push 20d539bd3127e997ce79233e3988ba5740356ce5
[wine/hacks.git] / dlls / wined3d / directx.c
blob02959e0fd23cad32a752b3a880c469d7cb8332a6
1 /*
2 * IWineD3D implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007-2008 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 /* Compile time diagnostics: */
27 #ifndef DEBUG_SINGLE_MODE
28 /* Set to 1 to force only a single display mode to be exposed: */
29 #define DEBUG_SINGLE_MODE 0
30 #endif
32 #include "config.h"
33 #include <assert.h>
34 #include "wined3d_private.h"
36 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
37 WINE_DECLARE_DEBUG_CHANNEL(d3d_caps);
39 #define GLINFO_LOCATION (*gl_info)
41 /* The d3d device ID */
42 static const GUID IID_D3DDEVICE_D3DUID = { 0xaeb2cdd4, 0x6e41, 0x43ea, { 0x94,0x1c,0x83,0x61,0xcc,0x76,0x07,0x81 } };
44 /* Extension detection */
45 static const struct {
46 const char *extension_string;
47 GL_SupportedExt extension;
48 DWORD version;
49 } EXTENSION_MAP[] = {
50 /* APPLE */
51 {"GL_APPLE_client_storage", APPLE_CLIENT_STORAGE, 0 },
52 {"GL_APPLE_fence", APPLE_FENCE, 0 },
53 {"GL_APPLE_flush_render", APPLE_FLUSH_RENDER, 0 },
54 {"GL_APPLE_ycbcr_422", APPLE_YCBCR_422, 0 },
55 {"GL_APPLE_float_pixels", APPLE_FLOAT_PIXELS, 0 },
57 /* ATI */
58 {"GL_ATI_separate_stencil", ATI_SEPARATE_STENCIL, 0 },
59 {"GL_ATI_texture_env_combine3", ATI_TEXTURE_ENV_COMBINE3, 0 },
60 {"GL_ATI_texture_mirror_once", ATI_TEXTURE_MIRROR_ONCE, 0 },
61 {"GL_ATI_fragment_shader", ATI_FRAGMENT_SHADER, 0 },
62 {"GL_ATI_texture_compression_3dc", ATI_TEXTURE_COMPRESSION_3DC, 0 },
64 /* ARB */
65 {"GL_ARB_color_buffer_float", ARB_COLOR_BUFFER_FLOAT, 0 },
66 {"GL_ARB_draw_buffers", ARB_DRAW_BUFFERS, 0 },
67 {"GL_ARB_fragment_program", ARB_FRAGMENT_PROGRAM, 0 },
68 {"GL_ARB_fragment_shader", ARB_FRAGMENT_SHADER, 0 },
69 {"GL_ARB_geometry_shader4", ARB_GEOMETRY_SHADER4, 0 },
70 {"GL_ARB_half_float_pixel", ARB_HALF_FLOAT_PIXEL, 0 },
71 {"GL_ARB_imaging", ARB_IMAGING, 0 },
72 {"GL_ARB_multisample", ARB_MULTISAMPLE, 0 }, /* needs GLX_ARB_MULTISAMPLE as well */
73 {"GL_ARB_multitexture", ARB_MULTITEXTURE, 0 },
74 {"GL_ARB_occlusion_query", ARB_OCCLUSION_QUERY, 0 },
75 {"GL_ARB_pixel_buffer_object", ARB_PIXEL_BUFFER_OBJECT, 0 },
76 {"GL_ARB_point_parameters", ARB_POINT_PARAMETERS, 0 },
77 {"GL_ARB_point_sprite", ARB_POINT_SPRITE, 0 },
78 {"GL_ARB_texture_border_clamp", ARB_TEXTURE_BORDER_CLAMP, 0 },
79 {"GL_ARB_texture_compression", ARB_TEXTURE_COMPRESSION, 0 },
80 {"GL_ARB_texture_cube_map", ARB_TEXTURE_CUBE_MAP, 0 },
81 {"GL_ARB_texture_env_add", ARB_TEXTURE_ENV_ADD, 0 },
82 {"GL_ARB_texture_env_combine", ARB_TEXTURE_ENV_COMBINE, 0 },
83 {"GL_ARB_texture_env_dot3", ARB_TEXTURE_ENV_DOT3, 0 },
84 {"GL_ARB_texture_float", ARB_TEXTURE_FLOAT, 0 },
85 {"GL_ARB_texture_mirrored_repeat", ARB_TEXTURE_MIRRORED_REPEAT, 0 },
86 {"GL_ARB_texture_non_power_of_two", ARB_TEXTURE_NON_POWER_OF_TWO, MAKEDWORD_VERSION(2, 0) },
87 {"GL_ARB_texture_rectangle", ARB_TEXTURE_RECTANGLE, 0 },
88 {"GL_ARB_texture_rg", ARB_TEXTURE_RG, 0 },
89 {"GL_ARB_vertex_blend", ARB_VERTEX_BLEND, 0 },
90 {"GL_ARB_vertex_buffer_object", ARB_VERTEX_BUFFER_OBJECT, 0 },
91 {"GL_ARB_vertex_program", ARB_VERTEX_PROGRAM, 0 },
92 {"GL_ARB_vertex_shader", ARB_VERTEX_SHADER, 0 },
93 {"GL_ARB_shader_objects", ARB_SHADER_OBJECTS, 0 },
95 /* EXT */
96 {"GL_EXT_blend_color", EXT_BLEND_COLOR, 0 },
97 {"GL_EXT_blend_minmax", EXT_BLEND_MINMAX, 0 },
98 {"GL_EXT_blend_equation_separate", EXT_BLEND_EQUATION_SEPARATE, 0 },
99 {"GL_EXT_blend_func_separate", EXT_BLEND_FUNC_SEPARATE, 0 },
100 {"GL_EXT_fog_coord", EXT_FOG_COORD, 0 },
101 {"GL_EXT_framebuffer_blit", EXT_FRAMEBUFFER_BLIT, 0 },
102 {"GL_EXT_framebuffer_multisample", EXT_FRAMEBUFFER_MULTISAMPLE, 0 },
103 {"GL_EXT_framebuffer_object", EXT_FRAMEBUFFER_OBJECT, 0 },
104 {"GL_EXT_paletted_texture", EXT_PALETTED_TEXTURE, 0 },
105 {"GL_EXT_point_parameters", EXT_POINT_PARAMETERS, 0 },
106 {"GL_EXT_secondary_color", EXT_SECONDARY_COLOR, 0 },
107 {"GL_EXT_stencil_two_side", EXT_STENCIL_TWO_SIDE, 0 },
108 {"GL_EXT_stencil_wrap", EXT_STENCIL_WRAP, 0 },
109 {"GL_EXT_texture3D", EXT_TEXTURE3D, MAKEDWORD_VERSION(1, 2) },
110 {"GL_EXT_texture_compression_s3tc", EXT_TEXTURE_COMPRESSION_S3TC, 0 },
111 {"GL_EXT_texture_compression_rgtc", EXT_TEXTURE_COMPRESSION_RGTC, 0 },
112 {"GL_EXT_texture_env_add", EXT_TEXTURE_ENV_ADD, 0 },
113 {"GL_EXT_texture_env_combine", EXT_TEXTURE_ENV_COMBINE, 0 },
114 {"GL_EXT_texture_env_dot3", EXT_TEXTURE_ENV_DOT3, 0 },
115 {"GL_EXT_texture_sRGB", EXT_TEXTURE_SRGB, 0 },
116 {"GL_EXT_texture_swizzle", EXT_TEXTURE_SWIZZLE, 0 },
117 {"GL_EXT_texture_filter_anisotropic", EXT_TEXTURE_FILTER_ANISOTROPIC, 0 },
118 {"GL_EXT_texture_lod", EXT_TEXTURE_LOD, 0 },
119 {"GL_EXT_texture_lod_bias", EXT_TEXTURE_LOD_BIAS, 0 },
120 {"GL_EXT_vertex_array_bgra", EXT_VERTEX_ARRAY_BGRA, 0 },
121 {"GL_EXT_vertex_shader", EXT_VERTEX_SHADER, 0 },
122 {"GL_EXT_gpu_program_parameters", EXT_GPU_PROGRAM_PARAMETERS, 0 },
124 /* NV */
125 {"GL_NV_half_float", NV_HALF_FLOAT, 0 },
126 {"GL_NV_fence", NV_FENCE, 0 },
127 {"GL_NV_fog_distance", NV_FOG_DISTANCE, 0 },
128 {"GL_NV_fragment_program", NV_FRAGMENT_PROGRAM, 0 },
129 {"GL_NV_fragment_program2", NV_FRAGMENT_PROGRAM2, 0 },
130 {"GL_NV_register_combiners", NV_REGISTER_COMBINERS, 0 },
131 {"GL_NV_register_combiners2", NV_REGISTER_COMBINERS2, 0 },
132 {"GL_NV_texgen_reflection", NV_TEXGEN_REFLECTION, 0 },
133 {"GL_NV_texture_env_combine4", NV_TEXTURE_ENV_COMBINE4, 0 },
134 {"GL_NV_texture_shader", NV_TEXTURE_SHADER, 0 },
135 {"GL_NV_texture_shader2", NV_TEXTURE_SHADER2, 0 },
136 {"GL_NV_texture_shader3", NV_TEXTURE_SHADER3, 0 },
137 {"GL_NV_occlusion_query", NV_OCCLUSION_QUERY, 0 },
138 {"GL_NV_vertex_program", NV_VERTEX_PROGRAM, 0 },
139 {"GL_NV_vertex_program1_1", NV_VERTEX_PROGRAM1_1, 0 },
140 {"GL_NV_vertex_program2", NV_VERTEX_PROGRAM2, 0 },
141 {"GL_NV_vertex_program3", NV_VERTEX_PROGRAM3, 0 },
142 {"GL_NV_depth_clamp", NV_DEPTH_CLAMP, 0 },
143 {"GL_NV_light_max_exponent", NV_LIGHT_MAX_EXPONENT, 0 },
145 /* SGI */
146 {"GL_SGIS_generate_mipmap", SGIS_GENERATE_MIPMAP, 0 },
149 /**********************************************************
150 * Utility functions follow
151 **********************************************************/
153 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, WINED3DSURFTYPE SurfaceType);
154 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
155 WINED3DDEVTYPE DeviceType);
156 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
157 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType);
159 /* lookup tables */
160 const int minLookup[MAX_LOOKUPS] =
162 WINED3DTADDRESS_WRAP, /* WINELOOKUP_WARPPARAM */
165 const int maxLookup[MAX_LOOKUPS] =
167 WINED3DTADDRESS_MIRRORONCE, /* WINELOOKUP_WARPPARAM */
170 DWORD *stateLookup[MAX_LOOKUPS];
172 struct min_lookup minMipLookup[WINED3DTEXF_ANISOTROPIC + 1];
173 const struct min_lookup minMipLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
175 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
176 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
177 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
178 {{GL_NEAREST, GL_NEAREST, GL_NEAREST}},
181 GLenum magLookup[WINED3DTEXF_ANISOTROPIC + 1];
182 const GLenum magLookup_noFilter[WINED3DTEXF_ANISOTROPIC + 1] =
184 GL_NEAREST, GL_NEAREST, GL_NEAREST, GL_NEAREST
187 /* drawStridedSlow attributes */
188 glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
189 glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
190 glAttribFunc specular_func_3ubv;
191 glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
192 glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
193 glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
196 * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
197 * i.e., there is no GL Context - Get a default rendering context to enable the
198 * function query some info from GL.
201 static int wined3d_fake_gl_context_ref = 0;
202 static BOOL wined3d_fake_gl_context_foreign;
203 static BOOL wined3d_fake_gl_context_available = FALSE;
204 static HDC wined3d_fake_gl_context_hdc = NULL;
205 static HWND wined3d_fake_gl_context_hwnd = NULL;
207 static CRITICAL_SECTION wined3d_fake_gl_context_cs;
208 static CRITICAL_SECTION_DEBUG wined3d_fake_gl_context_cs_debug =
210 0, 0, &wined3d_fake_gl_context_cs,
211 { &wined3d_fake_gl_context_cs_debug.ProcessLocksList,
212 &wined3d_fake_gl_context_cs_debug.ProcessLocksList },
213 0, 0, { (DWORD_PTR)(__FILE__ ": wined3d_fake_gl_context_cs") }
215 static CRITICAL_SECTION wined3d_fake_gl_context_cs = { &wined3d_fake_gl_context_cs_debug, -1, 0, 0, 0, 0 };
217 static void WineD3D_ReleaseFakeGLContext(void) {
218 HGLRC glCtx;
220 EnterCriticalSection(&wined3d_fake_gl_context_cs);
222 if(!wined3d_fake_gl_context_available) {
223 TRACE_(d3d_caps)("context not available\n");
224 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
225 return;
228 glCtx = pwglGetCurrentContext();
230 TRACE_(d3d_caps)("decrementing ref from %i\n", wined3d_fake_gl_context_ref);
231 if (0 == (--wined3d_fake_gl_context_ref) ) {
232 if(!wined3d_fake_gl_context_foreign && glCtx) {
233 TRACE_(d3d_caps)("destroying fake GL context\n");
234 pwglMakeCurrent(NULL, NULL);
235 pwglDeleteContext(glCtx);
237 if(wined3d_fake_gl_context_hdc)
238 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
239 wined3d_fake_gl_context_hdc = NULL; /* Make sure we don't think that it is still around */
240 if(wined3d_fake_gl_context_hwnd)
241 DestroyWindow(wined3d_fake_gl_context_hwnd);
242 wined3d_fake_gl_context_hwnd = NULL;
243 wined3d_fake_gl_context_available = FALSE;
245 assert(wined3d_fake_gl_context_ref >= 0);
247 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
250 static BOOL WineD3D_CreateFakeGLContext(void) {
251 HGLRC glCtx = NULL;
253 EnterCriticalSection(&wined3d_fake_gl_context_cs);
255 TRACE("getting context...\n");
256 if(wined3d_fake_gl_context_ref > 0) goto ret;
257 assert(0 == wined3d_fake_gl_context_ref);
259 wined3d_fake_gl_context_foreign = TRUE;
261 glCtx = pwglGetCurrentContext();
262 if (!glCtx) {
263 PIXELFORMATDESCRIPTOR pfd;
264 int iPixelFormat;
266 wined3d_fake_gl_context_foreign = FALSE;
268 /* We need a fake window as a hdc retrieved using GetDC(0) can't be used for much GL purposes */
269 wined3d_fake_gl_context_hwnd = CreateWindowA("WineD3D_OpenGL", "WineD3D fake window", WS_OVERLAPPEDWINDOW, 10, 10, 10, 10, NULL, NULL, NULL, NULL);
270 if(!wined3d_fake_gl_context_hwnd) {
271 ERR("HWND creation failed!\n");
272 goto fail;
274 wined3d_fake_gl_context_hdc = GetDC(wined3d_fake_gl_context_hwnd);
275 if(!wined3d_fake_gl_context_hdc) {
276 ERR("GetDC failed!\n");
277 goto fail;
280 /* PixelFormat selection */
281 ZeroMemory(&pfd, sizeof(pfd));
282 pfd.nSize = sizeof(pfd);
283 pfd.nVersion = 1;
284 pfd.dwFlags = PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER | PFD_DRAW_TO_WINDOW;/*PFD_GENERIC_ACCELERATED*/
285 pfd.iPixelType = PFD_TYPE_RGBA;
286 pfd.cColorBits = 32;
287 pfd.iLayerType = PFD_MAIN_PLANE;
289 iPixelFormat = ChoosePixelFormat(wined3d_fake_gl_context_hdc, &pfd);
290 if(!iPixelFormat) {
291 /* If this happens something is very wrong as ChoosePixelFormat barely fails */
292 ERR("Can't find a suitable iPixelFormat\n");
293 goto fail;
295 DescribePixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, sizeof(pfd), &pfd);
296 SetPixelFormat(wined3d_fake_gl_context_hdc, iPixelFormat, &pfd);
298 /* Create a GL context */
299 glCtx = pwglCreateContext(wined3d_fake_gl_context_hdc);
300 if (!glCtx) {
301 WARN_(d3d_caps)("Error creating default context for capabilities initialization\n");
302 goto fail;
305 /* Make it the current GL context */
306 if (!pwglMakeCurrent(wined3d_fake_gl_context_hdc, glCtx)) {
307 WARN_(d3d_caps)("Error setting default context as current for capabilities initialization\n");
308 goto fail;
312 ret:
313 TRACE("incrementing ref from %i\n", wined3d_fake_gl_context_ref);
314 wined3d_fake_gl_context_ref++;
315 wined3d_fake_gl_context_available = TRUE;
316 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
317 return TRUE;
318 fail:
319 if(wined3d_fake_gl_context_hdc)
320 ReleaseDC(wined3d_fake_gl_context_hwnd, wined3d_fake_gl_context_hdc);
321 wined3d_fake_gl_context_hdc = NULL;
322 if(wined3d_fake_gl_context_hwnd)
323 DestroyWindow(wined3d_fake_gl_context_hwnd);
324 wined3d_fake_gl_context_hwnd = NULL;
325 if(glCtx) pwglDeleteContext(glCtx);
326 LeaveCriticalSection(&wined3d_fake_gl_context_cs);
327 return FALSE;
330 /* Adjust the amount of used texture memory */
331 long WineD3DAdapterChangeGLRam(IWineD3DDeviceImpl *D3DDevice, long glram){
332 struct WineD3DAdapter *adapter = D3DDevice->adapter;
334 adapter->UsedTextureRam += glram;
335 TRACE("Adjusted gl ram by %ld to %d\n", glram, adapter->UsedTextureRam);
336 return adapter->UsedTextureRam;
339 /**********************************************************
340 * IUnknown parts follows
341 **********************************************************/
343 static HRESULT WINAPI IWineD3DImpl_QueryInterface(IWineD3D *iface,REFIID riid,LPVOID *ppobj)
345 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
347 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
348 if (IsEqualGUID(riid, &IID_IUnknown)
349 || IsEqualGUID(riid, &IID_IWineD3DBase)
350 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
351 IUnknown_AddRef(iface);
352 *ppobj = This;
353 return S_OK;
355 *ppobj = NULL;
356 return E_NOINTERFACE;
359 static ULONG WINAPI IWineD3DImpl_AddRef(IWineD3D *iface) {
360 IWineD3DImpl *This = (IWineD3DImpl *)iface;
361 ULONG refCount = InterlockedIncrement(&This->ref);
363 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
364 return refCount;
367 static ULONG WINAPI IWineD3DImpl_Release(IWineD3D *iface) {
368 IWineD3DImpl *This = (IWineD3DImpl *)iface;
369 ULONG ref;
370 TRACE("(%p) : Releasing from %d\n", This, This->ref);
371 ref = InterlockedDecrement(&This->ref);
372 if (ref == 0) {
373 unsigned int i;
375 for (i = 0; i < This->adapter_count; ++i)
377 HeapFree(GetProcessHeap(), 0, This->adapters[i].cfgs);
379 HeapFree(GetProcessHeap(), 0, This);
382 return ref;
385 /* Set the shader type for this device, depending on the given capabilities,
386 * the device type, and the user preferences in wined3d_settings */
388 static void select_shader_mode(const WineD3D_GL_Info *gl_info, WINED3DDEVTYPE DeviceType, int *ps_selected, int *vs_selected)
390 if (wined3d_settings.vs_mode == VS_NONE) {
391 *vs_selected = SHADER_NONE;
392 } else if (gl_info->supported[ARB_VERTEX_SHADER] && wined3d_settings.glslRequested) {
393 /* Geforce4 cards support GLSL but for vertex shaders only. Further its reported GLSL caps are
394 * wrong. This combined with the fact that glsl won't offer more features or performance, use ARB
395 * shaders only on this card. */
396 if(gl_info->vs_nv_version && gl_info->vs_nv_version < VS_VERSION_20)
397 *vs_selected = SHADER_ARB;
398 else
399 *vs_selected = SHADER_GLSL;
400 } else if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
401 *vs_selected = SHADER_ARB;
402 } else {
403 *vs_selected = SHADER_NONE;
406 if (wined3d_settings.ps_mode == PS_NONE) {
407 *ps_selected = SHADER_NONE;
408 } else if (gl_info->supported[ARB_FRAGMENT_SHADER] && wined3d_settings.glslRequested) {
409 *ps_selected = SHADER_GLSL;
410 } else if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
411 *ps_selected = SHADER_ARB;
412 } else if (gl_info->supported[ATI_FRAGMENT_SHADER]) {
413 *ps_selected = SHADER_ATI;
414 } else {
415 *ps_selected = SHADER_NONE;
419 /** Select the number of report maximum shader constants based on the selected shader modes */
420 static void select_shader_max_constants(
421 int ps_selected_mode,
422 int vs_selected_mode,
423 WineD3D_GL_Info *gl_info) {
425 switch (vs_selected_mode) {
426 case SHADER_GLSL:
427 gl_info->max_vshader_constantsF = gl_info->vs_glsl_constantsF;
428 break;
429 case SHADER_ARB:
430 gl_info->max_vshader_constantsF = gl_info->vs_arb_constantsF;
431 break;
432 default:
433 gl_info->max_vshader_constantsF = 0;
434 break;
437 switch (ps_selected_mode) {
438 case SHADER_GLSL:
439 gl_info->max_pshader_constantsF = gl_info->ps_glsl_constantsF;
440 break;
441 case SHADER_ARB:
442 gl_info->max_pshader_constantsF = gl_info->ps_arb_constantsF;
443 break;
444 default:
445 gl_info->max_pshader_constantsF = 0;
446 break;
450 /**********************************************************
451 * IWineD3D parts follows
452 **********************************************************/
454 static inline BOOL test_arb_vs_offset_limit(const WineD3D_GL_Info *gl_info)
456 GLuint prog;
457 BOOL ret = FALSE;
458 const char *testcode =
459 "!!ARBvp1.0\n"
460 "PARAM C[66] = { program.env[0..65] };\n"
461 "ADDRESS A0;"
462 "PARAM zero = {0.0, 0.0, 0.0, 0.0};\n"
463 "ARL A0.x, zero.x;\n"
464 "MOV result.position, C[A0.x + 65];\n"
465 "END\n";
467 while(glGetError());
468 GL_EXTCALL(glGenProgramsARB(1, &prog));
469 if(!prog) {
470 ERR("Failed to create an ARB offset limit test program\n");
472 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, prog));
473 GL_EXTCALL(glProgramStringARB(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
474 strlen(testcode), testcode));
475 if(glGetError() != 0) {
476 TRACE("OpenGL implementation does not allow indirect addressing offsets > 63\n");
477 TRACE("error: %s\n", debugstr_a((const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB)));
478 ret = TRUE;
479 } else TRACE("OpenGL implementation allows offsets > 63\n");
481 GL_EXTCALL(glBindProgramARB(GL_VERTEX_PROGRAM_ARB, 0));
482 GL_EXTCALL(glDeleteProgramsARB(1, &prog));
483 checkGLcall("ARB vp offset limit test cleanup\n");
485 return ret;
488 static DWORD ver_for_ext(GL_SupportedExt ext)
490 unsigned int i;
491 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
492 if(EXTENSION_MAP[i].extension == ext) {
493 return EXTENSION_MAP[i].version;
496 return 0;
499 static BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info) {
500 const char *GL_Extensions = NULL;
501 const char *WGL_Extensions = NULL;
502 const char *gl_string = NULL;
503 const char *gl_string_cursor = NULL;
504 GLint gl_max;
505 GLfloat gl_floatv[2];
506 int major = 1, minor = 0;
507 BOOL return_value = TRUE;
508 unsigned i;
509 HDC hdc;
510 unsigned int vidmem=0;
512 TRACE_(d3d_caps)("(%p)\n", gl_info);
514 ENTER_GL();
516 gl_string = (const char *) glGetString(GL_RENDERER);
517 if (!gl_string) gl_string = "None";
518 strcpy(gl_info->gl_renderer, gl_string);
520 gl_string = (const char *) glGetString(GL_VENDOR);
521 TRACE_(d3d_caps)("Filling vendor string %s\n", gl_string);
522 if (gl_string != NULL) {
523 /* Fill in the GL vendor */
524 if (strstr(gl_string, "NVIDIA")) {
525 gl_info->gl_vendor = VENDOR_NVIDIA;
526 } else if (strstr(gl_string, "ATI")) {
527 gl_info->gl_vendor = VENDOR_ATI;
528 } else if (strstr(gl_string, "Intel(R)") ||
529 strstr(gl_info->gl_renderer, "Intel(R)") ||
530 strstr(gl_string, "Intel Inc.")) {
531 gl_info->gl_vendor = VENDOR_INTEL;
532 } else if (strstr(gl_string, "Mesa")) {
533 gl_info->gl_vendor = VENDOR_MESA;
534 } else {
535 gl_info->gl_vendor = VENDOR_WINE;
537 } else {
538 gl_info->gl_vendor = VENDOR_WINE;
542 TRACE_(d3d_caps)("found GL_VENDOR (%s)->(0x%04x)\n", debugstr_a(gl_string), gl_info->gl_vendor);
544 /* Parse the GL_VERSION field into major and minor information */
545 gl_string = (const char *) glGetString(GL_VERSION);
546 if (gl_string != NULL) {
548 /* First, parse the generic opengl version. This is supposed not to be convoluted with
549 * driver specific information
551 gl_string_cursor = gl_string;
552 major = atoi(gl_string_cursor);
553 if(major <= 0) {
554 ERR("Invalid opengl major version: %d\n", major);
556 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
557 ++gl_string_cursor;
559 if (*gl_string_cursor++ != '.') {
560 ERR_(d3d_caps)("Invalid opengl version string: %s\n", debugstr_a(gl_string));
562 minor = atoi(gl_string_cursor);
563 TRACE_(d3d_caps)("Found OpenGL version: %d.%d\n", major, minor);
564 gl_info->gl_version = MAKEDWORD_VERSION(major, minor);
566 /* Now parse the driver specific string which we'll report to the app */
567 switch (gl_info->gl_vendor) {
568 case VENDOR_NVIDIA:
569 gl_string_cursor = strstr(gl_string, "NVIDIA");
570 if (!gl_string_cursor) {
571 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
572 break;
575 gl_string_cursor = strstr(gl_string_cursor, " ");
576 if (!gl_string_cursor) {
577 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
578 break;
581 while (*gl_string_cursor == ' ') {
582 ++gl_string_cursor;
585 if (!*gl_string_cursor) {
586 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
587 break;
590 major = atoi(gl_string_cursor);
591 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
592 ++gl_string_cursor;
595 if (*gl_string_cursor++ != '.') {
596 ERR_(d3d_caps)("Invalid nVidia version string: %s\n", debugstr_a(gl_string));
597 break;
600 minor = atoi(gl_string_cursor);
601 minor = major*100+minor;
602 major = 10;
604 break;
606 case VENDOR_ATI:
607 major = minor = 0;
608 gl_string_cursor = strchr(gl_string, '-');
609 if (gl_string_cursor) {
610 int error = 0;
611 gl_string_cursor++;
613 /* Check if version number is of the form x.y.z */
614 if (*gl_string_cursor > '9' && *gl_string_cursor < '0')
615 error = 1;
616 if (!error && *(gl_string_cursor+2) > '9' && *(gl_string_cursor+2) < '0')
617 error = 1;
618 if (!error && *(gl_string_cursor+4) > '9' && *(gl_string_cursor+4) < '0')
619 error = 1;
620 if (!error && *(gl_string_cursor+1) != '.' && *(gl_string_cursor+3) != '.')
621 error = 1;
623 /* Mark version number as malformed */
624 if (error)
625 gl_string_cursor = 0;
628 if (!gl_string_cursor)
629 WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
630 else {
631 major = *gl_string_cursor - '0';
632 minor = (*(gl_string_cursor+2) - '0') * 256 + (*(gl_string_cursor+4) - '0');
634 break;
636 case VENDOR_INTEL:
637 /* Apple and Mesa version strings look differently, but both provide intel drivers */
638 if(strstr(gl_string, "APPLE")) {
639 /* [0-9]+.[0-9]+ APPLE-[0-9]+.[0.9]+.[0.9]+
640 * We only need the first part, and use the APPLE as identification
641 * "1.2 APPLE-1.4.56"
643 gl_string_cursor = gl_string;
644 major = atoi(gl_string_cursor);
645 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
646 ++gl_string_cursor;
649 if (*gl_string_cursor++ != '.') {
650 ERR_(d3d_caps)("Invalid MacOS-Intel version string: %s\n", debugstr_a(gl_string));
651 break;
654 minor = atoi(gl_string_cursor);
655 break;
658 case VENDOR_MESA:
659 gl_string_cursor = strstr(gl_string, "Mesa");
660 gl_string_cursor = strstr(gl_string_cursor, " ");
661 while (*gl_string_cursor && ' ' == *gl_string_cursor) ++gl_string_cursor;
662 if (*gl_string_cursor) {
663 char tmp[16];
664 int cursor = 0;
666 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
667 tmp[cursor++] = *gl_string_cursor;
668 ++gl_string_cursor;
670 tmp[cursor] = 0;
671 major = atoi(tmp);
673 if (*gl_string_cursor != '.') WARN_(d3d_caps)("malformed GL_VERSION (%s)\n", debugstr_a(gl_string));
674 ++gl_string_cursor;
676 cursor = 0;
677 while (*gl_string_cursor <= '9' && *gl_string_cursor >= '0') {
678 tmp[cursor++] = *gl_string_cursor;
679 ++gl_string_cursor;
681 tmp[cursor] = 0;
682 minor = atoi(tmp);
684 break;
686 default:
687 major = 0;
688 minor = 9;
690 gl_info->driver_version = MAKEDWORD_VERSION(major, minor);
691 TRACE_(d3d_caps)("found driver version (%s)->%i.%i->(0x%08x)\n", debugstr_a(gl_string), major, minor, gl_info->driver_version);
692 /* Current Windows drivers have versions like 6.14.... (some older have an earlier version) */
693 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
694 } else {
695 FIXME("OpenGL driver did not return version information\n");
696 gl_info->driver_version = MAKEDWORD_VERSION(0, 0);
697 gl_info->driver_version_hipart = MAKEDWORD_VERSION(6, 14);
700 TRACE_(d3d_caps)("found GL_RENDERER (%s)->(0x%04x)\n", debugstr_a(gl_info->gl_renderer), gl_info->gl_card);
703 * Initialize openGL extension related variables
704 * with Default values
706 memset(gl_info->supported, 0, sizeof(gl_info->supported));
707 gl_info->max_buffers = 1;
708 gl_info->max_textures = 1;
709 gl_info->max_texture_stages = 1;
710 gl_info->max_fragment_samplers = 1;
711 gl_info->max_vertex_samplers = 0;
712 gl_info->max_combined_samplers = gl_info->max_fragment_samplers + gl_info->max_vertex_samplers;
713 gl_info->max_sampler_stages = 1;
714 gl_info->ps_arb_version = PS_VERSION_NOT_SUPPORTED;
715 gl_info->ps_arb_max_temps = 0;
716 gl_info->ps_arb_max_instructions = 0;
717 gl_info->vs_arb_version = VS_VERSION_NOT_SUPPORTED;
718 gl_info->vs_arb_max_temps = 0;
719 gl_info->vs_arb_max_instructions = 0;
720 gl_info->vs_nv_version = VS_VERSION_NOT_SUPPORTED;
721 gl_info->vs_ati_version = VS_VERSION_NOT_SUPPORTED;
722 gl_info->vs_glsl_constantsF = 0;
723 gl_info->ps_glsl_constantsF = 0;
724 gl_info->vs_arb_constantsF = 0;
725 gl_info->ps_arb_constantsF = 0;
727 /* Retrieve opengl defaults */
728 glGetIntegerv(GL_MAX_CLIP_PLANES, &gl_max);
729 gl_info->max_clipplanes = min(WINED3DMAXUSERCLIPPLANES, gl_max);
730 TRACE_(d3d_caps)("ClipPlanes support - num Planes=%d\n", gl_max);
732 glGetIntegerv(GL_MAX_LIGHTS, &gl_max);
733 gl_info->max_lights = gl_max;
734 TRACE_(d3d_caps)("Lights support - max lights=%d\n", gl_max);
736 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max);
737 gl_info->max_texture_size = gl_max;
738 TRACE_(d3d_caps)("Maximum texture size support - max texture size=%d\n", gl_max);
740 glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, gl_floatv);
741 gl_info->max_pointsizemin = gl_floatv[0];
742 gl_info->max_pointsize = gl_floatv[1];
743 TRACE_(d3d_caps)("Maximum point size support - max point size=%f\n", gl_floatv[1]);
745 /* Parse the gl supported features, in theory enabling parts of our code appropriately */
746 GL_Extensions = (const char *) glGetString(GL_EXTENSIONS);
747 TRACE_(d3d_caps)("GL_Extensions reported:\n");
749 if (NULL == GL_Extensions) {
750 ERR(" GL_Extensions returns NULL\n");
751 } else {
752 while (*GL_Extensions != 0x00) {
753 const char *Start;
754 char ThisExtn[256];
755 size_t len;
757 while (isspace(*GL_Extensions)) GL_Extensions++;
758 Start = GL_Extensions;
759 while (!isspace(*GL_Extensions) && *GL_Extensions != 0x00) {
760 GL_Extensions++;
763 len = GL_Extensions - Start;
764 if (len == 0 || len >= sizeof(ThisExtn))
765 continue;
767 memcpy(ThisExtn, Start, len);
768 ThisExtn[len] = '\0';
769 TRACE_(d3d_caps)("- %s\n", ThisExtn);
771 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
772 if (!strcmp(ThisExtn, EXTENSION_MAP[i].extension_string)) {
773 TRACE_(d3d_caps)(" FOUND: %s support\n", EXTENSION_MAP[i].extension_string);
774 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
775 break;
780 LEAVE_GL();
782 /* Now work out what GL support this card really has */
783 #define USE_GL_FUNC(type, pfn, ext, replace) { \
784 DWORD ver = ver_for_ext(ext); \
785 if(gl_info->supported[ext]) gl_info->pfn = (type) pwglGetProcAddress(#pfn); \
786 else if(ver && ver <= gl_info->gl_version) gl_info->pfn = (type) pwglGetProcAddress(#replace); \
787 else gl_info->pfn = NULL; \
789 GL_EXT_FUNCS_GEN;
790 #undef USE_GL_FUNC
792 #define USE_GL_FUNC(type, pfn, ext, replace) gl_info->pfn = (type) pwglGetProcAddress(#pfn);
793 WGL_EXT_FUNCS_GEN;
794 #undef USE_GL_FUNC
796 ENTER_GL();
797 /* Now mark all the extensions supported which are included in the opengl core version. Do this *after*
798 * loading the functions, otherwise the code above will load the extension entry points instead of the
799 * core functions, which may not work
801 for (i = 0; i < (sizeof(EXTENSION_MAP) / sizeof(*EXTENSION_MAP)); ++i) {
802 if (gl_info->supported[EXTENSION_MAP[i].extension] == FALSE &&
803 EXTENSION_MAP[i].version <= gl_info->gl_version && EXTENSION_MAP[i].version) {
804 TRACE_(d3d_caps)(" GL CORE: %s support\n", EXTENSION_MAP[i].extension_string);
805 gl_info->supported[EXTENSION_MAP[i].extension] = TRUE;
809 if (gl_info->supported[APPLE_FENCE]) {
810 /* GL_NV_fence and GL_APPLE_fence provide the same functionality basically.
811 * The apple extension interacts with some other apple exts. Disable the NV
812 * extension if the apple one is support to prevent confusion in other parts
813 * of the code
815 gl_info->supported[NV_FENCE] = FALSE;
817 if (gl_info->supported[APPLE_FLOAT_PIXELS]) {
818 /* GL_APPLE_float_pixels == GL_ARB_texture_float + GL_ARB_half_float_pixel
820 * The enums are the same:
821 * GL_RGBA16F_ARB = GL_RGBA_FLOAT16_APPLE = 0x881A
822 * GL_RGB16F_ARB = GL_RGB_FLOAT16_APPLE = 0x881B
823 * GL_RGBA32F_ARB = GL_RGBA_FLOAT32_APPLE = 0x8814
824 * GL_RGB32F_ARB = GL_RGB_FLOAT32_APPLE = 0x8815
825 * GL_HALF_FLOAT_ARB = GL_HALF_APPLE = 0x140B
827 if(!gl_info->supported[ARB_TEXTURE_FLOAT]) {
828 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_texture_float support(from GL_APPLE_float_pixels\n");
829 gl_info->supported[ARB_TEXTURE_FLOAT] = TRUE;
831 if(!gl_info->supported[ARB_HALF_FLOAT_PIXEL]) {
832 TRACE_(d3d_caps)(" IMPLIED: GL_ARB_half_float_pixel support(from GL_APPLE_float_pixels\n");
833 gl_info->supported[ARB_HALF_FLOAT_PIXEL] = TRUE;
836 if (gl_info->supported[ARB_TEXTURE_CUBE_MAP]) {
837 TRACE_(d3d_caps)(" IMPLIED: NVIDIA (NV) Texture Gen Reflection support\n");
838 gl_info->supported[NV_TEXGEN_REFLECTION] = TRUE;
840 if (gl_info->supported[NV_TEXTURE_SHADER2]) {
841 if(gl_info->supported[NV_REGISTER_COMBINERS]) {
842 /* Also disable ATI_FRAGMENT_SHADER if register combiners and texture_shader2
843 * are supported. The nv extensions provide the same functionality as the
844 * ATI one, and a bit more(signed pixelformats)
846 gl_info->supported[ATI_FRAGMENT_SHADER] = FALSE;
849 if (gl_info->supported[ARB_DRAW_BUFFERS]) {
850 glGetIntegerv(GL_MAX_DRAW_BUFFERS_ARB, &gl_max);
851 gl_info->max_buffers = gl_max;
852 TRACE_(d3d_caps)("Max draw buffers: %u\n", gl_max);
854 if (gl_info->supported[ARB_MULTITEXTURE]) {
855 glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &gl_max);
856 gl_info->max_textures = min(MAX_TEXTURES, gl_max);
857 TRACE_(d3d_caps)("Max textures: %d\n", gl_info->max_textures);
859 if (gl_info->supported[NV_REGISTER_COMBINERS]) {
860 GLint tmp;
861 glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &tmp);
862 gl_info->max_texture_stages = min(MAX_TEXTURES, tmp);
863 } else {
864 gl_info->max_texture_stages = min(MAX_TEXTURES, gl_max);
866 TRACE_(d3d_caps)("Max texture stages: %d\n", gl_info->max_texture_stages);
868 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
869 GLint tmp;
870 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
871 gl_info->max_fragment_samplers = min(MAX_FRAGMENT_SAMPLERS, tmp);
872 } else {
873 gl_info->max_fragment_samplers = max(gl_info->max_fragment_samplers, gl_max);
875 TRACE_(d3d_caps)("Max fragment samplers: %d\n", gl_info->max_fragment_samplers);
877 if (gl_info->supported[ARB_VERTEX_SHADER]) {
878 GLint tmp;
879 glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB, &tmp);
880 gl_info->max_vertex_samplers = tmp;
881 glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB, &tmp);
882 gl_info->max_combined_samplers = tmp;
884 /* Loading GLSL sampler uniforms is much simpler if we can assume that the sampler setup
885 * is known at shader link time. In a vertex shader + pixel shader combination this isn't
886 * an issue because then the sampler setup only depends on the two shaders. If a pixel
887 * shader is used with fixed function vertex processing we're fine too because fixed function
888 * vertex processing doesn't use any samplers. If fixed function fragment processing is
889 * used we have to make sure that all vertex sampler setups are valid together with all
890 * possible fixed function fragment processing setups. This is true if vsamplers + MAX_TEXTURES
891 * <= max_samplers. This is true on all d3d9 cards that support vtf(gf 6 and gf7 cards).
892 * dx9 radeon cards do not support vertex texture fetch. DX10 cards have 128 samplers, and
893 * dx9 is limited to 8 fixed function texture stages and 4 vertex samplers. DX10 does not have
894 * a fixed function pipeline anymore.
896 * So this is just a check to check that our assumption holds true. If not, write a warning
897 * and reduce the number of vertex samplers or probably disable vertex texture fetch.
899 if(gl_info->max_vertex_samplers &&
900 MAX_TEXTURES + gl_info->max_vertex_samplers > gl_info->max_combined_samplers) {
901 FIXME("OpenGL implementation supports %u vertex samplers and %u total samplers\n",
902 gl_info->max_vertex_samplers, gl_info->max_combined_samplers);
903 FIXME("Expected vertex samplers + MAX_TEXTURES(=8) > combined_samplers\n");
904 if( gl_info->max_combined_samplers > MAX_TEXTURES )
905 gl_info->max_vertex_samplers =
906 gl_info->max_combined_samplers - MAX_TEXTURES;
907 else
908 gl_info->max_vertex_samplers = 0;
910 } else {
911 gl_info->max_combined_samplers = gl_info->max_fragment_samplers;
913 TRACE_(d3d_caps)("Max vertex samplers: %u\n", gl_info->max_vertex_samplers);
914 TRACE_(d3d_caps)("Max combined samplers: %u\n", gl_info->max_combined_samplers);
916 if (gl_info->supported[ARB_VERTEX_BLEND]) {
917 glGetIntegerv(GL_MAX_VERTEX_UNITS_ARB, &gl_max);
918 gl_info->max_blends = gl_max;
919 TRACE_(d3d_caps)("Max blends: %u\n", gl_info->max_blends);
921 if (gl_info->supported[EXT_TEXTURE3D]) {
922 glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE_EXT, &gl_max);
923 gl_info->max_texture3d_size = gl_max;
924 TRACE_(d3d_caps)("Max texture3D size: %d\n", gl_info->max_texture3d_size);
926 if (gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC]) {
927 glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max);
928 gl_info->max_anisotropy = gl_max;
929 TRACE_(d3d_caps)("Max anisotropy: %d\n", gl_info->max_anisotropy);
931 if (gl_info->supported[ARB_FRAGMENT_PROGRAM]) {
932 gl_info->ps_arb_version = PS_VERSION_11;
933 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
934 gl_info->ps_arb_constantsF = gl_max;
935 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM float constants: %d\n", gl_info->ps_arb_constantsF);
936 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
937 gl_info->ps_arb_max_temps = gl_max;
938 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native temporaries: %d\n", gl_info->ps_arb_max_temps);
939 GL_EXTCALL(glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
940 gl_info->ps_arb_max_instructions = gl_max;
941 TRACE_(d3d_caps)("Max ARB_FRAGMENT_PROGRAM native instructions: %d\n", gl_info->ps_arb_max_instructions);
943 if (gl_info->supported[ARB_VERTEX_PROGRAM]) {
944 gl_info->vs_arb_version = VS_VERSION_11;
945 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, &gl_max));
946 gl_info->vs_arb_constantsF = gl_max;
947 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM float constants: %d\n", gl_info->vs_arb_constantsF);
948 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB, &gl_max));
949 gl_info->vs_arb_max_temps = gl_max;
950 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native temporaries: %d\n", gl_info->vs_arb_max_temps);
951 GL_EXTCALL(glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB, &gl_max));
952 gl_info->vs_arb_max_instructions = gl_max;
953 TRACE_(d3d_caps)("Max ARB_VERTEX_PROGRAM native instructions: %d\n", gl_info->vs_arb_max_instructions);
955 gl_info->arb_vs_offset_limit = test_arb_vs_offset_limit(gl_info);
957 if (gl_info->supported[ARB_VERTEX_SHADER]) {
958 glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB, &gl_max);
959 gl_info->vs_glsl_constantsF = gl_max / 4;
960 TRACE_(d3d_caps)("Max ARB_VERTEX_SHADER float constants: %u\n", gl_info->vs_glsl_constantsF);
962 if (gl_info->supported[ARB_FRAGMENT_SHADER]) {
963 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB, &gl_max);
964 gl_info->ps_glsl_constantsF = gl_max / 4;
965 TRACE_(d3d_caps)("Max ARB_FRAGMENT_SHADER float constants: %u\n", gl_info->ps_glsl_constantsF);
966 glGetIntegerv(GL_MAX_VARYING_FLOATS_ARB, &gl_max);
967 gl_info->max_glsl_varyings = gl_max;
968 TRACE_(d3d_caps)("Max GLSL varyings: %u (%u 4 component varyings)\n", gl_max, gl_max / 4);
970 if (gl_info->supported[EXT_VERTEX_SHADER]) {
971 gl_info->vs_ati_version = VS_VERSION_11;
973 if (gl_info->supported[NV_VERTEX_PROGRAM3]) {
974 gl_info->vs_nv_version = VS_VERSION_30;
975 } else if (gl_info->supported[NV_VERTEX_PROGRAM2]) {
976 gl_info->vs_nv_version = VS_VERSION_20;
977 } else if (gl_info->supported[NV_VERTEX_PROGRAM1_1]) {
978 gl_info->vs_nv_version = VS_VERSION_11;
979 } else if (gl_info->supported[NV_VERTEX_PROGRAM]) {
980 gl_info->vs_nv_version = VS_VERSION_10;
982 if (gl_info->supported[NV_FRAGMENT_PROGRAM2]) {
983 gl_info->ps_nv_version = PS_VERSION_30;
984 } else if (gl_info->supported[NV_FRAGMENT_PROGRAM]) {
985 gl_info->ps_nv_version = PS_VERSION_20;
987 if (gl_info->supported[NV_LIGHT_MAX_EXPONENT]) {
988 glGetFloatv(GL_MAX_SHININESS_NV, &gl_info->max_shininess);
989 } else {
990 gl_info->max_shininess = 128.0;
992 if (gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO]) {
993 /* If we have full NP2 texture support, disable GL_ARB_texture_rectangle because we will never use it.
994 * This saves a few redundant glDisable calls
996 gl_info->supported[ARB_TEXTURE_RECTANGLE] = FALSE;
998 if(gl_info->supported[ATI_FRAGMENT_SHADER]) {
999 /* Disable NV_register_combiners and fragment shader if this is supported.
1000 * generally the NV extensions are preferred over the ATI ones, and this
1001 * extension is disabled if register_combiners and texture_shader2 are both
1002 * supported. So we reach this place only if we have incomplete NV dxlevel 8
1003 * fragment processing support
1005 gl_info->supported[NV_REGISTER_COMBINERS] = FALSE;
1006 gl_info->supported[NV_REGISTER_COMBINERS2] = FALSE;
1007 gl_info->supported[NV_TEXTURE_SHADER] = FALSE;
1008 gl_info->supported[NV_TEXTURE_SHADER2] = FALSE;
1009 gl_info->supported[NV_TEXTURE_SHADER3] = FALSE;
1013 checkGLcall("extension detection\n");
1015 /* In some cases the number of texture stages can be larger than the number
1016 * of samplers. The GF4 for example can use only 2 samplers (no fragment
1017 * shaders), but 8 texture stages (register combiners). */
1018 gl_info->max_sampler_stages = max(gl_info->max_fragment_samplers, gl_info->max_texture_stages);
1020 /* We can only use ORM_FBO when the hardware supports it. */
1021 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO && !gl_info->supported[EXT_FRAMEBUFFER_OBJECT]) {
1022 WARN_(d3d_caps)("GL_EXT_framebuffer_object not supported, falling back to PBuffer offscreen rendering mode.\n");
1023 wined3d_settings.offscreen_rendering_mode = ORM_PBUFFER;
1026 /* MRTs are currently only supported when FBOs are used. */
1027 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO) {
1028 gl_info->max_buffers = 1;
1031 /* Below is a list of Nvidia and ATI GPUs. Both vendors have dozens of different GPUs with roughly the same
1032 * features. In most cases GPUs from a certain family differ in clockspeeds, the amount of video memory and
1033 * in case of the latest videocards in the number of pixel/vertex pipelines.
1035 * A Direct3D device object contains the PCI id (vendor + device) of the videocard which is used for
1036 * rendering. Various games use this information to get a rough estimation of the features of the card
1037 * and some might use it for enabling 3d effects only on certain types of videocards. In some cases
1038 * games might even use it to work around bugs which happen on certain videocards/driver combinations.
1039 * The problem is that OpenGL only exposes a rendering string containing the name of the videocard and
1040 * not the PCI id.
1042 * Various games depend on the PCI id, so somehow we need to provide one. A simple option is to parse
1043 * the renderer string and translate this to the right PCI id. This is a lot of work because there are more
1044 * than 200 GPUs just for Nvidia. Various cards share the same renderer string, so the amount of code might
1045 * be 'small' but there are quite a number of exceptions which would make this a pain to maintain.
1046 * Another way would be to query the PCI id from the operating system (assuming this is the videocard which
1047 * is used for rendering which is not always the case). This would work but it is not very portable. Second
1048 * it would not work well in, let's say, a remote X situation in which the amount of 3d features which can be used
1049 * is limited.
1051 * As said most games only use the PCI id to get an indication of the capabilities of the card.
1052 * It doesn't really matter if the given id is the correct one if we return the id of a card with
1053 * similar 3d features.
1055 * The code below checks the OpenGL capabilities of a videocard and matches that to a certain level of
1056 * Direct3D functionality. Once a card passes the Direct3D9 check, we know that the card (in case of Nvidia)
1057 * is at least a GeforceFX. To give a better estimate we do a basic check on the renderer string but if that
1058 * won't pass we return a default card. This way is better than maintaining a full card database as even
1059 * without a full database we can return a card with similar features. Second the size of the database
1060 * can be made quite small because when you know what type of 3d functionality a card has, you know to which
1061 * GPU family the GPU must belong. Because of this you only have to check a small part of the renderer string
1062 * to distinguishes between different models from that family.
1064 * The code also selects a default amount of video memory which we will use for an estimation of the amount
1065 * of free texture memory. In case of real D3D the amount of texture memory includes video memory and system
1066 * memory (to be specific AGP memory or in case of PCIE TurboCache/HyperMemory). We don't know how much
1067 * system memory can be addressed by the system but we can make a reasonable estimation about the amount of
1068 * video memory. If the value is slightly wrong it doesn't matter as we didn't include AGP-like memory which
1069 * makes the amount of addressable memory higher and second OpenGL isn't that critical it moves to system
1070 * memory behind our backs if really needed.
1071 * Note that the amount of video memory can be overruled using a registry setting.
1073 switch (gl_info->gl_vendor) {
1074 case VENDOR_NVIDIA:
1075 /* Both the GeforceFX, 6xxx and 7xxx series support D3D9. The last two types have more
1076 * shader capabilities, so we use the shader capabilities to distinguish between FX and 6xxx/7xxx.
1078 if(WINE_D3D9_CAPABLE(gl_info) && (gl_info->vs_nv_version == VS_VERSION_30)) {
1079 /* Geforce 200 - highend */
1080 if(strstr(gl_info->gl_renderer, "GTX 280") ||
1081 strstr(gl_info->gl_renderer, "GTX 285") ||
1082 strstr(gl_info->gl_renderer, "GTX 295"))
1084 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX280;
1085 vidmem = 1024;
1087 /* Geforce 200 - midend high */
1088 if(strstr(gl_info->gl_renderer, "GTX 275")) {
1089 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX275;
1090 vidmem = 896;
1092 /* Geforce 200 - midend */
1093 if(strstr(gl_info->gl_renderer, "GTX 260")) {
1094 gl_info->gl_card = CARD_NVIDIA_GEFORCE_GTX260;
1095 vidmem = 1024;
1097 /* Geforce9 - highend / Geforce 200 - midend (GTS 150/250 are based on the same core) */
1098 else if(strstr(gl_info->gl_renderer, "9800") ||
1099 strstr(gl_info->gl_renderer, "GTS 150") ||
1100 strstr(gl_info->gl_renderer, "GTS 250"))
1102 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9800GT;
1103 vidmem = 512;
1105 /* Geforce9 - midend */
1106 else if(strstr(gl_info->gl_renderer, "9600")) {
1107 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9600GT;
1108 vidmem = 384; /* The 9600GSO has 384MB, the 9600GT has 512-1024MB */
1110 /* Geforce9 - midend low / Geforce 200 - low*/
1111 else if(strstr(gl_info->gl_renderer, "9500") ||
1112 strstr(gl_info->gl_renderer, "GT 120") ||
1113 strstr(gl_info->gl_renderer, "GT 130"))
1115 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9500GT;
1116 vidmem = 256; /* The 9500GT has 256-1024MB */
1118 /* Geforce9 - lowend */
1119 else if(strstr(gl_info->gl_renderer, "9400")) {
1120 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9400GT;
1121 vidmem = 256; /* The 9400GT has 256-1024MB */
1123 /* Geforce9 - lowend low */
1124 else if(strstr(gl_info->gl_renderer, "9100") ||
1125 strstr(gl_info->gl_renderer, "9200") ||
1126 strstr(gl_info->gl_renderer, "9300") ||
1127 strstr(gl_info->gl_renderer, "G 100"))
1129 gl_info->gl_card = CARD_NVIDIA_GEFORCE_9200;
1130 vidmem = 256; /* The 9100-9300 cards have 256MB */
1132 /* Geforce8 - highend */
1133 else if (strstr(gl_info->gl_renderer, "8800")) {
1134 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8800GTS;
1135 vidmem = 320; /* The 8800GTS uses 320MB, a 8800GTX can have 768MB */
1137 /* Geforce8 - midend mobile */
1138 else if(strstr(gl_info->gl_renderer, "8600 M")) {
1139 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600MGT;
1140 vidmem = 512;
1142 /* Geforce8 - midend */
1143 else if(strstr(gl_info->gl_renderer, "8600") ||
1144 strstr(gl_info->gl_renderer, "8700"))
1146 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8600GT;
1147 vidmem = 256;
1149 /* Geforce8 - lowend */
1150 else if(strstr(gl_info->gl_renderer, "8300") ||
1151 strstr(gl_info->gl_renderer, "8400") ||
1152 strstr(gl_info->gl_renderer, "8500"))
1154 gl_info->gl_card = CARD_NVIDIA_GEFORCE_8300GS;
1155 vidmem = 128; /* 128-256MB for a 8300, 256-512MB for a 8400 */
1157 /* Geforce7 - highend */
1158 else if(strstr(gl_info->gl_renderer, "7800") ||
1159 strstr(gl_info->gl_renderer, "7900") ||
1160 strstr(gl_info->gl_renderer, "7950") ||
1161 strstr(gl_info->gl_renderer, "Quadro FX 4") ||
1162 strstr(gl_info->gl_renderer, "Quadro FX 5"))
1164 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7800GT;
1165 vidmem = 256; /* A 7800GT uses 256MB while highend 7900 cards can use 512MB */
1167 /* Geforce7 midend */
1168 else if(strstr(gl_info->gl_renderer, "7600") ||
1169 strstr(gl_info->gl_renderer, "7700")) {
1170 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7600;
1171 vidmem = 256; /* The 7600 uses 256-512MB */
1172 /* Geforce7 lower medium */
1173 } else if(strstr(gl_info->gl_renderer, "7400")) {
1174 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7400;
1175 vidmem = 256; /* The 7400 uses 256-512MB */
1177 /* Geforce7 lowend */
1178 else if(strstr(gl_info->gl_renderer, "7300")) {
1179 gl_info->gl_card = CARD_NVIDIA_GEFORCE_7300;
1180 vidmem = 256; /* Mac Pros with this card have 256 MB */
1182 /* Geforce6 highend */
1183 else if(strstr(gl_info->gl_renderer, "6800"))
1185 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6800;
1186 vidmem = 128; /* The 6800 uses 128-256MB, the 7600 uses 256-512MB */
1188 /* Geforce6 - midend */
1189 else if(strstr(gl_info->gl_renderer, "6600") ||
1190 strstr(gl_info->gl_renderer, "6610") ||
1191 strstr(gl_info->gl_renderer, "6700"))
1193 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6600GT;
1194 vidmem = 128; /* A 6600GT has 128-256MB */
1196 /* Geforce6/7 lowend */
1197 else {
1198 gl_info->gl_card = CARD_NVIDIA_GEFORCE_6200; /* Geforce 6100/6150/6200/7300/7400/7500 */
1199 vidmem = 64; /* */
1201 } else if(WINE_D3D9_CAPABLE(gl_info)) {
1202 /* GeforceFX - highend */
1203 if (strstr(gl_info->gl_renderer, "5800") ||
1204 strstr(gl_info->gl_renderer, "5900") ||
1205 strstr(gl_info->gl_renderer, "5950") ||
1206 strstr(gl_info->gl_renderer, "Quadro FX"))
1208 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5800;
1209 vidmem = 256; /* 5800-5900 cards use 256MB */
1211 /* GeforceFX - midend */
1212 else if(strstr(gl_info->gl_renderer, "5600") ||
1213 strstr(gl_info->gl_renderer, "5650") ||
1214 strstr(gl_info->gl_renderer, "5700") ||
1215 strstr(gl_info->gl_renderer, "5750"))
1217 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1218 vidmem = 128; /* A 5600 uses 128-256MB */
1220 /* GeforceFX - lowend */
1221 else {
1222 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5200; /* GeforceFX 5100/5200/5250/5300/5500 */
1223 vidmem = 64; /* Normal FX5200 cards use 64-256MB; laptop (non-standard) can have less */
1225 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1226 if (strstr(gl_info->gl_renderer, "GeForce4 Ti") || strstr(gl_info->gl_renderer, "Quadro4")) {
1227 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_TI4200; /* Geforce4 Ti4200/Ti4400/Ti4600/Ti4800, Quadro4 */
1228 vidmem = 64; /* Geforce4 Ti cards have 64-128MB */
1230 else {
1231 gl_info->gl_card = CARD_NVIDIA_GEFORCE3; /* Geforce3 standard/Ti200/Ti500, Quadro DCC */
1232 vidmem = 64; /* Geforce3 cards have 64-128MB */
1234 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1235 if (strstr(gl_info->gl_renderer, "GeForce4 MX")) {
1236 gl_info->gl_card = CARD_NVIDIA_GEFORCE4_MX; /* MX420/MX440/MX460/MX4000 */
1237 vidmem = 64; /* Most Geforce4MX GPUs have at least 64MB of memory, some early models had 32MB but most have 64MB or even 128MB */
1239 else if(strstr(gl_info->gl_renderer, "GeForce2 MX") || strstr(gl_info->gl_renderer, "Quadro2 MXR")) {
1240 gl_info->gl_card = CARD_NVIDIA_GEFORCE2_MX; /* Geforce2 standard/MX100/MX200/MX400, Quadro2 MXR */
1241 vidmem = 32; /* Geforce2MX GPUs have 32-64MB of video memory */
1243 else if(strstr(gl_info->gl_renderer, "GeForce2") || strstr(gl_info->gl_renderer, "Quadro2")) {
1244 gl_info->gl_card = CARD_NVIDIA_GEFORCE2; /* Geforce2 GTS/Pro/Ti/Ultra, Quadro2 */
1245 vidmem = 32; /* Geforce2 GPUs have 32-64MB of video memory */
1247 else {
1248 gl_info->gl_card = CARD_NVIDIA_GEFORCE; /* Geforce 256/DDR, Quadro */
1249 vidmem = 32; /* Most Geforce1 cards have 32MB, there are also some rare 16 and 64MB (Dell) models */
1251 } else {
1252 if (strstr(gl_info->gl_renderer, "TNT2")) {
1253 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT2; /* Riva TNT2 standard/M64/Pro/Ultra */
1254 vidmem = 32; /* Most TNT2 boards have 32MB, though there are 16MB boards too */
1256 else {
1257 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT; /* Riva TNT, Vanta */
1258 vidmem = 16; /* Most TNT boards have 16MB, some rare models have 8MB */
1261 break;
1262 case VENDOR_ATI:
1263 if(WINE_D3D9_CAPABLE(gl_info)) {
1264 /* Radeon R6xx HD2900/HD3800 - highend */
1265 if (strstr(gl_info->gl_renderer, "HD 2900") ||
1266 strstr(gl_info->gl_renderer, "HD 3870") ||
1267 strstr(gl_info->gl_renderer, "HD 3850"))
1269 gl_info->gl_card = CARD_ATI_RADEON_HD2900;
1270 vidmem = 512; /* HD2900/HD3800 uses 256-1024MB */
1272 /* Radeon R6xx HD2600/HD3600 - midend; HD3830 is China-only midend */
1273 else if (strstr(gl_info->gl_renderer, "HD 2600") ||
1274 strstr(gl_info->gl_renderer, "HD 3830") ||
1275 strstr(gl_info->gl_renderer, "HD 3690") ||
1276 strstr(gl_info->gl_renderer, "HD 3650"))
1278 gl_info->gl_card = CARD_ATI_RADEON_HD2600;
1279 vidmem = 256; /* HD2600/HD3600 uses 256-512MB */
1281 /* Radeon R6xx HD2300/HD2400/HD3400 - lowend */
1282 else if (strstr(gl_info->gl_renderer, "HD 2300") ||
1283 strstr(gl_info->gl_renderer, "HD 2400") ||
1284 strstr(gl_info->gl_renderer, "HD 3470") ||
1285 strstr(gl_info->gl_renderer, "HD 3450") ||
1286 strstr(gl_info->gl_renderer, "HD 3430"))
1288 gl_info->gl_card = CARD_ATI_RADEON_HD2300;
1289 vidmem = 128; /* HD2300 uses at least 128MB, HD2400 uses 256MB */
1291 /* Radeon R6xx/R7xx integrated */
1292 else if (strstr(gl_info->gl_renderer, "HD 3100") ||
1293 strstr(gl_info->gl_renderer, "HD 3200") ||
1294 strstr(gl_info->gl_renderer, "HD 3300"))
1296 gl_info->gl_card = CARD_ATI_RADEON_HD3200;
1297 vidmem = 128; /* 128MB */
1299 /* Radeon R5xx */
1300 else if (strstr(gl_info->gl_renderer, "X1600") ||
1301 strstr(gl_info->gl_renderer, "X1650") ||
1302 strstr(gl_info->gl_renderer, "X1800") ||
1303 strstr(gl_info->gl_renderer, "X1900") ||
1304 strstr(gl_info->gl_renderer, "X1950"))
1306 gl_info->gl_card = CARD_ATI_RADEON_X1600;
1307 vidmem = 128; /* X1600 uses 128-256MB, >=X1800 uses 256MB */
1309 /* Radeon R4xx + X1300/X1400/X1450/X1550/X2300 (lowend R5xx) */
1310 else if(strstr(gl_info->gl_renderer, "X700") ||
1311 strstr(gl_info->gl_renderer, "X800") ||
1312 strstr(gl_info->gl_renderer, "X850") ||
1313 strstr(gl_info->gl_renderer, "X1300") ||
1314 strstr(gl_info->gl_renderer, "X1400") ||
1315 strstr(gl_info->gl_renderer, "X1450") ||
1316 strstr(gl_info->gl_renderer, "X1550"))
1318 gl_info->gl_card = CARD_ATI_RADEON_X700;
1319 vidmem = 128; /* x700/x8*0 use 128-256MB, >=x1300 128-512MB */
1321 /* Radeon Xpress Series - onboard, DX9b, Shader 2.0, 300-400MHz */
1322 else if(strstr(gl_info->gl_renderer, "Radeon Xpress"))
1324 gl_info->gl_card = CARD_ATI_RADEON_XPRESS_200M;
1325 vidmem = 64; /* Shared RAM, BIOS configurable, 64-256M */
1327 /* Radeon R3xx */
1328 else {
1329 gl_info->gl_card = CARD_ATI_RADEON_9500; /* Radeon 9500/9550/9600/9700/9800/X300/X550/X600 */
1330 vidmem = 64; /* Radeon 9500 uses 64MB, higher models use up to 256MB */
1332 } else if(WINE_D3D8_CAPABLE(gl_info)) {
1333 gl_info->gl_card = CARD_ATI_RADEON_8500; /* Radeon 8500/9000/9100/9200/9300 */
1334 vidmem = 64; /* 8500/9000 cards use mostly 64MB, though there are 32MB and 128MB models */
1335 } else if(WINE_D3D7_CAPABLE(gl_info)) {
1336 gl_info->gl_card = CARD_ATI_RADEON_7200; /* Radeon 7000/7100/7200/7500 */
1337 vidmem = 32; /* There are models with up to 64MB */
1338 } else {
1339 gl_info->gl_card = CARD_ATI_RAGE_128PRO;
1340 vidmem = 16; /* There are 16-32MB models */
1342 break;
1343 case VENDOR_INTEL:
1344 if (strstr(gl_info->gl_renderer, "GMA 950") ||
1345 strstr(gl_info->gl_renderer, "945GM")) {
1346 /* MacOS calls the card GMA 950, but everywhere else the PCI ID is named 945GM */
1347 gl_info->gl_card = CARD_INTEL_I945GM;
1348 vidmem = 64;
1349 } else if (strstr(gl_info->gl_renderer, "915GM")) {
1350 gl_info->gl_card = CARD_INTEL_I915GM;
1351 } else if (strstr(gl_info->gl_renderer, "915G")) {
1352 gl_info->gl_card = CARD_INTEL_I915G;
1353 } else if (strstr(gl_info->gl_renderer, "865G")) {
1354 gl_info->gl_card = CARD_INTEL_I865G;
1355 } else if (strstr(gl_info->gl_renderer, "855G")) {
1356 gl_info->gl_card = CARD_INTEL_I855G;
1357 } else if (strstr(gl_info->gl_renderer, "830G")) {
1358 gl_info->gl_card = CARD_INTEL_I830G;
1359 } else {
1360 gl_info->gl_card = CARD_INTEL_I915G;
1362 break;
1363 case VENDOR_MESA:
1364 case VENDOR_WINE:
1365 default:
1366 /* Default to generic Nvidia hardware based on the supported OpenGL extensions. The choice
1367 * for Nvidia was because the hardware and drivers they make are of good quality. This makes
1368 * them a good generic choice.
1370 gl_info->gl_vendor = VENDOR_NVIDIA;
1371 if(WINE_D3D9_CAPABLE(gl_info))
1372 gl_info->gl_card = CARD_NVIDIA_GEFORCEFX_5600;
1373 else if(WINE_D3D8_CAPABLE(gl_info))
1374 gl_info->gl_card = CARD_NVIDIA_GEFORCE3;
1375 else if(WINE_D3D7_CAPABLE(gl_info))
1376 gl_info->gl_card = CARD_NVIDIA_GEFORCE;
1377 else if(WINE_D3D6_CAPABLE(gl_info))
1378 gl_info->gl_card = CARD_NVIDIA_RIVA_TNT;
1379 else
1380 gl_info->gl_card = CARD_NVIDIA_RIVA_128;
1382 TRACE_(d3d_caps)("FOUND (fake) card: 0x%x (vendor id), 0x%x (device id)\n", gl_info->gl_vendor, gl_info->gl_card);
1384 /* If we have an estimate use it, else default to 64MB; */
1385 if(vidmem)
1386 gl_info->vidmem = vidmem*1024*1024; /* convert from MBs to bytes */
1387 else
1388 gl_info->vidmem = WINE_DEFAULT_VIDMEM;
1390 /* Load all the lookup tables */
1391 for (i = 0; i < MAX_LOOKUPS; i++) {
1392 stateLookup[i] = HeapAlloc(GetProcessHeap(), 0, sizeof(*stateLookup[i]) * (1 + maxLookup[i] - minLookup[i]) );
1395 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_WRAP - minLookup[WINELOOKUP_WARPPARAM]] = GL_REPEAT;
1396 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_CLAMP - minLookup[WINELOOKUP_WARPPARAM]] = GL_CLAMP_TO_EDGE;
1397 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1398 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1399 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_BORDER - minLookup[WINELOOKUP_WARPPARAM]] =
1400 gl_info->supported[ARB_TEXTURE_BORDER_CLAMP] ? GL_CLAMP_TO_BORDER_ARB : GL_REPEAT;
1401 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRROR - minLookup[WINELOOKUP_WARPPARAM]] =
1402 gl_info->supported[ARB_TEXTURE_MIRRORED_REPEAT] ? GL_MIRRORED_REPEAT_ARB : GL_REPEAT;
1403 stateLookup[WINELOOKUP_WARPPARAM][WINED3DTADDRESS_MIRRORONCE - minLookup[WINELOOKUP_WARPPARAM]] =
1404 gl_info->supported[ATI_TEXTURE_MIRROR_ONCE] ? GL_MIRROR_CLAMP_TO_EDGE_ATI : GL_REPEAT;
1406 magLookup[WINED3DTEXF_NONE - WINED3DTEXF_NONE] = GL_NEAREST;
1407 magLookup[WINED3DTEXF_POINT - WINED3DTEXF_NONE] = GL_NEAREST;
1408 magLookup[WINED3DTEXF_LINEAR - WINED3DTEXF_NONE] = GL_LINEAR;
1409 magLookup[WINED3DTEXF_ANISOTROPIC - WINED3DTEXF_NONE] =
1410 gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR : GL_NEAREST;
1413 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1414 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_POINT] = GL_LINEAR;
1415 minMipLookup[WINED3DTEXF_NONE].mip[WINED3DTEXF_LINEAR] = GL_LINEAR;
1416 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_NONE] = GL_NEAREST;
1417 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_POINT] = GL_NEAREST_MIPMAP_NEAREST;
1418 minMipLookup[WINED3DTEXF_POINT].mip[WINED3DTEXF_LINEAR] = GL_NEAREST_MIPMAP_LINEAR;
1419 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_NONE] = GL_LINEAR;
1420 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_POINT] = GL_LINEAR_MIPMAP_NEAREST;
1421 minMipLookup[WINED3DTEXF_LINEAR].mip[WINED3DTEXF_LINEAR] = GL_LINEAR_MIPMAP_LINEAR;
1422 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_NONE]
1423 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1424 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_POINT]
1425 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR;
1426 minMipLookup[WINED3DTEXF_ANISOTROPIC].mip[WINED3DTEXF_LINEAR]
1427 = gl_info->supported[EXT_TEXTURE_FILTER_ANISOTROPIC] ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
1429 /* TODO: config lookups */
1431 /* Make sure there's an active HDC else the WGL extensions will fail */
1432 hdc = pwglGetCurrentDC();
1433 if (hdc) {
1434 /* Not all GL drivers might offer WGL extensions e.g. VirtualBox */
1435 if(GL_EXTCALL(wglGetExtensionsStringARB))
1436 WGL_Extensions = GL_EXTCALL(wglGetExtensionsStringARB(hdc));
1438 if (NULL == WGL_Extensions) {
1439 ERR(" WGL_Extensions returns NULL\n");
1440 } else {
1441 TRACE_(d3d_caps)("WGL_Extensions reported:\n");
1442 while (*WGL_Extensions != 0x00) {
1443 const char *Start;
1444 char ThisExtn[256];
1445 size_t len;
1447 while (isspace(*WGL_Extensions)) WGL_Extensions++;
1448 Start = WGL_Extensions;
1449 while (!isspace(*WGL_Extensions) && *WGL_Extensions != 0x00) {
1450 WGL_Extensions++;
1453 len = WGL_Extensions - Start;
1454 if (len == 0 || len >= sizeof(ThisExtn))
1455 continue;
1457 memcpy(ThisExtn, Start, len);
1458 ThisExtn[len] = '\0';
1459 TRACE_(d3d_caps)("- %s\n", ThisExtn);
1461 if (!strcmp(ThisExtn, "WGL_ARB_pbuffer")) {
1462 gl_info->supported[WGL_ARB_PBUFFER] = TRUE;
1463 TRACE_(d3d_caps)("FOUND: WGL_ARB_pbuffer support\n");
1465 if (!strcmp(ThisExtn, "WGL_ARB_pixel_format")) {
1466 gl_info->supported[WGL_ARB_PIXEL_FORMAT] = TRUE;
1467 TRACE_(d3d_caps)("FOUND: WGL_ARB_pixel_format support\n");
1469 if (!strcmp(ThisExtn, "WGL_WINE_pixel_format_passthrough")) {
1470 gl_info->supported[WGL_WINE_PIXEL_FORMAT_PASSTHROUGH] = TRUE;
1471 TRACE_(d3d_caps)("FOUND: WGL_WINE_pixel_format_passthrough support\n");
1476 LEAVE_GL();
1478 return return_value;
1481 /**********************************************************
1482 * IWineD3D implementation follows
1483 **********************************************************/
1485 static UINT WINAPI IWineD3DImpl_GetAdapterCount (IWineD3D *iface) {
1486 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1488 TRACE_(d3d_caps)("(%p): Reporting %u adapters\n", This, This->adapter_count);
1490 return This->adapter_count;
1493 static HRESULT WINAPI IWineD3DImpl_RegisterSoftwareDevice(IWineD3D *iface, void* pInitializeFunction) {
1494 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1495 FIXME("(%p)->(%p): stub\n", This, pInitializeFunction);
1496 return WINED3D_OK;
1499 static HMONITOR WINAPI IWineD3DImpl_GetAdapterMonitor(IWineD3D *iface, UINT Adapter) {
1500 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1502 TRACE_(d3d_caps)("(%p)->(%d)\n", This, Adapter);
1504 if (Adapter >= IWineD3DImpl_GetAdapterCount(iface)) {
1505 return NULL;
1508 return MonitorFromPoint(This->adapters[Adapter].monitorPoint, MONITOR_DEFAULTTOPRIMARY);
1511 /* FIXME: GetAdapterModeCount and EnumAdapterModes currently only returns modes
1512 of the same bpp but different resolutions */
1514 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1515 static UINT WINAPI IWineD3DImpl_GetAdapterModeCount(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format) {
1516 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1517 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Format: %s)\n", This, Adapter, debug_d3dformat(Format));
1519 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1520 return 0;
1523 /* TODO: Store modes per adapter and read it from the adapter structure */
1524 if (Adapter == 0) { /* Display */
1525 int i = 0;
1526 int j = 0;
1528 if (!DEBUG_SINGLE_MODE) {
1529 DEVMODEW DevModeW;
1531 ZeroMemory(&DevModeW, sizeof(DevModeW));
1532 DevModeW.dmSize = sizeof(DevModeW);
1533 while (EnumDisplaySettingsExW(NULL, j, &DevModeW, 0)) {
1534 j++;
1535 switch (Format)
1537 case WINED3DFMT_UNKNOWN:
1538 /* This is for D3D8, do not enumerate P8 here */
1539 if (DevModeW.dmBitsPerPel == 32 ||
1540 DevModeW.dmBitsPerPel == 16) i++;
1541 break;
1542 case WINED3DFMT_X8R8G8B8:
1543 if (DevModeW.dmBitsPerPel == 32) i++;
1544 break;
1545 case WINED3DFMT_R5G6B5:
1546 if (DevModeW.dmBitsPerPel == 16) i++;
1547 break;
1548 case WINED3DFMT_P8:
1549 if (DevModeW.dmBitsPerPel == 8) i++;
1550 break;
1551 default:
1552 /* Skip other modes as they do not match the requested format */
1553 break;
1556 } else {
1557 i = 1;
1558 j = 1;
1561 TRACE_(d3d_caps)("(%p}->(Adapter: %d) => %d (out of %d)\n", This, Adapter, i, j);
1562 return i;
1563 } else {
1564 FIXME_(d3d_caps)("Adapter not primary display\n");
1566 return 0;
1569 /* Note: dx9 supplies a format. Calls from d3d8 supply WINED3DFMT_UNKNOWN */
1570 static HRESULT WINAPI IWineD3DImpl_EnumAdapterModes(IWineD3D *iface, UINT Adapter, WINED3DFORMAT Format, UINT Mode, WINED3DDISPLAYMODE* pMode) {
1571 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1572 TRACE_(d3d_caps)("(%p}->(Adapter:%d, mode:%d, pMode:%p, format:%s)\n", This, Adapter, Mode, pMode, debug_d3dformat(Format));
1574 /* Validate the parameters as much as possible */
1575 if (NULL == pMode ||
1576 Adapter >= IWineD3DImpl_GetAdapterCount(iface) ||
1577 Mode >= IWineD3DImpl_GetAdapterModeCount(iface, Adapter, Format)) {
1578 return WINED3DERR_INVALIDCALL;
1581 /* TODO: Store modes per adapter and read it from the adapter structure */
1582 if (Adapter == 0 && !DEBUG_SINGLE_MODE) { /* Display */
1583 DEVMODEW DevModeW;
1584 int ModeIdx = 0;
1585 UINT i = 0;
1586 int j = 0;
1588 ZeroMemory(&DevModeW, sizeof(DevModeW));
1589 DevModeW.dmSize = sizeof(DevModeW);
1591 /* If we are filtering to a specific format (D3D9), then need to skip
1592 all unrelated modes, but if mode is irrelevant (D3D8), then we can
1593 just count through the ones with valid bit depths */
1594 while ((i<=Mode) && EnumDisplaySettingsExW(NULL, j++, &DevModeW, 0)) {
1595 switch (Format)
1597 case WINED3DFMT_UNKNOWN:
1598 /* This is D3D8. Do not enumerate P8 here */
1599 if (DevModeW.dmBitsPerPel == 32 ||
1600 DevModeW.dmBitsPerPel == 16) i++;
1601 break;
1602 case WINED3DFMT_X8R8G8B8:
1603 if (DevModeW.dmBitsPerPel == 32) i++;
1604 break;
1605 case WINED3DFMT_R5G6B5:
1606 if (DevModeW.dmBitsPerPel == 16) i++;
1607 break;
1608 case WINED3DFMT_P8:
1609 if (DevModeW.dmBitsPerPel == 8) i++;
1610 break;
1611 default:
1612 /* Modes that don't match what we support can get an early-out */
1613 TRACE_(d3d_caps)("Searching for %s, returning D3DERR_INVALIDCALL\n", debug_d3dformat(Format));
1614 return WINED3DERR_INVALIDCALL;
1618 if (i == 0) {
1619 TRACE_(d3d_caps)("No modes found for format (%x - %s)\n", Format, debug_d3dformat(Format));
1620 return WINED3DERR_INVALIDCALL;
1622 ModeIdx = j - 1;
1624 /* Now get the display mode via the calculated index */
1625 if (EnumDisplaySettingsExW(NULL, ModeIdx, &DevModeW, 0)) {
1626 pMode->Width = DevModeW.dmPelsWidth;
1627 pMode->Height = DevModeW.dmPelsHeight;
1628 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1629 if (DevModeW.dmFields & DM_DISPLAYFREQUENCY)
1630 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1632 if (Format == WINED3DFMT_UNKNOWN) {
1633 pMode->Format = pixelformat_for_depth(DevModeW.dmBitsPerPel);
1634 } else {
1635 pMode->Format = Format;
1637 } else {
1638 TRACE_(d3d_caps)("Requested mode out of range %d\n", Mode);
1639 return WINED3DERR_INVALIDCALL;
1642 TRACE_(d3d_caps)("W %d H %d rr %d fmt (%x - %s) bpp %u\n", pMode->Width, pMode->Height,
1643 pMode->RefreshRate, pMode->Format, debug_d3dformat(pMode->Format),
1644 DevModeW.dmBitsPerPel);
1646 } else if (DEBUG_SINGLE_MODE) {
1647 /* Return one setting of the format requested */
1648 if (Mode > 0) return WINED3DERR_INVALIDCALL;
1649 pMode->Width = 800;
1650 pMode->Height = 600;
1651 pMode->RefreshRate = 60;
1652 pMode->Format = (Format == WINED3DFMT_UNKNOWN) ? WINED3DFMT_X8R8G8B8 : Format;
1653 } else {
1654 FIXME_(d3d_caps)("Adapter not primary display\n");
1657 return WINED3D_OK;
1660 static HRESULT WINAPI IWineD3DImpl_GetAdapterDisplayMode(IWineD3D *iface, UINT Adapter, WINED3DDISPLAYMODE* pMode) {
1661 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1662 TRACE_(d3d_caps)("(%p}->(Adapter: %d, pMode: %p)\n", This, Adapter, pMode);
1664 if (NULL == pMode ||
1665 Adapter >= IWineD3D_GetAdapterCount(iface)) {
1666 return WINED3DERR_INVALIDCALL;
1669 if (Adapter == 0) { /* Display */
1670 int bpp = 0;
1671 DEVMODEW DevModeW;
1673 ZeroMemory(&DevModeW, sizeof(DevModeW));
1674 DevModeW.dmSize = sizeof(DevModeW);
1676 EnumDisplaySettingsExW(NULL, ENUM_CURRENT_SETTINGS, &DevModeW, 0);
1677 pMode->Width = DevModeW.dmPelsWidth;
1678 pMode->Height = DevModeW.dmPelsHeight;
1679 bpp = DevModeW.dmBitsPerPel;
1680 pMode->RefreshRate = WINED3DADAPTER_DEFAULT;
1681 if (DevModeW.dmFields&DM_DISPLAYFREQUENCY)
1683 pMode->RefreshRate = DevModeW.dmDisplayFrequency;
1686 pMode->Format = pixelformat_for_depth(bpp);
1687 } else {
1688 FIXME_(d3d_caps)("Adapter not primary display\n");
1691 TRACE_(d3d_caps)("returning w:%d, h:%d, ref:%d, fmt:%s\n", pMode->Width,
1692 pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
1693 return WINED3D_OK;
1696 /* NOTE: due to structure differences between dx8 and dx9 D3DADAPTER_IDENTIFIER,
1697 and fields being inserted in the middle, a new structure is used in place */
1698 static HRESULT WINAPI IWineD3DImpl_GetAdapterIdentifier(IWineD3D *iface, UINT Adapter, DWORD Flags,
1699 WINED3DADAPTER_IDENTIFIER* pIdentifier) {
1700 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1702 TRACE_(d3d_caps)("(%p}->(Adapter: %d, Flags: %x, pId=%p)\n", This, Adapter, Flags, pIdentifier);
1704 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1705 return WINED3DERR_INVALIDCALL;
1708 /* Return the information requested */
1709 TRACE_(d3d_caps)("device/Vendor Name and Version detection using FillGLCaps\n");
1710 strcpy(pIdentifier->Driver, This->adapters[Adapter].driver);
1711 if(This->adapters[Adapter].gl_info.driver_description)
1712 strcpy(pIdentifier->Description, This->adapters[Adapter].gl_info.driver_description);
1713 else /* Copy default description "Direct3D HAL" */
1714 strcpy(pIdentifier->Description, This->adapters[Adapter].description);
1716 /* Note dx8 doesn't supply a DeviceName */
1717 if (NULL != pIdentifier->DeviceName) strcpy(pIdentifier->DeviceName, "\\\\.\\DISPLAY"); /* FIXME: May depend on desktop? */
1718 pIdentifier->DriverVersion->u.HighPart = This->adapters[Adapter].gl_info.driver_version_hipart;
1719 pIdentifier->DriverVersion->u.LowPart = This->adapters[Adapter].gl_info.driver_version;
1720 *(pIdentifier->VendorId) = This->adapters[Adapter].gl_info.gl_vendor;
1721 *(pIdentifier->DeviceId) = This->adapters[Adapter].gl_info.gl_card;
1722 *(pIdentifier->SubSysId) = 0;
1723 *(pIdentifier->Revision) = 0;
1724 *pIdentifier->DeviceIdentifier = IID_D3DDEVICE_D3DUID;
1726 if(wined3d_settings.pci_device_id != PCI_DEVICE_NONE)
1728 TRACE_(d3d_caps)("Overriding pci device id with: %x\n", wined3d_settings.pci_device_id);
1729 *(pIdentifier->DeviceId) = wined3d_settings.pci_device_id;
1732 if(wined3d_settings.pci_vendor_id != PCI_VENDOR_NONE)
1734 TRACE_(d3d_caps)("Overriding pci vendor id with: %x\n", wined3d_settings.pci_vendor_id);
1735 *(pIdentifier->VendorId) = wined3d_settings.pci_vendor_id;
1738 if (Flags & WINED3DENUM_NO_WHQL_LEVEL) {
1739 *(pIdentifier->WHQLLevel) = 0;
1740 } else {
1741 *(pIdentifier->WHQLLevel) = 1;
1744 return WINED3D_OK;
1747 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(const WineD3D_GL_Info *gl_info,
1748 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1750 short redSize, greenSize, blueSize, alphaSize, colorBits;
1752 if(!cfg)
1753 return FALSE;
1755 if(cfg->iPixelType == WGL_TYPE_RGBA_ARB) { /* Integer RGBA formats */
1756 if (!getColorBits(format_desc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1758 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1759 return FALSE;
1762 if(cfg->redSize < redSize)
1763 return FALSE;
1765 if(cfg->greenSize < greenSize)
1766 return FALSE;
1768 if(cfg->blueSize < blueSize)
1769 return FALSE;
1771 if(cfg->alphaSize < alphaSize)
1772 return FALSE;
1774 return TRUE;
1775 } else if(cfg->iPixelType == WGL_TYPE_RGBA_FLOAT_ARB) { /* Float RGBA formats; TODO: WGL_NV_float_buffer */
1776 if (format_desc->format == WINED3DFMT_R16_FLOAT)
1777 return (cfg->redSize == 16 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1778 if (format_desc->format == WINED3DFMT_R16G16_FLOAT)
1779 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1780 if (format_desc->format == WINED3DFMT_R16G16B16A16_FLOAT)
1781 return (cfg->redSize == 16 && cfg->greenSize == 16 && cfg->blueSize == 16 && cfg->alphaSize == 16);
1782 if (format_desc->format == WINED3DFMT_R32_FLOAT)
1783 return (cfg->redSize == 32 && cfg->greenSize == 0 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1784 if (format_desc->format == WINED3DFMT_R32G32_FLOAT)
1785 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 0 && cfg->alphaSize == 0);
1786 if (format_desc->format == WINED3DFMT_R32G32B32A32_FLOAT)
1787 return (cfg->redSize == 32 && cfg->greenSize == 32 && cfg->blueSize == 32 && cfg->alphaSize == 32);
1788 } else {
1789 /* Probably a color index mode */
1790 return FALSE;
1793 return FALSE;
1796 static BOOL IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(const WineD3D_GL_Info *gl_info,
1797 const WineD3D_PixelFormat *cfg, const struct GlPixelFormatDesc *format_desc)
1799 short depthSize, stencilSize;
1800 BOOL lockable = FALSE;
1802 if(!cfg)
1803 return FALSE;
1805 if (!getDepthStencilBits(format_desc, &depthSize, &stencilSize))
1807 ERR("Unable to check compatibility for Format=%s\n", debug_d3dformat(format_desc->format));
1808 return FALSE;
1811 if ((format_desc->format == WINED3DFMT_D16_LOCKABLE) || (format_desc->format == WINED3DFMT_D32F_LOCKABLE))
1812 lockable = TRUE;
1814 /* On some modern cards like the Geforce8/9 GLX doesn't offer some dephthstencil formats which D3D9 reports.
1815 * We can safely report 'compatible' formats (e.g. D24 can be used for D16) as long as we aren't dealing with
1816 * a lockable format. This also helps D3D <= 7 as they expect D16 which isn't offered without this on Geforce8 cards. */
1817 if(!(cfg->depthSize == depthSize || (!lockable && cfg->depthSize > depthSize)))
1818 return FALSE;
1820 /* Some cards like Intel i915 ones only offer D24S8 but lots of games also need a format without stencil, so
1821 * allow more stencil bits than requested. */
1822 if(cfg->stencilSize < stencilSize)
1823 return FALSE;
1825 return TRUE;
1828 static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1829 WINED3DFORMAT AdapterFormat,
1830 WINED3DFORMAT RenderTargetFormat,
1831 WINED3DFORMAT DepthStencilFormat) {
1832 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1833 int nCfgs;
1834 const WineD3D_PixelFormat *cfgs;
1835 const struct WineD3DAdapter *adapter;
1836 const struct GlPixelFormatDesc *rt_format_desc;
1837 const struct GlPixelFormatDesc *ds_format_desc;
1838 int it;
1840 WARN_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%x,%s), AdptFmt:(%x,%s), RendrTgtFmt:(%x,%s), DepthStencilFmt:(%x,%s))\n",
1841 This, Adapter,
1842 DeviceType, debug_d3ddevicetype(DeviceType),
1843 AdapterFormat, debug_d3dformat(AdapterFormat),
1844 RenderTargetFormat, debug_d3dformat(RenderTargetFormat),
1845 DepthStencilFormat, debug_d3dformat(DepthStencilFormat));
1847 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1848 TRACE("(%p) Failed: Atapter (%u) higher than supported adapters (%u) returning WINED3DERR_INVALIDCALL\n", This, Adapter, IWineD3D_GetAdapterCount(iface));
1849 return WINED3DERR_INVALIDCALL;
1852 adapter = &This->adapters[Adapter];
1853 rt_format_desc = getFormatDescEntry(RenderTargetFormat, &adapter->gl_info);
1854 ds_format_desc = getFormatDescEntry(DepthStencilFormat, &adapter->gl_info);
1855 cfgs = adapter->cfgs;
1856 nCfgs = adapter->nCfgs;
1857 for (it = 0; it < nCfgs; ++it) {
1858 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, &cfgs[it], rt_format_desc))
1860 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[it], ds_format_desc))
1862 TRACE_(d3d_caps)("(%p) : Formats matched\n", This);
1863 return WINED3D_OK;
1867 WARN_(d3d_caps)("unsupported format pair: %s and %s\n", debug_d3dformat(RenderTargetFormat), debug_d3dformat(DepthStencilFormat));
1869 return WINED3DERR_NOTAVAILABLE;
1872 static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1873 WINED3DFORMAT SurfaceFormat,
1874 BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) {
1876 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1877 const struct GlPixelFormatDesc *glDesc;
1878 const struct WineD3DAdapter *adapter;
1880 TRACE_(d3d_caps)("(%p)-> (Adptr:%d, DevType:(%x,%s), SurfFmt:(%x,%s), Win?%d, MultiSamp:%x, pQual:%p)\n",
1881 This,
1882 Adapter,
1883 DeviceType, debug_d3ddevicetype(DeviceType),
1884 SurfaceFormat, debug_d3dformat(SurfaceFormat),
1885 Windowed,
1886 MultiSampleType,
1887 pQualityLevels);
1889 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1890 return WINED3DERR_INVALIDCALL;
1893 /* TODO: handle Windowed, add more quality levels */
1895 if (WINED3DMULTISAMPLE_NONE == MultiSampleType) return WINED3D_OK;
1897 /* By default multisampling is disabled right now as it causes issues
1898 * on some Nvidia driver versions and it doesn't work well in combination
1899 * with FBOs yet. */
1900 if(!wined3d_settings.allow_multisampling)
1901 return WINED3DERR_NOTAVAILABLE;
1903 adapter = &This->adapters[Adapter];
1904 glDesc = getFormatDescEntry(SurfaceFormat, &adapter->gl_info);
1905 if (!glDesc) return WINED3DERR_INVALIDCALL;
1907 if(glDesc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL)) {
1908 int i, nCfgs;
1909 const WineD3D_PixelFormat *cfgs;
1911 cfgs = adapter->cfgs;
1912 nCfgs = adapter->nCfgs;
1913 for(i=0; i<nCfgs; i++) {
1914 if(cfgs[i].numSamples != MultiSampleType)
1915 continue;
1917 if (!IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, &cfgs[i], glDesc))
1918 continue;
1920 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1922 if(pQualityLevels)
1923 *pQualityLevels = 1; /* Guess at a value! */
1924 return WINED3D_OK;
1927 else if(glDesc->Flags & WINED3DFMT_FLAG_RENDERTARGET) {
1928 short redSize, greenSize, blueSize, alphaSize, colorBits;
1929 int i, nCfgs;
1930 const WineD3D_PixelFormat *cfgs;
1932 if (!getColorBits(glDesc, &redSize, &greenSize, &blueSize, &alphaSize, &colorBits))
1934 ERR("Unable to color bits for format %#x, can't check multisampling capability!\n", SurfaceFormat);
1935 return WINED3DERR_NOTAVAILABLE;
1938 cfgs = adapter->cfgs;
1939 nCfgs = adapter->nCfgs;
1940 for(i=0; i<nCfgs; i++) {
1941 if(cfgs[i].numSamples != MultiSampleType)
1942 continue;
1943 if(cfgs[i].redSize != redSize)
1944 continue;
1945 if(cfgs[i].greenSize != greenSize)
1946 continue;
1947 if(cfgs[i].blueSize != blueSize)
1948 continue;
1949 if(cfgs[i].alphaSize != alphaSize)
1950 continue;
1952 TRACE("Found iPixelFormat=%d to support MultiSampleType=%d for format %s\n", cfgs[i].iPixelFormat, MultiSampleType, debug_d3dformat(SurfaceFormat));
1954 if(pQualityLevels)
1955 *pQualityLevels = 1; /* Guess at a value! */
1956 return WINED3D_OK;
1959 return WINED3DERR_NOTAVAILABLE;
1962 static HRESULT WINAPI IWineD3DImpl_CheckDeviceType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
1963 WINED3DFORMAT DisplayFormat, WINED3DFORMAT BackBufferFormat, BOOL Windowed) {
1965 IWineD3DImpl *This = (IWineD3DImpl *)iface;
1966 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1967 UINT nmodes;
1969 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, CheckType:(%x,%s), DispFmt:(%x,%s), BackBuf:(%x,%s), Win?%d): stub\n",
1970 This,
1971 Adapter,
1972 DeviceType, debug_d3ddevicetype(DeviceType),
1973 DisplayFormat, debug_d3dformat(DisplayFormat),
1974 BackBufferFormat, debug_d3dformat(BackBufferFormat),
1975 Windowed);
1977 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
1978 WARN_(d3d_caps)("Adapter >= IWineD3D_GetAdapterCount(iface), returning WINED3DERR_INVALIDCALL\n");
1979 return WINED3DERR_INVALIDCALL;
1982 /* The task of this function is to check whether a certain display / backbuffer format
1983 * combination is available on the given adapter. In fullscreen mode microsoft specified
1984 * that the display format shouldn't provide alpha and that ignoring alpha the backbuffer
1985 * and display format should match exactly.
1986 * In windowed mode format conversion can occur and this depends on the driver. When format
1987 * conversion is done, this function should nevertheless fail and applications need to use
1988 * CheckDeviceFormatConversion.
1989 * At the moment we assume that fullscreen and windowed have the same capabilities */
1991 /* There are only 4 display formats */
1992 if(!((DisplayFormat == WINED3DFMT_R5G6B5) ||
1993 (DisplayFormat == WINED3DFMT_X1R5G5B5) ||
1994 (DisplayFormat == WINED3DFMT_X8R8G8B8) ||
1995 (DisplayFormat == WINED3DFMT_A2R10G10B10)))
1997 TRACE_(d3d_caps)("Format %s unsupported as display format\n", debug_d3dformat(DisplayFormat));
1998 return WINED3DERR_NOTAVAILABLE;
2001 /* If the requested DisplayFormat is not available, don't continue */
2002 nmodes = IWineD3DImpl_GetAdapterModeCount(iface, Adapter, DisplayFormat);
2003 if(!nmodes) {
2004 TRACE_(d3d_caps)("No available modes for display format %s\n", debug_d3dformat(DisplayFormat));
2005 return WINED3DERR_NOTAVAILABLE;
2008 /* Windowed mode allows you to specify WINED3DFMT_UNKNOWN for the backbufferformat, it means 'reuse' the display format for the backbuffer */
2009 if(!Windowed && BackBufferFormat == WINED3DFMT_UNKNOWN) {
2010 TRACE_(d3d_caps)("BackBufferFormat WINED3FMT_UNKNOWN not available in Windowed mode\n");
2011 return WINED3DERR_NOTAVAILABLE;
2014 /* In FULLSCREEN mode R5G6B5 can only be mixed with backbuffer format R5G6B5 */
2015 if( (DisplayFormat == WINED3DFMT_R5G6B5) && (BackBufferFormat != WINED3DFMT_R5G6B5) ) {
2016 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2017 return WINED3DERR_NOTAVAILABLE;
2020 /* In FULLSCREEN mode X1R5G5B5 can only be mixed with backbuffer format *1R5G5B5 */
2021 if( (DisplayFormat == WINED3DFMT_X1R5G5B5) && !((BackBufferFormat == WINED3DFMT_X1R5G5B5) || (BackBufferFormat == WINED3DFMT_A1R5G5B5)) ) {
2022 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2023 return WINED3DERR_NOTAVAILABLE;
2026 /* In FULLSCREEN mode X8R8G8B8 can only be mixed with backbuffer format *8R8G8B8 */
2027 if( (DisplayFormat == WINED3DFMT_X8R8G8B8) && !((BackBufferFormat == WINED3DFMT_X8R8G8B8) || (BackBufferFormat == WINED3DFMT_A8R8G8B8)) ) {
2028 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2029 return WINED3DERR_NOTAVAILABLE;
2032 /* A2R10G10B10 is only allowed in fullscreen mode and it can only be mixed with backbuffer format A2R10G10B10 */
2033 if( (DisplayFormat == WINED3DFMT_A2R10G10B10) && ((BackBufferFormat != WINED3DFMT_A2R10G10B10) || Windowed)) {
2034 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2035 return WINED3DERR_NOTAVAILABLE;
2038 /* Use CheckDeviceFormat to see if the BackBufferFormat is usable with the given DisplayFormat */
2039 hr = IWineD3DImpl_CheckDeviceFormat(iface, Adapter, DeviceType, DisplayFormat, WINED3DUSAGE_RENDERTARGET, WINED3DRTYPE_SURFACE, BackBufferFormat, SURFACE_OPENGL);
2040 if(FAILED(hr))
2041 TRACE_(d3d_caps)("Unsupported display/backbuffer format combination %s/%s\n", debug_d3dformat(DisplayFormat), debug_d3dformat(BackBufferFormat));
2043 return hr;
2047 /* Check if we support bumpmapping for a format */
2048 static BOOL CheckBumpMapCapability(struct WineD3DAdapter *adapter,
2049 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2051 const struct fragment_pipeline *fp;
2053 switch(format_desc->format)
2055 case WINED3DFMT_R8G8_SNORM:
2056 case WINED3DFMT_R16G16_SNORM:
2057 case WINED3DFMT_L6V5U5:
2058 case WINED3DFMT_X8L8V8U8:
2059 case WINED3DFMT_R8G8B8A8_SNORM:
2060 /* Ask the fixed function pipeline implementation if it can deal
2061 * with the conversion. If we've got a GL extension giving native
2062 * support this will be an identity conversion. */
2063 fp = select_fragment_implementation(adapter, DeviceType);
2064 if (fp->color_fixup_supported(format_desc->color_fixup))
2066 TRACE_(d3d_caps)("[OK]\n");
2067 return TRUE;
2069 TRACE_(d3d_caps)("[FAILED]\n");
2070 return FALSE;
2072 default:
2073 TRACE_(d3d_caps)("[FAILED]\n");
2074 return FALSE;
2078 /* Check if the given DisplayFormat + DepthStencilFormat combination is valid for the Adapter */
2079 static BOOL CheckDepthStencilCapability(struct WineD3DAdapter *adapter,
2080 const struct GlPixelFormatDesc *display_format_desc, const struct GlPixelFormatDesc *ds_format_desc)
2082 int it=0;
2084 /* Only allow depth/stencil formats */
2085 if (!(ds_format_desc->Flags & (WINED3DFMT_FLAG_DEPTH | WINED3DFMT_FLAG_STENCIL))) return FALSE;
2087 /* Walk through all WGL pixel formats to find a match */
2088 for (it = 0; it < adapter->nCfgs; ++it)
2090 WineD3D_PixelFormat *cfg = &adapter->cfgs[it];
2091 if (IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info, cfg, display_format_desc))
2093 if (IWineD3DImpl_IsPixelFormatCompatibleWithDepthFmt(&adapter->gl_info, cfg, ds_format_desc))
2095 return TRUE;
2100 return FALSE;
2103 static BOOL CheckFilterCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2105 /* The flags entry of a format contains the filtering capability */
2106 if (format_desc->Flags & WINED3DFMT_FLAG_FILTERING) return TRUE;
2108 return FALSE;
2111 /* Check the render target capabilities of a format */
2112 static BOOL CheckRenderTargetCapability(struct WineD3DAdapter *adapter,
2113 const struct GlPixelFormatDesc *adapter_format_desc, const struct GlPixelFormatDesc *check_format_desc)
2115 /* Filter out non-RT formats */
2116 if (!(check_format_desc->Flags & WINED3DFMT_FLAG_RENDERTARGET)) return FALSE;
2118 if(wined3d_settings.offscreen_rendering_mode == ORM_BACKBUFFER) {
2119 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2120 int it;
2121 short AdapterRed, AdapterGreen, AdapterBlue, AdapterAlpha, AdapterTotalSize;
2122 short CheckRed, CheckGreen, CheckBlue, CheckAlpha, CheckTotalSize;
2124 getColorBits(adapter_format_desc, &AdapterRed, &AdapterGreen, &AdapterBlue, &AdapterAlpha, &AdapterTotalSize);
2125 getColorBits(check_format_desc, &CheckRed, &CheckGreen, &CheckBlue, &CheckAlpha, &CheckTotalSize);
2127 /* In backbuffer mode the front and backbuffer share the same WGL pixelformat.
2128 * The format must match in RGB, alpha is allowed to be different. (Only the backbuffer can have alpha) */
2129 if(!((AdapterRed == CheckRed) && (AdapterGreen == CheckGreen) && (AdapterBlue == CheckBlue))) {
2130 TRACE_(d3d_caps)("[FAILED]\n");
2131 return FALSE;
2134 /* Check if there is a WGL pixel format matching the requirements, the format should also be window
2135 * drawable (not offscreen; e.g. Nvidia offers R5G6B5 for pbuffers even when X is running at 24bit) */
2136 for (it = 0; it < adapter->nCfgs; ++it)
2138 if (cfgs[it].windowDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2139 &cfgs[it], check_format_desc))
2141 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2142 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2143 return TRUE;
2146 } else if(wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER) {
2147 /* We can probably use this function in FBO mode too on some drivers to get some basic indication of the capabilities. */
2148 WineD3D_PixelFormat *cfgs = adapter->cfgs;
2149 int it;
2151 /* Check if there is a WGL pixel format matching the requirements, the pixel format should also be usable with pbuffers */
2152 for (it = 0; it < adapter->nCfgs; ++it)
2154 if (cfgs[it].pbufferDrawable && IWineD3DImpl_IsPixelFormatCompatibleWithRenderFmt(&adapter->gl_info,
2155 &cfgs[it], check_format_desc))
2157 TRACE_(d3d_caps)("iPixelFormat=%d is compatible with CheckFormat=%s\n",
2158 cfgs[it].iPixelFormat, debug_d3dformat(check_format_desc->format));
2159 return TRUE;
2162 } else if(wined3d_settings.offscreen_rendering_mode == ORM_FBO){
2163 /* For now return TRUE for FBOs until we have some proper checks.
2164 * Note that this function will only be called when the format is around for texturing. */
2165 return TRUE;
2167 return FALSE;
2170 static BOOL CheckSrgbReadCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2172 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2174 /* Check for supported sRGB formats (Texture loading and framebuffer) */
2175 if(!GL_SUPPORT(EXT_TEXTURE_SRGB)) {
2176 TRACE_(d3d_caps)("[FAILED] GL_EXT_texture_sRGB not supported\n");
2177 return FALSE;
2180 switch (format_desc->format)
2182 case WINED3DFMT_A8R8G8B8:
2183 case WINED3DFMT_X8R8G8B8:
2184 case WINED3DFMT_A4R4G4B4:
2185 case WINED3DFMT_L8:
2186 case WINED3DFMT_A8L8:
2187 case WINED3DFMT_DXT1:
2188 case WINED3DFMT_DXT2:
2189 case WINED3DFMT_DXT3:
2190 case WINED3DFMT_DXT4:
2191 case WINED3DFMT_DXT5:
2192 TRACE_(d3d_caps)("[OK]\n");
2193 return TRUE;
2195 default:
2196 TRACE_(d3d_caps)("[FAILED] Gamma texture format %s not supported.\n", debug_d3dformat(format_desc->format));
2197 return FALSE;
2199 return FALSE;
2202 static BOOL CheckSrgbWriteCapability(struct WineD3DAdapter *adapter,
2203 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2205 /* Only offer SRGB writing on X8R8G8B8/A8R8G8B8 when we use ARB or GLSL shaders as we are
2206 * doing the color fixup in shaders.
2207 * Note Windows drivers (at least on the Geforce 8800) also offer this on R5G6B5. */
2208 if ((format_desc->format == WINED3DFMT_X8R8G8B8) || (format_desc->format == WINED3DFMT_A8R8G8B8))
2210 int vs_selected_mode;
2211 int ps_selected_mode;
2212 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
2214 if((ps_selected_mode == SHADER_ARB) || (ps_selected_mode == SHADER_GLSL)) {
2215 TRACE_(d3d_caps)("[OK]\n");
2216 return TRUE;
2220 TRACE_(d3d_caps)("[FAILED] - no SRGB writing support on format=%s\n", debug_d3dformat(format_desc->format));
2221 return FALSE;
2224 /* Check if a format support blending in combination with pixel shaders */
2225 static BOOL CheckPostPixelShaderBlendingCapability(struct WineD3DAdapter *adapter,
2226 const struct GlPixelFormatDesc *format_desc)
2228 /* The flags entry of a format contains the post pixel shader blending capability */
2229 if (format_desc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) return TRUE;
2231 return FALSE;
2234 static BOOL CheckWrapAndMipCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2236 /* OpenGL supports mipmapping on all formats basically. Wrapping is unsupported,
2237 * but we have to report mipmapping so we cannot reject this flag. Tests show that
2238 * windows reports WRAPANDMIP on unfilterable surfaces as well, apparently to show
2239 * that wrapping is supported. The lack of filtering will sort out the mipmapping
2240 * capability anyway.
2242 * For now lets report this on all formats, but in the future we may want to
2243 * restrict it to some should games need that
2245 return TRUE;
2248 /* Check if a texture format is supported on the given adapter */
2249 static BOOL CheckTextureCapability(struct WineD3DAdapter *adapter,
2250 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *format_desc)
2252 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2253 const shader_backend_t *shader_backend;
2254 const struct fragment_pipeline *fp;
2256 switch (format_desc->format)
2258 /*****
2259 * supported: RGB(A) formats
2261 case WINED3DFMT_R8G8B8: /* Enable for dx7, blacklisted for 8 and 9 above */
2262 case WINED3DFMT_A8R8G8B8:
2263 case WINED3DFMT_X8R8G8B8:
2264 case WINED3DFMT_R5G6B5:
2265 case WINED3DFMT_X1R5G5B5:
2266 case WINED3DFMT_A1R5G5B5:
2267 case WINED3DFMT_A4R4G4B4:
2268 case WINED3DFMT_A8_UNORM:
2269 case WINED3DFMT_X4R4G4B4:
2270 case WINED3DFMT_R8G8B8A8_UNORM:
2271 case WINED3DFMT_X8B8G8R8:
2272 case WINED3DFMT_A2R10G10B10:
2273 case WINED3DFMT_R10G10B10A2_UNORM:
2274 case WINED3DFMT_R16G16_UNORM:
2275 TRACE_(d3d_caps)("[OK]\n");
2276 return TRUE;
2278 case WINED3DFMT_R3G3B2:
2279 TRACE_(d3d_caps)("[FAILED] - Not supported on Windows\n");
2280 return FALSE;
2282 /*****
2283 * supported: Palettized
2285 case WINED3DFMT_P8:
2286 TRACE_(d3d_caps)("[OK]\n");
2287 return TRUE;
2288 /* No Windows driver offers A8P8, so don't offer it either */
2289 case WINED3DFMT_A8P8:
2290 return FALSE;
2292 /*****
2293 * Supported: (Alpha)-Luminance
2295 case WINED3DFMT_L8:
2296 case WINED3DFMT_A8L8:
2297 case WINED3DFMT_L16:
2298 TRACE_(d3d_caps)("[OK]\n");
2299 return TRUE;
2301 /* Not supported on Windows, thus disabled */
2302 case WINED3DFMT_A4L4:
2303 TRACE_(d3d_caps)("[FAILED] - not supported on windows\n");
2304 return FALSE;
2306 /*****
2307 * Supported: Depth/Stencil formats
2309 case WINED3DFMT_D16_LOCKABLE:
2310 case WINED3DFMT_D16_UNORM:
2311 case WINED3DFMT_D15S1:
2312 case WINED3DFMT_D24X8:
2313 case WINED3DFMT_D24X4S4:
2314 case WINED3DFMT_D24S8:
2315 case WINED3DFMT_D24FS8:
2316 case WINED3DFMT_D32:
2317 case WINED3DFMT_D32F_LOCKABLE:
2318 return TRUE;
2320 /*****
2321 * Not supported everywhere(depends on GL_ATI_envmap_bumpmap or
2322 * GL_NV_texture_shader). Emulated by shaders
2324 case WINED3DFMT_R8G8_SNORM:
2325 case WINED3DFMT_X8L8V8U8:
2326 case WINED3DFMT_L6V5U5:
2327 case WINED3DFMT_R8G8B8A8_SNORM:
2328 case WINED3DFMT_R16G16_SNORM:
2329 /* Ask the shader backend if it can deal with the conversion. If
2330 * we've got a GL extension giving native support this will be an
2331 * identity conversion. */
2332 shader_backend = select_shader_backend(adapter, DeviceType);
2333 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup))
2335 TRACE_(d3d_caps)("[OK]\n");
2336 return TRUE;
2338 TRACE_(d3d_caps)("[FAILED]\n");
2339 return FALSE;
2341 case WINED3DFMT_DXT1:
2342 case WINED3DFMT_DXT2:
2343 case WINED3DFMT_DXT3:
2344 case WINED3DFMT_DXT4:
2345 case WINED3DFMT_DXT5:
2346 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
2347 TRACE_(d3d_caps)("[OK]\n");
2348 return TRUE;
2350 TRACE_(d3d_caps)("[FAILED]\n");
2351 return FALSE;
2354 /*****
2355 * Odd formats - not supported
2357 case WINED3DFMT_VERTEXDATA:
2358 case WINED3DFMT_R16_UINT:
2359 case WINED3DFMT_R32_UINT:
2360 case WINED3DFMT_R16G16B16A16_SNORM:
2361 case WINED3DFMT_A2W10V10U10:
2362 case WINED3DFMT_W11V11U10:
2363 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2364 return FALSE;
2366 /*****
2367 * WINED3DFMT_CxV8U8: Not supported right now
2369 case WINED3DFMT_CxV8U8:
2370 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2371 return FALSE;
2373 /* YUV formats */
2374 case WINED3DFMT_UYVY:
2375 case WINED3DFMT_YUY2:
2376 if(GL_SUPPORT(APPLE_YCBCR_422)) {
2377 TRACE_(d3d_caps)("[OK]\n");
2378 return TRUE;
2380 TRACE_(d3d_caps)("[FAILED]\n");
2381 return FALSE;
2382 case WINED3DFMT_YV12:
2383 TRACE_(d3d_caps)("[FAILED]\n");
2384 return FALSE;
2386 /* Not supported */
2387 case WINED3DFMT_R16G16B16A16_UNORM:
2388 case WINED3DFMT_A8R3G3B2:
2389 TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
2390 return FALSE;
2392 /* Floating point formats */
2393 case WINED3DFMT_R16_FLOAT:
2394 case WINED3DFMT_R16G16_FLOAT:
2395 case WINED3DFMT_R16G16B16A16_FLOAT:
2396 if(GL_SUPPORT(ARB_TEXTURE_FLOAT) && GL_SUPPORT(ARB_HALF_FLOAT_PIXEL)) {
2397 TRACE_(d3d_caps)("[OK]\n");
2398 return TRUE;
2400 TRACE_(d3d_caps)("[FAILED]\n");
2401 return FALSE;
2403 case WINED3DFMT_R32_FLOAT:
2404 case WINED3DFMT_R32G32_FLOAT:
2405 case WINED3DFMT_R32G32B32A32_FLOAT:
2406 if (GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2407 TRACE_(d3d_caps)("[OK]\n");
2408 return TRUE;
2410 TRACE_(d3d_caps)("[FAILED]\n");
2411 return FALSE;
2413 /* ATI instancing hack: Although ATI cards do not support Shader Model 3.0, they support
2414 * instancing. To query if the card supports instancing CheckDeviceFormat with the special format
2415 * MAKEFOURCC('I','N','S','T') is used. Should a (broken) app check for this provide a proper return value.
2416 * We can do instancing with all shader versions, but we need vertex shaders.
2418 * Additionally applications have to set the D3DRS_POINTSIZE render state to MAKEFOURCC('I','N','S','T') once
2419 * to enable instancing. WineD3D doesn't need that and just ignores it.
2421 * With Shader Model 3.0 capable cards Instancing 'just works' in Windows.
2423 case WINEMAKEFOURCC('I','N','S','T'):
2424 TRACE("ATI Instancing check hack\n");
2425 if(GL_SUPPORT(ARB_VERTEX_PROGRAM) || GL_SUPPORT(ARB_VERTEX_SHADER)) {
2426 TRACE_(d3d_caps)("[OK]\n");
2427 return TRUE;
2429 TRACE_(d3d_caps)("[FAILED]\n");
2430 return FALSE;
2432 /* Some weird FOURCC formats */
2433 case WINED3DFMT_R8G8_B8G8:
2434 case WINED3DFMT_G8R8_G8B8:
2435 case WINED3DFMT_MULTI2_ARGB8:
2436 TRACE_(d3d_caps)("[FAILED]\n");
2437 return FALSE;
2439 /* Vendor specific formats */
2440 case WINED3DFMT_ATI2N:
2441 if(GL_SUPPORT(ATI_TEXTURE_COMPRESSION_3DC) || GL_SUPPORT(EXT_TEXTURE_COMPRESSION_RGTC)) {
2442 shader_backend = select_shader_backend(adapter, DeviceType);
2443 fp = select_fragment_implementation(adapter, DeviceType);
2444 if (shader_backend->shader_color_fixup_supported(format_desc->color_fixup)
2445 && fp->color_fixup_supported(format_desc->color_fixup))
2447 TRACE_(d3d_caps)("[OK]\n");
2448 return TRUE;
2451 TRACE_(d3d_caps)("[OK]\n");
2452 return TRUE;
2454 TRACE_(d3d_caps)("[FAILED]\n");
2455 return FALSE;
2457 case WINED3DFMT_NVHU:
2458 case WINED3DFMT_NVHS:
2459 /* These formats seem to be similar to the HILO formats in GL_NV_texture_shader. NVHU
2460 * is said to be GL_UNSIGNED_HILO16, NVHS GL_SIGNED_HILO16. Rumours say that d3d computes
2461 * a 3rd channel similarly to D3DFMT_CxV8U8(So NVHS could be called D3DFMT_CxV16U16).
2462 * ATI refused to support formats which can easilly be emulated with pixel shaders, so
2463 * Applications have to deal with not having NVHS and NVHU.
2465 TRACE_(d3d_caps)("[FAILED]\n");
2466 return FALSE;
2468 case WINED3DFMT_UNKNOWN:
2469 return FALSE;
2471 default:
2472 ERR("Unhandled format=%s\n", debug_d3dformat(format_desc->format));
2473 break;
2475 return FALSE;
2478 static BOOL CheckSurfaceCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *adapter_format_desc,
2479 WINED3DDEVTYPE DeviceType, const struct GlPixelFormatDesc *check_format_desc, WINED3DSURFTYPE SurfaceType)
2481 const struct blit_shader *blitter;
2483 if(SurfaceType == SURFACE_GDI) {
2484 switch(check_format_desc->format)
2486 case WINED3DFMT_R8G8B8:
2487 case WINED3DFMT_A8R8G8B8:
2488 case WINED3DFMT_X8R8G8B8:
2489 case WINED3DFMT_R5G6B5:
2490 case WINED3DFMT_X1R5G5B5:
2491 case WINED3DFMT_A1R5G5B5:
2492 case WINED3DFMT_A4R4G4B4:
2493 case WINED3DFMT_R3G3B2:
2494 case WINED3DFMT_A8_UNORM:
2495 case WINED3DFMT_A8R3G3B2:
2496 case WINED3DFMT_X4R4G4B4:
2497 case WINED3DFMT_R10G10B10A2_UNORM:
2498 case WINED3DFMT_R8G8B8A8_UNORM:
2499 case WINED3DFMT_X8B8G8R8:
2500 case WINED3DFMT_R16G16_UNORM:
2501 case WINED3DFMT_A2R10G10B10:
2502 case WINED3DFMT_R16G16B16A16_UNORM:
2503 case WINED3DFMT_P8:
2504 TRACE_(d3d_caps)("[OK]\n");
2505 return TRUE;
2506 default:
2507 TRACE_(d3d_caps)("[FAILED] - not available on GDI surfaces\n");
2508 return FALSE;
2512 /* All format that are supported for textures are supported for surfaces as well */
2513 if (CheckTextureCapability(adapter, DeviceType, check_format_desc)) return TRUE;
2514 /* All depth stencil formats are supported on surfaces */
2515 if (CheckDepthStencilCapability(adapter, adapter_format_desc, check_format_desc)) return TRUE;
2517 /* If opengl can't process the format natively, the blitter may be able to convert it */
2518 blitter = select_blit_implementation(adapter, DeviceType);
2519 if (blitter->color_fixup_supported(check_format_desc->color_fixup))
2521 TRACE_(d3d_caps)("[OK]\n");
2522 return TRUE;
2525 /* Reject other formats */
2526 TRACE_(d3d_caps)("[FAILED]\n");
2527 return FALSE;
2530 static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const struct GlPixelFormatDesc *format_desc)
2532 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2534 if (!GL_LIMITS(vertex_samplers)) {
2535 TRACE_(d3d_caps)("[FAILED]\n");
2536 return FALSE;
2539 switch (format_desc->format)
2541 case WINED3DFMT_R32G32B32A32_FLOAT:
2542 if (!GL_SUPPORT(ARB_TEXTURE_FLOAT)) {
2543 TRACE_(d3d_caps)("[FAILED]\n");
2544 return FALSE;
2546 TRACE_(d3d_caps)("[OK]\n");
2547 return TRUE;
2549 default:
2550 TRACE_(d3d_caps)("[FAILED]\n");
2551 return FALSE;
2553 return FALSE;
2556 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
2557 WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat,
2558 WINED3DSURFTYPE SurfaceType) {
2559 IWineD3DImpl *This = (IWineD3DImpl *)iface;
2560 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
2561 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
2562 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(CheckFormat, gl_info);
2563 const struct GlPixelFormatDesc *adapter_format_desc = getFormatDescEntry(AdapterFormat, gl_info);
2564 DWORD UsageCaps = 0;
2566 TRACE_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), AdptFmt:(%u,%s), Use:(%u,%s,%s), ResTyp:(%x,%s), CheckFmt:(%u,%s))\n",
2567 This,
2568 Adapter,
2569 DeviceType, debug_d3ddevicetype(DeviceType),
2570 AdapterFormat, debug_d3dformat(AdapterFormat),
2571 Usage, debug_d3dusage(Usage), debug_d3dusagequery(Usage),
2572 RType, debug_d3dresourcetype(RType),
2573 CheckFormat, debug_d3dformat(CheckFormat));
2575 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
2576 return WINED3DERR_INVALIDCALL;
2579 if(RType == WINED3DRTYPE_CUBETEXTURE) {
2581 if(SurfaceType != SURFACE_OPENGL) {
2582 TRACE("[FAILED]\n");
2583 return WINED3DERR_NOTAVAILABLE;
2586 /* Cubetexture allows:
2587 * - D3DUSAGE_AUTOGENMIPMAP
2588 * - D3DUSAGE_DEPTHSTENCIL
2589 * - D3DUSAGE_DYNAMIC
2590 * - D3DUSAGE_NONSECURE (d3d9ex)
2591 * - D3DUSAGE_RENDERTARGET
2592 * - D3DUSAGE_SOFTWAREPROCESSING
2593 * - D3DUSAGE_QUERY_WRAPANDMIP
2595 if(GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
2596 /* Check if the texture format is around */
2597 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2599 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2600 /* Check for automatic mipmap generation support */
2601 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2602 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2603 } else {
2604 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2605 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2609 /* Always report dynamic locking */
2610 if(Usage & WINED3DUSAGE_DYNAMIC)
2611 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2613 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2614 if(CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2616 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2617 } else {
2618 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2619 return WINED3DERR_NOTAVAILABLE;
2623 /* Always report software processing */
2624 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2625 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2627 /* Check QUERY_FILTER support */
2628 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2629 if (CheckFilterCapability(adapter, format_desc))
2631 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2632 } else {
2633 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2634 return WINED3DERR_NOTAVAILABLE;
2638 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2639 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2640 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2642 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2643 } else {
2644 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2645 return WINED3DERR_NOTAVAILABLE;
2649 /* Check QUERY_SRGBREAD support */
2650 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2651 if (CheckSrgbReadCapability(adapter, format_desc))
2653 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2654 } else {
2655 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2656 return WINED3DERR_NOTAVAILABLE;
2660 /* Check QUERY_SRGBWRITE support */
2661 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2662 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2664 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2665 } else {
2666 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2667 return WINED3DERR_NOTAVAILABLE;
2671 /* Check QUERY_VERTEXTEXTURE support */
2672 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2673 if (CheckVertexTextureCapability(adapter, format_desc))
2675 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2676 } else {
2677 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2678 return WINED3DERR_NOTAVAILABLE;
2682 /* Check QUERY_WRAPANDMIP support */
2683 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2684 if (CheckWrapAndMipCapability(adapter, format_desc))
2686 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2687 } else {
2688 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2689 return WINED3DERR_NOTAVAILABLE;
2692 } else {
2693 TRACE_(d3d_caps)("[FAILED] - Cube texture format not supported\n");
2694 return WINED3DERR_NOTAVAILABLE;
2696 } else {
2697 TRACE_(d3d_caps)("[FAILED] - No cube texture support\n");
2698 return WINED3DERR_NOTAVAILABLE;
2700 } else if(RType == WINED3DRTYPE_SURFACE) {
2701 /* Surface allows:
2702 * - D3DUSAGE_DEPTHSTENCIL
2703 * - D3DUSAGE_NONSECURE (d3d9ex)
2704 * - D3DUSAGE_RENDERTARGET
2707 if (CheckSurfaceCapability(adapter, adapter_format_desc, DeviceType, format_desc, SurfaceType))
2709 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2710 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2712 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2713 } else {
2714 TRACE_(d3d_caps)("[FAILED] - No depthstencil support\n");
2715 return WINED3DERR_NOTAVAILABLE;
2719 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2720 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2722 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2723 } else {
2724 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2725 return WINED3DERR_NOTAVAILABLE;
2729 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2730 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2731 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2733 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2734 } else {
2735 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2736 return WINED3DERR_NOTAVAILABLE;
2739 } else {
2740 TRACE_(d3d_caps)("[FAILED] - Not supported for plain surfaces\n");
2741 return WINED3DERR_NOTAVAILABLE;
2744 } else if(RType == WINED3DRTYPE_TEXTURE) {
2745 /* Texture allows:
2746 * - D3DUSAGE_AUTOGENMIPMAP
2747 * - D3DUSAGE_DEPTHSTENCIL
2748 * - D3DUSAGE_DMAP
2749 * - D3DUSAGE_DYNAMIC
2750 * - D3DUSAGE_NONSECURE (d3d9ex)
2751 * - D3DUSAGE_RENDERTARGET
2752 * - D3DUSAGE_SOFTWAREPROCESSING
2753 * - D3DUSAGE_TEXTAPI (d3d9ex)
2754 * - D3DUSAGE_QUERY_WRAPANDMIP
2757 if(SurfaceType != SURFACE_OPENGL) {
2758 TRACE("[FAILED]\n");
2759 return WINED3DERR_NOTAVAILABLE;
2762 /* Check if the texture format is around */
2763 if (CheckTextureCapability(adapter, DeviceType, format_desc))
2765 if(Usage & WINED3DUSAGE_AUTOGENMIPMAP) {
2766 /* Check for automatic mipmap generation support */
2767 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
2768 UsageCaps |= WINED3DUSAGE_AUTOGENMIPMAP;
2769 } else {
2770 /* When autogenmipmap isn't around continue and return WINED3DOK_NOAUTOGEN instead of D3D_OK */
2771 TRACE_(d3d_caps)("[FAILED] - No autogenmipmap support, but continuing\n");
2775 /* Always report dynamic locking */
2776 if(Usage & WINED3DUSAGE_DYNAMIC)
2777 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2779 if(Usage & WINED3DUSAGE_RENDERTARGET) {
2780 if (CheckRenderTargetCapability(adapter, adapter_format_desc, format_desc))
2782 UsageCaps |= WINED3DUSAGE_RENDERTARGET;
2783 } else {
2784 TRACE_(d3d_caps)("[FAILED] - No rendertarget support\n");
2785 return WINED3DERR_NOTAVAILABLE;
2789 /* Always report software processing */
2790 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2791 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2793 /* Check QUERY_FILTER support */
2794 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2795 if (CheckFilterCapability(adapter, format_desc))
2797 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2798 } else {
2799 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2800 return WINED3DERR_NOTAVAILABLE;
2804 /* Check QUERY_LEGACYBUMPMAP support */
2805 if(Usage & WINED3DUSAGE_QUERY_LEGACYBUMPMAP) {
2806 if (CheckBumpMapCapability(adapter, DeviceType, format_desc))
2808 UsageCaps |= WINED3DUSAGE_QUERY_LEGACYBUMPMAP;
2809 } else {
2810 TRACE_(d3d_caps)("[FAILED] - No legacy bumpmap support\n");
2811 return WINED3DERR_NOTAVAILABLE;
2815 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2816 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2817 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2819 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2820 } else {
2821 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2822 return WINED3DERR_NOTAVAILABLE;
2826 /* Check QUERY_SRGBREAD support */
2827 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2828 if (CheckSrgbReadCapability(adapter, format_desc))
2830 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2831 } else {
2832 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2833 return WINED3DERR_NOTAVAILABLE;
2837 /* Check QUERY_SRGBWRITE support */
2838 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2839 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2841 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2842 } else {
2843 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2844 return WINED3DERR_NOTAVAILABLE;
2848 /* Check QUERY_VERTEXTEXTURE support */
2849 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2850 if (CheckVertexTextureCapability(adapter, format_desc))
2852 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2853 } else {
2854 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2855 return WINED3DERR_NOTAVAILABLE;
2859 /* Check QUERY_WRAPANDMIP support */
2860 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2861 if (CheckWrapAndMipCapability(adapter, format_desc))
2863 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2864 } else {
2865 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2866 return WINED3DERR_NOTAVAILABLE;
2870 if(Usage & WINED3DUSAGE_DEPTHSTENCIL) {
2871 if (CheckDepthStencilCapability(adapter, adapter_format_desc, format_desc))
2873 UsageCaps |= WINED3DUSAGE_DEPTHSTENCIL;
2874 } else {
2875 TRACE_(d3d_caps)("[FAILED] - No depth stencil support\n");
2876 return WINED3DERR_NOTAVAILABLE;
2879 } else {
2880 TRACE_(d3d_caps)("[FAILED] - Texture format not supported\n");
2881 return WINED3DERR_NOTAVAILABLE;
2883 } else if((RType == WINED3DRTYPE_VOLUME) || (RType == WINED3DRTYPE_VOLUMETEXTURE)) {
2884 /* Volume is to VolumeTexture what Surface is to Texture but its usage caps are not documented.
2885 * Most driver seem to offer (nearly) the same on Volume and VolumeTexture, so do that too.
2887 * Volumetexture allows:
2888 * - D3DUSAGE_DYNAMIC
2889 * - D3DUSAGE_NONSECURE (d3d9ex)
2890 * - D3DUSAGE_SOFTWAREPROCESSING
2891 * - D3DUSAGE_QUERY_WRAPANDMIP
2894 if(SurfaceType != SURFACE_OPENGL) {
2895 TRACE("[FAILED]\n");
2896 return WINED3DERR_NOTAVAILABLE;
2899 /* Check volume texture and volume usage caps */
2900 if(GL_SUPPORT(EXT_TEXTURE3D)) {
2901 if (!CheckTextureCapability(adapter, DeviceType, format_desc))
2903 TRACE_(d3d_caps)("[FAILED] - Format not supported\n");
2904 return WINED3DERR_NOTAVAILABLE;
2907 /* Always report dynamic locking */
2908 if(Usage & WINED3DUSAGE_DYNAMIC)
2909 UsageCaps |= WINED3DUSAGE_DYNAMIC;
2911 /* Always report software processing */
2912 if(Usage & WINED3DUSAGE_SOFTWAREPROCESSING)
2913 UsageCaps |= WINED3DUSAGE_SOFTWAREPROCESSING;
2915 /* Check QUERY_FILTER support */
2916 if(Usage & WINED3DUSAGE_QUERY_FILTER) {
2917 if (CheckFilterCapability(adapter, format_desc))
2919 UsageCaps |= WINED3DUSAGE_QUERY_FILTER;
2920 } else {
2921 TRACE_(d3d_caps)("[FAILED] - No query filter support\n");
2922 return WINED3DERR_NOTAVAILABLE;
2926 /* Check QUERY_POSTPIXELSHADER_BLENDING support */
2927 if(Usage & WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING) {
2928 if (CheckPostPixelShaderBlendingCapability(adapter, format_desc))
2930 UsageCaps |= WINED3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING;
2931 } else {
2932 TRACE_(d3d_caps)("[FAILED] - No query post pixelshader blending support\n");
2933 return WINED3DERR_NOTAVAILABLE;
2937 /* Check QUERY_SRGBREAD support */
2938 if(Usage & WINED3DUSAGE_QUERY_SRGBREAD) {
2939 if (CheckSrgbReadCapability(adapter, format_desc))
2941 UsageCaps |= WINED3DUSAGE_QUERY_SRGBREAD;
2942 } else {
2943 TRACE_(d3d_caps)("[FAILED] - No query srgbread support\n");
2944 return WINED3DERR_NOTAVAILABLE;
2948 /* Check QUERY_SRGBWRITE support */
2949 if(Usage & WINED3DUSAGE_QUERY_SRGBWRITE) {
2950 if (CheckSrgbWriteCapability(adapter, DeviceType, format_desc))
2952 UsageCaps |= WINED3DUSAGE_QUERY_SRGBWRITE;
2953 } else {
2954 TRACE_(d3d_caps)("[FAILED] - No query srgbwrite support\n");
2955 return WINED3DERR_NOTAVAILABLE;
2959 /* Check QUERY_VERTEXTEXTURE support */
2960 if(Usage & WINED3DUSAGE_QUERY_VERTEXTEXTURE) {
2961 if (CheckVertexTextureCapability(adapter, format_desc))
2963 UsageCaps |= WINED3DUSAGE_QUERY_VERTEXTEXTURE;
2964 } else {
2965 TRACE_(d3d_caps)("[FAILED] - No query vertextexture support\n");
2966 return WINED3DERR_NOTAVAILABLE;
2970 /* Check QUERY_WRAPANDMIP support */
2971 if(Usage & WINED3DUSAGE_QUERY_WRAPANDMIP) {
2972 if (CheckWrapAndMipCapability(adapter, format_desc))
2974 UsageCaps |= WINED3DUSAGE_QUERY_WRAPANDMIP;
2975 } else {
2976 TRACE_(d3d_caps)("[FAILED] - No wrapping and mipmapping support\n");
2977 return WINED3DERR_NOTAVAILABLE;
2980 } else {
2981 TRACE_(d3d_caps)("[FAILED] - No volume texture support\n");
2982 return WINED3DERR_NOTAVAILABLE;
2985 /* Filter formats that need conversion; For one part, this conversion is unimplemented,
2986 * and volume textures are huge, so it would be a big performance hit. Unless we hit an
2987 * app needing one of those formats, don't advertize them to avoid leading apps into
2988 * temptation. The windows drivers don't support most of those formats on volumes anyway,
2989 * except of R32F.
2991 switch(CheckFormat) {
2992 case WINED3DFMT_P8:
2993 case WINED3DFMT_A4L4:
2994 case WINED3DFMT_R32_FLOAT:
2995 case WINED3DFMT_R16_FLOAT:
2996 case WINED3DFMT_X8L8V8U8:
2997 case WINED3DFMT_L6V5U5:
2998 case WINED3DFMT_R16G16_UNORM:
2999 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3000 return WINED3DERR_NOTAVAILABLE;
3002 case WINED3DFMT_R8G8B8A8_SNORM:
3003 case WINED3DFMT_R16G16_SNORM:
3004 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3005 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3006 return WINED3DERR_NOTAVAILABLE;
3008 break;
3010 case WINED3DFMT_R8G8_SNORM:
3011 if(!GL_SUPPORT(NV_TEXTURE_SHADER)) {
3012 TRACE_(d3d_caps)("[FAILED] - No converted formats on volumes\n");
3013 return WINED3DERR_NOTAVAILABLE;
3015 break;
3017 case WINED3DFMT_DXT1:
3018 case WINED3DFMT_DXT2:
3019 case WINED3DFMT_DXT3:
3020 case WINED3DFMT_DXT4:
3021 case WINED3DFMT_DXT5:
3022 /* The GL_EXT_texture_compression_s3tc spec requires that loading an s3tc
3023 * compressed texture results in an error. While the D3D refrast does
3024 * support s3tc volumes, at least the nvidia windows driver does not, so
3025 * we're free not to support this format.
3027 TRACE_(d3d_caps)("[FAILED] - DXTn does not support 3D textures\n");
3028 return WINED3DERR_NOTAVAILABLE;
3030 default:
3031 /* Do nothing, continue with checking the format below */
3032 break;
3034 } else if(RType == WINED3DRTYPE_BUFFER){
3035 /* For instance vertexbuffer/indexbuffer aren't supported yet because no Windows drivers seem to offer it */
3036 TRACE_(d3d_caps)("Unhandled resource type D3DRTYPE_INDEXBUFFER / D3DRTYPE_VERTEXBUFFER\n");
3037 return WINED3DERR_NOTAVAILABLE;
3040 /* This format is nothing special and it is supported perfectly.
3041 * However, ati and nvidia driver on windows do not mark this format as
3042 * supported (tested with the dxCapsViewer) and pretending to
3043 * support this format uncovers a bug in Battlefield 1942 (fonts are missing)
3044 * So do the same as Windows drivers and pretend not to support it on dx8 and 9
3045 * Enable it on dx7. It will need additional checking on dx10 when we support it.
3047 if(This->dxVersion > 7 && CheckFormat == WINED3DFMT_R8G8B8) {
3048 TRACE_(d3d_caps)("[FAILED]\n");
3049 return WINED3DERR_NOTAVAILABLE;
3052 /* When the UsageCaps exactly matches Usage return WINED3D_OK except for the situation in which
3053 * WINED3DUSAGE_AUTOGENMIPMAP isn't around, then WINED3DOK_NOAUTOGEN is returned if all the other
3054 * usage flags match. */
3055 if(UsageCaps == Usage) {
3056 return WINED3D_OK;
3057 } else if((UsageCaps == (Usage & ~WINED3DUSAGE_AUTOGENMIPMAP)) && (Usage & WINED3DUSAGE_AUTOGENMIPMAP)){
3058 return WINED3DOK_NOAUTOGEN;
3059 } else {
3060 TRACE_(d3d_caps)("[FAILED] - Usage=%#08x requested for CheckFormat=%s and RType=%d but only %#08x is available\n", Usage, debug_d3dformat(CheckFormat), RType, UsageCaps);
3061 return WINED3DERR_NOTAVAILABLE;
3065 static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormatConversion(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType,
3066 WINED3DFORMAT SourceFormat, WINED3DFORMAT TargetFormat) {
3067 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3069 FIXME_(d3d_caps)("(%p)-> (STUB) (Adptr:%d, DevType:(%u,%s), SrcFmt:(%u,%s), TgtFmt:(%u,%s))\n",
3070 This,
3071 Adapter,
3072 DeviceType, debug_d3ddevicetype(DeviceType),
3073 SourceFormat, debug_d3dformat(SourceFormat),
3074 TargetFormat, debug_d3dformat(TargetFormat));
3075 return WINED3D_OK;
3078 static const shader_backend_t *select_shader_backend(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3080 const shader_backend_t *ret;
3081 int vs_selected_mode;
3082 int ps_selected_mode;
3084 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3085 if (vs_selected_mode == SHADER_GLSL || ps_selected_mode == SHADER_GLSL) {
3086 ret = &glsl_shader_backend;
3087 } else if (vs_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_ARB) {
3088 ret = &arb_program_shader_backend;
3089 } else {
3090 ret = &none_shader_backend;
3092 return ret;
3095 static const struct fragment_pipeline *select_fragment_implementation(struct WineD3DAdapter *adapter,
3096 WINED3DDEVTYPE DeviceType)
3098 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3099 int vs_selected_mode;
3100 int ps_selected_mode;
3102 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3103 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3104 return &arbfp_fragment_pipeline;
3105 } else if(ps_selected_mode == SHADER_ATI) {
3106 return &atifs_fragment_pipeline;
3107 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS) && GL_SUPPORT(NV_TEXTURE_SHADER2)) {
3108 return &nvts_fragment_pipeline;
3109 } else if(GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3110 return &nvrc_fragment_pipeline;
3111 } else {
3112 return &ffp_fragment_pipeline;
3116 static const struct blit_shader *select_blit_implementation(struct WineD3DAdapter *adapter, WINED3DDEVTYPE DeviceType)
3118 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3119 int vs_selected_mode;
3120 int ps_selected_mode;
3122 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3123 if((ps_selected_mode == SHADER_ARB || ps_selected_mode == SHADER_GLSL) && GL_SUPPORT(ARB_FRAGMENT_PROGRAM)) {
3124 return &arbfp_blit;
3125 } else {
3126 return &ffp_blit;
3130 /* Note: d3d8 passes in a pointer to a D3DCAPS8 structure, which is a true
3131 subset of a D3DCAPS9 structure. However, it has to come via a void *
3132 as the d3d8 interface cannot import the d3d9 header */
3133 static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DCAPS* pCaps) {
3135 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3136 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3137 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
3138 int vs_selected_mode;
3139 int ps_selected_mode;
3140 struct shader_caps shader_caps;
3141 struct fragment_caps fragment_caps;
3142 const shader_backend_t *shader_backend;
3143 const struct fragment_pipeline *frag_pipeline = NULL;
3144 DWORD ckey_caps, blit_caps, fx_caps;
3146 TRACE_(d3d_caps)("(%p)->(Adptr:%d, DevType: %x, pCaps: %p)\n", This, Adapter, DeviceType, pCaps);
3148 if (Adapter >= IWineD3D_GetAdapterCount(iface)) {
3149 return WINED3DERR_INVALIDCALL;
3152 select_shader_mode(&adapter->gl_info, DeviceType, &ps_selected_mode, &vs_selected_mode);
3154 /* This function should *not* be modifying GL caps
3155 * TODO: move the functionality where it belongs */
3156 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
3158 /* ------------------------------------------------
3159 The following fields apply to both d3d8 and d3d9
3160 ------------------------------------------------ */
3161 pCaps->DeviceType = (DeviceType == WINED3DDEVTYPE_HAL) ? WINED3DDEVTYPE_HAL : WINED3DDEVTYPE_REF; /* Not quite true, but use h/w supported by opengl I suppose */
3162 pCaps->AdapterOrdinal = Adapter;
3164 pCaps->Caps = 0;
3165 pCaps->Caps2 = WINED3DCAPS2_CANRENDERWINDOWED |
3166 WINED3DCAPS2_FULLSCREENGAMMA |
3167 WINED3DCAPS2_DYNAMICTEXTURES;
3168 if(GL_SUPPORT(SGIS_GENERATE_MIPMAP)) {
3169 pCaps->Caps2 |= WINED3DCAPS2_CANAUTOGENMIPMAP;
3172 pCaps->Caps3 = WINED3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD |
3173 WINED3DCAPS3_COPY_TO_VIDMEM |
3174 WINED3DCAPS3_COPY_TO_SYSTEMMEM;
3176 pCaps->PresentationIntervals = WINED3DPRESENT_INTERVAL_IMMEDIATE |
3177 WINED3DPRESENT_INTERVAL_ONE;
3179 pCaps->CursorCaps = WINED3DCURSORCAPS_COLOR |
3180 WINED3DCURSORCAPS_LOWRES;
3182 pCaps->DevCaps = WINED3DDEVCAPS_FLOATTLVERTEX |
3183 WINED3DDEVCAPS_EXECUTESYSTEMMEMORY |
3184 WINED3DDEVCAPS_TLVERTEXSYSTEMMEMORY|
3185 WINED3DDEVCAPS_TLVERTEXVIDEOMEMORY |
3186 WINED3DDEVCAPS_DRAWPRIMTLVERTEX |
3187 WINED3DDEVCAPS_HWTRANSFORMANDLIGHT |
3188 WINED3DDEVCAPS_EXECUTEVIDEOMEMORY |
3189 WINED3DDEVCAPS_PUREDEVICE |
3190 WINED3DDEVCAPS_HWRASTERIZATION |
3191 WINED3DDEVCAPS_TEXTUREVIDEOMEMORY |
3192 WINED3DDEVCAPS_TEXTURESYSTEMMEMORY |
3193 WINED3DDEVCAPS_CANRENDERAFTERFLIP |
3194 WINED3DDEVCAPS_DRAWPRIMITIVES2 |
3195 WINED3DDEVCAPS_DRAWPRIMITIVES2EX |
3196 WINED3DDEVCAPS_RTPATCHES;
3198 pCaps->PrimitiveMiscCaps = WINED3DPMISCCAPS_CULLNONE |
3199 WINED3DPMISCCAPS_CULLCCW |
3200 WINED3DPMISCCAPS_CULLCW |
3201 WINED3DPMISCCAPS_COLORWRITEENABLE |
3202 WINED3DPMISCCAPS_CLIPTLVERTS |
3203 WINED3DPMISCCAPS_CLIPPLANESCALEDPOINTS |
3204 WINED3DPMISCCAPS_MASKZ |
3205 WINED3DPMISCCAPS_BLENDOP |
3206 WINED3DPMISCCAPS_MRTPOSTPIXELSHADERBLENDING;
3207 /* TODO:
3208 WINED3DPMISCCAPS_NULLREFERENCE
3209 WINED3DPMISCCAPS_INDEPENDENTWRITEMASKS
3210 WINED3DPMISCCAPS_FOGANDSPECULARALPHA
3211 WINED3DPMISCCAPS_MRTINDEPENDENTBITDEPTHS
3212 WINED3DPMISCCAPS_FOGVERTEXCLAMPED */
3214 if(GL_SUPPORT(EXT_BLEND_EQUATION_SEPARATE) && GL_SUPPORT(EXT_BLEND_FUNC_SEPARATE))
3215 pCaps->PrimitiveMiscCaps |= WINED3DPMISCCAPS_SEPARATEALPHABLEND;
3217 pCaps->RasterCaps = WINED3DPRASTERCAPS_DITHER |
3218 WINED3DPRASTERCAPS_PAT |
3219 WINED3DPRASTERCAPS_WFOG |
3220 WINED3DPRASTERCAPS_ZFOG |
3221 WINED3DPRASTERCAPS_FOGVERTEX |
3222 WINED3DPRASTERCAPS_FOGTABLE |
3223 WINED3DPRASTERCAPS_STIPPLE |
3224 WINED3DPRASTERCAPS_SUBPIXEL |
3225 WINED3DPRASTERCAPS_ZTEST |
3226 WINED3DPRASTERCAPS_SCISSORTEST |
3227 WINED3DPRASTERCAPS_SLOPESCALEDEPTHBIAS |
3228 WINED3DPRASTERCAPS_DEPTHBIAS;
3230 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3231 pCaps->RasterCaps |= WINED3DPRASTERCAPS_ANISOTROPY |
3232 WINED3DPRASTERCAPS_ZBIAS |
3233 WINED3DPRASTERCAPS_MIPMAPLODBIAS;
3235 if(GL_SUPPORT(NV_FOG_DISTANCE)) {
3236 pCaps->RasterCaps |= WINED3DPRASTERCAPS_FOGRANGE;
3238 /* FIXME Add:
3239 WINED3DPRASTERCAPS_COLORPERSPECTIVE
3240 WINED3DPRASTERCAPS_STRETCHBLTMULTISAMPLE
3241 WINED3DPRASTERCAPS_ANTIALIASEDGES
3242 WINED3DPRASTERCAPS_ZBUFFERLESSHSR
3243 WINED3DPRASTERCAPS_WBUFFER */
3245 pCaps->ZCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3246 WINED3DPCMPCAPS_EQUAL |
3247 WINED3DPCMPCAPS_GREATER |
3248 WINED3DPCMPCAPS_GREATEREQUAL |
3249 WINED3DPCMPCAPS_LESS |
3250 WINED3DPCMPCAPS_LESSEQUAL |
3251 WINED3DPCMPCAPS_NEVER |
3252 WINED3DPCMPCAPS_NOTEQUAL;
3254 pCaps->SrcBlendCaps = WINED3DPBLENDCAPS_BOTHINVSRCALPHA |
3255 WINED3DPBLENDCAPS_BOTHSRCALPHA |
3256 WINED3DPBLENDCAPS_DESTALPHA |
3257 WINED3DPBLENDCAPS_DESTCOLOR |
3258 WINED3DPBLENDCAPS_INVDESTALPHA |
3259 WINED3DPBLENDCAPS_INVDESTCOLOR |
3260 WINED3DPBLENDCAPS_INVSRCALPHA |
3261 WINED3DPBLENDCAPS_INVSRCCOLOR |
3262 WINED3DPBLENDCAPS_ONE |
3263 WINED3DPBLENDCAPS_SRCALPHA |
3264 WINED3DPBLENDCAPS_SRCALPHASAT |
3265 WINED3DPBLENDCAPS_SRCCOLOR |
3266 WINED3DPBLENDCAPS_ZERO;
3268 pCaps->DestBlendCaps = WINED3DPBLENDCAPS_DESTALPHA |
3269 WINED3DPBLENDCAPS_DESTCOLOR |
3270 WINED3DPBLENDCAPS_INVDESTALPHA |
3271 WINED3DPBLENDCAPS_INVDESTCOLOR |
3272 WINED3DPBLENDCAPS_INVSRCALPHA |
3273 WINED3DPBLENDCAPS_INVSRCCOLOR |
3274 WINED3DPBLENDCAPS_ONE |
3275 WINED3DPBLENDCAPS_SRCALPHA |
3276 WINED3DPBLENDCAPS_SRCCOLOR |
3277 WINED3DPBLENDCAPS_ZERO;
3278 /* NOTE: WINED3DPBLENDCAPS_SRCALPHASAT is not supported as dest blend factor,
3279 * according to the glBlendFunc manpage
3281 * WINED3DPBLENDCAPS_BOTHINVSRCALPHA and WINED3DPBLENDCAPS_BOTHSRCALPHA are
3282 * legacy settings for srcblend only
3285 if( GL_SUPPORT(EXT_BLEND_COLOR)) {
3286 pCaps->SrcBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3287 pCaps->DestBlendCaps |= WINED3DPBLENDCAPS_BLENDFACTOR;
3291 pCaps->AlphaCmpCaps = WINED3DPCMPCAPS_ALWAYS |
3292 WINED3DPCMPCAPS_EQUAL |
3293 WINED3DPCMPCAPS_GREATER |
3294 WINED3DPCMPCAPS_GREATEREQUAL |
3295 WINED3DPCMPCAPS_LESS |
3296 WINED3DPCMPCAPS_LESSEQUAL |
3297 WINED3DPCMPCAPS_NEVER |
3298 WINED3DPCMPCAPS_NOTEQUAL;
3300 pCaps->ShadeCaps = WINED3DPSHADECAPS_SPECULARGOURAUDRGB |
3301 WINED3DPSHADECAPS_COLORGOURAUDRGB |
3302 WINED3DPSHADECAPS_ALPHAFLATBLEND |
3303 WINED3DPSHADECAPS_ALPHAGOURAUDBLEND |
3304 WINED3DPSHADECAPS_COLORFLATRGB |
3305 WINED3DPSHADECAPS_FOGFLAT |
3306 WINED3DPSHADECAPS_FOGGOURAUD |
3307 WINED3DPSHADECAPS_SPECULARFLATRGB;
3309 pCaps->TextureCaps = WINED3DPTEXTURECAPS_ALPHA |
3310 WINED3DPTEXTURECAPS_ALPHAPALETTE |
3311 WINED3DPTEXTURECAPS_TRANSPARENCY |
3312 WINED3DPTEXTURECAPS_BORDER |
3313 WINED3DPTEXTURECAPS_MIPMAP |
3314 WINED3DPTEXTURECAPS_PROJECTED |
3315 WINED3DPTEXTURECAPS_PERSPECTIVE;
3317 if( !GL_SUPPORT(ARB_TEXTURE_NON_POWER_OF_TWO)) {
3318 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_POW2 |
3319 WINED3DPTEXTURECAPS_NONPOW2CONDITIONAL;
3322 if( GL_SUPPORT(EXT_TEXTURE3D)) {
3323 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_VOLUMEMAP |
3324 WINED3DPTEXTURECAPS_MIPVOLUMEMAP |
3325 WINED3DPTEXTURECAPS_VOLUMEMAP_POW2;
3328 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3329 pCaps->TextureCaps |= WINED3DPTEXTURECAPS_CUBEMAP |
3330 WINED3DPTEXTURECAPS_MIPCUBEMAP |
3331 WINED3DPTEXTURECAPS_CUBEMAP_POW2;
3335 pCaps->TextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3336 WINED3DPTFILTERCAPS_MAGFPOINT |
3337 WINED3DPTFILTERCAPS_MINFLINEAR |
3338 WINED3DPTFILTERCAPS_MINFPOINT |
3339 WINED3DPTFILTERCAPS_MIPFLINEAR |
3340 WINED3DPTFILTERCAPS_MIPFPOINT |
3341 WINED3DPTFILTERCAPS_LINEAR |
3342 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3343 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3344 WINED3DPTFILTERCAPS_MIPLINEAR |
3345 WINED3DPTFILTERCAPS_MIPNEAREST |
3346 WINED3DPTFILTERCAPS_NEAREST;
3348 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3349 pCaps->TextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3350 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3353 if (GL_SUPPORT(ARB_TEXTURE_CUBE_MAP)) {
3354 pCaps->CubeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3355 WINED3DPTFILTERCAPS_MAGFPOINT |
3356 WINED3DPTFILTERCAPS_MINFLINEAR |
3357 WINED3DPTFILTERCAPS_MINFPOINT |
3358 WINED3DPTFILTERCAPS_MIPFLINEAR |
3359 WINED3DPTFILTERCAPS_MIPFPOINT |
3360 WINED3DPTFILTERCAPS_LINEAR |
3361 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3362 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3363 WINED3DPTFILTERCAPS_MIPLINEAR |
3364 WINED3DPTFILTERCAPS_MIPNEAREST |
3365 WINED3DPTFILTERCAPS_NEAREST;
3367 if (GL_SUPPORT(EXT_TEXTURE_FILTER_ANISOTROPIC)) {
3368 pCaps->CubeTextureFilterCaps |= WINED3DPTFILTERCAPS_MAGFANISOTROPIC |
3369 WINED3DPTFILTERCAPS_MINFANISOTROPIC;
3371 } else
3372 pCaps->CubeTextureFilterCaps = 0;
3374 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3375 pCaps->VolumeTextureFilterCaps = WINED3DPTFILTERCAPS_MAGFLINEAR |
3376 WINED3DPTFILTERCAPS_MAGFPOINT |
3377 WINED3DPTFILTERCAPS_MINFLINEAR |
3378 WINED3DPTFILTERCAPS_MINFPOINT |
3379 WINED3DPTFILTERCAPS_MIPFLINEAR |
3380 WINED3DPTFILTERCAPS_MIPFPOINT |
3381 WINED3DPTFILTERCAPS_LINEAR |
3382 WINED3DPTFILTERCAPS_LINEARMIPLINEAR |
3383 WINED3DPTFILTERCAPS_LINEARMIPNEAREST |
3384 WINED3DPTFILTERCAPS_MIPLINEAR |
3385 WINED3DPTFILTERCAPS_MIPNEAREST |
3386 WINED3DPTFILTERCAPS_NEAREST;
3387 } else
3388 pCaps->VolumeTextureFilterCaps = 0;
3390 pCaps->TextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3391 WINED3DPTADDRESSCAPS_CLAMP |
3392 WINED3DPTADDRESSCAPS_WRAP;
3394 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3395 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3397 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3398 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3400 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3401 pCaps->TextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3404 if (GL_SUPPORT(EXT_TEXTURE3D)) {
3405 pCaps->VolumeTextureAddressCaps = WINED3DPTADDRESSCAPS_INDEPENDENTUV |
3406 WINED3DPTADDRESSCAPS_CLAMP |
3407 WINED3DPTADDRESSCAPS_WRAP;
3408 if (GL_SUPPORT(ARB_TEXTURE_BORDER_CLAMP)) {
3409 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_BORDER;
3411 if (GL_SUPPORT(ARB_TEXTURE_MIRRORED_REPEAT)) {
3412 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRROR;
3414 if (GL_SUPPORT(ATI_TEXTURE_MIRROR_ONCE)) {
3415 pCaps->VolumeTextureAddressCaps |= WINED3DPTADDRESSCAPS_MIRRORONCE;
3417 } else
3418 pCaps->VolumeTextureAddressCaps = 0;
3420 pCaps->LineCaps = WINED3DLINECAPS_TEXTURE |
3421 WINED3DLINECAPS_ZTEST |
3422 WINED3DLINECAPS_BLEND |
3423 WINED3DLINECAPS_ALPHACMP |
3424 WINED3DLINECAPS_FOG;
3425 /* WINED3DLINECAPS_ANTIALIAS is not supported on Windows, and dx and gl seem to have a different
3426 * idea how generating the smoothing alpha values works; the result is different
3429 pCaps->MaxTextureWidth = GL_LIMITS(texture_size);
3430 pCaps->MaxTextureHeight = GL_LIMITS(texture_size);
3432 if(GL_SUPPORT(EXT_TEXTURE3D))
3433 pCaps->MaxVolumeExtent = GL_LIMITS(texture3d_size);
3434 else
3435 pCaps->MaxVolumeExtent = 0;
3437 pCaps->MaxTextureRepeat = 32768;
3438 pCaps->MaxTextureAspectRatio = GL_LIMITS(texture_size);
3439 pCaps->MaxVertexW = 1.0;
3441 pCaps->GuardBandLeft = 0;
3442 pCaps->GuardBandTop = 0;
3443 pCaps->GuardBandRight = 0;
3444 pCaps->GuardBandBottom = 0;
3446 pCaps->ExtentsAdjust = 0;
3448 pCaps->StencilCaps = WINED3DSTENCILCAPS_DECRSAT |
3449 WINED3DSTENCILCAPS_INCRSAT |
3450 WINED3DSTENCILCAPS_INVERT |
3451 WINED3DSTENCILCAPS_KEEP |
3452 WINED3DSTENCILCAPS_REPLACE |
3453 WINED3DSTENCILCAPS_ZERO;
3454 if (GL_SUPPORT(EXT_STENCIL_WRAP)) {
3455 pCaps->StencilCaps |= WINED3DSTENCILCAPS_DECR |
3456 WINED3DSTENCILCAPS_INCR;
3458 if ( This->dxVersion > 8 &&
3459 ( GL_SUPPORT(EXT_STENCIL_TWO_SIDE) ||
3460 GL_SUPPORT(ATI_SEPARATE_STENCIL) ) ) {
3461 pCaps->StencilCaps |= WINED3DSTENCILCAPS_TWOSIDED;
3464 pCaps->FVFCaps = WINED3DFVFCAPS_PSIZE | 0x0008; /* 8 texture coords */
3466 pCaps->MaxUserClipPlanes = GL_LIMITS(clipplanes);
3467 pCaps->MaxActiveLights = GL_LIMITS(lights);
3469 pCaps->MaxVertexBlendMatrices = GL_LIMITS(blends);
3470 pCaps->MaxVertexBlendMatrixIndex = 0;
3472 pCaps->MaxAnisotropy = GL_LIMITS(anisotropy);
3473 pCaps->MaxPointSize = GL_LIMITS(pointsize);
3476 pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS |
3477 WINED3DVTXPCAPS_MATERIALSOURCE7 |
3478 WINED3DVTXPCAPS_POSITIONALLIGHTS |
3479 WINED3DVTXPCAPS_LOCALVIEWER |
3480 WINED3DVTXPCAPS_VERTEXFOG |
3481 WINED3DVTXPCAPS_TEXGEN;
3482 /* FIXME: Add
3483 D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */
3485 pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */
3486 pCaps->MaxVertexIndex = 0xFFFFF;
3487 pCaps->MaxStreams = MAX_STREAMS;
3488 pCaps->MaxStreamStride = 1024;
3490 /* d3d9.dll sets D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES here because StretchRects is implemented in d3d9 */
3491 pCaps->DevCaps2 = WINED3DDEVCAPS2_STREAMOFFSET |
3492 WINED3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET;
3493 pCaps->MaxNpatchTessellationLevel = 0;
3494 pCaps->MasterAdapterOrdinal = 0;
3495 pCaps->AdapterOrdinalInGroup = 0;
3496 pCaps->NumberOfAdaptersInGroup = 1;
3498 pCaps->NumSimultaneousRTs = GL_LIMITS(buffers);
3500 pCaps->StretchRectFilterCaps = WINED3DPTFILTERCAPS_MINFPOINT |
3501 WINED3DPTFILTERCAPS_MAGFPOINT |
3502 WINED3DPTFILTERCAPS_MINFLINEAR |
3503 WINED3DPTFILTERCAPS_MAGFLINEAR;
3504 pCaps->VertexTextureFilterCaps = 0;
3506 memset(&shader_caps, 0, sizeof(shader_caps));
3507 shader_backend = select_shader_backend(adapter, DeviceType);
3508 shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3510 memset(&fragment_caps, 0, sizeof(fragment_caps));
3511 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3512 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &fragment_caps);
3514 /* Add shader misc caps. Only some of them belong to the shader parts of the pipeline */
3515 pCaps->PrimitiveMiscCaps |= fragment_caps.PrimitiveMiscCaps;
3517 /* This takes care for disabling vertex shader or pixel shader caps while leaving the other one enabled.
3518 * Ignore shader model capabilities if disabled in config
3520 if(vs_selected_mode == SHADER_NONE) {
3521 TRACE_(d3d_caps)("Vertex shader disabled in config, reporting version 0.0\n");
3522 pCaps->VertexShaderVersion = WINED3DVS_VERSION(0,0);
3523 pCaps->MaxVertexShaderConst = 0;
3524 } else {
3525 pCaps->VertexShaderVersion = shader_caps.VertexShaderVersion;
3526 pCaps->MaxVertexShaderConst = shader_caps.MaxVertexShaderConst;
3529 if(ps_selected_mode == SHADER_NONE) {
3530 TRACE_(d3d_caps)("Pixel shader disabled in config, reporting version 0.0\n");
3531 pCaps->PixelShaderVersion = WINED3DPS_VERSION(0,0);
3532 pCaps->PixelShader1xMaxValue = 0.0;
3533 } else {
3534 pCaps->PixelShaderVersion = shader_caps.PixelShaderVersion;
3535 pCaps->PixelShader1xMaxValue = shader_caps.PixelShader1xMaxValue;
3538 pCaps->TextureOpCaps = fragment_caps.TextureOpCaps;
3539 pCaps->MaxTextureBlendStages = fragment_caps.MaxTextureBlendStages;
3540 pCaps->MaxSimultaneousTextures = fragment_caps.MaxSimultaneousTextures;
3542 pCaps->VS20Caps = shader_caps.VS20Caps;
3543 pCaps->MaxVShaderInstructionsExecuted = shader_caps.MaxVShaderInstructionsExecuted;
3544 pCaps->MaxVertexShader30InstructionSlots= shader_caps.MaxVertexShader30InstructionSlots;
3545 pCaps->PS20Caps = shader_caps.PS20Caps;
3546 pCaps->MaxPShaderInstructionsExecuted = shader_caps.MaxPShaderInstructionsExecuted;
3547 pCaps->MaxPixelShader30InstructionSlots = shader_caps.MaxPixelShader30InstructionSlots;
3549 /* The following caps are shader specific, but they are things we cannot detect, or which
3550 * are the same among all shader models. So to avoid code duplication set the shader version
3551 * specific, but otherwise constant caps here
3553 if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(3,0)) {
3554 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3555 use the VS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum VS3.0 value. */
3556 pCaps->VS20Caps.Caps = WINED3DVS20CAPS_PREDICATION;
3557 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* VS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3558 pCaps->VS20Caps.NumTemps = max(32, adapter->gl_info.vs_arb_max_temps);
3559 pCaps->VS20Caps.StaticFlowControlDepth = WINED3DVS20_MAX_STATICFLOWCONTROLDEPTH ; /* level of nesting in loops / if-statements; VS 3.0 requires MAX (4) */
3561 pCaps->MaxVShaderInstructionsExecuted = 65535; /* VS 3.0 needs at least 65535, some cards even use 2^32-1 */
3562 pCaps->MaxVertexShader30InstructionSlots = max(512, adapter->gl_info.vs_arb_max_instructions);
3563 } else if(pCaps->VertexShaderVersion == WINED3DVS_VERSION(2,0)) {
3564 pCaps->VS20Caps.Caps = 0;
3565 pCaps->VS20Caps.DynamicFlowControlDepth = WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH;
3566 pCaps->VS20Caps.NumTemps = max(12, adapter->gl_info.vs_arb_max_temps);
3567 pCaps->VS20Caps.StaticFlowControlDepth = 1;
3569 pCaps->MaxVShaderInstructionsExecuted = 65535;
3570 pCaps->MaxVertexShader30InstructionSlots = 0;
3571 } else { /* VS 1.x */
3572 pCaps->VS20Caps.Caps = 0;
3573 pCaps->VS20Caps.DynamicFlowControlDepth = 0;
3574 pCaps->VS20Caps.NumTemps = 0;
3575 pCaps->VS20Caps.StaticFlowControlDepth = 0;
3577 pCaps->MaxVShaderInstructionsExecuted = 0;
3578 pCaps->MaxVertexShader30InstructionSlots = 0;
3581 if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(3,0)) {
3582 /* Where possible set the caps based on OpenGL extensions and if they aren't set (in case of software rendering)
3583 use the PS 3.0 from MSDN or else if there's OpenGL spec use a hardcoded value minimum PS 3.0 value. */
3585 /* 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 */
3586 pCaps->PS20Caps.Caps = WINED3DPS20CAPS_ARBITRARYSWIZZLE |
3587 WINED3DPS20CAPS_GRADIENTINSTRUCTIONS |
3588 WINED3DPS20CAPS_PREDICATION |
3589 WINED3DPS20CAPS_NODEPENDENTREADLIMIT |
3590 WINED3DPS20CAPS_NOTEXINSTRUCTIONLIMIT;
3591 pCaps->PS20Caps.DynamicFlowControlDepth = WINED3DPS20_MAX_DYNAMICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_DYNAMICFLOWCONTROLDEPTH (24) */
3592 pCaps->PS20Caps.NumTemps = max(32, adapter->gl_info.ps_arb_max_temps);
3593 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MAX_STATICFLOWCONTROLDEPTH; /* PS 3.0 requires MAX_STATICFLOWCONTROLDEPTH (4) */
3594 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MAX_NUMINSTRUCTIONSLOTS; /* PS 3.0 requires MAX_NUMINSTRUCTIONSLOTS (512) */
3596 pCaps->MaxPShaderInstructionsExecuted = 65535;
3597 pCaps->MaxPixelShader30InstructionSlots = max(WINED3DMIN30SHADERINSTRUCTIONS, adapter->gl_info.ps_arb_max_instructions);
3598 } else if(pCaps->PixelShaderVersion == WINED3DPS_VERSION(2,0)) {
3599 /* Below we assume PS2.0 specs, not extended 2.0a(GeforceFX)/2.0b(Radeon R3xx) ones */
3600 pCaps->PS20Caps.Caps = 0;
3601 pCaps->PS20Caps.DynamicFlowControlDepth = 0; /* WINED3DVS20_MIN_DYNAMICFLOWCONTROLDEPTH = 0 */
3602 pCaps->PS20Caps.NumTemps = max(12, adapter->gl_info.ps_arb_max_temps);
3603 pCaps->PS20Caps.StaticFlowControlDepth = WINED3DPS20_MIN_STATICFLOWCONTROLDEPTH; /* Minimum: 1 */
3604 pCaps->PS20Caps.NumInstructionSlots = WINED3DPS20_MIN_NUMINSTRUCTIONSLOTS; /* Minimum number (64 ALU + 32 Texture), a GeforceFX uses 512 */
3606 pCaps->MaxPShaderInstructionsExecuted = 512; /* Minimum value, a GeforceFX uses 1024 */
3607 pCaps->MaxPixelShader30InstructionSlots = 0;
3608 } else { /* PS 1.x */
3609 pCaps->PS20Caps.Caps = 0;
3610 pCaps->PS20Caps.DynamicFlowControlDepth = 0;
3611 pCaps->PS20Caps.NumTemps = 0;
3612 pCaps->PS20Caps.StaticFlowControlDepth = 0;
3613 pCaps->PS20Caps.NumInstructionSlots = 0;
3615 pCaps->MaxPShaderInstructionsExecuted = 0;
3616 pCaps->MaxPixelShader30InstructionSlots = 0;
3619 if(pCaps->VertexShaderVersion >= WINED3DVS_VERSION(2,0)) {
3620 /* OpenGL supports all the formats below, perhaps not always
3621 * without conversion, but it supports them.
3622 * Further GLSL doesn't seem to have an official unsigned type so
3623 * don't advertise it yet as I'm not sure how we handle it.
3624 * We might need to add some clamping in the shader engine to
3625 * support it.
3626 * TODO: WINED3DDTCAPS_USHORT2N, WINED3DDTCAPS_USHORT4N, WINED3DDTCAPS_UDEC3, WINED3DDTCAPS_DEC3N */
3627 pCaps->DeclTypes = WINED3DDTCAPS_UBYTE4 |
3628 WINED3DDTCAPS_UBYTE4N |
3629 WINED3DDTCAPS_SHORT2N |
3630 WINED3DDTCAPS_SHORT4N;
3631 if (GL_SUPPORT(NV_HALF_FLOAT)) {
3632 pCaps->DeclTypes |= WINED3DDTCAPS_FLOAT16_2 |
3633 WINED3DDTCAPS_FLOAT16_4;
3635 } else
3636 pCaps->DeclTypes = 0;
3638 /* Set DirectDraw helper Caps */
3639 ckey_caps = WINEDDCKEYCAPS_DESTBLT |
3640 WINEDDCKEYCAPS_SRCBLT;
3641 fx_caps = WINEDDFXCAPS_BLTALPHA |
3642 WINEDDFXCAPS_BLTMIRRORLEFTRIGHT |
3643 WINEDDFXCAPS_BLTMIRRORUPDOWN |
3644 WINEDDFXCAPS_BLTROTATION90 |
3645 WINEDDFXCAPS_BLTSHRINKX |
3646 WINEDDFXCAPS_BLTSHRINKXN |
3647 WINEDDFXCAPS_BLTSHRINKY |
3648 WINEDDFXCAPS_BLTSHRINKXN |
3649 WINEDDFXCAPS_BLTSTRETCHX |
3650 WINEDDFXCAPS_BLTSTRETCHXN |
3651 WINEDDFXCAPS_BLTSTRETCHY |
3652 WINEDDFXCAPS_BLTSTRETCHYN;
3653 blit_caps = WINEDDCAPS_BLT |
3654 WINEDDCAPS_BLTCOLORFILL |
3655 WINEDDCAPS_BLTDEPTHFILL |
3656 WINEDDCAPS_BLTSTRETCH |
3657 WINEDDCAPS_CANBLTSYSMEM |
3658 WINEDDCAPS_CANCLIP |
3659 WINEDDCAPS_CANCLIPSTRETCHED |
3660 WINEDDCAPS_COLORKEY |
3661 WINEDDCAPS_COLORKEYHWASSIST |
3662 WINEDDCAPS_ALIGNBOUNDARYSRC;
3664 /* Fill the ddraw caps structure */
3665 pCaps->DirectDrawCaps.Caps = WINEDDCAPS_GDI |
3666 WINEDDCAPS_PALETTE |
3667 blit_caps;
3668 pCaps->DirectDrawCaps.Caps2 = WINEDDCAPS2_CERTIFIED |
3669 WINEDDCAPS2_NOPAGELOCKREQUIRED |
3670 WINEDDCAPS2_PRIMARYGAMMA |
3671 WINEDDCAPS2_WIDESURFACES |
3672 WINEDDCAPS2_CANRENDERWINDOWED;
3673 pCaps->DirectDrawCaps.SVBCaps = blit_caps;
3674 pCaps->DirectDrawCaps.SVBCKeyCaps = ckey_caps;
3675 pCaps->DirectDrawCaps.SVBFXCaps = fx_caps;
3676 pCaps->DirectDrawCaps.VSBCaps = blit_caps;
3677 pCaps->DirectDrawCaps.VSBCKeyCaps = ckey_caps;
3678 pCaps->DirectDrawCaps.VSBFXCaps = fx_caps;
3679 pCaps->DirectDrawCaps.SSBCaps = blit_caps;
3680 pCaps->DirectDrawCaps.SSBCKeyCaps = ckey_caps;
3681 pCaps->DirectDrawCaps.SSBFXCaps = fx_caps;
3683 pCaps->DirectDrawCaps.ddsCaps = WINEDDSCAPS_ALPHA |
3684 WINEDDSCAPS_BACKBUFFER |
3685 WINEDDSCAPS_FLIP |
3686 WINEDDSCAPS_FRONTBUFFER |
3687 WINEDDSCAPS_OFFSCREENPLAIN |
3688 WINEDDSCAPS_PALETTE |
3689 WINEDDSCAPS_PRIMARYSURFACE |
3690 WINEDDSCAPS_SYSTEMMEMORY |
3691 WINEDDSCAPS_VIDEOMEMORY |
3692 WINEDDSCAPS_VISIBLE;
3693 pCaps->DirectDrawCaps.StrideAlign = DDRAW_PITCH_ALIGNMENT;
3695 /* Set D3D caps if OpenGL is available. */
3696 if (adapter->opengl)
3698 pCaps->DirectDrawCaps.ddsCaps |=WINEDDSCAPS_3DDEVICE |
3699 WINEDDSCAPS_MIPMAP |
3700 WINEDDSCAPS_TEXTURE |
3701 WINEDDSCAPS_ZBUFFER;
3702 pCaps->DirectDrawCaps.Caps |= WINEDDCAPS_3D;
3705 return WINED3D_OK;
3708 /* Note due to structure differences between dx8 and dx9 D3DPRESENT_PARAMETERS,
3709 and fields being inserted in the middle, a new structure is used in place */
3710 static HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter,
3711 WINED3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviourFlags, IUnknown *parent,
3712 IWineD3DDeviceParent *device_parent, IWineD3DDevice **ppReturnedDeviceInterface)
3714 IWineD3DDeviceImpl *object = NULL;
3715 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3716 struct WineD3DAdapter *adapter = &This->adapters[Adapter];
3717 WINED3DDISPLAYMODE mode;
3718 const struct fragment_pipeline *frag_pipeline = NULL;
3719 int i;
3720 struct fragment_caps ffp_caps;
3721 struct shader_caps shader_caps;
3722 HRESULT hr;
3724 /* Validate the adapter number. If no adapters are available(no GL), ignore the adapter
3725 * number and create a device without a 3D adapter for 2D only operation.
3727 if (IWineD3D_GetAdapterCount(iface) && Adapter >= IWineD3D_GetAdapterCount(iface)) {
3728 return WINED3DERR_INVALIDCALL;
3731 /* Create a WineD3DDevice object */
3732 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DDeviceImpl));
3733 *ppReturnedDeviceInterface = (IWineD3DDevice *)object;
3734 TRACE("Created WineD3DDevice object @ %p\n", object);
3735 if (NULL == object) {
3736 return WINED3DERR_OUTOFVIDEOMEMORY;
3739 /* Set up initial COM information */
3740 object->lpVtbl = &IWineD3DDevice_Vtbl;
3741 object->ref = 1;
3742 object->wineD3D = iface;
3743 object->adapter = This->adapter_count ? adapter : NULL;
3744 IWineD3D_AddRef(object->wineD3D);
3745 object->parent = parent;
3746 object->device_parent = device_parent;
3747 list_init(&object->resources);
3748 list_init(&object->shaders);
3750 if(This->dxVersion == 7) {
3751 object->surface_alignment = DDRAW_PITCH_ALIGNMENT;
3752 } else {
3753 object->surface_alignment = D3D8_PITCH_ALIGNMENT;
3755 object->posFixup[0] = 1.0; /* This is needed to get the x coord unmodified through a MAD */
3757 /* Set the state up as invalid until the device is fully created */
3758 object->state = WINED3DERR_DRIVERINTERNALERROR;
3760 TRACE("(%p)->(Adptr:%d, DevType: %x, FocusHwnd: %p, BehFlags: %x, RetDevInt: %p)\n", This, Adapter, DeviceType,
3761 hFocusWindow, BehaviourFlags, ppReturnedDeviceInterface);
3763 /* Save the creation parameters */
3764 object->createParms.AdapterOrdinal = Adapter;
3765 object->createParms.DeviceType = DeviceType;
3766 object->createParms.hFocusWindow = hFocusWindow;
3767 object->createParms.BehaviorFlags = BehaviourFlags;
3769 /* Initialize other useful values */
3770 object->adapterNo = Adapter;
3771 object->devType = DeviceType;
3773 select_shader_mode(&adapter->gl_info, DeviceType,
3774 &object->ps_selected_mode, &object->vs_selected_mode);
3775 object->shader_backend = select_shader_backend(adapter, DeviceType);
3777 memset(&shader_caps, 0, sizeof(shader_caps));
3778 object->shader_backend->shader_get_caps(DeviceType, &adapter->gl_info, &shader_caps);
3779 object->d3d_vshader_constantF = shader_caps.MaxVertexShaderConst;
3780 object->d3d_pshader_constantF = shader_caps.MaxPixelShaderConst;
3782 memset(&ffp_caps, 0, sizeof(ffp_caps));
3783 frag_pipeline = select_fragment_implementation(adapter, DeviceType);
3784 object->frag_pipe = frag_pipeline;
3785 frag_pipeline->get_caps(DeviceType, &adapter->gl_info, &ffp_caps);
3786 object->max_ffp_textures = ffp_caps.MaxSimultaneousTextures;
3787 object->max_ffp_texture_stages = ffp_caps.MaxTextureBlendStages;
3788 hr = compile_state_table(object->StateTable, object->multistate_funcs, &adapter->gl_info,
3789 ffp_vertexstate_template, frag_pipeline, misc_state_template);
3791 if (FAILED(hr)) {
3792 IWineD3D_Release(object->wineD3D);
3793 HeapFree(GetProcessHeap(), 0, object);
3795 return hr;
3798 object->blitter = select_blit_implementation(adapter, DeviceType);
3800 /* set the state of the device to valid */
3801 object->state = WINED3D_OK;
3803 /* Get the initial screen setup for ddraw */
3804 IWineD3DImpl_GetAdapterDisplayMode(iface, Adapter, &mode);
3806 object->ddraw_width = mode.Width;
3807 object->ddraw_height = mode.Height;
3808 object->ddraw_format = mode.Format;
3810 for(i = 0; i < PATCHMAP_SIZE; i++) {
3811 list_init(&object->patches[i]);
3814 IWineD3DDeviceParent_WineD3DDeviceCreated(device_parent, *ppReturnedDeviceInterface);
3816 return WINED3D_OK;
3819 static HRESULT WINAPI IWineD3DImpl_GetParent(IWineD3D *iface, IUnknown **pParent) {
3820 IWineD3DImpl *This = (IWineD3DImpl *)iface;
3821 IUnknown_AddRef(This->parent);
3822 *pParent = This->parent;
3823 return WINED3D_OK;
3826 ULONG WINAPI D3DCB_DefaultDestroySurface(IWineD3DSurface *pSurface) {
3827 IUnknown* surfaceParent;
3828 TRACE("(%p) call back\n", pSurface);
3830 /* Now, release the parent, which will take care of cleaning up the surface for us */
3831 IWineD3DSurface_GetParent(pSurface, &surfaceParent);
3832 IUnknown_Release(surfaceParent);
3833 return IUnknown_Release(surfaceParent);
3836 ULONG WINAPI D3DCB_DefaultDestroyVolume(IWineD3DVolume *pVolume) {
3837 IUnknown* volumeParent;
3838 TRACE("(%p) call back\n", pVolume);
3840 /* Now, release the parent, which will take care of cleaning up the volume for us */
3841 IWineD3DVolume_GetParent(pVolume, &volumeParent);
3842 IUnknown_Release(volumeParent);
3843 return IUnknown_Release(volumeParent);
3846 static BOOL match_apple(const WineD3D_GL_Info *gl_info)
3848 /* MacOS has various specialities in the extensions it advertises. Some have to be loaded from
3849 * the opengl 1.2+ core, while other extensions are advertised, but software emulated. So try to
3850 * detect the Apple OpenGL implementation to apply some extension fixups afterwards.
3852 * Detecting this isn't really easy. The vendor string doesn't mention Apple. Compile-time checks
3853 * aren't sufficient either because a Linux binary may display on a macos X server via remote X11.
3854 * So try to detect the GL implementation by looking at certain Apple extensions. Some extensions
3855 * like client storage might be supported on other implementations too, but GL_APPLE_flush_render
3856 * is specific to the Mac OS X window management, and GL_APPLE_ycbcr_422 is QuickTime specific. So
3857 * the chance that other implementations support them is rather small since Win32 QuickTime uses
3858 * DirectDraw, not OpenGL.
3860 if(gl_info->supported[APPLE_FENCE] &&
3861 gl_info->supported[APPLE_CLIENT_STORAGE] &&
3862 gl_info->supported[APPLE_FLUSH_RENDER] &&
3863 gl_info->supported[APPLE_YCBCR_422]) {
3864 TRACE_(d3d_caps)("GL_APPLE_fence, GL_APPLE_client_storage, GL_APPLE_flush_render and GL_ycbcr_422 are supported\n");
3865 TRACE_(d3d_caps)("Activating MacOS fixups\n");
3866 return TRUE;
3867 } else {
3868 TRACE_(d3d_caps)("Apple extensions are not supported\n");
3869 TRACE_(d3d_caps)("Not activating MacOS fixups\n");
3870 return FALSE;
3874 static void test_pbo_functionality(WineD3D_GL_Info *gl_info) {
3875 /* Some OpenGL implementations, namely Apple's Geforce 8 driver, advertises PBOs,
3876 * but glTexSubImage from a PBO fails miserably, with the first line repeated over
3877 * all the texture. This function detects this bug by its symptom and disables PBOs
3878 * if the test fails.
3880 * The test uploads a 4x4 texture via the PBO in the "native" format GL_BGRA,
3881 * GL_UNSIGNED_INT_8_8_8_8_REV. This format triggers the bug, and it is what we use
3882 * for D3DFMT_A8R8G8B8. Then the texture is read back without any PBO and the data
3883 * read back is compared to the original. If they are equal PBOs are assumed to work,
3884 * otherwise the PBO extension is disabled.
3886 GLuint texture, pbo;
3887 static const unsigned int pattern[] = {
3888 0x00000000, 0x000000ff, 0x0000ff00, 0x40ff0000,
3889 0x80ffffff, 0x40ffff00, 0x00ff00ff, 0x0000ffff,
3890 0x00ffff00, 0x00ff00ff, 0x0000ffff, 0x000000ff,
3891 0x80ff00ff, 0x0000ffff, 0x00ff00ff, 0x40ff00ff
3893 unsigned int check[sizeof(pattern) / sizeof(pattern[0])];
3895 if(!gl_info->supported[ARB_PIXEL_BUFFER_OBJECT]) {
3896 /* No PBO -> No point in testing them */
3897 return;
3900 while(glGetError());
3901 glGenTextures(1, &texture);
3902 glBindTexture(GL_TEXTURE_2D, texture);
3904 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3905 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
3906 checkGLcall("Specifying the PBO test texture\n");
3908 GL_EXTCALL(glGenBuffersARB(1, &pbo));
3909 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pbo));
3910 GL_EXTCALL(glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, sizeof(pattern), pattern, GL_STREAM_DRAW_ARB));
3911 checkGLcall("Specifying the PBO test pbo\n");
3913 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
3914 checkGLcall("Loading the PBO test texture\n");
3916 GL_EXTCALL(glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0));
3917 glFinish(); /* just to be sure */
3919 memset(check, 0, sizeof(check));
3920 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, check);
3921 checkGLcall("Reading back the PBO test texture\n");
3923 glDeleteTextures(1, &texture);
3924 GL_EXTCALL(glDeleteBuffersARB(1, &pbo));
3925 checkGLcall("PBO test cleanup\n");
3927 if(memcmp(check, pattern, sizeof(check)) != 0) {
3928 WARN_(d3d_caps)("PBO test failed, read back data doesn't match original\n");
3929 WARN_(d3d_caps)("Disabling PBOs. This may result in slower performance\n");
3930 gl_info->supported[ARB_PIXEL_BUFFER_OBJECT] = FALSE;
3931 } else {
3932 TRACE_(d3d_caps)("PBO test successful\n");
3936 /* Certain applications(Steam) complain if we report an outdated driver version. In general,
3937 * reporting a driver version is moot because we are not the Windows driver, and we have different
3938 * bugs, features, etc.
3940 * If a card is not found in this table, the gl driver version is reported
3942 struct driver_version_information {
3943 WORD vendor; /* reported PCI card vendor ID */
3944 WORD card; /* reported PCI card device ID */
3945 const char *description; /* Description of the card e.g. NVIDIA RIVA TNT */
3946 WORD hipart_hi, hipart_lo; /* driver hiword to report */
3947 WORD lopart_hi, lopart_lo; /* driver loword to report */
3950 static const struct driver_version_information driver_version_table[] = {
3951 /* Nvidia drivers. Geforce6 and newer cards are supported by the current driver (180.x)
3952 * GeforceFX support is up to 173.x, - driver uses numbering x.y.11.7341 for 173.41 where x is the windows revision (6=2000/xp, 7=vista), y is unknown
3953 * Geforce2MX/3/4 up to 96.x - driver uses numbering 9.6.8.9 for 96.89
3954 * TNT/Geforce1/2 up to 71.x - driver uses numbering 7.1.8.6 for 71.86
3956 * All version numbers used below are from the Linux nvidia drivers.
3958 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT, "NVIDIA RIVA TNT", 7, 1, 8, 6 },
3959 {VENDOR_NVIDIA, CARD_NVIDIA_RIVA_TNT2, "NVIDIA RIVA TNT2/TNT2 Pro", 7, 1, 8, 6 },
3960 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE, "NVIDIA GeForce 256", 7, 1, 8, 6 },
3961 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2_MX, "NVIDIA GeForce2 MX/MX 400", 9, 6, 4, 3 },
3962 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE2, "NVIDIA GeForce2 GTS/GeForce2 Pro", 7, 1, 8, 6 },
3963 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE3, "NVIDIA GeForce3", 9, 6, 4, 3 },
3964 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_MX, "NVIDIA GeForce4 MX 460", 9, 6, 4, 3 },
3965 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE4_TI4200, "NVIDIA GeForce4 Ti 4200", 9, 6, 4, 3 },
3966 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5200, "NVIDIA GeForce FX 5200", 7, 15, 11, 7341 },
3967 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5600, "NVIDIA GeForce FX 5600", 7, 15, 11, 7341 },
3968 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCEFX_5800, "NVIDIA GeForce FX 5800", 7, 15, 11, 7341 },
3969 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6200, "NVIDIA GeForce 6200", 7, 15, 11, 8044 },
3970 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6600GT, "NVIDIA GeForce 6600 GT", 7, 15, 11, 8044 },
3971 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_6800, "NVIDIA GeForce 6800", 7, 15, 11, 8044 },
3972 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7300, "NVIDIA GeForce Go 7300", 7, 15, 11, 8044 },
3973 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7400, "NVIDIA GeForce Go 7400", 7, 15, 11, 8044 },
3974 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7600, "NVIDIA GeForce 7600 GT", 7, 15, 11, 8044 },
3975 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_7800GT, "NVIDIA GeForce 7800 GT", 7, 15, 11, 8044 },
3976 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8300GS, "NVIDIA GeForce 8300 GS", 7, 15, 11, 8044 },
3977 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600GT, "NVIDIA GeForce 8600 GT", 7, 15, 11, 8044 },
3978 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8600MGT, "NVIDIA GeForce 8600M GT", 7, 15, 11, 8044 },
3979 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_8800GTS, "NVIDIA GeForce 8800 GTS", 7, 15, 11, 8044 },
3980 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9200, "NVIDIA GeForce 9200", 7, 15, 11, 8044 },
3981 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9400GT, "NVIDIA GeForce 9400 GT", 7, 15, 11, 8044 },
3982 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9500GT, "NVIDIA GeForce 9500 GT", 7, 15, 11, 8044 },
3983 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9600GT, "NVIDIA GeForce 9600 GT", 7, 15, 11, 8044 },
3984 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_9800GT, "NVIDIA GeForce 9800 GT", 7, 15, 11, 8044 },
3985 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX260, "NVIDIA GeForce GTX 260", 7, 15, 11, 8044 },
3986 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX275, "NVIDIA GeForce GTX 275", 7, 15, 11, 8044 },
3987 {VENDOR_NVIDIA, CARD_NVIDIA_GEFORCE_GTX280, "NVIDIA GeForce GTX 280", 7, 15, 11, 8044 },
3989 /* ATI cards. The driver versions are somewhat similar, but not quite the same. Let's hardcode */
3990 {VENDOR_ATI, CARD_ATI_RADEON_9500, "ATI Radeon 9500", 6, 14, 10, 6764 },
3991 {VENDOR_ATI, CARD_ATI_RADEON_X700, "ATI Radeon X700 SE", 6, 14, 10, 6764 },
3992 {VENDOR_ATI, CARD_ATI_RADEON_X1600, "ATI Radeon X1600 Series", 6, 14, 10, 6764 },
3993 {VENDOR_ATI, CARD_ATI_RADEON_HD2300, "ATI Mobility Radeon HD 2300", 6, 14, 10, 6764 },
3994 {VENDOR_ATI, CARD_ATI_RADEON_HD2600, "ATI Mobility Radeon HD 2600", 6, 14, 10, 6764 },
3995 {VENDOR_ATI, CARD_ATI_RADEON_HD2900, "ATI Radeon HD 2900 XT", 6, 14, 10, 6764 },
3997 /* TODO: Add information about legacy ATI hardware, Intel and other cards */
4000 static BOOL match_ati_r300_to_500(const WineD3D_GL_Info *gl_info) {
4001 if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
4002 if(gl_info->gl_card == CARD_ATI_RADEON_9500) return TRUE;
4003 if(gl_info->gl_card == CARD_ATI_RADEON_X700) return TRUE;
4004 if(gl_info->gl_card == CARD_ATI_RADEON_X1600) return TRUE;
4005 return FALSE;
4008 static BOOL match_geforce5(const WineD3D_GL_Info *gl_info) {
4009 if(gl_info->gl_vendor == VENDOR_NVIDIA) {
4010 if(gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5800 || gl_info->gl_card == CARD_NVIDIA_GEFORCEFX_5600) {
4011 return TRUE;
4014 return FALSE;
4017 static BOOL match_apple_intel(const WineD3D_GL_Info *gl_info) {
4018 return gl_info->gl_vendor == VENDOR_INTEL && match_apple(gl_info);
4021 static BOOL match_apple_nonr500ati(const WineD3D_GL_Info *gl_info) {
4022 if(!match_apple(gl_info)) return FALSE;
4023 if(gl_info->gl_vendor != VENDOR_ATI) return FALSE;
4024 if(gl_info->gl_card == CARD_ATI_RADEON_X1600) return FALSE;
4025 return TRUE;
4028 static void quirk_arb_constants(WineD3D_GL_Info *gl_info) {
4029 TRACE_(d3d_caps)("Using ARB vs constant limit(=%u) for GLSL\n", gl_info->vs_arb_constantsF);
4030 gl_info->vs_glsl_constantsF = gl_info->vs_arb_constantsF;
4031 TRACE_(d3d_caps)("Using ARB ps constant limit(=%u) for GLSL\n", gl_info->ps_arb_constantsF);
4032 gl_info->ps_glsl_constantsF = gl_info->ps_arb_constantsF;
4035 static void quirk_apple_glsl_constants(WineD3D_GL_Info *gl_info) {
4036 quirk_arb_constants(gl_info);
4037 /* MacOS needs uniforms for relative addressing offsets. This can accumulate to quite a few uniforms.
4038 * Beyond that the general uniform isn't optimal, so reserve a number of uniforms. 12 vec4's should
4039 * allow 48 different offsets or other helper immediate values
4041 TRACE_(d3d_caps)("Reserving 12 GLSL constants for compiler private use\n");
4042 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 12);
4045 static void quirk_ati_dx9(WineD3D_GL_Info *gl_info) {
4046 quirk_arb_constants(gl_info);
4048 /* MacOS advertises GL_ARB_texture_non_power_of_two on ATI r500 and earlier cards, although
4049 * these cards only support GL_ARB_texture_rectangle(D3DPTEXTURECAPS_NONPOW2CONDITIONAL).
4050 * If real NP2 textures are used, the driver falls back to software. We could just remove the
4051 * extension and use GL_ARB_texture_rectangle instead, but texture_rectangle is inconventient
4052 * due to the non-normalized texture coordinates. Thus set an internal extension flag,
4053 * GL_WINE_normalized_texrect, which signals the code that it can use non power of two textures
4054 * as per GL_ARB_texture_non_power_of_two, but has to stick to the texture_rectangle limits.
4056 * fglrx doesn't advertise GL_ARB_texture_non_power_of_two, but it advertises opengl 2.0 which
4057 * has this extension promoted to core. The extension loading code sets this extension supported
4058 * due to that, so this code works on fglrx as well.
4060 TRACE("GL_ARB_texture_non_power_of_two advertised on R500 or earlier card, removing\n");
4061 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4062 gl_info->supported[WINE_NORMALIZED_TEXRECT] = TRUE;
4064 /* fglrx has the same structural issues as the one described in quirk_apple_glsl_constants, although
4065 * it is generally more efficient. Reserve just 8 constants
4067 TRACE_(d3d_caps)("Reserving 8 GLSL constants for compiler private use\n");
4068 gl_info->reserved_glsl_constants = max(gl_info->reserved_glsl_constants, 8);
4071 static void quirk_no_np2(WineD3D_GL_Info *gl_info) {
4072 /* The nVidia GeForceFX series reports OpenGL 2.0 capabilities with the latest drivers versions, but
4073 * doesn't explicitly advertise the ARB_tex_npot extension in the GL extension string.
4074 * This usually means that ARB_tex_npot is supported in hardware as long as the application is staying
4075 * within the limits enforced by the ARB_texture_rectangle extension. This however is not true for the
4076 * FX series, which instantly falls back to a slower software path as soon as ARB_tex_npot is used.
4077 * We therefore completely remove ARB_tex_npot from the list of supported extensions.
4079 * Note that wine_normalized_texrect can't be used in this case because internally it uses ARB_tex_npot,
4080 * triggering the software fallback. There is not much we can do here apart from disabling the
4081 * software-emulated extension and reenable ARB_tex_rect (which was previously disabled
4082 * in IWineD3DImpl_FillGLCaps).
4083 * This fixup removes performance problems on both the FX 5900 and FX 5700 (e.g. for framebuffer
4084 * post-processing effects in the game "Max Payne 2").
4085 * The behaviour can be verified through a simple test app attached in bugreport #14724.
4087 TRACE("GL_ARB_texture_non_power_of_two advertised through OpenGL 2.0 on NV FX card, removing\n");
4088 gl_info->supported[ARB_TEXTURE_NON_POWER_OF_TWO] = FALSE;
4089 gl_info->supported[ARB_TEXTURE_RECTANGLE] = TRUE;
4092 static void quirk_texcoord_w(WineD3D_GL_Info *gl_info) {
4093 /* The Intel GPUs on MacOS set the .w register of texcoords to 0.0 by default, which causes problems
4094 * with fixed function fragment processing. Ideally this flag should be detected with a test shader
4095 * and OpenGL feedback mode, but some GL implementations (MacOS ATI at least, probably all MacOS ones)
4096 * do not like vertex shaders in feedback mode and return an error, even though it should be valid
4097 * according to the spec.
4099 * We don't want to enable this on all cards, as it adds an extra instruction per texcoord used. This
4100 * makes the shader slower and eats instruction slots which should be available to the d3d app.
4102 * ATI Radeon HD 2xxx cards on MacOS have the issue. Instead of checking for the buggy cards, blacklist
4103 * all radeon cards on Macs and whitelist the good ones. That way we're prepared for the future. If
4104 * this workaround is activated on cards that do not need it, it won't break things, just affect
4105 * performance negatively.
4107 TRACE("Enabling vertex texture coord fixes in vertex shaders\n");
4108 gl_info->set_texcoord_w = TRUE;
4111 struct driver_quirk quirk_table[] = {
4113 match_ati_r300_to_500,
4114 quirk_ati_dx9,
4115 "ATI GLSL constant and normalized texrect quirk"
4117 /* MacOS advertises more GLSL vertex shader uniforms than supported by the hardware, and if more are
4118 * used it falls back to software. While the compiler can detect if the shader uses all declared
4119 * uniforms, the optimization fails if the shader uses relative addressing. So any GLSL shader
4120 * using relative addressing falls back to software.
4122 * ARB vp gives the correct amount of uniforms, so use it instead of GLSL
4125 match_apple,
4126 quirk_apple_glsl_constants,
4127 "Apple GLSL uniform override"
4130 match_geforce5,
4131 quirk_no_np2,
4132 "Geforce 5 NP2 disable"
4135 match_apple_intel,
4136 quirk_texcoord_w,
4137 "Init texcoord .w for Apple Intel GPU driver"
4140 match_apple_nonr500ati,
4141 quirk_texcoord_w,
4142 "Init texcoord .w for Apple ATI >= r600 GPU driver"
4146 static void fixup_extensions(WineD3D_GL_Info *gl_info) {
4147 unsigned int i;
4149 for(i = 0; i < (sizeof(quirk_table) / sizeof(*quirk_table)); i++) {
4150 if(!quirk_table[i].match(gl_info)) continue;
4151 TRACE_(d3d_caps)("Applying driver quirk \"%s\"\n", quirk_table[i].description);
4152 quirk_table[i].apply(gl_info);
4155 /* Find out if PBOs work as they are supposed to */
4156 test_pbo_functionality(gl_info);
4158 /* Fixup the driver version */
4159 for(i = 0; i < (sizeof(driver_version_table) / sizeof(driver_version_table[0])); i++) {
4160 if(gl_info->gl_vendor == driver_version_table[i].vendor &&
4161 gl_info->gl_card == driver_version_table[i].card) {
4162 TRACE_(d3d_caps)("Found card 0x%04x, 0x%04x in driver version DB\n", gl_info->gl_vendor, gl_info->gl_card);
4164 gl_info->driver_version = MAKEDWORD_VERSION(driver_version_table[i].lopart_hi,
4165 driver_version_table[i].lopart_lo);
4166 gl_info->driver_version_hipart = MAKEDWORD_VERSION(driver_version_table[i].hipart_hi,
4167 driver_version_table[i].hipart_lo);
4168 strcpy(gl_info->driver_description, driver_version_table[i].description);
4169 break;
4174 static void WINE_GLAPI invalid_func(const void *data)
4176 ERR("Invalid vertex attribute function called\n");
4177 DebugBreak();
4180 static void WINE_GLAPI invalid_texcoord_func(GLenum unit, const void *data)
4182 ERR("Invalid texcoord function called\n");
4183 DebugBreak();
4186 /* Helper functions for providing vertex data to opengl. The arrays are initialized based on
4187 * the extension detection and are used in drawStridedSlow
4189 static void WINE_GLAPI position_d3dcolor(const void *data)
4191 DWORD pos = *((const DWORD *)data);
4193 FIXME("Add a test for fixed function position from d3dcolor type\n");
4194 glVertex4s(D3DCOLOR_B_R(pos),
4195 D3DCOLOR_B_G(pos),
4196 D3DCOLOR_B_B(pos),
4197 D3DCOLOR_B_A(pos));
4200 static void WINE_GLAPI position_float4(const void *data)
4202 const GLfloat *pos = data;
4204 if (pos[3] < eps && pos[3] > -eps)
4205 glVertex3fv(pos);
4206 else {
4207 float w = 1.0 / pos[3];
4209 glVertex4f(pos[0] * w, pos[1] * w, pos[2] * w, w);
4213 static void WINE_GLAPI diffuse_d3dcolor(const void *data)
4215 DWORD diffuseColor = *((const DWORD *)data);
4217 glColor4ub(D3DCOLOR_B_R(diffuseColor),
4218 D3DCOLOR_B_G(diffuseColor),
4219 D3DCOLOR_B_B(diffuseColor),
4220 D3DCOLOR_B_A(diffuseColor));
4223 static void WINE_GLAPI specular_d3dcolor(const void *data)
4225 DWORD specularColor = *((const DWORD *)data);
4226 GLbyte d[] = {D3DCOLOR_B_R(specularColor),
4227 D3DCOLOR_B_G(specularColor),
4228 D3DCOLOR_B_B(specularColor)};
4230 specular_func_3ubv(d);
4233 static void WINE_GLAPI warn_no_specular_func(const void *data)
4235 WARN("GL_EXT_secondary_color not supported\n");
4238 static void fillGLAttribFuncs(const WineD3D_GL_Info *gl_info)
4240 position_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4241 position_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4242 position_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glVertex3fv;
4243 position_funcs[WINED3D_FFP_EMIT_FLOAT4] = position_float4;
4244 position_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = position_d3dcolor;
4245 position_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4246 position_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4247 position_funcs[WINED3D_FFP_EMIT_SHORT4] = (glAttribFunc)glVertex2sv;
4248 position_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4249 position_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4250 position_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4251 position_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4252 position_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4253 position_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4254 position_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4255 position_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4256 position_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4258 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4259 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4260 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glColor3fv;
4261 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glColor4fv;
4262 diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = diffuse_d3dcolor;
4263 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4264 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4265 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4266 diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N] = (glAttribFunc)glColor4ubv;
4267 diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4268 diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N] = (glAttribFunc)glColor4sv;
4269 diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4270 diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N] = (glAttribFunc)glColor4usv;
4271 diffuse_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4272 diffuse_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4273 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4274 diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4276 /* No 4 component entry points here */
4277 specular_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4278 specular_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4279 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4280 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
4281 } else {
4282 specular_funcs[WINED3D_FFP_EMIT_FLOAT3] = warn_no_specular_func;
4284 specular_funcs[WINED3D_FFP_EMIT_FLOAT4] = invalid_func;
4285 if(GL_SUPPORT(EXT_SECONDARY_COLOR)) {
4286 specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
4287 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
4288 } else {
4289 specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
4291 specular_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4292 specular_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4293 specular_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4294 specular_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4295 specular_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4296 specular_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4297 specular_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4298 specular_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4299 specular_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4300 specular_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4301 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4302 specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4304 /* Only 3 component entry points here. Test how others behave. Float4 normals are used
4305 * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
4307 normal_funcs[WINED3D_FFP_EMIT_FLOAT1] = invalid_func;
4308 normal_funcs[WINED3D_FFP_EMIT_FLOAT2] = invalid_func;
4309 normal_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glAttribFunc)glNormal3fv;
4310 normal_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glAttribFunc)glNormal3fv; /* Just ignore the 4th value */
4311 normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_func;
4312 normal_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_func;
4313 normal_funcs[WINED3D_FFP_EMIT_SHORT2] = invalid_func;
4314 normal_funcs[WINED3D_FFP_EMIT_SHORT4] = invalid_func;
4315 normal_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_func;
4316 normal_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_func;
4317 normal_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_func;
4318 normal_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_func;
4319 normal_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_func;
4320 normal_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_func;
4321 normal_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_func;
4322 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
4323 normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
4325 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
4326 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
4327 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
4328 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
4329 multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = invalid_texcoord_func;
4330 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4] = invalid_texcoord_func;
4331 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
4332 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
4333 multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N] = invalid_texcoord_func;
4334 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N] = invalid_texcoord_func;
4335 multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N] = invalid_texcoord_func;
4336 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N] = invalid_texcoord_func;
4337 multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N] = invalid_texcoord_func;
4338 multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3] = invalid_texcoord_func;
4339 multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N] = invalid_texcoord_func;
4340 if (GL_SUPPORT(NV_HALF_FLOAT))
4342 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
4343 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
4344 } else {
4345 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
4346 multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
4350 BOOL InitAdapters(IWineD3DImpl *This)
4352 static HMODULE mod_gl;
4353 BOOL ret;
4354 int ps_selected_mode, vs_selected_mode;
4356 /* No need to hold any lock. The calling library makes sure only one thread calls
4357 * wined3d simultaneously
4360 TRACE("Initializing adapters\n");
4362 if(!mod_gl) {
4363 #ifdef USE_WIN32_OPENGL
4364 #define USE_GL_FUNC(pfn) pfn = (void*)GetProcAddress(mod_gl, #pfn);
4365 mod_gl = LoadLibraryA("opengl32.dll");
4366 if(!mod_gl) {
4367 ERR("Can't load opengl32.dll!\n");
4368 goto nogl_adapter;
4370 #else
4371 #define USE_GL_FUNC(pfn) pfn = (void*)pwglGetProcAddress(#pfn);
4372 /* To bypass the opengl32 thunks load wglGetProcAddress from gdi32 (glXGetProcAddress wrapper) instead of opengl32's */
4373 mod_gl = GetModuleHandleA("gdi32.dll");
4374 #endif
4377 /* Load WGL core functions from opengl32.dll */
4378 #define USE_WGL_FUNC(pfn) p##pfn = (void*)GetProcAddress(mod_gl, #pfn);
4379 WGL_FUNCS_GEN;
4380 #undef USE_WGL_FUNC
4382 if(!pwglGetProcAddress) {
4383 ERR("Unable to load wglGetProcAddress!\n");
4384 goto nogl_adapter;
4387 /* Dynamically load all GL core functions */
4388 GL_FUNCS_GEN;
4389 #undef USE_GL_FUNC
4391 /* Load glFinish and glFlush from opengl32.dll even if we're not using WIN32 opengl
4392 * otherwise because we have to use winex11.drv's override
4394 #ifdef USE_WIN32_OPENGL
4395 glFinish = (void*)GetProcAddress(mod_gl, "glFinish");
4396 glFlush = (void*)GetProcAddress(mod_gl, "glFlush");
4397 #else
4398 glFinish = (void*)pwglGetProcAddress("wglFinish");
4399 glFlush = (void*)pwglGetProcAddress("wglFlush");
4400 #endif
4402 glEnableWINE = glEnable;
4403 glDisableWINE = glDisable;
4405 /* For now only one default adapter */
4407 struct WineD3DAdapter *adapter = &This->adapters[0];
4408 const WineD3D_GL_Info *gl_info = &adapter->gl_info;
4409 int iPixelFormat;
4410 int res;
4411 int i;
4412 WineD3D_PixelFormat *cfgs;
4413 DISPLAY_DEVICEW DisplayDevice;
4414 HDC hdc;
4416 TRACE("Initializing default adapter\n");
4417 adapter->num = 0;
4418 adapter->monitorPoint.x = -1;
4419 adapter->monitorPoint.y = -1;
4421 if (!WineD3D_CreateFakeGLContext()) {
4422 ERR("Failed to get a gl context for default adapter\n");
4423 WineD3D_ReleaseFakeGLContext();
4424 goto nogl_adapter;
4427 ret = IWineD3DImpl_FillGLCaps(&adapter->gl_info);
4428 if(!ret) {
4429 ERR("Failed to initialize gl caps for default adapter\n");
4430 WineD3D_ReleaseFakeGLContext();
4431 goto nogl_adapter;
4433 ret = initPixelFormats(&adapter->gl_info);
4434 if(!ret) {
4435 ERR("Failed to init gl formats\n");
4436 WineD3D_ReleaseFakeGLContext();
4437 goto nogl_adapter;
4440 hdc = pwglGetCurrentDC();
4441 if(!hdc) {
4442 ERR("Failed to get gl HDC\n");
4443 WineD3D_ReleaseFakeGLContext();
4444 goto nogl_adapter;
4447 adapter->driver = "Display";
4448 adapter->description = "Direct3D HAL";
4450 /* Use the VideoRamSize registry setting when set */
4451 if(wined3d_settings.emulated_textureram)
4452 adapter->TextureRam = wined3d_settings.emulated_textureram;
4453 else
4454 adapter->TextureRam = adapter->gl_info.vidmem;
4455 adapter->UsedTextureRam = 0;
4456 TRACE("Emulating %dMB of texture ram\n", adapter->TextureRam/(1024*1024));
4458 /* Initialize the Adapter's DeviceName which is required for ChangeDisplaySettings and friends */
4459 DisplayDevice.cb = sizeof(DisplayDevice);
4460 EnumDisplayDevicesW(NULL, 0 /* Adapter 0 = iDevNum 0 */, &DisplayDevice, 0);
4461 TRACE("DeviceName: %s\n", debugstr_w(DisplayDevice.DeviceName));
4462 strcpyW(adapter->DeviceName, DisplayDevice.DeviceName);
4464 if(GL_SUPPORT(WGL_ARB_PIXEL_FORMAT))
4466 int attribute;
4467 int attribs[10];
4468 int values[10];
4469 int nAttribs = 0;
4471 attribute = WGL_NUMBER_PIXEL_FORMATS_ARB;
4472 GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, 0, 0, 1, &attribute, &adapter->nCfgs));
4474 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, adapter->nCfgs *sizeof(WineD3D_PixelFormat));
4475 cfgs = adapter->cfgs;
4476 attribs[nAttribs++] = WGL_RED_BITS_ARB;
4477 attribs[nAttribs++] = WGL_GREEN_BITS_ARB;
4478 attribs[nAttribs++] = WGL_BLUE_BITS_ARB;
4479 attribs[nAttribs++] = WGL_ALPHA_BITS_ARB;
4480 attribs[nAttribs++] = WGL_DEPTH_BITS_ARB;
4481 attribs[nAttribs++] = WGL_STENCIL_BITS_ARB;
4482 attribs[nAttribs++] = WGL_DRAW_TO_WINDOW_ARB;
4483 attribs[nAttribs++] = WGL_PIXEL_TYPE_ARB;
4484 attribs[nAttribs++] = WGL_DOUBLE_BUFFER_ARB;
4485 attribs[nAttribs++] = WGL_AUX_BUFFERS_ARB;
4487 for (iPixelFormat=1; iPixelFormat <= adapter->nCfgs; ++iPixelFormat)
4489 res = GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, nAttribs, attribs, values));
4491 if(!res)
4492 continue;
4494 /* Cache the pixel format */
4495 cfgs->iPixelFormat = iPixelFormat;
4496 cfgs->redSize = values[0];
4497 cfgs->greenSize = values[1];
4498 cfgs->blueSize = values[2];
4499 cfgs->alphaSize = values[3];
4500 cfgs->depthSize = values[4];
4501 cfgs->stencilSize = values[5];
4502 cfgs->windowDrawable = values[6];
4503 cfgs->iPixelType = values[7];
4504 cfgs->doubleBuffer = values[8];
4505 cfgs->auxBuffers = values[9];
4507 cfgs->pbufferDrawable = FALSE;
4508 /* Check for pbuffer support when it is around as wglGetPixelFormatAttribiv fails for unknown attributes. */
4509 if(GL_SUPPORT(WGL_ARB_PBUFFER)) {
4510 int attrib = WGL_DRAW_TO_PBUFFER_ARB;
4511 int value;
4512 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 1, &attrib, &value)))
4513 cfgs->pbufferDrawable = value;
4516 cfgs->numSamples = 0;
4517 /* Check multisample support */
4518 if(GL_SUPPORT(ARB_MULTISAMPLE)) {
4519 int attrib[2] = {WGL_SAMPLE_BUFFERS_ARB, WGL_SAMPLES_ARB};
4520 int value[2];
4521 if(GL_EXTCALL(wglGetPixelFormatAttribivARB(hdc, iPixelFormat, 0, 2, attrib, value))) {
4522 /* value[0] = WGL_SAMPLE_BUFFERS_ARB which tells whether multisampling is supported.
4523 * value[1] = number of multi sample buffers*/
4524 if(value[0])
4525 cfgs->numSamples = value[1];
4529 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4530 cfgs++;
4533 else
4535 int nCfgs = DescribePixelFormat(hdc, 0, 0, 0);
4536 adapter->cfgs = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, nCfgs*sizeof(WineD3D_PixelFormat));
4537 adapter->nCfgs = 0; /* We won't accept all formats e.g. software accelerated ones will be skipped */
4539 cfgs = adapter->cfgs;
4540 for(iPixelFormat=1; iPixelFormat<=nCfgs; iPixelFormat++)
4542 PIXELFORMATDESCRIPTOR ppfd;
4544 res = DescribePixelFormat(hdc, iPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &ppfd);
4545 if(!res)
4546 continue;
4548 /* We only want HW acceleration using an OpenGL ICD driver.
4549 * PFD_GENERIC_FORMAT = slow opengl 1.1 gdi software rendering
4550 * PFD_GENERIC_ACCELERATED = partial hw acceleration using a MCD driver (e.g. 3dfx minigl)
4552 if(ppfd.dwFlags & (PFD_GENERIC_FORMAT | PFD_GENERIC_ACCELERATED))
4554 TRACE("Skipping iPixelFormat=%d because it isn't ICD accelerated\n", iPixelFormat);
4555 continue;
4558 cfgs->iPixelFormat = iPixelFormat;
4559 cfgs->redSize = ppfd.cRedBits;
4560 cfgs->greenSize = ppfd.cGreenBits;
4561 cfgs->blueSize = ppfd.cBlueBits;
4562 cfgs->alphaSize = ppfd.cAlphaBits;
4563 cfgs->depthSize = ppfd.cDepthBits;
4564 cfgs->stencilSize = ppfd.cStencilBits;
4565 cfgs->pbufferDrawable = 0;
4566 cfgs->windowDrawable = (ppfd.dwFlags & PFD_DRAW_TO_WINDOW) ? 1 : 0;
4567 cfgs->iPixelType = (ppfd.iPixelType == PFD_TYPE_RGBA) ? WGL_TYPE_RGBA_ARB : WGL_TYPE_COLORINDEX_ARB;
4568 cfgs->doubleBuffer = (ppfd.dwFlags & PFD_DOUBLEBUFFER) ? 1 : 0;
4569 cfgs->auxBuffers = ppfd.cAuxBuffers;
4570 cfgs->numSamples = 0;
4572 TRACE("iPixelFormat=%d, iPixelType=%#x, doubleBuffer=%d, RGBA=%d/%d/%d/%d, depth=%d, stencil=%d, windowDrawable=%d, pbufferDrawable=%d\n", cfgs->iPixelFormat, cfgs->iPixelType, cfgs->doubleBuffer, cfgs->redSize, cfgs->greenSize, cfgs->blueSize, cfgs->alphaSize, cfgs->depthSize, cfgs->stencilSize, cfgs->windowDrawable, cfgs->pbufferDrawable);
4573 cfgs++;
4574 adapter->nCfgs++;
4577 /* Yikes we haven't found any suitable formats. This should only happen in case of GDI software rendering which we can't use anyway as its 3D functionality is very, very limited */
4578 if(!adapter->nCfgs)
4580 ERR("Disabling Direct3D because no hardware accelerated pixel formats have been found!\n");
4582 WineD3D_ReleaseFakeGLContext();
4583 HeapFree(GetProcessHeap(), 0, adapter->cfgs);
4584 goto nogl_adapter;
4588 /* D16, D24X8 and D24S8 are common depth / depth+stencil formats. All drivers support them though this doesn't
4589 * mean that the format is offered in hardware. For instance Geforce8 cards don't have offer D16 in hardware
4590 * but just fake it using D24(X8?) which is fine. D3D also allows that.
4591 * Some display drivers (i915 on Linux) only report mixed depth+stencil formats like D24S8. MSDN clearly mentions
4592 * that only on lockable formats (e.g. D16_locked) the bit order is guaranteed and that on other formats the
4593 * driver is allowed to consume more bits EXCEPT for stencil bits.
4595 * Mark an adapter with this broken stencil behavior.
4597 adapter->brokenStencil = TRUE;
4598 for (i = 0, cfgs = adapter->cfgs; i < adapter->nCfgs; ++i)
4600 /* Nearly all drivers offer depth formats without stencil, only on i915 this if-statement won't be entered. */
4601 if(cfgs[i].depthSize && !cfgs[i].stencilSize) {
4602 adapter->brokenStencil = FALSE;
4603 break;
4607 fixup_extensions(&adapter->gl_info);
4608 add_gl_compat_wrappers(&adapter->gl_info);
4610 WineD3D_ReleaseFakeGLContext();
4612 select_shader_mode(&adapter->gl_info, WINED3DDEVTYPE_HAL, &ps_selected_mode, &vs_selected_mode);
4613 select_shader_max_constants(ps_selected_mode, vs_selected_mode, &adapter->gl_info);
4614 fillGLAttribFuncs(&adapter->gl_info);
4615 adapter->opengl = TRUE;
4617 This->adapter_count = 1;
4618 TRACE("%u adapters successfully initialized\n", This->adapter_count);
4620 return TRUE;
4622 nogl_adapter:
4623 /* Initialize an adapter for ddraw-only memory counting */
4624 memset(This->adapters, 0, sizeof(This->adapters));
4625 This->adapters[0].num = 0;
4626 This->adapters[0].opengl = FALSE;
4627 This->adapters[0].monitorPoint.x = -1;
4628 This->adapters[0].monitorPoint.y = -1;
4630 This->adapters[0].driver = "Display";
4631 This->adapters[0].description = "WineD3D DirectDraw Emulation";
4632 if(wined3d_settings.emulated_textureram) {
4633 This->adapters[0].TextureRam = wined3d_settings.emulated_textureram;
4634 } else {
4635 This->adapters[0].TextureRam = 8 * 1024 * 1024; /* This is plenty for a DDraw-only card */
4638 initPixelFormatsNoGL(&This->adapters[0].gl_info);
4640 This->adapter_count = 1;
4641 return FALSE;
4644 /**********************************************************
4645 * IWineD3D VTbl follows
4646 **********************************************************/
4648 const IWineD3DVtbl IWineD3D_Vtbl =
4650 /* IUnknown */
4651 IWineD3DImpl_QueryInterface,
4652 IWineD3DImpl_AddRef,
4653 IWineD3DImpl_Release,
4654 /* IWineD3D */
4655 IWineD3DImpl_GetParent,
4656 IWineD3DImpl_GetAdapterCount,
4657 IWineD3DImpl_RegisterSoftwareDevice,
4658 IWineD3DImpl_GetAdapterMonitor,
4659 IWineD3DImpl_GetAdapterModeCount,
4660 IWineD3DImpl_EnumAdapterModes,
4661 IWineD3DImpl_GetAdapterDisplayMode,
4662 IWineD3DImpl_GetAdapterIdentifier,
4663 IWineD3DImpl_CheckDeviceMultiSampleType,
4664 IWineD3DImpl_CheckDepthStencilMatch,
4665 IWineD3DImpl_CheckDeviceType,
4666 IWineD3DImpl_CheckDeviceFormat,
4667 IWineD3DImpl_CheckDeviceFormatConversion,
4668 IWineD3DImpl_GetDeviceCaps,
4669 IWineD3DImpl_CreateDevice