;
3170 DISPLAY_DEVICEW DisplayDevice;
3171 HDC hdc;
3173 TRACE("Initializing default adapter\n");
3174 Adapters[0].num = 0;
3175 Adapters[0].monitorPoint.x = -1;
3176 Adapters[0].monitorPoint.y = -1;
3178 if (!WineD3D_CreateFakeGLContext()) {
3179 ERR("Failed to get a gl context for default adapter\n");
3180 HeapFree(GetProcessHeap(), 0, Adapters);
3181 WineD3D_ReleaseFakeGLContext();
3182 return FALSE;
3185 ret = IWineD3DImpl_FillGLCaps(&Adapters[0].gl_info);
3186 if(!ret) {
3187 ERR("Failed to initialize gl caps for default adapter\n");
3188 HeapFree(GetProcessHeap(), 0, Adapters);
3189 WineD3D_ReleaseFakeGLContext();
3190 return FALSE;
3192 ret = initPixelFormats(&Adapters[0].gl_info);
3193 if(!ret) {
3194 ERR("Failed to init gl formats\n");
3195 HeapFree(GetProcessHeap(), 0, Adapters);
3196 WineD3D_ReleaseFakeGLContext();
3197 return FALSE;
3200 hdc = pwglGetCurrentDC();
3201 if(!hdc) {
3202 ERR("Failed to get gl HDC\n");
3203 HeapFree(GetProcessHeap(), 0, Adapters);
3204 WineD3D_ReleaseFakeGLContext();
3205 return FALSE;
3208 Adapters[0].driver = "Display";
3209 Adapters[0].description = "Direct3D HAL";
3211 /* Use the VideoRamSize registry setting when set */
3212 if(wined3d_settings.emulated_textureram)
3213 Adapters[0].TextureRam = wined3d_settings.emulated_textureram;
3214 else
3215 Adapters[0].TextureRam = Adapters[0].gl_info.vidmem;
3216 Adapters[0].UsedTextureRam = 0;
3217 TRACE("Emulating %dMB of texture ram\n", Adapters[0].TextureRam/(1024*1024));
3219 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
3220 DisplayDevice.cb = sizeof(DisplayDevice);
3221 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
3222 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
3223 strcpyW(Adapters[0].DeviceName, DisplayDevice.DeviceName);
3225 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
3226 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &Adapters[0].nCfgs));
3228 Adapters[0].cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, Adapters[0].nCfgs *sizeof(WineD3D_PixelFormat));
3229 cfgs = Adapters[0].cfgs;
3230 PUSH1(WGL_RED_BITS_ARB)
3231 PUSH1(WGL_GREEN_BITS_ARB)
3232 PUSH1(WGL_BLUE_BITS_ARB)
3233 PUSH1(WGL_ALPHA_BITS_ARB)
3234 PUSH1(WGL_DEPTH_BITS_ARB)
3235 PUSH1(WGL_STENCIL_BITS_ARB)
3237 for(iPixelFormat=1; iPixelFormat<=Adapters[0].nCfgs; iPixelFormat++) {
3238 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
3240 if(!res)
3241 continue;
3243 /* Cache the pixel format */
3244 cfgs->iPixelFormat = iPixelFormat;
3245 cfgs->redSize = values[0];
3246 cfgs->greenSize = values[1];
3247 cfgs->blueSize = values[2];
3248 cfgs->alphaSize = values[3];
3249 cfgs->depthSize = values[4];
3250 cfgs->stencilSize = values[5];
3252 TRACE("iPixelFormat=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d\n", cfgs->iPixelFormat, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize);
3253 cfgs++;
3255 WineD3D_ReleaseFakeGLContext();
3257 fixup_extensions(&Adapters[0].gl_info);
3259 select_shader_mode(&Adapters[0].gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
3260 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &Adapters[0].gl_info);
3261 fillGLAttribFuncs(&Adapters[0].gl_info);
3262 init_type_lookup(&Adapters[0].gl_info);
3264 numAdapters = 1;
3265 TRACE("%d adapters successfully initialized\n", numAdapters);
3267 return TRUE;
3269 #undef PUSH1
3270 #undef GLINFO_LOCATION
3272 /**********************************************************
3273 * IWineD3D VTbl follows
3274 **********************************************************/
3276 const IWineD3DVtbl IWineD3D_Vtbl =
3278 /* IUnknown */
3279 IWineD3DImpl_QueryInterface,
3280 IWineD3DImpl_AddRef,
3281 IWineD3DImpl_Release,
3282 /* IWineD3D */
3283 IWineD3DImpl_GetParent,
3284 IWineD3DImpl_GetAdapterCount,
3285 IWineD3DImpl_RegisterSoftwareDevice,
3286 IWineD3DImpl_GetAdapterMonitor,
3287 IWineD3DImpl_GetAdapterModeCount,
3288 IWineD3DImpl_EnumAdapterModes,
3289 IWineD3DImpl_GetAdapterDisplayMode,
3290 IWineD3DImpl_GetAdapterIdentifier,
3291 IWineD3DImpl_CheckDeviceMultiSampleType,
3292 IWineD3DImpl_CheckDepthStencilMatch,
3293 IWineD3DImpl_CheckDeviceType,
3294 IWineD3DImpl_CheckDeviceFormat,
3295 IWineD3DImpl_CheckDeviceFormatConversion,
3296 IWineD3DImpl_GetDeviceCaps,
3297 IWineD3DImpl_CreateDevice